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Credits Open Gaming License Notice


Written and Created by: Collin Lenzen This Roleplaying game uses the Open Gaming License,
Version 1.0a.
Editor: Trent Urness
The full text of the Open Gaming Licence may be found
Layout, Design and Art Direction: Collin Lenzen on page 251.

Cover Art: Eric Belisle The skills, magic spells, feats and other game
mechanics presented within this book are considered
Interior Art: Alaaddin, AlienForce, Andresr, Arfo, Open Game Content, where they are not in disagree-
Poprugin Aleksey, Mark Aplet, Miroslava Arnaudova, ment with the official Open Gaming Licence System
Ayakovlev, Yuri Arcurs, Sílvia Antunes, Denis Babenko, Reference Document. Artwork is not considered open
Eric Belisle, Mircea Bezergheanu, Boleslav, Anna content. All original and derivative artwork is copyright
Braga, Cynoclub, Kim Feigenbaum, Ginasanders, the author.
Brian Goodman, Margo Harrison, Frank Herzog, Tom
Hirtreiter, Irochka, Jonny Klein, Kenny, Koshmar, The setting, game world, and other material
Vasiliy Koval, Kaleena Kruse, Abramova, Kseniya, (including, but not limited to Ancient Sign names,
Kwest, Collin Lenzen, Le Loft, Oksana Jancevic, JGW sample characters, monsters, and equipment) are not
Images, JKlingebiel, Patricia Malina, Joyce Mar, Jump- considered Open Game Content. Anyone interested in
ingsack, Mikhail, Tatiana Morozova, MaxFX, Losevsky creating official adventures or other supplements for
Pavel, Mark Penny, Sasa Petkovic, Alin Popescu, the Spellchrome game world are encouraged to seek
Leigh Prather, Bradley K. McDevitt, R McKown, Jason written permission.
McLellan, Adam Radosavljevic, Jason Rainville, John
Rapone, Paulo Resende, Nicholas Rjabow, Rockworth,
Nikita Rogul, Olly, Victoria Short, Mark Stout, Tatjana
Strelkova, Konstantin Tavrov, Leah-Anne Thompson,
Alberto Tirado, Topal, Suzanne Tucker, Ustin, Kiselev
Valerevich, Mayer Vladimirovich, Drazen Vukelic,
Johannes Wiebel, Vladimir Wrangel

Special Art Thanks

▪ Eric Belisle: ericbelisle.com

▪ Boleslav: boleslavart.com

▪ John Rapone johncarmine.deviantart.com

Based on Game Mechanics Designed by: Jonathan


Tweet, Monte Cook and Skip Williams. Previous
Game Mechanics Designed by David "Zeb" Cook, E.
Gary Gygax and Dave Arneson. See also OGL SRD
Authors, pg 251.

Copyright ©2009 Collin Lenzen. All Rights Reserved.

This material may not be copied, re-posted, sold or


redistributed in any form without the express written
permission of the author.

This is a work of fiction. Any resemblance to actual


persons, living or dead, or places is entirely coinci-
dental.

2
Table of Contents Chapter 4: Skills
Skills Introduction ..................................................59
Chapter 1:Introduction Difficulty Class (DC) ..............................................59
This is a Roleplaying Game ....................................5 Opposed Skill Checks ...........................................60
Your Character Might be: ........................................6 Choosing Skill Categories .....................................60
The Spellchrome Setting .........................................6 Strength Based Skills ............................................61
Why the Name Spellchrome?..................................6 Dexterity Based Skills............................................63
What you Need to Play ............................................7 Constitution Based Skills .......................................67
Dice .........................................................................8 Intelligence Based Skills .......................................68
General RPG Terms................................................8 Wisdom Based Skills .............................................71
Spellchrome Specific Terms....................................9 Charisma Based Skills ..........................................74
The Core Mechanic ...............................................10 Alphabetical Skill List ............................................76
Quick Sample Combat ..........................................10 Synergy and Aid Another ......................................77
Regular Play ..........................................................11 Trained Skill Bonuses and Points.......................... 77
Example of Play ....................................................11 Untrained Skill Bonuses and Points ...................... 77
A Fictitious World ..................................................12 Using Skills Untrained ...........................................78
Other Resources ...................................................12 Improving Skills .....................................................78

Chapter 2: Character Creation Character Creation Option ....................................78

Creating a Character Introduction ......................... 13 Chapter 5: Magic Spells


Talk with your GM .................................................13 Spells Introduction .................................................79
Ancient Sign ..........................................................13 Difficulty Class (DC) ..............................................79
Social Class...........................................................16 Choosing Spell Categories ....................................81
Magical Pollution and Traits ..................................17 Combat Focus Based Spells .................................81
Attributes ...............................................................19 Death Based Spells ...............................................82
Hit Points and Combat Bonuses ........................... 21 Fire Based Spells ..................................................85
Skill Categories and Skill Points ............................ 24 Healing Based Spells ............................................88
Spell Categories and Points ..................................26 Ice Based Spells....................................................89
Saving Throws.......................................................28 Insight Based Spells ..............................................92
Feats .....................................................................30 Light Based Spells.................................................94
Equipment .............................................................31 Protection Based Spells ........................................97
Finishing Touches .................................................33 Shadow Based Spells ...........................................99
Play the Game.......................................................34 Telekinesis Based Spells ....................................101
Sample Characters................................................34 Telepathy Based Spells.......................................103

Chapter 3: Level Advancement Weather Based Spells .........................................106

Level System .........................................................55 Alphabetical Magic Spell List...............................109

Level Advancement ...............................................55 Known and Unknown Spells................................110

Skill and Magic Spell Bonuses .............................. 56 Improving Magic Spells .......................................110

Empowerment Point Bonuses ............................... 57 Magic Point Exceptions .......................................110

Levelling HP, Attacks and Saves .......................... 57 Character Creation Option ..................................110

Rewarding XP .......................................................58
Starting an Advanced Character ........................... 58
Issues of Training ..................................................58

3
Chapter 6: Feats Chapter 10: Threats
Feats Introduction................................................111 Threats Introduction ............................................215
Acquiring Feats ...................................................111 Reading Stats ......................................................216
Reading Feat Descriptions ..................................112 Street Thug..........................................................217
Choosing Feats ...................................................112 Mercenary ...........................................................218
List of Feats .........................................................112 Talzaran Warrior..................................................220
Important Feats ...................................................114 Stone Ogre ..........................................................222
Feat Descriptions ...............................................115 Varrathnoth..........................................................223
Spirit Born Witch..................................................225
Chapter 7: Equipment
Dangerous Beasts ...............................................227
Money..................................................................123
The Lumbering Dead...........................................229
Empowering Items...............................................124
Pale Twin.............................................................230
Starting Equipment ..............................................125
Ranged Weapons................................................126 Chapter 11: Setting
Melee Weapons ..................................................131 The Allterions ......................................................233
Armour.................................................................136 Kingdom of Lundor Time Line ............................. 234
Items and Devices ...............................................142 Map of Eldlandria ................................................236
Power Alterations ................................................146 Common Languages ...........................................237
Vehicles ...............................................................148 Technology and Culture ..............................240
Common Goods and Services ............................ 154 The Barrier Zone .................................................241
Tower Cities ........................................................242
Chapter 8: Combat
Nova Dirge Territory ............................................242
Combat Overview ................................................159
Major Factions .....................................................234
Sample Combat...................................................161
Initiative ...............................................................165 Extras
Hit Points .............................................................168 Character Sheet ..................................................246
Types of Actions ..................................................173 Index....................................................................248
Combat Modifiers ................................................178 Open Gaming Licence.........................................251
Combat Options ..................................................180
Combat Index ......................................................185
Overview
Chapter 9: Running the Game Introduction .....................................................5
GM Roles ............................................................187 Character Creation ........................................13
Tips and Guidelines.............................................195
Sample Characters .......................................34
Bad GMing ..........................................................195
Level Advancement ......................................55
Player Character Death .......................................196
Skills..............................................................59
Successful Gaming Session................................199
Magic Spells..................................................79
Awarding XP and Treasure .................................201
Feats ...........................................................111
Adventure Basics ................................................203
Equipment ...................................................123
Adventure Elements ............................................205
Building Adventures ............................................206 Combat .......................................................159
About the Opposition ...........................................209 Running the Game ......................................187
Adventure Ideas ..................................................210 Threats ........................................................215
Setting .........................................................233

4
Chapter 1: Introduction This style of game play still has some advantages over
other RPG mediums. Since this is not a videogame,
Players are freer to use their imagination to solve
This is a Roleplaying Game challenges. They can attempt to cleverly use equipment
This is a “Pen and Paper” RPG (Roleplaying Game). to solve their problems, or use their skills and spells
The roleplaying part means that you create a character to find alternate routes. Granted, many of these same
using a set of rules, deciding what he or she is good concepts can be found in videogames; however the
or poor at. The “Pen and Paper” part means that this programmers and videogame designers must account
is a bit like a board game, with many Players and dice for all of the possible scenarios a head of time, modeling
involved. Unlike a board game, a Pen and Paper RPG and scripting each one meticulously. A human GM can
has an overall story that continues from game to game, more easily react to the unexpected, which means that
and all of the Players contribute to achieve mutual when a Player’s unconventional solution is attempted,
goals within that story. it may possibly succeed.

One group member is the Game Master (GM), who Another critical aspect in Pen and Paper RPGs is
controls the world and everything in it, and everyone social. Ultimately these games are fun because you are
else controls a single character, known as a Player gathering with your friends and interacting. While we
Character. Once everyone selects or builds a character, want you to play this game, you could probably have
the GM runs the game. The GM either invents her just as much fun playing cards (at least for a while).
own adventure or uses a pre-made one. During the
adventure, or game session, the GM describes scenes So get some friends together, build characters and play
and explains scenarios. The Players imagine these the game. If some or all of you have played videogame
scenes and choose what their characters will do. RPGs, you will probably understand some broader
concepts such as “Leveling Up”. If some of you have
played other Pen and Paper RPGs, even better - this
game will be comfortably familiar, yet exciting and
new!

5
The Spellchrome Setting
Eldlandria was once a medieval world where men and
women fought with sword and magic. Then came the
powerful Allterions, claiming to be both protectors and
ancient brethren. The Allterions warned of a powerful foe
that threatened both peoples. Ultimately the Allterions
landed their Starships and introduced new technology,
Your character might be: changing the Eldlandrian landscape and its people
forever. Your character lives in this new and chaotic
▪ A large and powerful H-Class Warrior, setting, full of possibility, danger and adventure.
sworn to protect Eldlandria.
Learn more about the setting in Chapter 11, starting on
▪ A freelance Bounty Hunter on the Page 233.
lookout for wanted men.

▪ A tough-as-nails Detective who Why the name Spellchrome?


always seems to find trouble. The term Spellchrome comes from the iconic Spell-
▪ A Guardian Protector whose magic is chrome Pistol. Soon after settling on the new planet,
only outshone by her combat ability. the Allterions discovered that their technology
malfunctioned and their energy storage units burnt out
▪ An Arcane Soldier trained by exclusive once removed from the shielding of their Starships.
schools in the art of magic and war. Eventually it was learnt that
the technology could be
▪ An Elemental Brawler always ready for a good fight. modified and powered by
Eventually it
▪ A Scout, adept at stealth and reconnaissance. a person’s spell energy. was learnt that
Energy blasters were
▪ A Warden Investigator skilled in piecing together among the first upgraded,
the technology
the aftermath of even the grizzliest crime. creating Spell-powered could be
chrome-plated pistols. modified and
▪ A Highwayman, who has underworld Although it was later proven
skills and knowledge. that magical prowess (or powered by a
▪ A Paranormal Auditor, knowledgeable in ineptitude) factored little person’s spell
dealing with things not of this world. into a user’s ability to power
the new technology, the energy.
▪ A Phantom Rogue, whose magic and skill name has stuck ever since.
let them climb dangerous heights.
The game is called Spellchrome because it intention-
▪ A Hatchetman, trained as a spy and assassin. ally mixes the genre of medieval fantasy (the Spell)
▪ A Battle Caster, who can be counted with the genre of science fiction (the Chrome).
on for magical battlefield support.

▪ A Dark Blade, with ancient ties to


barbarians and Necromancers.

▪ A Gun-Wraith, master of the twin guns.

▪ An Urban Wizard, versatile spell-


caster, telepath and elementalist.

▪ A Greystone Sorcerer, trained to be


a skilled and powerful healer.

▪ A Thunder Mage, who is good with ranged


magic or with melee weapons.

▪ Whatever you choose to create.

6
What you need to play
▪ The rules that you are reading right now. They
cover how to make a character and the rules
of play. A printed book is easiest to use.

▪ A Character sheet. An official character sheet


is easiest to use, but any blank piece of paper
will do. A couple pieces of scrap paper or an
inexpensive note book are also useful.

▪ A pencil and an eraser. The “pen” in Pen and


Paper is a bit of a misnomer; few things on your
character sheet should be written permanently.

▪ A set of Dice. One set each is good, although


a couple extra sets can be handy. Dice
are explained on the following page.

▪ A character figure. Your GM may use grid


maps to help resolve combat scenarios. You
will want some token to represent your figure,
preferably one that fits inside a 1 inch square.

▪ A calculator can be helpful, but is not required.


Any inexpensive calculator will do.

▪ A group of people to play with. 1 GM and


four Players is ideal, although a couple more
(or less) can usually be worked with.

▪ A place to play. A large table is ideal,


since everyone has space to roll dice
and a place to put their character sheet.
Kitchen tables usually work well.

▪ A meeting time. Try to pick when everyone


has a regular chunk of free time.

▪ Snacks. Not necessary, but food and


drink can improve nearly everything.

▪ Related topic: see Chapter 9:


Running the Game, page 187.

7
Dice General RPG Terms
Hit Points (HP): The way to determine how much
Dice abbreviations are used throughout the rules and
damage a character can take before falling unconscious
in game stats. The first number lists how many dice to
or dying. More Hit Points equates to being tougher and
roll, followed by “d”, representing what type of dice to
to the ability to withstand more damage.
roll. An addition or subtraction sign may follow, which
adds or subtracts a listed amount. Armour Class (AC): A measure of a character’s ability
to dodge or deflect an attack. A higher AC is better than
These are the six types of dice used: 4 sided (d4), 6 a low one.
sided (d6), 8 sided (d8), 10 sided (d10), 12 sided (d12)
and 20 sided (d20). Damage Reduction (DR): A form of protection,
reducing the amount of damage taken by a character.
Most empowered armour has DR.

Feats: Feats allow characters to perform actions that


require specific talent or focussed training outside the
realm of normal Skills.

Game Master (GM): The person who runs the adventure


and decides on rules as needed. GMs try to make sure
everyone is having fun, which includes providing a
challenge that is not too easy (boring) but also not too
difficult (frustrating).

Examples: Player Character (PC): Each player has a Player


Character that they decide the actions for.
1d20: Roll a single 20-sided die. (A result of 1-20)
Level: A way of measuring how experienced and
2d8: Roll two 8-sided dice. (A result of 2-16) powerful a character is. The higher the level, the more
powerful the character.
3d6: Roll three 6 sided dice. (A result of 3-18)
Experience Points (XP): Characters gain XP for
2d4+2: Roll two 4-sided dice and then add 2. (A result completing goals and adventures. Once a character
of 4-10) gains enough XP, they gain a new level

1d20-1: Roll a single 20-sided die and then subtract 1. Gaining a new level: Each time a character gains a
(A result of 0-19) new level, they gain more Hit Points and often get a
little better at using skills and casting magic. Certain
1d6+1d8: Roll a single 6-sided die and a single 8-sided levels give specific bonuses.
die. (A result of 2-14)
Attributes: A measure of physical and mental abilities.
d% (Percentile): Take 2d10, indicating which die will Explained under Step 5 of character creation.
represent the 10’s place, and roll each. A result of 4
and 8 would mean 48%, double zero means 100%. If Saving throws: A roll made to partially avoid or resist
your character had a 35% chance of failure, a result of a harmful effect.
36% or higher indicates success.
There are 3 types of saving throws: Reflex (a dodge
Tip: It is considered good etiquette to roll dice where test), Fortitude (a toughness test), and Willpower (a
everyone (or at least the GM) can see the results. It’s mental endurance test).
also best to leave your dice with your last result, until
you need to roll something else. Base Attack Bonus: Separated into two different Stats
- Ranged Base Attack Bonus and Melee Base Attack
The exception to this rule is the Game Master’s rolls. Bonus - each gets better as a character gains levels. A
Some GM’s make lots of rolls behind a GM screen, and Base Attack Bonus may be ranked as Poor, Good or
that’s okay. They run the game, which means they have Best. See Step 6 under character creation.
legitimate reasons to make guarded rolls. See also:
Rolling Dice, from the chapter on running the game.

8
Campaign: The sum of all of the adventures your Armoes, Burgon, Calmen, Danar, Etherami and
character participates in; often defined by the long story Feylore: The six Ancient Signs your character may be
arc created by the GM. An ongoing game throughout born under. See Step 2 under character creation.
multiple sessions is a Campaign.
Social Class: Adds a small bonus to your Hit Points,
Difficultly Class (DC): A way of determining how difficult Skill Points or Magic Points. Also adds 1 Starting
a task is. It helps set the target number a character Combat Feat, Skill Category or Magic Spell Category.
must meet or exceed. See step 3 under character creation.

Check: When trying to meet or exceed a number Worker, Merchant and Nobility: Your character may
determined by the rules or the GM, rolling a d20 and be from any of these three broad social classes. See
adding modifiers based on your character’s stats. Step 3 under character creation.

Natural 20: A roll resulting in a 20 on a d20 before any Empowerment Points (EP): Allows a character to
modifiers are added. Often an automatic success. activate an item. These are allocated at any time. A
first level character has 10 Empowerment Points. See
Natural 1: A roll resulting in a 1 on a d20 before any Chapter 7: Equipment for details.
modifiers are added. Often an automatic failure.
Magic Points (MP): These allow a character to cast a
Bonus: A positive number applied to a roll. spell. Casting 1 spell costs 1 Magic Spell point each
time it is cast. Magic Points refresh after a rest and are
Penalty: A negative number applied to a roll. determined during character creation. More information
on Magic Spells may be found in Chapter 5: Magic
Move action: An action that lets a character move a
Spells.
distance in combat or perform an action that requires a
couple seconds, such as drawing a weapon or opening Skill Points (SP): These aid a character by adding a
a door. bonus die when they need to make a difficult Skill Check.
Skill Points refresh after a rest and are determined
Attack action: An action that lets a character perform
during character creation. More information on Skills
an attack with a weapon.
may be found in Chapter 4: Skills.
Weapon range: How far away a target can be without a
Extraordinary Hit Points (EX-HP): These are Hit
ranged attack taking a penalization for distance.
Points that are lost before normal Hit Points. Some
Round: A six second period of time used for combat. Spellchrome armours have Extraordinary Hit Points
built in as a form of extra protection. See details.
Types of Actions: Characters are able to take one
move action and one standard action per round on Visual Trait: A side effect of living in a magically
their turn. See: Types of Actions (Chapter 8) polluted world. If selected during character creation,
visual traits, such as pointy ears or tusks are randomly
rolled. See Magical Pollution and Traits.
Spellchrome Specific Terms
Ancient Sign: This determines the priority that your Hit Trait Bonus: A randomly rolled bonus, usually an
Points, Skill Points and Magic Points are set. This also attribute gain, for each visual trait.
determines Starting Combat Feats, Skill Categories,
Eldlandria: The world in which the game takes place.
Spell Categories and base saving throws. See step 2
under character creation. Eldlandrians: Humans native to Eldlandria.

Allterions: Humans with advanced technology and


knowledge who officially arrived on Eldlandria less
than a century ago. See Chapter 11: Setting.

The Nova Dirge: The powerful threat that the Allterions


came to stop. The Nova Dirge have allied with some
kingdoms, allowing them to conquer much of Eldlandria.
Their leaders are renegade Allterion.

9
The Core Mechanic About the word “hit”
Hit is often used in place of “that was a successful
Whenever you attempt an action that has some chance
attack”, even when it is a bit of a misnomer.
of failure, roll a twenty-sided die (d20). To determine if
your character succeeds at a task you do this:
About the word “miss”
▪ Roll 1d20.
Miss is often used in place of “that was an unsuccessful
▪ Add any relevant modifiers. attack”, even when the proper terminology might be
“deflected”. Think of “miss” as “not successful” rather
▪ Compare the result to a target number. than as the literal meaning (although sometimes it does
▪ If the result equals or exceeds the target number, mean that an opponent fully dodged out of the way).
your character succeeds. If the result is lower
than the target number, your character fails.

Quick Sample Combat


Attacking in combat is explained in detail in Chapter 8:
Combat, but here are the basics:

Talon is walking down the street when two thugs stalk


out of an alleyway aiming Spellchrome weapons at
him. After a short argument combat breaks out.

Determine initiative by each character rolling 1d20


and adding their dexterity modifiers (and any other
applicable modifiers).

Talon gets a 13, the tall Thug gets a 16 and the big
Thug gets a 4.

The tall Thug goes first. Using his Spellchrome weapon,


he rolls 1d20 and adds his ranged attack bonus for a
result of 11. He misses Talon, since Talon’s AC (Armour
Class) is 16.

Now it is Talon’s turn. Characters are able to take


one move action and one standard action per turn.
He spends his move action to draw his Spellchrome
Pistol and his standard action to fire at the tall Thug.
His Player rolls 1d20, gets a 14, and adds his Ranged
Attack Bonus (3) - for a result of 17. The GM lets Talon’s
Player know that his attack is a hit.

Talon’s Player rolls damage, which is 2d8 for his gun,


resulting in 13 damage.

Since the Thug’s light armour has 1d4 damage


reduction, the GM rolls and gets a 2. The Thug takes
11 damage, which is enough to convince him that
messing with Talon was a bad plan.

Next the big Thug gets his actions. After that it is the tall
Thug’s actions, then Talon’s and then the big Thug’s
again, unless they are incapacitated. Combat continues
this way until it is resolved.

10
Regular Play (Lisa) GM: You have all been called to a recent crime
scene, on the front steps of a hotel. Allterion police
Players rarely act in turns and rounds outside of combat. keep back the curious and the hysterical gawkers. On
The GM explains a situation or describes a scene and the ground is a dead body, its skin looks frozen and
then Players say what they want to do. Occasionally shattered in places. Limbs bent where they shouldn’t
the GM has to regulate how much a character can do be.
in a given amount of time, but this still is not as strict as
(Lisa) GM: Over comes an Allterion detective, wearing
combat rounds.
an armoured uniform. “Do you think a creature did
this?” he asks.
When a Player states that they want to do something
and the GM thinks it requires a skill check, she will (John, playing a bounty hunter) Ronin: We’ve seen this
have the Player roll 1d20 to determine success. If the before, I think. What say you, Sayworth?
Player’s character is knowledgeable or practiced in
that skill, they will have a better chance of success. (Kim) Sayworth: Too soon to tell... let me examine some
Sometimes feats or other aspects unique to a character of the evidence and cast some spells, Detective...?
will help them in their actions.
(Lisa) GM: Wodar, Detective Wodar. Uhm, yes, well
The GM is like a writer; she comes up with a plot and excuse me, I should let you work. We’re all just very
knows who the killer or killers are. She provides the frustrated with the situation. Let me know if I can be of
setting and the background characters. The Players, any help and of course, keep me in the loop.
through their characters, are like actors. While their
characters have skills, abilities and equipment to help (Kim) Sayworth: Sure. (To the GM) Sayworth starts to
them, these actors do not get a script - the Players examine the body, making sure to collect some of that
have to come up with the right questions on their own. skin you mentioned.
If the Players are totally on the wrong track, the GM will
probably drop small clues to help them, but ultimately it (Lisa) GM: Okay, that’ll take you a couple minutes. Then
is the Players’ story. It is up to them to figure out what I’ll have you make a Gather and Analyze Evidence
happened and resolve the matter, in whatever manner roll.
they choose. Of course not everyone will be happy
(Bill) Driden: Hey Wodan, were there any witnesses?
with the decision the Players make - whether it be an
employer, a victim’s family or the antagonists. (Lisa) GM: It’s Detective Wodar.

Example of Play (Bill) Driden: Oh. Sorry. Were there any witnesses?

Here is an example of 4 people playing Spellchrome. (Lisa) GM: Yes, two of them, over here, he says. Wodar
The interaction between the GM and the Players is leads you away. John, what is Ronin doing?
what is important here, not the plot. The characters
already know each other from a quick adventure where (John) Ronin: I’ll think I’ll cast Examine Supernatural.
the GM demonstrated some of the basic rules.
(Kim) Sayworth: Don’t waste your Magic. I’m going
(Lisa) GM: You’ve all recently arrived in New Prospect, to cast that on the body as soon I’m done gathering
one of the Allterion tower cities. It feels very alien evidence.
in comparison to the traditional stone castles and
wooden buildings you’re used to. The Allterions have (John) Ronin: I cast Examine Supernatural and walk
been having troubles with Supernatural crimes and toward the crowd.
requested help from your kingdom. That’s where you
(Lisa) GM: Alright, Ronin casts and scans the crowd.
come in.
Pretty boring stuff. Then a dull looking person suddenly
(Bill, playing a large solider) Driden: Why am I here? stands out as you see past his non-descript features
to the outline of something much greater, fiendish and
(Kim, playing a Paranormal Auditor) Sayworth: We horrific. His eyes meet yours for a second before he
need someone we can trust to watch our backs. Don’t turns to run.
worry, I’m sure there’ll be something big and nasty to
fight. (John) Ronin: Driden! Sayworth! Get over here quick!
(To the GM): Ronin gives chase.
(Bill) Driden: All right, cool.

11
And that is how an adventure might start. Please note
that your adventures might not be anything like this.
The above example kept with a crime drama theme,
but not all Spellchrome adventure need to. You might
explore hazardous lands, ruins, crash sites and other
places that are too dangerous
for average citizen to venture.
You may protect important ...adventures
people or take on missions to
thwart the plans of The Nova that allow the
Dirge. Adventures may be
centered around working with characters
or against organized crime.
And of course you might also to use all of
solve crimes, if that is what
works for your group. In the their skills
end, hopefully you will see
a variety of adventures that and abilities.
allow the characters to use
all of their skills and abilities.
Find more on this in Chapter 9: Running the Game.

A Note About “You”


Sometimes in this document it is simply less
cumbersome to write “you gain +1 Hit Point” than “Your
character gains +1 Hit Point.” These mean the same
thing. The same applies when “Your base attack” is
written, rather than “Your character’s base attack”.

A Fictitious World
When explaining the game world it is often written
as if it were real, following the basic rules of fiction
and suspension of disbelief. To be certain, this is an
imaginary world - no more real than Dorothy or the land
of OZ.

Other Resources
If you still don’t have a sense of what a Pen and Paper
RPG is or how to play, other Players who have played
RPGs are you best source of information. If you can
game with people who play this game or even another
Pen and Paper RPG, you will learn more from them
than we have room to explain here. Even dropping in
and watching a game can help.

We also recommend the book Dungeons & Dragons


For Dummies (2005) by Bill Slavicsek and Rich Baker.
It’s useful if you are looking for more information on the
finer details about finding a game, or RPG etiquette.
Some of the specifics won’t help, but the general advice
will.

12
You may find it useful to look over the sample characters.
Chapter 2: Character Creation Sample characters can be handy if you are either in a
hurry-choose one and you can start right away-or if you
Creating a Character need help getting an idea about the type of character
Building a character for a Roleplaying game can be you want to play. If you are brand new to this type of
one of the most enjoyable aspects of playing an RPG. roleplaying game, we suggest looking at some game
It offers the player the opportunity to try different combi- concepts, if you have not already.
nations to create a character that will be fun to play and
useful in many situations. Also, you are encouraged to Step 2: Ancient Sign
give your character a unique personality so that he or
she is more than just numbers on a page. Determine under which Ancient Sign your character
was born. Spellchrome uses a priority system, not
Listed below are the character creation steps. The character classes. These priorities determine your char-
exact order doesn’t matter, as long as everything gets acter’s Hit Points (HP), Skill Points (SP), Magic Points
selected and recorded. As you make selections, it helps (MP) and other related abilities. There are six Ancient
to jot it down with the associated bonuses. Signs from which you may choose from, Armoes,
Burgon, Calmen, Danar, Etherami and Feylore. Each
are explained below.
Character Creation Steps:
1. Talk with your GM

2. Ancient Sign

3. Social Class

4. Magical Pollution and Traits

5. Attributes

6. Hit Points & Combat Ability

7. Skill Points & Skill Categories

8. Magic Points & Spell Categories

9. Saving Throws

10. Feats

11. Equipment

12. Finishing Touches


13. Play the Game!

14. Sample Characters

Step 1: Talk With Your GM


Before you start, talk with the Game Master (GM) and
find out what kind of character would complement
the rest of the group. If everyone is making their first
character, talk with other players to get a sense of what
kind of character you might want to play. Always check
with the GM for any special character creation rules
or other considerations. Characters start at level one,
unless your GM tells you otherwise.

13
Armoes Burgon Statistics:
▪ Hit Points per level: +6
▪ Great: Hit Points, Combat Feats
and Fortitude Saving Throw ▪ Skill Points: +2
▪ Good: Skill Points, Skill choices ▪ Magic Points: +4
and Reflex Saving Throw
▪ Starting combat feats: Choose 7
▪ Weak: Magic Points, Spell Choices,
and Willpower Saving Throw ▪ Skill Categories: Select 2

▪ Spell Categories: Select 4

N
otable individuals born under the Ancient Sign of
Armoes include large, powerful warriors, bounty
▪ Saving Throws:
hunters, and tough-as-nails detectives. Players
should choose the Ancient Sign of Armoes if they want ▪ Fortitude: 12/20
a tough, combat ready character that has access to a
good amount of Skills. ▪ Reflex: 6/20

▪ Willpower: 9/20
Armoes Statistics:
▪ Hit Points per level: +6

▪ Skill Points: +4 Calmen


▪ Magic Points: +2 ▪ Great: Skill Points, Skill choices
and Reflex Saving Throw
▪ Starting combat feats: Choose 7
▪ Good: Hit Points, Combat Feats
▪ Skill Categories: Select 4
and Fortitude Saving Throw
▪ Spell Categories: Select 2
▪ Weak: Magic Points, Spell Choices,
▪ Saving Throws: and Willpower Saving Throw

▪ Fortitude: 12/20

N
otable individuals born under the Ancient Sign
of Calmen include adept scouts and trackers,
▪ Reflex: 9/20 exceptional Warden Investigators and some
infamous pirates and highwaymen. Players should
▪ Willpower: 6/20
choose the Ancient Sign of Calmen if they want a
versatile character that is proficient with more advanced
Skills, as well as reasonably tough and battle ready.
Burgon
Calmen Statistics:
▪ Great: Hit Points, Combat Feats
▪ Hit Points per level: +4
and Fortitude Saving Throw
▪ Skill Points: +6
▪ Good: Magic Points, Spell Choices,
and Willpower Saving Throw ▪ Magic Points: +2
▪ Weak: Skill Points, Skill choices ▪ Starting combat feats: Choose 4
and Reflex Saving Throw
▪ Skill Categories: Select 7

N
otable individuals born under the Ancient Sign
of Burgon include Guardian Protectors, Arcane ▪ Spell Categories: Select 2
Soldiers, and Elemental Brawlers. Players should
▪ Saving Throws:
choose the Ancient Sign of Burgon if they want a robust
and sturdy character in combat that has access to a ▪ Fortitude: 9/20
good range of Magic Spells.
▪ Reflex: 12/20

▪ Willpower: 6/20

14
Danar Etherami Statistics:
▪ Hit Points per level: +4
▪ Great: Skill Points, Skill choices
and Reflex Saving Throw ▪ Skill Points: +2
▪ Good: Magic Points, Spell Choices, ▪ Magic Points: +6
and Willpower Saving Throw
▪ Starting combat feats: Choose 4
▪ Weak: Hit Points, Combat Feats
and Fortitude Saving Throw ▪ Skill Categories: Select 2

▪ Spell Categories: Select 7

N
otable individuals born under the Ancient Sign of
Danar include Paranormal Auditors and Phantom
▪ Saving Throws:
Rogues. Additionally, it is believed that many
covert agents, spies and assassins are born under ▪ Fortitude: 9/20
the Ancient Sign of Danar. Players should choose the
Ancient Sign of Danar if they want a crafty character ▪ Reflex: 6/20
who can accomplish tasks through skill and magic.
▪ Willpower: 12/20
Danar Statistics:
▪ Hit Points per level: +2
Feylore
▪ Skill Points: +6
▪ Great: Magic Points, Spell Choices,
▪ Magic Points: +4 and Willpower Saving Throw
▪ Starting combat feats: Choose 2 ▪ Good: Skill Points, Skill choices
and Reflex Saving Throw
▪ Skill Categories: Select 7
▪ Weak: Hit Points, Combat Feats
▪ Spell Categories: Select 4
and Fortitude Saving Throw
▪ Saving Throws:

N
otable individuals born under the Ancient Sign
▪ Fortitude: 6/20 of Feylore include Urban Wizards, powerful
Healers and Thunder Mages. Players should
▪ Reflex: 12/20 choose the Ancient Sign of Feylore if they want a
resourceful character whose strong magic and good
▪ Willpower: 9/20
Skill selection make them useful in even the most
abnormal situation.

Etherami Feylore Statistics:


▪ Hit Points per level: +2
▪ Great: Magic Points, Spell Choices,
and Willpower Saving Throw ▪ Skill Points: +4
▪ Good: Hit Points, Combat Feats ▪ Magic Points: +6
and Fortitude Saving Throw
▪ Starting combat feats: Choose 2
▪ Weak: Skill Points, Skill choices
and Reflex Saving Throw ▪ Skill Categories: Select 4

▪ Spell Categories: Select 7

N
otable individuals born under the Ancient Sign
of Etherami include great Battle Casters, Dark
▪ Saving Throws:
Blades and Gun-Wraiths. Players should choose
the Ancient Sign of Etherami if they want a magically ▪ Fortitude: 6/20
powerful character that is also reasonably tough and
combat proficient. ▪ Reflex: 9/20

▪ Willpower: 12/20

15
Recap: Ancient Signs at a Glance Worker
Ancient Signs: Priority Traditionally, those of the Worker Social Class have
been required to train as soldiers or work the land.
Ancient Sign Great Good Weak Guards, Men at arms, and Wardens are considered
part of the Worker Social Class.
Armoes Combat Skills Magic
▪ The Worker Social Class adds 3 Hit Points
Burgon Combat Magic Skills per level and 1 starting combat feat choice.
Calmen Skills Combat Magic

Danar Skills Magic Combat Merchant


Etherami Magic Combat Skills Traditionally, the Merchant Social Class has been
Feylore Magic Skills Combat made up of tradesmen and expert craftsmen. Actors
and Circus performers are also considered part of the
Merchant Social Class.

Ancient Signs: Points ▪ The Merchant Social Class adds 3 Skill


Points and 1 Skill category choice.
Ancient Sign Hit Points Skill Points Magic
Points

Armoes 6 4 2 Nobility
Burgon 6 2 4 Traditionally, those in the Nobility Social Class have
been landowners, leaders, and expert magic users.
Calmen 4 6 2 Certified Magi, Councillors and Auditors are part of the
Nobility Social Class.
Danar 2 6 4
▪ The Nobility Social Class adds 3 Magic
Etherami 4 2 6
Points and 1 spell category choice.
Feylore 2 4 6

Step 3: Social Class Recap: Social Classes at a Glance


Determine whether your character was raised in the
Worker, Merchant or Nobility Social Class. While not Social Class Hit Points Skill Points Magic
as dominant a factor as your character’s Ancient Sign, Points
Social Class in the Spellchrome world does affect
Worker +3 +0 +0
your character by adding a small bonus to Hit Points,
Skill Points or Magical Spell Points. When choosing, Merchant +0 +3 +0
ask yourself if you want to balance your character and
shore up a weakness or increase an already potent Nobility +0 +0 +3
area of power.

While the Social Classes do have some meaning


Social Class Combat Skill Spell
in a cultural roleplaying sense, they are in no way
Feat Category Category
suggestive of what a character can or cannot do. The
three Social Classes are each explained below. Worker +1 +0 +0

Merchant +0 +1 +0

Nobility +0 +0 +1

16
Step 4: Magical Pollution and Traits Visual Trait Specifics
Magic has been used (and some say abused) for
centuries, and has over time caused side effects Ears: Roll 1d4
among the people of Eldlandria. These side effects,
1. Ears come to a subtle upwards point, adding
also known as traits, can affect a person’s appearance
less than an inch to the height of the ear.
in their size, height and weight.
2. Ears point up significantly, adding over an
Game rules: inch and a half to the height of the ear.

Players can choose zero to three random traits for their 3. Ears point noticeable up and outwards.
character. For each trait, the player rolls three times:
4. Ears point noticeable up and backwards.
once for the type of visual trait (such as “height” or
“ears”), once for a detailed description of that trait (such
as “ears point noticeably up and outwards”) and then Tusks: Roll 1d4
again for the trait bonus (such as +1 to their dexterity 1. A single small tusk protruding from
attribute). the lower row of teeth on the left.

Visual trait types are determined by rolling 1d6 (a 2. A single small tusk protruding from the
single six sided dice) for each trait. A character may lower row of teeth on the right.
not have more than one instance of a single visual trait,
3. Two small tusks protruding from
so a Player must roll until each trait is different. Do
the lower row of teeth.
this for all the visual traits. Each visual trait then corre-
sponds to an additional die roll that further determines 4. Two large tusks protruding from
the specific look of that visual trait. For example, if “5” the lower row of teeth.
is rolled, which corresponds with the visual trait
of height, an additional roll must be made to Horns: Roll 1d8
determine if it that trait will make a character
taller or shorter than normal. 1. Small twin horns point up and out from the temples.

2. Twin ram horns grow from the temples.


After the visual traits have
been determined, roll 1d8 for 3. Twin bull horns grow from the temples.
each visual trait to determine
the trait bonus or bonuses. 4. Small twin horns grow from the forehead.
Trait bonuses may be applied 5. A ridge of small horns grow
more than once, so it is fine if you over the head like a fin.
get multiples of the same bonus.
6. A small mane of horns covers the
Try to make these rolls when head; sometimes mistaken for hair.
the GM has a moment to watch.
When they get to see your awesome 7. Player decides, keeping with
rolls, everyone ends up happier. above theme. (GM must approve.)

8. Roll twice more


Visual Traits: Roll 1d6 on this table.
1. Ears

2. Tusks

3. Horns

4. Skin

5. Height

6. Weight

17
Skin: Roll 1d10 Trait Bonuses: Roll 1d8
1. Light blue skin
1. Toughness Feat
2. Dark blue skin
2. +1 bonus to Strength
3. Light green skin
3. +1 bonus to Dexterity
4. Dark green skin
4. +1 bonus to Constitution
5. Metallic silver skin
5. +1 bonus to Intelligence
6. Metallic silver eyes
6. +1 bonus to Wisdom
7. Dark blue hair
7. +1 bonus to Charisma
8. Dark green hair
8. Bonus feat
9. Metallic silver hair
Example: John is making a
10. Roll twice more character and decides he wants
on this table. as many bonuses as he can get
and does not care how strange his
Height: Roll 1d4 character will look, so he opts to
1. Two heads give his character the maximum
shorter than the three traits. First he rolls 3d6, (three
average person. dice, all six-sided) and comes up
with 2, 5 and 5. He re-rolls one
2. One head shorter of the 5’s and gets a 3. For each
than the average visual trait, in his case tusks, horns
person. and height, he rolls and additional
die to figure out exactly what the
3. One head taller than visual traits will look like.
the average person.
Next John needs to determine trait
4. Two heads taller than
bonuses. To do this, he rolls 3d8
the average person.
since he has 3 visual traits. He rolls
1, 6 and 6. He adds the toughness
Weight: Roll 1d4 feat (a one-time bonus of +3 Hit
1. Thin and lean - Points) and +2 to his character’s
Significantly lighter Wisdom score. Finally, John is left
than the average to wonder how horns or tusks add
person. Hair tends to his character’s wisdom score.
to be finer. (Note that this is an intentional
design choice - sometimes the
2. Thin and lean - visual traits and trait bonuses will
Noticeably lighter match nicely, and sometimes they will not make much
than the average person. Hair tends to be finer. sense. That’s okay, it’s just a game.)
3. Stocky and burly build - Noticeably heavier than
the average person. Hair tends to be thicker. Additional Background:
4. Stocky and burly build - Significantly heavier than ▪ Not everyone is affected by Magical
the average person. Hair tends to be thicker. Pollution, and some people have no
traits and look completely human.

▪ Children often inherit traits from their parents.

▪ Even a person with multiple traits is still considered


human - although depending on their appearance,
may be called different (often derogatory) names.

18
Step 5: Attributes The Six Attributes:
Attributes determine how strong, agile, tough, smart,
observant and persuasive your character is. Each Strength (STR)
of the six attributes has a name (e.g. “Strength”), a
Strength measures your character’s muscle and
score (e.g. “14”) and a modifier (e.g. +2). The score is
physical power. Strength is important for characters
typically between 3 and 18 (although it can go higher),
who regularly engage in melee combat, since it offers
and represents the range between the weakest and the
a bonus to the chance of hitting and to the amount of
strongest in that attribute among normal humans. A 12
damage dealt with melee weapons. A high Strength is
is just above average and an 18 is significantly above
required for some heavy items.
average.
Apply your character’s Strength modifier to:
Modifiers are what actually help your character during
the game, often adding a bonus to a roll. Modifiers are
▪ Melee attack rolls.
based on the Attribute’s score. A score of 12 or 13
adds a +1 bonus to a task relevant to the attribute it is ▪ Damage rolls when using a melee
associated with. weapon or a thrown weapon.

▪ Skills that have Strength as their key


Attribute Table ability. (Climb, Jump, Swim, Lift, Open)

Score Modifier ▪ Strength checks not covered by Skills.

1 -5 Dexterity (DEX)
2-3 -4 Dexterity measures hand-eye coordination, agility,
reflexes, and balance. Dexterity is important for
4-5 -3 characters that specialize in sneaking or in the use of
ranged weapons, such as Spellchrome pistols. A high
6-7 -2
Dexterity can also help a character avoid an attack,
8-9 -1 making it desirable for any combat focused character.

10-11 +0 You apply your character’s Dexterity modifier to:

12-13 +1 ▪ Ranged attack rolls, including those for


attacks made with Spellchrome pistols, riffles,
14-15 +2 cannons and other ranged weapons.
16-17 +3 ▪ Armour Class (AC), provided that the
character can react to the attack.
18-19 +4
▪ Reflex Saving Throws, for avoiding
20-21 +5 area of effect attacks from Spellchrome
22-23 +6 weaponry and certain spells.

▪ Initiative Bonus. Add the modifier to your


24-25 +7
d20 result when rolling for Initiative
Etc... Etc... ▪ Skills that have Dexterity as their key ability.
(Balance, Drive, Hide and Move Silently, Pilot,
Ride, Use Rope, Acrobatics and Tumbling,
Escape Artist, Locks and Traps, Sleight of Hand)

19
Constitution (CON) Wisdom (WIS)
Constitution represents your character’s health and Wisdom describes a character’s willpower, common
stamina. A Constitution bonus increases a character’s sense, perception and intuition. While Intelligence
Hit Points (HP), so while it is important for all types of represents one’s ability to analyze information, Wisdom
characters, it is especially integral for those who expect represents being in tune with and aware of one’s
to be in the thick of combat. surroundings. Since Wisdom is tied to perception, any
character who wishes to have acute senses should put
▪ You apply your character’s Constitution modifier to: points towards Wisdom. Wisdom is also tied to some
important Skills, such as Healing, and Sense Motive.
▪ Total Hit Points, each time a new level is gained.

▪ Fortitude saving throws, for resisting You apply your character’s Wisdom modifier to:
poison, some spells and similar attacks.
▪ Willpower saving throws (for negating the effect
▪ The Concentration and Endurance Skills. of mind affecting attacks, such as some spells).

▪ Note: if a character’s Constitution modifier ▪ Skills that have Wisdom as their key ability.
changes, the character’s hit points also (Cooking, Domestic proficiency, Gamble, Listen
increase or decrease accordingly. and Spot, Professional proficiency, Heal, Navigate,
Sense Motive, Survival and Hunting, Tracking)
Intelligence (INT)
Intelligence determines how well your character learns Charisma (CHA)
and reasons. Intelligence is important for characters Charisma measures a character’s force of personality,
that expect to be making lots of critical and challenging persuasiveness, personal magnetism, ability to lead
Skill tests. and physical attractiveness. This ability represents
actual strength of personality, not merely how one is
You apply your character’s Intelligence modifier to: perceived by others in a social setting. Charisma is
important for characters that want to cast more spells
▪ The number of Skill Points your because it influences their Magic Points. A character’s
character has each day to spend. magical prowess is limited by the number of Magic
Points they have, but the Charisma modifier adds to
▪ Skills that have Intelligence as this.
their key ability. (Appraise,
Craft, Knowledge: common You apply your character’s Charisma modifier to:
or popular, Repair, Speak
Languages, Decipher Script ▪ The number of Magic Points your
and Write Languages, character has each day to spend.
Forgery and Detect Forgery,
Gather Evidence, Investigate, ▪ Checks that represent attempts
Knowledge: academic, specific to influence others.
or obscure, Research)
▪ Skills that have Charisma as their key
▪ Note: if a character’s Intelligence ability. (Bluff, Diplomacy, Handle animal,
modifier changes, the character’s Perform, Disguise, Gather Information,
daily Skill points also increase Interrogate, Intimidate)
or decrease accordingly.

20
Determine Attribute Score Step 6: Hit Points & Combat Ability
In Spellchrome all of the 6 Attributes start at 10. You Hit Points (HP)
then have 20 points to spend increasing your charac-
ter’s Attributes, providing the following rules: The game system uses Hit Points (HP) to determine
whether characters are alive and able to keep fighting,
▪ Each point spent adds 1 to an attribute. or out of Hit Points and incapacitated, dying or dead.
Characters gain a certain number of Hit Points each
▪ Spending 1 point makes the Attribute
level. For example, a Character who gains 6 Hit Points
“11”; spending 8 of your 20 points
per level would have 12 HP at Level two and 18 HP
makes the Attribute “18”.
at Level three. Occasionally, one-time bonuses are
▪ You may not spend more than 8 added as well, but these do not multiply.
points on a single Attribute.

▪ You may not spend more than 15 points on Determine Hit Points:
the 3 Physical Attributes (STR, DEX, CON). A character’s Hit Points are determined by the Ancient
Sign they were born under, the Social Class they were
▪ You may not spend more than 15 points on
raised in and their Constitution Modifier.
the 3 Mental Attributes (INT, WIS, CHA).

▪ Players are not encouraged to lower their Attributes


below the base of 10. If the GM permits this Ancient Sign Hit Points per level
(presumably for Roleplaying reasons), the player
Armoes +6
receives no additional points for doing so.
Burgon +6
Additional things to keep in mind when determine your
character’s attribute score: Calmen +4
▪ Any bonus Attributes gained from Magical Pollution Danar +4
Traits, Skills or Power Alterations stack once the
above points are allocated. These bonuses allow Etherami +2
an Attribute to exceed the normal limit of 18.
Feylore +2
▪ At levels 4, 8, 12, 16
and 20 characters add
+1 to a single attribute
Social Class Hit Points per level
point, representing
personal growth. Worker +3
▪ If you are unsure Merchant +0
about how to
allocate you points, Nobility +0
ask the GM or
another player for
advice. Have them
explain why their
suggestion is
good for your
character.

21
Starting Combat Feats Your Base Melee Attack Bonus is determined using the
same method. (See the Combat Feats melee basic and
Starting Combat Feats are way of managing different melee advanced). See the Attack Ability Table below
character’s combat ability. You will “spend” them a bit for a summary.
later to determine what your character is good at in
combat.
Attack Ability Table
Determine how many starting Combat Feats your
character has: Ranged Base Attack Type

Number of Feat Name Ranged Weapons


Ancient Sign Starting Combat Feats Feats Spent Base Attack Allowed
Type
Armoes 7
0 Untrained Poor Simple
Burgon 7
Ranged
Calmen 4
1 Ranged Good Simple
Danar 4 Training: and Martial
Basic Ranged
Etherami 2
2 Ranged Best Simple
Feylore 2 Training: and Martial
Advanced Ranged

Social Class Starting Combat Feats


Melee Base Attack Type
Worker +1
Number of Feat Name Melee Base Weapons
Merchant +0 Feats Spent Attack Type Allowed
Nobility +0 0 Untrained Poor Simple
Melee

1 Melee Good Simple


Determine Base Attack Ability: Training: and Martial
Spellchrome separates a character’s Base Attack Basic Melee
Bonus into two statistics: Ranged Base Attack Bonus
and Melee Base Attack Bonus. Characters can spend 2 Melee Best Simple
their allotted Combat Feats on ranged or melee attacks. Training: and Martial
Those with an abundance of Combat Feats can be Advanced Melee
good at both.

If you spend zero (0) Combat Feats on Ranged attack


training, your Ranged Base Attack Bonus is “Poor”.
Furthermore, you are limited to the use of Simple
Ranged weapons.

If you spend one (1) Combat Feat on Ranged attack


training, you gain the “Ranged Training: Basic” Feat.
This makes your Ranged Basic Attack Bonus “Good”.
Furthermore, you may use all Simple and Martial
Ranged weapons.

If you spend two (2) Combat Feats on Ranged attack


training, you gain the “Ranged Training: Advanced”
Feat. This makes your Ranged Basic Attack Bonus
“Best”.

22
Base Attack Bonus Table
Level Poor Good Best

1 +0 +0 +1

2 +1 +1 +2

3 +1 +2 +3

4 +2 +3 +4

5 +2 +3 +5

6 +3 +4 +6 / +1

7 +3 +5 +7 / +2

8 +4 +6 / +1 +8 / +3

9 +4 +6 / +1 +9 / +4

10 +5 +7 / +2 +10 / +5

11 +5 +8 / +3 +11 / +6 / +1

12 +6 / +1 +9 / +4 +12 / +7 / +2

13 +6 / +1 +9 / +4 +13 / +8 / +3

14 +7 / +2 +10 / +5 +14 / +9 / +4

15 +7 / +2 +11 / +6 / +1 +15 / +10 / +5

16 +8 / +3 +12 / +7 / +2 +16 / +11 / +6 / +1

17 +8 / +3 +12 / +7 / +2 +17 / +12 / +7 / +2

18 +9 / +4 +13 / +8 / +3 +18 / +13 / +8 / +3

19 +9 / +4 +14 / +9 / +4 +19 / +14 / +9 / +4

20 +10 / +5 +15 / +10 / +5 +20 / +15 / +10 / +5

Related Topic: Attack Bonus Notes about Feats


Q: What do the numbers separated by the slashes Q: What are Starting Combat Feats?
mean?
A: Starting Combat Feats allow a character to have
A: They represent multiple attacks. A character needs some combat prowess at level one. Combat Feats
to be at least level 6 and use a full-round action to use are restricted in use - they may only be used towards
multiple attacks. (See Type of Actions in the combat designated feats that improve combat ability, such as
chapter.) “Ranged Training: Basic”.

Q: What are the effects of using a Martial weapon


without training?
Making it up later:
A character that begins with a low amount of Starting
A: Before attacking, roll percentile. A result of 01-60% Combat Feats can bridge the gap by spending the feats
means that the character was not able to properly use they gain from levelling up on Combat Feats. However,
the weapon, resulting in no attack. a character will want many other feats as they gain
levels, so it will not be an easy decision.
23
In addition to the above Ranged and Melee Training Skill Categories
(Basic and Advanced), there are many other Combat
specific feats. A full list, with complete descriptions, Determine how many Skill Categories your character
can be found in Chapter 6: Feats. may choose:

Step 7: Ancient Sign Skill Category Choices

Skill Points & Skill Categories Armoes 4

Skill Points (SP) Burgon 2

Skill Points (SP) are used in Spellchrome to help Calmen 7


characters succeed at Skill tests. A player has a finite
Danar 7
amount of Skill Points to spend. Skill Points refresh
each day after a character has rested. Etherami 2

What Skill Points do: If you are trained in a Skill, Feylore 4


spending a Skill Point adds 1d8 to that Skill test. If you
are untrained in a Skill, a Skill Point adds 1d4 to that
Skill test.
Social Class Skill Category Choices

Determine Skill Points: Worker +0


A character’s Skill Points are determined by the Ancient Merchant +1
Sign they were born under, the Social Class they were
raised in and their Intelligence Modifier. Nobility +0

Ancient Sign Skill Points


What are Skill Categories?
Armoes 4 In Spellchrome, Skill Categories are groups of Skills
organized around the different attributes. Each attribute
Burgon 2 has a basic and an advanced category, adding up to
a total of twelve Skill Category choices. An advanced
Calmen 6
skill category may not be selected without the basic
Danar 6 category. Characters gain all the Skills within a single
Category, which are then referred to as trained Skills.
Etherami 2 The remaining Skills within the unselected Categories
are considered untrained.
Feylore 4
Look over the Skills within the 12 Categories and
determine which would fit your character concept the
Social Class Skill Points best. Each Category offers different potential for a
character to be useful in various situations.
Worker +0
Character creation tip: Some Skills and Spells are
Merchant +3 complementary. If your character concept is the
stealthy ninja type, it would be best to select both the
Nobility +0 Basic Dexterity Skill Category (which includes the Hide
and Move Silently skill) and the Shadow Spell Category
(which includes the Shadow Stealth Spell). Together
they are more potent than each is alone.

24
Skill Categories Basic Intelligence Based Skills:
▪ (Appraise, Craft, Knowledge: common or
The 12 Skill Categories at a Glance popular, Repair, Speak Languages)
Basic Strength » Advanced Strength
Based Skills Based Skills Advanced Intelligence Based Skills:
▪ (Decipher Script and Write Languages,
Basic Dexterity » Advanced Dexterity
Forgery and Detect Forgery, Gather and
Based Skills Based Skills
Analyze Evidence, Investigate, Knowledge:
Basic Constitution » Advanced academic, specific or obscure, Research)
Based Skills Constitution
Based Skills Basic Wisdom Based Skills:
Basic Intelligence » Advanced Intelligence ▪ (Cooking, Domestic proficiency, Gamble,
Based Skills Based Skills Listen and Spot, Professional proficiency)

Basic Wisdom » Advanced Wisdom


Based Skills Based Skills
Advanced Wisdom Based Skills:
▪ (Heal, Navigate, Sense Motive,
Basic Charisma » Advanced Charisma Survival and Hunting, Tracking)
Based Skills Based Skills

The 12 Skill Categories, with the associated Skills, are Basic Charisma Based Skills:
as follows. ▪ (Bluff, Diplomacy, Handle animal, Perform)

See the Skills Chapter for full descriptions.


Advanced Charisma Based Skills:
Basic Strength Based Skills: ▪ (Disguise, Gather Information,
Interrogate, Intimidate)
▪ (Climb, Jump, Strength Training 1, Swim)

More on Skills
Advanced Strength Based Skills: Chapter 4 discusses at what level you gain an additional
▪ (Lift, Melee Smash, Open, Strength Training 2) Skill Category and how to increase Skill points, as well
as an option that makes your trained
Basic Dexterity Based Skills: Skills slightly more realistic.

▪ (Balance, Drive, Hide and Move


Silently, Pilot, Ride, Use Rope)

Advanced Dexterity Based Skills:


▪ (Acrobatics and Tumbling, Escape Artist, Locks
and Traps, Melee Slash, Sleight of Hand)

Basic Constitution Based Skills:


▪ (Concentration, Endurance, Physical
Training 1, Running)

Advanced Constitution Based Skills:


▪ (Awake, Physical Training 2, Poison
Resistance, Resist Elements)

25
Step 8: Spell Categories
Determine how many Spell Categories your character
Magic Points & Spell Categories may choose:
Magic Points (MP)
Ancient Sign Spell Category Choices
Magic Points (MP) are used to cast a spell that a
character knows. 1 MP allows a character to cast one Armoes 2
spell, one time. A player has a finite amount of Magic
Points to spend. Magic Points refresh each day, after a Burgon 4
character has rested.
Calmen 2
Determine Magic Points: Danar 4
A character’s Magic Points are determined by the
Etherami 7
Ancient Sign they were born under, the Social Class
they were raised in and their Charisma Modifier. Feylore 7

Ancient Sign Magic Points


Social Class Spell Category Choices
Armoes 2
Worker +0
Burgon 4
Merchant +1
Calmen 2
Nobility +0
Danar 4
Once you have determined how many Spell Category
Etherami 6 Choices your character has, make a note of it. Then,
read below and select your Spell Categories.
Feylore 6

What are Spell Categories?


Social Class Magic Points Spell Categories are groups of thematically organized
Spells. There are 12 Spell Categories choices in
Worker +0 total. Characters gain all the Spells within a single
category, which are then referred to as known spells.
Merchant +0 The remaining Spells within the unselected Categories
Nobility +3 are considered unknown, and are uncastable by that
character.

See Chapter 5: Magic Spells for more informa-


tion on Spell Categories. Look over the Spells
within the 12 Categories and determine which
would fit your character concept the best. Each
category offers different spells that will be useful
in different situations.

Character creation tip: Some Skills and Spells


are complementary. If your character concept is
the stealthy ninja type, it would be best to select
both the Basic Dexterity Skill Category (which
includes the Hide and Move Silently skill) and the
Shadow Spell Category (which includes the Shadow
Stealth Spell). Together they are more potent than
each is alone.

26
Unlike the skill categories, Spells are not divided Light:
into basic and advanced categories. A certain Spell
category is not required before selecting another. ▪ (Blinding Light, Dagger of Light, Globe of
Light, Object of Light, Obliterate Shadow)

Spell Categories
Protection:
The 12 Spell Categories at a Glance ▪ (Barrier Against Remote Senses, Breathe, Extend
Shielding, Magical Shield, Physical Shield)
Combat Focus Death

Fire Healing Shadow:


▪ (Mask, See in Dark, Shadow Slip,
Ice Insight
Shadow Stealth, Shadow Tool)
Light Protection

Shadow Telekinesis
Telekinesis:
▪ (Choke, Leap, Levitate Self, Lift Object, Unlock)
Telepathy Weather

The 12 Spell Categories, with the associated Spells,


Telepathy:
are as follows. ▪ (Animal Communication, Broadcast, Mind Grip,
Mind Link, Mind Read, Telepathic Communication)
See the Spells Chapter for full descriptions.
Weather:
Combat Focus: ▪ (Lightning Bolt, Fog, Blasting Wind,
▪ (Quick Draw, Quick Attack, Hyper Calm Weather, Stormy Weather)
Dodge, Accuracy Focus)
More on Spells
Death: Chapter 5
▪ (Conjure Poison, Death Ray, Disintegrate d iscu sse s
Body, Slay Constitution, Steal Life) at what level
you gain
an additional
Fire: Spell Category and
▪ (Fire Blast, Fire Protection, Heat Object, how to increase Magic
Fists of Fire, Flaming Surface) Points, as well as Spell
Stages, which are what
increase a spell’s power.
Healing:
▪ (Antidote, Nourish, Precise Healing, Also see an option that
Restoration, Swift Healing) deals with not knowing
an unwanted spell.
Ice:
▪ (Cold Protection, Fists of Ice, Freeze
Object, Ice Blast, Icy Surface)

Insight:
▪ (Examine Supernatural, Last Moment, Remote
Senses, Sense Aim, Sense Hidden, Sense Truth)

27
Step 9: Saving Throws Armoes Saving Throws
Rolling a Saving Throw is a game mechanic that Level FORT(12/20) REF(9/20) WILL(6/20)
determines whether a character avoids or receives 1 +2 +0 +0
the full effect of certain spells, attacks, or other
2 +3 +1 +0
occurrences. Typically a character will want to
3 +3 +1 +1
avoid the effect, which requires rolling a Fortitude,
4 +4 +2 +1
Reflex or Willpower Saving Throw. To attempt a
Saving Throw, a character rolls 1d20 and adds 5 +4 +2 +1
their base saving throw, plus a bonus from their 6 +5 +3 +2
applicable Attribute Modifier. The player then 7 +5 +3 +2
compares the result to a predetermined Difficulty 8 +6 +4 +2
Number; if the roll meets or exceeds the Difficulty 9 +6 +4 +3
number, the player avoids the effect. (Note: Some 10 +7 +5 +3
spells or attacks may specify that certain results 11 +7 +5 +3
cause half damage, etc.) 12 +8 +5 +4
13 +8 +6 +4
Fortitude Saving Throws (FORT) are used when a
physical effect might be resisted. For example, poison 14 +9 +6 +4
might be resisted by someone who rolls a high Fortitude 15 +9 +7 +5
save. Add your Constitution Modifier to your Saving 16 +10 +7 +5
Throw. 17 +10 +8 +5
18 +11 +8 +6
Reflex Saving Throws (REF) are used to avoid an
attack that can be dodged. Auto-Hit Spells often 19 +11 +9 +6
involve a Reflex Saving Throw to avoid some or all of 20 +12 +9 +6
the damage. Add your Dexterity Modifier to your Saving
Throw.
Burgon Saving Throws
Willpower Saving Throws (WILL) are used to resist
Level FORT(12/20) REF(6/20) WILL(9/20)
mind attacks and invasions. Some Telepathy spells,
such as Mind Read, can be resisted by someone who 1 +2 +0 +0
rolls a high Willpower save. Add your Wisdom Modifier 2 +3 +0 +1
to your Saving Throw. 3 +3 +1 +1
4 +4 +1 +2
Determine Saving Throws: 5 +4 +1 +2
Saving Throws are based on the Ancient Sign your 6 +5 +2 +3
character was born under, as well the Applicable 7 +5 +2 +3
Attribute modifier (see above). 8 +6 +2 +4
9 +6 +3 +4
Following are each of the Ancient Sign’s base 10 +7 +3 +5
saving throws, for each level. Use the charts to 11 +7 +3 +5
determine your bonus for level 1 (or whichever 12 +8 +4 +5
level your character is starting at). Check back 13 +8 +4 +6
once you raise a level. 14 +9 +4 +6
15 +9 +5 +7
16 +10 +5 +7
17 +10 +5 +8
18 +11 +6 +8
19 +11 +6 +9
20 +12 +6 +9

28
Calman Saving Throws Etherami Saving Throws
Level FORT(9/20) REF(12/20) WILL(6/20) Level FORT(9/20) REF(6/20) WILL(12/20)
1 +0 +2 +0 1 +0 +0 +2
2 +1 +3 +0 2 +1 +0 +3
3 +1 +3 +1 3 +1 +1 +3
4 +2 +4 +1 4 +2 +1 +4
5 +2 +4 +1 5 +2 +1 +4
6 +3 +5 +2 6 +3 +2 +5
7 +3 +5 +2 7 +3 +2 +5
8 +4 +6 +2 8 +4 +2 +6
9 +4 +6 +2 9 +4 +2 +6
10 +5 +7 +3 10 +5 +3 +7
11 +5 +7 +3 11 +5 +3 +7
12 +5 +8 +4 12 +5 +4 +8
13 +6 +8 +4 13 +6 +4 +8
14 +6 +9 +4 14 +6 +4 +9
15 +7 +9 +5 15 +7 +5 +9
16 +7 +10 +5 16 +7 +5 +10
17 +8 +10 +5 17 +8 +5 +10
18 +8 +11 +6 18 +8 +6 +11
19 +9 +11 +6 19 +9 +6 +11
20 +9 +12 +6 20 +9 +6 +12

Danar Saving Throws Feylore Saving Throws


Level FORT(6/20) REF(12/20) WILL(9/20) Level FORT(6/20) REF(9/20) WILL(12/20)
1 +0 +2 +0 1 +0 +0 +2
2 +0 +3 +1 2 +0 +1 +3
3 +1 +3 +1 3 +1 +1 +3
4 +1 +4 +2 4 +1 +2 +4
5 +1 +4 +2 5 +1 +2 +4
6 +2 +5 +3 6 +2 +3 +5
7 +2 +5 +3 7 +2 +3 +5
8 +2 +6 +4 8 +2 +4 +6
9 +3 +6 +4 9 +2 +4 +6
10 +3 +7 +5 10 +3 +5 +7
11 +3 +7 +5 11 +3 +5 +7
12 +4 +8 +5 12 +4 +5 +8
13 +4 +8 +6 13 +4 +6 +8
14 +4 +9 +6 14 +4 +6 +9
15 +5 +9 +7 15 +5 +7 +9
16 +5 +9 +7 16 +5 +7 +10
17 +5 +10 +8 17 +5 +8 +10
18 +6 +11 +8 18 +6 +8 +11
19 +6 +11 +9 19 +6 +9 +11
20 +6 +12 +9 20 +6 +9 +12

29
Step 10: Feats
What are Feats?
Feats represent special training and talent that
help make you character unique, and are a way
of improving your character. Feats can remove
penalties from particular actions or give your
character new abilities. They can also add extra
Hit Points, Skill Points, Magic Points or Empower-
ment Points.

Determine Number of feats


As a first level character, you gain one (1) feat. You
may have gained one or more bonus feats from Trait
Bonuses in Step 4. You will get one additional feat
every time you gain a level.

What to spend your Feat on


Select feats that appeal to you or feats that you think
will benefit your character and group. You may want
to select an additional combat feat, first mentioned in
Step 5, under Starting Combat Feats.

Below are some important feats that are always worth


considering every time your characters gain a level.
Chapter 6: Feats lists all of the feats and complete
descriptions.

Important feats
Powerful Soul: Adds 1 Empowerment Point for your
character to allocate to “turning on” Spellchrome
equipment. You start out with 10 Empowerment points.
This Feat may only be selected once per level

Mental Energy: Adds 1 Skill Point for your character


to use per day. This Feat may only be selected once
per level.

Caster’s Energy: Adds 1 Magic Point for your character


to use per day. This Feat may only be selected once
per level.

New Combat Feats: As mentioned above, there are


many combat specific feats to consider. A normal feat
may be spend on a combat specific feat.

Toughness: Selecting it add a onetime bonus of +3 Hit


Points.

30
Step 11: Equipment Equipment Package 2
Equipment plays a large role in the Spellchrome Game.
Special empowerable weapons, such as the iconic
(Select Your Equipment)
Spellchrome Pistol, allow a more much more powerful This package gives you greater control over what items
attack than the traditional crossbow used in the previous your character will own. It requires you to spend time
century. Communication devices allow team members looking through the equipment selection and make
to coordinate together. Transportation has improved manual choices.
for those that can afford the new technology.
▪ Choose any 1 Ranged Weapon, costing
Your character will probably start out with some basic less than 200 Silver Credits
equipment. Throughout their career they will continue
▪ Choose any 1 Melee Weapon, costing
to gain a better selection of equipment.
less than 200 Silver Credits

Starting Resources ▪ Choose any 1 Armour, costing


less than 300 Silver Credits
Choose one (1) of the following equipment packages
from below: ▪ Choose any 1 Vehicle, Horse, or Power
Alteration costing less than 500 Silver Credits

Equipment Packages ▪ Choose any 1 additional item, costing


less than 200 silver credits
Equipment Package 1 ▪ A set of plain clothes (shirt, pants, boots, coat, belt)
(Standard Load Out) ▪ Rations suitable for a few day’s travel
This package is the standard load-out given to most ▪ 150 Silver Credits, to spend now or later
volunteer Patrolmen and beginning Wardens. It is a
good choice for anyone wanting to cover the basics,
without spending too much time looking over the Equipment Package 3
equipment section.
(Purchase Your Equipment)
▪ Atlurg M Spellchrome Pistol
This package gives you the greatest amount of control
▪ EL-1 Stun Club over your equipment selection. It requires you to spend
time looking through the equipment selection and keep
▪ Kinnat MV Medium Class Empowered Armour track of the cost of the items you choose.
▪ Sprevtec R7 Long Range Comlink
▪ You have 1200 Silver Credits; use this
▪ Riding Horse and Saddle to purchase equipment before beginning
play, and keep the remainder unspent.
▪ Utility Knife
▪ A set of plain clothes (shirt, pants, boots, coat, belt)
▪ A set of plain clothes (shirt, pants, boots, coat, belt)

▪ Rations suitable for a few day’s travel Determine Empowerment Points


▪ 300 Silver Credits, to spend now or later All Characters have 10 Empowerment Points (EP)
at level one. Spending a feat to gain the Powerful
Soul adds +1 EP (this Feat may only be selected
once per level). Learn more about Empowering
Items in the Equipment Chapter.

31
Carrying Equipment Damage Reduction
Player characters are allowed to carry a reasonable Some armour has damage reduction (typically an
amount of equipment. What is reasonable in an RPG invisible energy shield). If an armour’s Damage
is more equipment than you or I could carry in the Reduction is a dice value, such as “1d6”, roll that once
real world, but not so much as to be ridiculous. Note you have been hit and subtract that number from the
that a higher Strength Attribute is beneficial as some damage you are dealt. Keep the result of the dice roll,
armour and weapons have minimum strength require- applying the same Damage Reduction for the rest of
ments. Furthermore, a high Strength attribute will help the round.
if there is a question from the GM about how much your
character is carrying. For example, Talon faces off against two opponents.
Both score hits (rolling 16 or higher) and do damage.
For the GM: Many players will carry more equipment The first one does 9 points of damage, so Talon’s
than you think is right. Do not worry about it unless it player rolls 1d6 and gets a 4. He subtracts 4 points of
gets excessive. If they want to carry a pistol, a rifle, a damage from the attack, taking 5. The other attacker’s
cannon and a sword, let them. The empowerment costs damage is 12; Talon subtracts 4, and takes 8 damage.
restrict their use enough. However, if a player wants If he is hit next round, he will roll 1d6 again and use that
to carry 3 or 4 cannons, check their Strength attribute; number to determine his Damage Reduction for any
unless it is very high, inform the player that carrying damage dealt to him.
everything would encumber them to the point that they
couldn’t walk. Also, remind the players when it is prob-
lematic for them to be openly carrying big menacing
Extraordinary Hit Points
weapons, as the place and situation dictates. Some armours have Extraordinary Hit Points (EX-HP)
as a form of extra protection. These are Hit Points that
For the players: Be reasonable about the equipment are lost before your character’s normal Hit Points. In
your character carries and so will the GM. It is alright the above example, Talon had 5 and then 8 points
to have a few weapons for different situations, but of damage done to him after accounting for damage
remember that there is a limit. For example, you reduction. His armour, fully repaired, has 10 Extraor-
normally would not carry more than one set of armour. dinary Hit Points. The first 5 damage is taken off from
If you acquire a lot of equipment, remember than you the Armour’s Extraordinary Hit Points. The second
do not always have to carry it with you. You can leave attack’s 8 points of damage remove the remaining 5
it at home (if your character has a permanent address), points. Talon takes 3 points of damage in total and has
on a mount or in a vehicle. Finally, if you do need to no more Extraordinary Hit Points for the next combat
carry a lot of equipment, make sure that you wear round.
the appropriate gear, such as a utility backpack and
combat webbing. Extraordinary Hit Points replenish automatically at
a base rate per hour, and can also be restored more
quickly with the use of a Repair Calibrator (found in the
Determining Armour Class equipment section).
Your character’s AC is a base of 10 + their Dexterity
bonus. Your armour’s AC bonus also adds to this
number.
Special Situations
Dexterity and armour cannot help in all situations.
For example, Talon’s Dexterity is 14, which means he These situations are known as either “Flat Footed”,
has a +2 Dexterity Modifier. Without Armour, Talon’s which means you cannot react and do not benefit
AC is 12. If someone were to throw a punch at him, they from a dexterity bonus, or as “Touch AC”, meaning the
would need to make a melee attack roll and get a 12 or armour you are wearing does not help. See the combat
higher to hit him. When Talon puts on and empowers chapter for more details.
his armour (which adds +4 AC) his AC becomes 16.

Different armours have different AC bonuses. Once you


Movement
have determined your Base AC and AC when wearing Characters have a speed of 30 feet (6 squares).
armour, write it down. Movement is discussed further in the combat chapter.

32
Step 12: Finishing Touches General Looks
This section presents a series of questions to help you How does your character keep their hair, short or
round out your character and make him or her your long? Do they have any tattoos or jewellery? How
own. It is not critical to nail down every aspect before might you visually describe your character in a few
beginning to play, however you will definitely need a short sentences? What details stick out? Remember to
name - you do not want the GM choosing one for you. include any visual traits that you rolled. Make a couple
of notes about what your character looks like. It need
not be more than a few words.
Choose a Name
If you have not come up with a name for your character,
now is the time to do so. Names in Spellchrome can Motivation
be many things. You can have a traditional medieval Why does your character adventure? What goals does
fantasy name that reflects the heritage of your your character have? Do they seek fortune, fame, power
character and setting. You can go by a street name if or a bit of everything? What causes do they believe in?
your character has a rougher background. Your name What other factors are important to them?
can be a call sign, as many citizens serve time in one
of the Eldlandrian militaries in the war effort against the
Nova Dirge.
Eye Sight Note
Most people have good eyesight, as weak vision is
Bottom line: Your name can be anything that pleases corrected early in life through magical or Allterion
you, providing it is serious enough to be acceptable by means.
the GM. Once you decide on a name, write it down!
Missing Stats
Choose a Gender If you happen to be missing any Stats, use the
Your character may be either Male or Female. Gender following:
biases vary from region to region. There are no statis-
tical differences. Write down your character’s gender. ▪ HP (Hit Points): Determined by Ancient Sign +
Social Class Bonus (if any) + Constitution Modifier.
Determine Age ▪ SP (Skill Points): Determined by Ancient Sign +
If you need help figuring out your character’s age, Social Class Bonus (if any) + Intelligence Modifier.
roll 1d6 and add 17. Eighteen is considered adult by ▪ MP (Magic Points): Determined by Ancient Sign +
medieval Eldlandrian standards. Write your character’s Social Class Bonus (if any) + Charisma Modifier.
age down.
▪ EP (Empowerment Points): Starts at a Base of
10 for all character. Raised gradually over time
Determine Height and Weight and with the use of the Powerful Soul Feat.
Most human men are around six feet tall. To help
determine your character’s height, roll 1d10. A low roll ▪ Initiative Bonus: Is equal to your Dexterity
means your character is a bit shorter, a high roll means Modifier. Add the modifier to your d20
your character is a bit taller. Women are typically result when rolling for Initiative.
several inches shorter than six feet. Choose a weight
that is appropriate for the Player Character. If your Transfer notes to a character sheet
character has any, remember to factor in applicable Many players like to use scrap-paper to make notes on
visual traits from step 3. Note down your character’s and figure out their character. If you have not already,
height and weight. transfer these notes to the standard character sheet
(time and materials permitting). If everyone uses the
General Impression same character sheet, it can make the game run more
smoothly when information needs to be determined
What kind of first impression does your character about a particular stat.
make? What is his or her personality like? What do they
like to do for fun? What do they find boring? How would
someone else sum up the character? Make a couple of
notes about what your character is like. It need not be
more than a few words.

33
Step 13: Play the Game! Sample Characters
Good, you have got a group together, with fellow players
Use the sample character section to either choose a ready-
and a GM. You might be making a character in a hurry made character, or use the samples as a guide to create your
so you can play in “half an hour”. While an effort has own character. The sample characters are as follows:
been made to streamline aspects of character creation,
it always takes longer than expected. If everyone else is ▪ H-Class Warrior........................... 35
ready to play, make sure you have the basics covered,
and worry about the rest later. Just start playing. You ▪ Bounty Hunter ............................. 36
can fill in what you need as you go along. ▪ Tough-as-Nails Detective ............ 37

If you do have the time to finish and check everything ▪ Guardian Protector ...................... 38
over, great - your game session will likely be that much
smoother. ▪ Arcane Soldier............................. 39

▪ Elemental Brawler ....................... 40


If everyone has new characters, you can usually choose
to know all, some, or none of your fellow characters ▪ Scout ........................................... 41
beforehand. Regardless, it is the GM’s job to come up
with a scenario that will have all of the player characters ▪ Warden........................................ 42
work together towards a common goal. Hopefully it is ▪ Highwayman ............................... 43
a good scenario, but even if it isn’t - best to just go with
it. Suspend your sense of disbelief and give the GM ▪ Paranormal Auditor ..................... 44
an extra break for those early sessions. And always
remember you’re all here to have fun. Good adven- ▪ Phantom Rogue .......................... 45
turing. ▪ Hatchetman ................................. 46

▪ Battle Caster ............................... 47

▪ Dark Blade .................................. 48

▪ Gun-Wraith .................................. 49

▪ Urban Wizard .............................. 50

▪ Greystone Sorcerer ..................... 51

▪ Thunder Mage ............................. 52

Attribute Table

Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
Etc... Etc...

34
Heavy Class Warrior
Heavy Class Warriors are trained under various names
throughout the Kingdoms of Eldlandria. Regardless of what
they call themselves, there is a constant need for men and
women who are tough and able to stand up to the threat at
hand. For these warriors, Strength and durability are priori-
tized over speed. H-Class Warriors often wield the biggest
weapons available to them.

▪ General Concept: Tough Fighter

▪ Ancient Sign: Armoes; Social Class: Worker

ATTRIBUTES

Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 11

STATS

15 HP, 5 SP, 2 MP, 11 EP, Init +2


Fort +7, Ref +2, Will +1
Ranged +3, Melee +5

COMBAT FEATS (8)


Melee Training: Basic

Melee Training: Advanced

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

Heavy and Ultra Armour Proficiency


EQUIPMENT (VIA PACKAGE 2)
Power Hit
Ceburx 44 Heavy Spellchrome Pistol
Toughness (Factored)
Krovvco G-H Gravaton Hammer
Per Level Feat (1)
Kinnat HC5 Heavy Class Armour
Powerful Soul (Factored)
Sprevtec R7 Long Range Comlink

SKILL CATEGORIES (4) Thunder Rock ’49 Fusion Truck (used)

Basic Strength Based Skills A set of plain clothes (shirt, pants, boots, coat, belt)

Advanced Strength Based Skills Few days Rations

Basic Dexterity Based Skills 150 Silver Credits

Basic Constitution Based Skills


ARMOUR CLASS

SPELL CATEGORIES (2) Base AC: 10 + 2(Dex) = 12 AC

Combat Focus With Kinnat HC5 Armour (5 EP)

Protection Armour Class: 12 + 5 = 17 AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 25 EX-HP

35
Bounty Hunter
Bounty Hunters have to be skilled enough to track down their
prey and tough enough to bring them in. The same skills and
abilities that allow Bounty Hunters to hunt fugitives and find
missing people make them valuable team members. Bounty
Hunters have a reputation for being good in a fight and
resourceful.

▪ General Concept: Fighter, Hunter

▪ Ancient Sign: Armoes; Social Class: Merchant

ATTRIBUTES

Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 14

STATS

11 HP, 7 SP, 4 MP, 10 EP, Init +5


Fort +4, Ref +3, Will +1
Ranged +4, Melee +3

COMBAT FEATS (7)


Melee Training: Basic

Melee Training: Advanced

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

Precise Shot

Toughness (Factored)
EQUIPMENT (VIA PACKAGE 2)
Per Level Feat (1) Atlurg M Spellchrome Pistol
Quick Draw (+2 Initiative Bonus Factored) EL-1 Stun Club

Knight-Wulf M2 Medium Armour


SKILL CATEGORIES (5)
Westyyg ’58 Fusion Car (used)
Basic Dexterity
CR-2 Wrist Restraints (Chrono-Timing)
Basic Wisdom
High-powered Flashlight
Advanced Wisdom
A set of plain clothes (shirt, pants, boots, coat, belt)
Basic Charisma
Few days Rations
Advanced Charisma
95 Silver Credits

SPELL CATEGORIES (2)


Insight ARMOUR CLASS
Base AC: 10 + 3(Dex) = 13 AC
Telepathy
With Sillvr-Wulf M2 Armour (5 EP)

Armour Class: 13 + 4 = 17 AC

Damage Reduction: 1d4 DR

Extraordinary Hit Points: 22 EX-HP

36
“Tough as Nails” Detective
The “Tough as Nails” Detective is the classic Hard Boiled
Detective. Rarely do they solve crimes through sheer intellect
alone – they also usually get their hands dirty. They tend
to figure things out the hard way, always at the center of
violence. They often work freelance for private clients or law
enforcement.

▪ General Concept: Fighter, Investigator

▪ Ancient Sign: Armoes; Social Class: Nobility

ATTRIBUTES

Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 12

STATS

11 HP, 5 SP, 6 MP, 10 EP, Init +2


Fort +4, Ref +2, Will +2
Ranged +3, Melee +3

COMBAT FEATS (7)


Melee Training: Basic

Melee Training: Advanced

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

Precise Shot

Toughness (Factored)
EQUIPMENT (VIA PACKAGE 2)
Ceburx 44 Heavy Spellchrome Pistol
PER LEVEL FEAT (1)
XF Heavy Fist
Weapon Accuracy: Heavy Pistols
Outer-Plated Medium Coat Armour

SKILL CATEGORIES (4) Sprevtec R7 Long Range Comlink


Basic Dexterity Druick ’54 Fusion Car (used)
Basic Intelligence CR-2 Wrist Restraints (Chrono-Timing)
Advanced Intelligence A set of plain clothes (shirt, pants, boots, coat, belt)
Basic Wisdom Few days Rations

130 Silver Credits


SPELL CATEGORIES (3)
Combat Focus
ARMOUR CLASS
Insight Base AC: 10 + 2(Dex) = 12 AC
Shadow With Outer-Plated Medium Coat (4 EP)

Armour Class: 12 + 3 = 15 AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 12 EX-HP

37
Guardian Protector
The Guardian Protector is a fighter and spell-caster, with
an emphasis on defensive combat and the ability to protect
others. Some work as bodyguards, other provide location
security. As a secondary role, Guardian Protectors are
capable healers.

▪ General Concept: Fighter, Healer

▪ Ancient Sign: Burgon; Social Class: Worker

ATTRIBUTES

Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 12

STATS

13 HP, 3 SP, 6 MP, 10 EP, Init +3


Fort +3, Ref +3, Will +1
Ranged +4, Melee +4

COMBAT FEATS (8)


Melee Training: Basic

Melee Training: Advanced

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

Power Hit (Factored)

Precise Shot

Toughness (Factored) EQUIPMENT (VIA PACKAGE 2)


Drake 42 Heavy Spellchrome Pistol
PER LEVEL FEAT (1) S-AK Impact Staff (Collapsible)
Caster’s Energy (Factored)
Silver-Coat Medium Armour

M-LC Series Liquid Crystal Sword Power Alteration (Right Arm)


SKILL CATEGORIES (2)
Basic Wisdom Kohmmtel R1 Short Range Comlink

Advanced Wisdom A set of plain clothes (shirt, pants, boots, coat, belt)

Few days Rations


SPELL CATEGORIES (4) 150 Silver Credits
Combat Focus

Healing ARMOUR CLASS

Light Base AC: 10 + 3(Dex) = 13 AC

Protection With Silver-Coat (5 EP)

Armour Class: 13 + 3 = 13 AC

Damage Reduction: 1d8 DR

Extraordinary Hit Points: 8 EX-HP

38
Arcane Soldier
Arcane Soldiers are trained throughout the lands of Eldlandria,
typically in exclusive schools dedicated to the best of magic
and warfare. They are especially known for their ranged
magical attacks. They have been forced to adapt in the last
century to a greater use of weaponry and armour as new,
empowerable items have become available.

▪ General Concept: Long Range Attacker, Magic User

▪ Ancient Sign: Burgon; Social Class: Nobility

ATTRIBUTES

Str 12, Dex 16, Con 15, Int 12, Wis 10, Cha 16

STATS

11 HP, 3 SP, 11 MP, 10 EP, Init +3


Fort +4, Ref +3, Will +0
Ranged +4, Melee +1

COMBAT FEATS (7)


Melee Training: Basic

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

Precise Shot

Guarded Ranged Attack

Toughness (Factored)
EQUIPMENT (VIA PACKAGE 3)
Sturg RF Spellchrome Rifle
PER LEVEL FEAT (1)
XF Heavy Fist
Caster’s Energy (Factored)
Delfurh .9 Light Spellchrome Pistol

SKILL CATEGORIES (2) H-G Light Plate Armour


Basic Dexterity Sprevtec R7 Long Range Comlink
Basic Constitution Mark-3 Mage Gauntlet

A set of plain clothes (shirt, pants, boots, coat, belt)


SPELL CATEGORIES (5)
Few days Rations
Fire
44 Silver Credits
Ice

Protection
ARMOUR CLASS
Telekinesis Base AC: 10 + 3(Dex) = 13 AC
Weather With H-G Light Plate (3 EP)

Armour Class: 13 + 3 = 16AC

Damage Reduction: 1d4 DR

Extraordinary Hit Points: 9 EX-HP

39
Elemental Brawler
Elemental Brawlers are well known and sought after for
their close-combat fighting abilities. They often practice and
hone their talents at small schools among other Elemental
Brawlers.

▪ General Concept: Short Range Attacker, Limited Magic User

▪ Ancient Sign: Burgon; Social Class: Merchant

ATTRIBUTES

Str 18, Dex 14, Con 15, Int 11, Wis 10, Cha 14

STATS

11 HP, 5 SP, 7 MP, 10 EP, Init +2/ +6


Fort +4, Ref +2, Will +0
Ranged +2, Melee +5

COMBAT FEATS (7)


Melee Training: Basic

Melee Training: Advanced

Light and Medium Armour Proficiency

Dual Melee weapons

Power Hit (Factored)

Cleave

Toughness (Factored)

PER LEVEL FEAT (1) EQUIPMENT (VIA PACKAGE 3)

Caster’s Energy (Factored) U1 Ultra Quick Medium Class Armour

Sprevtec R7 Long Range Comlink


SKILL CATEGORIES (3)
K-LC Series Liquid Crystal Dagger Power-
Basic Strength Alteration (1 Right Hand, 1 Left Hand)
Basic Dexterity Dronddii ’53 Fusion Bike (used)
Basic Constitution A set of plain clothes (shirt, pants, boots, coat, belt)

2 days Rations
SPELL CATEGORIES (4)
11 Silver Credits
Combat Focus

Fire ARMOUR CLASS


Ice Base AC: 10 + 2(Dex) = 12 AC
Weather With U1 Ultra Quick Armour (6 EP)

Armour Class: 12 + 8 = 18AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 16 EX-HP

(Empowered, this armour adds +4 Initiative)

40
Scout
“Scout” is the nice term given to those trained in the art of
reconnaissance. The scout excels at quickly obtaining infor-
mation from a distance. They also have the skills to open
locks and avoid detection at a close distance, if needed. Most
Scouts are excellent outdoors men.

▪ General Concept: Stealthy observer

▪ Ancient Sign: Calmen; Social Class: Nobility

ATTRIBUTES

Str 13, Dex 16, Con 16, Int 12, Wis 12, Cha 12

STATS

10 HP, 7 SP, 6 MP, 10 EP, Init +3


Fort +3, Ref +5, Will +1
Ranged +4, Melee +1

COMBAT FEATS (4)


Melee Training: Basic

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Toughness (Factored)

SKILL CATEGORIES (7) EQUIPMENT (VIA PACKAGE 3)

Basic Strength Sturg RF Spellchrome Rifle

Basic Dexterity Atlurg M Spellchrome Pistol

Advanced Dexterity Kinnat MV Medium Class Armour

Basic Intelligence Sprevtec R7 Long Range Comlink

Advanced Intelligence Liquid Crystal Dagger (Right Hand)

Basic Wisdom Multi 3 Lockpick

Advanced Wisdom 20x Distance Imager; Micro Lighter

A Riding Horse and Saddle


SPELL CATEGORIES (3) A set of plain clothes (shirt, pants, boots, coat, belt)
Insight
10 days Rations; 70 Silver Credits
Shadow

Telekinesis ARMOUR CLASS


Base AC: 10 + 3(Dex) = 13 AC

With Kinnat MV Armour (5 EP)

Armour Class: 13 + 4 = 17AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 14 EX-HP

41
Warden
The Warden’s full title is “Warden Investigator”. Wardens are
trained throughout the Kingdoms to investigate major crimes.
They are skill heavy, learning the science of examining
evidence and interviewing potential suspects. They also
need to be capable fighters in order to enforce the law. Some
wardens always work from one location, while others travel -
investigating crimes no one else has.

▪ General Concept: Investigator, Fighter

▪ Ancient Sign: Calmen; Social Class: Worker

ATTRIBUTES

Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 14

STATS

11 HP, 8 SP, 4 MP, 10 EP, Init +2


Fort +1, Ref +4, Will +2
Ranged +3, Melee +1

COMBAT FEATS (5)


Melee Training: Basic

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

Precise Shot

PER LEVEL FEAT (1) EQUIPMENT (VIA PACKAGE 3)


Toughness (Factored) Atlurg M Spellchrome Pistol

S-AK Impact Staff (Collapsible)


SKILL CATEGORIES (7)
Cathal Scale Medium Class Armour
Basic Dexterity
Sprevtec R7 Long Range Comlink
Basic Intelligence
CR-2 Wrist Restraints (Chrono-Timing)
Advanced Intelligence
High-powered Flashlight
Basic Wisdom
Westyyg’58 Fusion Car (used)
Advanced Wisdom
Warden’s badge and papers
Basic Charisma
A set of plain clothes (shirt, pants, boots, coat, belt)
Advanced Charisma
2 days Rations; 61 Silver Credits

SPELL CATEGORIES (2)


ARMOUR CLASS
Combat Focus
Base AC: 10 + 2(Dex) = 12 AC
Insight
With Cathal Scale Armour (6 EP)

Armour Class: 12 + 5 = 17AC

Damage Reduction: 1d8 DR

Extraordinary Hit Points: 26 EX-HP

42
Highwayman
A Highwayman is someone who secretly possess the skills of
a professional thief. Many Highwaymen are trained by covert
agencies and secret societies. Common thievery is below
most Highwaymen; instead they are confidentially employed
by the Kingdoms to work as their operatives - typically working
under the cover of a mundane title. For obvious reasons, no
one ever announces that they are a highwayman.

▪ General Concept: Skills of a Thief

▪ Ancient Sign: Calmen; Social Class: Merchant

ATTRIBUTES

Str 15, Dex 16, Con 14, Int 12, Wis 10, Cha 14

STATS

9 HP, 10 SP, 4 MP, 10 EP, Init +3


Fort +2, Ref +4, Will +0
Ranged +4, Melee +2

COMBAT FEATS (4)


Melee Training: Basic

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Toughness (Factored) EQUIPMENT (VIA PACKAGE 3)
Drake 42 Heavy Spellchrome Pistol
SKILL CATEGORIES (8)
DE1 Double Edged Combat Dagger
Basic Strength
Lundor-Blue Medium Class Armour
Basic Dexterity
Sprevtec R7 Long Range Comlink
Advanced Dexterity
Multi 3 Lockpick
Basic Intelligence
Dronddii ’53 Fusion Bike (used)
Advanced Intelligence
A set of plain clothes (shirt, pants, boots, coat, belt)
Basic Wisdom
3 days Rations
Basic Charisma
124 Silver Credits
Advanced Charisma

ARMOUR CLASS
SPELL CATEGORIES (2)
Base AC: 10 + 3(Dex) = 13 AC
Shadow
With Lundor-Blue Armour (5 EP)
Telekinesis
Armour Class: 13 + 5 = 18AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 10 EX-HP

43
Paranormal Auditor
Paranormal Auditors deal with the unusual, the supernatural,
and the fiendish creatures that others are not equipped to
deal with. Before the disaster of 1049 breached The Barrier,
the Paranormal Auditor’s job was relatively small. In the
modern day, post ’49 world, their job is much more difficult
and deadly. Their expertise is often enough to find the Terror
stalking the streets, but need to be backed up with a few big
guns to take the thing out.

▪ General Concept: Hunter of supernatural creatures

▪ Ancient Sign: Danar; Social Class: Worker

ATTRIBUTES

Str 11, Dex 14, Con 15, Int 12, Wis 14, Cha 16

STATS

7 HP, 7 SP, 7 MP, 10 EP, Init +2


Fort +4, Ref +4, Will +2
Ranged +3, Melee +0

COMBAT FEATS (3)


Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Bursting Fire
EQUIPMENT (VIA PACKAGE 3)
Balder Burst Fire Spellchrome Pistol
SKILL CATEGORIES (7)
Basic Strength L4 Light Shell Empowered Armour

Basic Dexterity Sprevtec R7 Long Range Comlink

Basic Constitution High-powered Flashlight

Basic Intelligence Westyyg ’58 Fusion Car (used)

Advanced Intelligence A set of plain clothes (shirt, pants, boots, coat, belt)

Basic Wisdom 3 days Rations

Advanced Wisdom 79 Silver Credits

SPELL CATEGORIES (4) ARMOUR CLASS

Healing Base AC: 10 + 2(Dex) = 12 AC

Insight With L4 Light Shell Armour (4 EP)

Light Armour Class: 12 + 4 = 16AC

Protection Damage Reduction: 1d4 DR

Extraordinary Hit Points: 16 EX-HP

44
Phantom Rogue
Phantom Rogues are good climbers and explorers, using skill
and magic to access high and otherwise awkward places.
They are also good at traveling unseen. Phantom Rogues
sometimes form small guilds, gathering to practice their craft
in the city heights.

▪ General Concept: Stealthy Climber

▪ Ancient Sign: Danar; Social Class: Worker

ATTRIBUTES

Str 16, Dex 18, Con 14, Int 10, Wis 10, Cha 16

STATS

7 HP, 6 SP, 7 MP, 10 EP, Init +4


Fort +4, Ref +6, Will +0
Ranged +5, Melee +3

COMBAT FEATS (3)


Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Melee Training: Basic

SKILL CATEGORIES (7)


Basic Strength EQUIPMENT (VIA PACKAGE 3)

Advanced Strength Atlurg M Spellchrome Pistol

Basic Dexterity Sevrokk Silver Combat Sword

Advanced Dexterity Kinnat MV Medium Class Armour

Basic Constitution Kohmmtel R1 Short Range Comlink

Advanced Constitution Dronddii ’53 Fusion Bike (used)

Basic Charisma Caymor Climbing Claws

Multi 3 Lockpick; 20x Distance Imager


SPELL CATEGORIES (4) A set of plain clothes (shirt, pants, boots, coat, belt)
Insight
3 days Rations
Protection
54 Silver Credits
Shadow

Telekinesis ARMOUR CLASS


Base AC: 10 + 4(Dex) = 14 AC

With Kinnat MV Armour (5 EP)

Armour Class: 12 + 4 = 18AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 14 EX-HP

45
Hatchetman
Hatchetman is a term used to describe Spies and Assassins.
Hatchetmen are good at infiltrating organizations and gaining
trust. They are also good at learning secrets and performing
other covert actions. Most Hatchetmen work in the service of
their Kingdom. Their talents can easily be put to use outside
of their primary purpose when working with other groups.

▪ General Concept: Spy, Assassin

▪ Ancient Sign: Danar; Social Class: Worker

ATTRIBUTES

Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 14

STATS

7 HP, 7 SP, 6 MP, 10 EP, Init +3


Fort +2, Ref +5, Will +0
Ranged +3, Melee +3

COMBAT FEATS (3)


Melee Training: Basic

Melee Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Ranged Training: Basic

SKILL CATEGORIES (7) EQUIPMENT (VIA PACKAGE 3)


Basic Dexterity Atlurg M Spellchrome Pistol
Advanced Dexterity N2 Sound Negator
Basic Intelligence Sevrokk Silver Combat Sword
Advanced Intelligence DE1 Double Edged Combat Dagger
Basic Wisdom Silver-Coat Medium Armour
Basic Charisma Sprevtec R7 Long Range Comlink
Advanced Charisma Dronddii ’53 Fusion Bike (used)

A set of plain clothes (shirt, pants, boots, coat, belt)


SPELL CATEGORIES (4)
3 days Rations
Death
24 Silver Credits
Insight

Shadow
ARMOUR CLASS
Telepathy Base AC: 10 + 3(Dex) = 13 AC

With Silver-Coat Armour (5 EP)

Armour Class: 13 + 3 = 16AC

Damage Reduction: 1d8 DR

Extraordinary Hit Points: 8 EX-HP

46
Battle Caster
Battle Casters are capable soldiers, but job number one for
them is supporting others in the battlefield. They are taught a
range of spells that are useful when problems occur. Whether
you need favourable weather, communications, added
protection, illumination or quick healing, the Battle Caster is
there to provide it.

▪ General Concept: Magical Support, Fighter

▪ Ancient Sign: Etherami; Social Class: Worker

ATTRIBUTES

Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 14

STATS

8 HP, 3 SP, 9 MP, 10 EP, Init +3


Fort +1, Ref +3, Will +3
Ranged +4, Melee +3

COMBAT FEATS (5)


Melee Training: Basic

Melee Training: Advanced

Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Caster’s Energy (Factored) EQUIPMENT (VIA PACKAGE 3)
Atlurg M Spellchrome Pistol

SKILL CATEGORIES (2) Sevrokk Silver Combat Sword


Basic Dexterity Kinnat MV Medium Class Armour
Advanced Dexterity Sprevtec-Super R12 Long Range Comlink

A Riding Horse and Saddle


SPELL CATEGORIES (7)
A set of plain clothes (shirt, pants, boots, coat, belt)
Fire
3 days Rations
Healing
229 Silver Credits
Light

Protection
ARMOUR CLASS
Telekinesis Base AC: 10 + 3(Dex) = 13 AC
Telepathy With Kinnat MV Armour (5 EP)
Weather Armour Class: 13 + 4 = 17AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 14 EX-HP

47
Dark Blade
The original Dark Blades were Barbarians, naturally adept in
Black Magic. Modern Dark Blades, while more refined, keep
the tradition of mastering heavy blades and Necromancy.
Dark Blades often maintain an uneasy relationship with the
outside world, but are championed during times of need and
war.

▪ General Concept: Swordsman, Necromancer

▪ Ancient Sign: Etherami; Social Class: Worker

ATTRIBUTES

Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 13

STATS

12 HP, 2 SP, 7 MP, 10 EP, Init +2


Fort +2, Ref +2, Will +3
Ranged +2, Melee +5

COMBAT FEATS (5)


Melee Training: Basic

Melee Training: Advanced

Power Hit

Cleave

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Toughness (Factored) EQUIPMENT (VIA PACKAGE 3)
Blaxton Heavy Broadsword

SKILL CATEGORIES (2) Outer-Plated Medium Coat Armour


Basic Strength Kohmmtel R1 Short Range Comlink
Basic Dexterity Mark-3 Mage Gauntlet

A Riding Horse and Saddle


SPELL CATEGORIES (7)
A set of plain clothes (shirt, pants, boots, coat, belt)
Death
2 days Rations
Insight
6 Silver Credits
Protection

Shadow
ARMOUR CLASS
Telekinesis Base AC: 10 + 3(Dex) = 13 AC
Telepathy With Outer-Plated Medium Coat (4 EP)
Weather Armour Class: 13 + 3 = 16AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 12 EX-HP

48
Gun-Wraith
The Gun-Wraith is a field agent that uses magic and guns to
rapidly resolve an immediate threat. Gun-Wraiths are trained
by several different Kingdoms as fast responders, where they
learn to move quickly and unseen. Early Gun-Wraiths were
taught to dual wield pistols, the talent which they are now
most commonly associated with.

▪ General Concept: Gun Fighter, Magical Agent

▪ Ancient Sign: Etherami; Social Class: Worker

ATTRIBUTES

Str 12, Dex 18, Con 16, Int 11, Wis 10, Cha 14

STATS

10 HP, 2 SP, 9 MP, 11 EP, Init +4


Fort +5, Ref +4, Will +2
Ranged +5, Melee +1

COMBAT FEATS (5)


Ranged Training: Basic

Ranged Training: Advanced

Precise Shot

Dual Ranged weapons

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


EQUIPMENT (VIA PACKAGE 3)
Powerful Soul (Factored)
Atlurg M Spellchrome Pistol (Right Hand)

SKILL CATEGORIES (2) Delfurh .9 Light Pistol (Left Hand)


Basic Strength L6 Hard Shell Armour
Basic Dexterity Sprevtec R7 Long Range Comlink

Dronddii ’53 Fusion Bike (used)


SPELL CATEGORIES (7)
A set of plain clothes (shirt, pants, boots, coat, belt)
Combat Focus
3 days Rations
Healing
34 Silver Credits
Insight

Protection
ARMOUR CLASS
Shadow Base AC: 10 + 4(Dex) = 14 AC
Telekinesis With L6 Hard Shell Armour (5 EP)
Telepathy Armour Class: 14 + 4 = 18AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 19 EX-HP

49
Urban Wizard
The Urban Wizard is a utility mage, a person to turn to for basic
magical services. They are often paid to warm a customer’s
home with the Heat Object spell, or Chill the Ice box with the
Freeze Object spell. Within a group, the Urban Wizard is a
valuable asset, bringing a multitude of magic versatility.

▪ General Concept: Utility Mage

▪ Ancient Sign: Feylore; Social Class: Worker

ATTRIBUTES

Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 16

STATS

9 HP, 6 SP, 9 MP, 10 EP, Init +2


Fort +1, Ref +2, Will +3
Ranged +2, Melee +1

COMBAT FEATS (3)


Ranged Training: Basic

Melee Training: Basic

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Toughness (Factored)

SKILL CATEGORIES (4)


Basic Dexterity EQUIPMENT (VIA PACKAGE 3)

Basic Intelligence Atlurg M Spellchrome Pistol

Advanced Intelligence S-AK Impact Staff (Collapsible)

Basic Charisma Outer-Plated Medium Coat Armour

Kohmmtel R1 Short Range Comlink


SPELL CATEGORIES (7) Mark-3 Mage Gauntlet
Fire
A Riding Horse and Saddle
Ice
A set of plain clothes (shirt, pants, boots, coat, belt)
Insight
3 days Rations
Light
54 Silver Credits
Protection

Telepathy ARMOUR CLASS

Weather Base AC: 10 + 2(Dex) = 12 AC

With Outer-Plated Medium Coat (4 EP)

Armour Class: 12 + 3 = 15AC

Damage Reduction: 1d6 DR

Extraordinary Hit Points: 12 EX-HP

50
Greystone Sorcerer
Greystone Sorcerers are among the best healers in the
world. To graduate from Greystone Academy, the individual
must be a highly skilled healer, as well as magically powerful.
Other spells and ranged combat are also taught, as part of
their training.

▪ General Concept: Healer, Spellcaster

▪ Ancient Sign: Feylore; Social Class: Worker

ATTRIBUTES

Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 14

STATS

6 HP, 5 SP, 8 MP, 10 EP, Init +3


Fort +3, Ref +3, Will +3
Ranged +4, Melee +1

COMBAT FEATS (3)


Ranged Training: Basic

Ranged Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Medical Academy

SKILL CATEGORIES (4)


Basic Dexterity EQUIPMENT (VIA PACKAGE 3)

Basic Constitution Drake 42 Heavy Spellchrome Pistol

Basic Wisdom SE Single Edged Dagger

Advanced Wisdom Knight-Wulf M2 Medium Class Armour

Kohmmtel R1 Short Range Comlink


SPELL CATEGORIES (7) Medical Field Kit
Combat Focus
Mark-3 Mage Gauntlet
Healing
A set of plain clothes (shirt, pants, boots, coat, belt)
Insight
3 days Rations
Light
39 Silver Credits
Protection

Telekinesis ARMOUR CLASS

Telepathy Base AC: 10 + 3(Dex) = 13 AC

With Knight-Wulf M2 (5 EP)

Armour Class: 13 + 4 = 17AC

Damage Reduction: 1d4 DR

Extraordinary Hit Points: 22 EX-HP

51
Thunder Mage
Thunder Mages are good combat spellcasters and melee
fighters. They often train with a single master, strictly following
methods developed centuries ago. They learn spells that
cause damage or otherwise aid in combat. Their other training
involves physical labour and melee combat. Recently, some
have also started to train with modern ranged weapons.

▪ General Concept: Offensive Spellcaster, Fighter

▪ Ancient Sign: Feylore; Social Class: Worker

ATTRIBUTES

Str 17, Dex 16, Con 14, Int 10, Wis 10, Cha 16

STATS

7 HP, 4 SP, 9 MP, 10 EP, Init +3


Fort +4, Ref +3, Will +2
Ranged +3, Melee +4

COMBAT FEATS (3)


Melee Training: Basic

Melee Training: Advanced

Light and Medium Armour Proficiency

PER LEVEL FEAT (1)


Ranged Training: Basic

SKILL CATEGORIES (4) EQUIPMENT (VIA PACKAGE 3)


Basic Strength Atlurg M Spellchrome Pistol
Advanced Strength M1 Battle Hammer
Basic Dexterity Silver-Coat Medium Armour
Basic Constitution Kohmmtel R1 Short Range Comlink

Mark-3 Mage Gauntlet


SPELL CATEGORIES (7)
A Riding Horse and Saddle
Combat Focus
A set of plain clothes (shirt, pants, boots, coat, belt)
Fire
3 days Rations
Ice
14 Silver Credits
Light

Protection
ARMOUR CLASS
Telekinesis Base AC: 10 + 3(Dex) = 13 AC
Weather With Silver-Coat Armour (5 EP)

Armour Class: 13 + 3 = 16AC

Damage Reduction: 1d8 DR

Extraordinary Hit Points: 8 EX-HP

52
Multiple Variations
The choices made in creating the sample characters
were only one of many paths that could have been
taken. Many things could be changed, altering how the
character turns out. Maybe a different Ancient Sign
could make the concept work even better, or maybe
different Magic Category selections. Players are
encouraged to look at the sample characters and
make changes - to create version they think are
optimal. (At the end, remember to double check
everything by going through the character
creation steps.)

Altering the Concept


How many alterations can be done to a
sample character and it still remain the
same concept? This is rather subjective,
but what matters most is what is being
altered. Take equipment for example:
Changing a horse for a Fusion Bike
probably doesn’t matter much in
most cases; the original selection
was likely an economic one. Some
equipment is more iconic for certain
types of characters. For example, Dark
Blades use big heavy broad swords. If
the character build didn’t include the
Melee Training: Advanced feat, then they
wouldn’t exactly be a Dark Blade. Keep
in mind that a player and GM could run
with this non-blade Dark Blade concept,
asking questions like: Did this character
ever have a connection to one of the Dark
Blade Clans? Are their many others like
her, including a named organization, or is
she (as far as she knows) unique?

Rules vs. Ideas


Many of the sample characters share a
great deal of overlap. Sometimes this overlap
happens even when the concepts are quite
different. One reason for this is that characters
have certain basics to cover. (When building
characters for others to play, it would be irresponsible
to create a character that can’t protect themselves.)

Another reason is that this is a roleplaying game; which


means two characters with the same stats but different
concepts will probably cast different spells and use
different skills during an adventure. But it is up to the
players. There is nothing stopping them from using
abilities outside of their character’s core concept, if
they need them.

53
54
Chapter 3: Level Advancement Level Advancement Table
Level System Level XP Attribute New Feat
Characters in Roleplaying games get better at what Needed Bonus
they do as they gain experience. Spellchrome uses a
level system to determine how advanced a character 1 1000 1st
is (this helps the GM determine what kind of challenge
a group can handle). Characters gain experience from
adventuring or completing missions. Gaining enough 2 2000 2nd
experience lets a character achieve a new level. New
levels are what give characters new abilities. A character 3 3000 3rd
starts out with 1,000 experience, which gives them just
enough XP to reach level 1. They have training, but not 4 4000 1st 4th
a lot of hands-on experience.
5 5000 5th
Raising a level, or “levelling up”, is something that most
Players look forward to. It is rewarding to see their
character gain power and abilities. It is not the only
6 6000 6th
reason to play, but it can be strong motivation in a fun
campaign. 7 7000 7th

The Level Advancement Table below shows how much 8 8000 2nd 8th
XP a character needs in order to reach a particular
level. It also shows Attribute bonuses and new feats. 9 9000 9th
XP Needed: Once awarded new XP, it is cumulatively
10 10,000 10th
added to a character’s XP total. A character gains a
new level once they meet or exceed the XP needed for
that level. 11 11,000 11th

Note to GMs: Typically you would only award XP at the 12 12,000 3rd 12th
end of a session, or whenever you do not mind Players
taking the time to possibly level up. (See awarding XP 13 13,000 13th
in Chapter 9: Running the Game)

Attribute Bonus: At levels 4, 8, 12, 16 and 20, characters 14 14,000 14th


add +1 to a single attribute of their choosing. This might
raise the associated attribute modifier, depending on 15 15,000 15th
the situation. This bonus represents a character’s
ongoing training and personal development. 16 16,000 4th 16th
New Feat: Every time a character gains a new level
they gain one new feat. It may be any feat that the
17 17,000 17th
character meets the requirement for.
18 18,000 18th

19 19,000 19th

20 20,000 5th 20th

55
Bonus Skill Category: At levels 5, 10, and 15 characters
Skill and Magic Advancement Table gain one new Skill Category. It may be any Basic Skill
Level New Skill Spell Power New Spell Category, or any Advanced Skill Category which the
Category Stage Category Player has the Basic Skill Category for.

1 Stage 1 SP: In addition, characters gain 1 bonus Skill Point at


levels 5, 10, and 15. For many characters, these few
2 additional SP boosts will not be adequate. Characters
may gain additional Skill Points by selecting the feat
3 Stage 2 Mental Energy. Characters gain 1 new feat per level.
4 Increased Spell Power Stage: Characters gain access
to new features of the spells they know. At Level 3
5 1st they gain Stage 2 Power, at Level 9 they gain Stage 3
6 1st Power and at Level 14 they gain Stage 4 Power. See
Spell descriptions for specifics.
7
Bonus Magic Spell Category: At levels 6, 11 and 17
8 characters gain one new Magic Spell Category. It may
be any Magic Spell Category. The new Magic Spell
9 Stage 3 Category is at the same Power Stage as the character’s
other spells.
10 2nd
MP: In addition, characters gain 1 bonus Magic Spell
11 2nd
Point at levels 6, 11, and 17. For many characters,
12 these few additional MP boosts will not be adequate.
Characters may gain additional Magic Points by
13 selecting the feat Caster’s Energy. Characters gain 1
new feat per level.
14 Stage 4

15 3rd A Note About Types of Points


When a character gains a level in Spellchrome, they
16 add their base hit points. At level 10, it is like they have
their base HP multiplied by 10. Skill Points, Magic
17 3rd
Points and Empowerment Points do not work like Hit
18 Points in this game (they do not multiply each level).
Each has a base amount which often only rises if the
19 Player puts a feat towards increasing it (which adds 1
Point).
20

56
Bonus Empowerment Points & Levelling Up Recap Table Levelling Hit Points,
Level Bonus Levelling Up Recap Attacks and Saves
EP Hit Points (HP): Add your character’s base Hit Points
to your previous total. Base Hit Points are determined
1 Stage 1 Spell Power
by your character’s Ancient Sign, Social Class and
2 1st 1 Bonus EP Constitution modifier. Feats do not add to your base
Hit Points.
3 Stage 2 Spell Power
Example: Coleridge has just reached level 3. He has
4 Attribute Bonus a base HP of +6. (+4 from the Sign of Calmen, +0 from
the Nobility Social Class, and +2 from a Constitution
5 New Skill Category, 1 Bonus SP
of 15.) He has taken the Toughness feat once, which
adds a onetime bonus of +3 HP. At level 2 he had 15
6 New Spell Category, 1 Bonus MP
Hit Points (6 lvl 1 HPs+6 lvl 2 HPs+3 Toughness HPs).
7 2nd 1 Bonus EP Now at level 3 he has 21 Hit Points (6+6+6+3).

8 Attribute Bonus Base Attack Bonuses: Raising a level means that your
Ranged, Melee, or both Base Attack Bonuses may
9 Stage 3 Spell Power have improved. See the Base Attack Bonus Table.

10 New Skill Category, 1 Bonus SP Saving Throws: Raising a level means that one or more
of your saving throws may have improved. See Saving
11 New Spell Category, 1 Bonus MP
Throws (pg 28). Note that Saving Throws differ based
on Ancient Sign.
12 Attribute Bonus

13 3rd 1 Bonus EP
Base Attack Bonus Table
14 Stage 4 Spell Power
Level Poor Good Best

15 New Skill Category, 1 Bonus SP 1 +0 +0 +1

2 +1 +1 +2
16 Attribute Bonus
3 +1 +2 +3
17 New Spell Category, 1 Bonus MP
4 +2 +3 +4

18 4th 1 Bonus EP 5 +2 +3 +5

6 +3 +4 +6 / +1
19 5th 1 Bonus EP
7 +3 +5 +7 / +2
20 Attribute Bonus
8 +4 +6 / +1 +8 / +3

Characters also gain 1 new feat each level. 9 +4 +6 / +1 +9 / +4

See also Hit Points, Base Attack Bonuses and Saving Throws 10 +5 +7 / +2 +10 / +5

11 +5 +8 / +3 +11 / +6 / +1

Bonus Empowerment Point: At levels 2, 7, 13, 18 and 12 +6 / +1 +9 / +4 +12 / +7 / +2

19 characters gain one additional Empowerment Point. 13 +6 / +1 +9 / +4 +13 / +8 / +3


For many characters, these few additional EP boosts
14 +7 / +2 +10 / +5 +14 / +9 / +4
will not be adequate. Characters may gain additional
Empowerment Points by selecting the feat Powerful 15 +7 / +2 +11 / +6 / +1 +15 / +10 / +5

Soul. Characters gain 1 new feat per level. 16 +8 / +3 +12 / +7 / +2 +16 / +11 / +6 / +1

17 +8 / +3 +12 / +7 / +2 +17 / +12 / +7 / +2


Levelling Up Recap: This is provided to illustrate what
bonuses are given at each level. 18 +9 / +4 +13 / +8 / +3 +18 / +13 / +8 / +3

19 +9 / +4 +14 / +9 / +4 +19 / +14 / +9 / +4

20 +10 / +5 +15 / +10 / +5 +20 / +15 / +10 / +5

57
▪ Do give the character additional XP,
Awarding XP so they don’t start at level 1.
Players gain Experience Points from a variety of ▪ A new character probably shouldn’t receive
related activities, including completing goals, defeating more XP than an old character, unless that
difficult foes, good planning, quick thinking, playing old character has been frequently absent.
in character, making the game fun for others and
concluding adventures. Since the GM can give XP ▪ Use your best judgement. Note that the game
for anything, she can always come up with a reason usually runs better when everyone is close in level.
to reward a group that is playing well. Generally, all
Players present should receive the same amount of Example: Mitch’s schedule at work has changed and
XP. If someone does some exceptional roleplaying, he can now start playing. First, he makes a level 1
everyone should enjoy the reward. character like normal, then asks the GM if he receives
any additional XP so his character is not lagging behind.
The GM decides how much XP is awarded. A good The GM looks at the rest of the character’s XP: Two
guideline is 50-100 XP per hour of game session. Players have 5200 XP, another, since she missed one
Ultimately the two controlling factors are 1) rewarding game session, has 4750 XP and the last Player has
good game play, and 2) moderating the rate of missed a couple of games, so he has 4250 XP. In this
advancement. You do not want characters gaining case, about 4000 XP would be appropriate.
levels every session, especially if your group is able to
game regularly. At the same time, Players do not want Equipment issues for new characters
to go too long between levelling, especially if they are It is often best to have the player choose equipment as
putting a lot of effort into the game. normal for a 1st level character. The GM can upgrade
and add a few selections, depending on the situation.
Notable Exception The rest can be resolved in-game.
There is a general exception to moderating the rate of
advancement. Since first level characters have very Issues of Training
few Hit Points, it is often desirable for them to get up Let us say that a character reaches a level where they
to level 2 or 3 fairly quickly. It is acceptable and even gain a new Skill Category or Magic Spell Category. This
encouraged for characters to reach level 2 by the game assumes that they do not need special onetime
end of their first or second session. The GM should, training to learn these new Skills or Spells. Any learning
however, make a point of explaining that this beginning done is from adventuring or in between adventures.
XP is overly generous (for survivability purposes), and
will be scaled back in future adventurers. It would however be perfectly acceptable to start an
adventure with a character learning from a trainer,
Similar XP information is represented in Chapter 9: providing it had something
Running the Game. to do with a plot point
or hook.
Starting an Advanced Character
It will happen that one Player will need to make a new
character after everyone else has. Perhaps the Player
is new to the group. If so, great, welcome aboard new
Player, you can sit over here. Have you met everyone
before? These are the characters that they are playing.
It may also be that a character has died and a new
character has to be made (see Chapter 9: Combat
and Chapter 10: Running the Game for dealing with
character death). Or a Player might simply want to
make a new character, which is fine as long as this is
not overly frequent.

When a player needs to make a new character, but


everyone else’s characters is above level 1, the GM
should use the following guide lines:

58
Chapter 4: Skills Difficulty Class (DC)
Many checks are made against a Difficulty Class (DC).
Skills Introduction In order to succeed in a check, you must roll the DC
or higher using that check’s skill. Each applicable skill
Most characters have different skill categories, which
has a section that talks about determining difficulty.
means that they can do different things. Ronin, a
Ultimately it is up the GM to decide if the task for the
Ninja-like character, has the Advanced Dexterity Based
specific skill is Easy, Average, Tough, and so on.
Skills, so he could likely take something from a guard
that he was talking to by using the Sleight of Hand Skill.
Driden, a large solider who concentrates on Strength Difficulty Class Ratings Table
and Constitution Skill Categories, would likely get
Difficulty DC Example (Skill Used)
caught if he tried pick pocketing the same guard. But
that’s okay, because Driden’s chosen Skill Categories Very Easy 0 Notice a large object in plain
make him better at what he does. sight (Spot and Listen)

Spellchrome uses Skill Categories, which are groups of Easy 5 Climb a knotted rope (Climb)

skills. There are 12 Skill Categories, arranged around


Average 10 Determine who shot who (Gather
the six Attributes. When a character selects a Skill and Analyze Evidence)
Category, all of the skills within it are considered trained
for that character. This may not be the most realistic Tough 15 Climb a rough castle wall
approach, but it was a deliberate choice designed to without rope (Climb)
make a character’s creation quick and levelling up
Challenging 20 Swim in stormy water (Swim)
simple. It is also intended to make for easy game play.
Formidable 25 Move a very heavy
Each of the six Attributes in which the Skill Categories statue 10 feet (Lift)
are arranged has a Basic and Advanced selection.
The Basic must be selected before the Advanced may Heroic 30 Leap across a huge chasm (Jump)

be selected. Each selection fills one of your limited


Nearly 40+ Open a Chrono-Timing Lock
Skill Category selection choices. (See Step 6 under with a twig (Locks and Traps)
impossible
Character Creation for details.)

Some skills, such as Strength Training, add one-time


bonuses to your character. These bonuses are For the GM: When determining the DC, the final
explained under the skill description. number does not have to be rounded to the nearest 5.
For example, 12 may be a better number than 15 if the
task is just a little more difficult than average.

59
Opposed Skill Checks Basic Constitution Based Skills:
Sometimes when a character performs a skill, it is ▪ (Concentration, Endurance, Physical
opposed by another skill. For example, Hide and Move Training 1, Running)
Silently checks are opposed by Listen and Spot. First,
the sneaking character rolls Hide and Move Silently.
A bonus or penalty may be added by the GM, based
Advanced Constitution Based Skills:
on circumstances (darkness and cover helps someone ▪ (Awake, Physical Training 2, Poison
sneak, a bright open area imposes a penalty). Next, Resistance, Resist Elements)
anyone in the immediate vicinity gets to make a Listen
and Spot check, trying to meet or exceed the Hide and
Move Silent check result.
Basic Intelligence Based Skills:
▪ (Appraise, Craft, Knowledge: common or
Details for Opposed Checks are listed under applicable popular, Repair, Speak Languages)
skill descriptions.
Advanced Intelligence Based Skills:
Skill Points ▪ (Decipher Script and Write Languages,
Skill Points (SP) are determined under Step 7 of Forgery and Detect Forgery, Gather and
Character Creation. Skill Points represent mental and Analyze Evidence, Investigate, Knowledge:
physical focus - the idea that, while your character is academic, specific or obscure, Research)
capable of incredible results, it is difficult to make huge
successes repeatedly. Unlike Hit Points, Skill Points Basic Wisdom Based Skills:
are not necessarily added each level; however, a char-
acter’s general skill bonus does increase each level. ▪ (Cooking, Domestic proficiency, Gamble,
Listen and Spot, Professional proficiency)
A Skill Point is not required in order to attempt a skill
– it only helps a character succeed. (Using a SP on a Advanced Wisdom Based Skills:
trained skill adds +1d8 to the roll. Using a SP on an
untrained skill adds +1d4 to the roll.) See Using Skills ▪ (Heal, Navigate, Sense Motive,
for details. Survival and Hunting, Tracking)

Associated Skills Basic Charisma Based Skills:


▪ (Bluff, Diplomacy, Handle animal, Perform)
The 12 Skill Categories, with the associated Skills, are
as follows:
Advanced Charisma Based Skills:
▪ (Disguise, Gather Information,
Basic Strength Based Skills: Interrogate, Intimidate)
▪ (Climb, Jump, Strength Training 1, Swim)
Alphabetical Skill List: pg 76
Advanced Strength Based Skills:
▪ (Lift, Melee Smash, Open, Strength Training 2)
Choosing Skill Categories
If you need to, see Step 7 under Character Creation to
determine how many Skill Categories your character
Basic Dexterity Based Skills: may choose. Then browse over the skills in each of
▪ (Balance, Drive, Hide and Move the Categories and see which ones might fit your
Silently, Pilot, Ride, Use Rope) character.

As mentioned in the Character Creation Chapter, a


Advanced Dexterity Based Skills: character needs to have the Basic Skill Category before
▪ (Acrobatics and Tumbling, Escape Artist, Locks they can obtain the Advanced Skill Category.
and Traps, Melee Slash, Sleight of Hand)

60
Choose the Skill Categories that you think your Retry? Yes, as long as a character hasn’t hurt them selves
character will benefit from. When in doubt, the Basic too much.
Dexterity Based Skills are good to take, since they let
Special: Adventurers may use pitons to stop them selves from
your character drive or ride - which is always useful.
falling too far. This slows movement, but usually reduces the
maximum distance fallen to 10 feet. Damage still applies.
The 12 Skill Categories at a Glance
Related: Caymor Climbing Claws (Equipment, pg 143)
Basic Strength » Advanced Strength
The Feat Athletic adds some natural talent to this Skill.
Based Skills Based Skills

Basic Dexterity » Advanced Dexterity


Based Skills Based Skills

Basic Constitution » Advanced Constitution


Based Skills Based Skills

Basic Intelligence » Advanced Intelligence


Based Skills Based Skills

Basic Wisdom » Advanced Wisdom


Based Skills Based Skills

Basic Charisma » Advanced Charisma


Based Skills Based Skills

Skill Descriptions
Basic Strength Based Skills
▪ Climb, Jump, Strength Training 1, Swim

Climb
Ronin uses his climb Skill to get up to a 3rd story window.

This Skill allows you to ascend or descend a wall, steep rocky


hill or other sloping or vertical surface. Various conditions and
equipment can improve your odds.

Determining the difficulty: The GM should consider how


steep the incline is, how rough or smooth the surface is
(rough is easier), any other available handholds. Ropes,
grappling hooks, climbing claws and other equipment can
make the task significantly easier. Heavy armour can also
increase difficulty.

Success: You can move about 10 feet, or 1/3rd your normal


movement; slightly faster for a good success.

Failure: You slip and fall a distance before possibly catching


yourself. You fall and slip down 2 feet for every number you
missed your DC target number by. Apply 1d10 damage for
every 10 feet fallen (Damage Reduction applies 1 half). Then
make another climb test. Success means you are able to stop
yourself and continue. Further failure means you slip further
down.

61
Jump Strength Training 1
Ell uses his jump Skill to leap and grab hold of an overhanging Jordrak uses Strength Training to give him a bit of an edge in
walkway before pulling herself up. hand to hand combat.

This Skill allows you leap up to grab a hold of something You have diligently focused on exercise and weight lifting.
above you, or jump over an obstacle or across an opening.
Rules: This Skill adds a onetime bonus of +1 to your Strength
Determining the difficulty: Grabbing on to something - is it Attribute.
just out of reach or significantly out of reach? Jumping over an
obstacle - is it up to the character’s knees, chest, or higher?
Can they use their arms and hand to help themselves? Any Swim
other equipment? Jumping across an opening - how far is the
distance? A short gap or a really long one? In general, is the Omdrio uses the Swim Skill to escape a sinking ship.
character running as they make the attempt? Do they have
room to run? Heavy armour increases difficulty. This Skill allows you to swim effectively.

Success: You can use your available movement to cross the Determining the difficulty: The DC should be fairly low, unless
gap or reach the height, etc. the weather is bad. Rough or stormy water can significantly
increase the difficulty. Tides, under currents, frigid water,
Failure while leaping up - you fail to reach to height and may clothing or armour can also make swimming very difficult.
try again next round as the situation permits. Failure while
jumping over an obstacle - you trip and possibly hurt yourself. Success: You can move about 10 feet, or 1/3rd your normal
Make a reflex Saving throw with a DC equal to 5 plus the movement; slightly faster for a good success.
number you failed your jump test by. Success mean you
recover and remain their on your feet. Failure means you are Failure: You start to go under and start to drown. Each round
prone and take 1d6 damage (DR applies 1 half). you fail, take 1d4 damage. Next round you may make another
swim test, and possibly recover.
Failing to cross a gap - you don’t quite make it. Maybe you
can catch yourself - Make a reflex Saving throw with a DC Special: If your character can breathe water, they avoid the
equal to 5 plus the number you failed your jump test by. damage of downing. Rough water at the surface can still
Success mean you hold on by your hands and can pull cause some damage, as can the cold.
yourself up next round. Failure means you fall, taking
falling damage. The Feat Athletic adds some natural talent to this Skill.

The Feat Acrobatic adds some natural


talent to this Skill. Advanced Strength Based Skills
▪ Lift, Melee Smash, Open, Strength Training 2

Lift
Vallroh uses the lift Skill to topple over a huge statue.

This Skill allows a character to use more than just their


Strength attribute to lift, budge or carry a heavy object.

Determining the difficulty: The difficulty should remain the


same as a normal Strength test. Most DC’s will be between
15 and 25 for very heavy object, depending on how high and
far the character is trying to lift it.

Success: The character can budge the object. Better success


mean the character can raise the object higher or move
further with it.

Failure: You did not move the object. Take 1 point of damage
(Damage Reduction does not apply). You may try again as
time permits, increasing the DC by 1 for each try.

62
Melee Smash Basic Dexterity Based Skills
Salssavac uses the Melee Smash Skill to add an extra thump
▪ Balance, Drive, Hide and Move
to his Gravaton Hammer Attack. Silently, Pilot, Ride, Use Rope

Rules: This Skill allows you to use a Skill Point to add 1d8
damage to a melee damage result, when using a blunt
Balance
weapon. Ell uses the Balance Skill as she moves along a narrow
edge.
Open
Iceblade uses the open Skill to kick in a door.

This Skill helpsyou open a door through force. When trying to


knock down a door or something similar, Strength is a good
start, but knowing how to use that Strength is better.

Determining the difficulty: The difficulty should remain


the same as a normal Strength test. Consider the type of
material that the character is trying to force, whether it be
wood, stone or metal. (A wooden apartment door would be
considered average in difficulty.) Are their any weak points
to consider? Is the door reinforced? Does the character have
any equipment? A battering ram or crow bar makes the job
easier.

Success: Means the door or lid is forced open. It likely would


have to be repaired in order to be locked again. This Skill allows you to keep on your feet, and move faster in
situations where you could fall.
Failure: You did not open the barrier. Take 1 point of damage
(Damage Reduction does not apply). You may try again as Determining the difficulty: How narrow is the walk area?
time permits, increasing the DC by 1 for each try. If you How slippery? Is their any wind? Taking your time and being
get close to the DC while still failing, the GM may lower the careful makes it easier.
difficulty if the barrier is made of a material that will slowly
splinter. Success: A character can move 1/2 their movement, further
on a really good success.

Strength Training 2 Failing by 5 or less means you do not move. Failing 6 or more
means you become unbalanced and must make a reflex test.
Torgon uses Strength Training to push his strength to a level Reflex Test: 20 or higher means you recover. 10-19 means
that few will achieve (without the aid of power alterations.) you fall but catch yourself on what you were standing on. (You
will have to pull your self up next round.) A 0-9 means you fall
You have spent many long hours concentrating on intense over without catching yourself, likely taking falling damage.
exercise and weight lifting.
Retry? A character may re-try each round.
Rules: This Skill adds another onetime bonus of +1 to your
Strength Attribute (for a total of +2 when combined with The Feat Agile adds some natural talent to this Skill.
Strength Training 1)

63
Drive The Spell Shadow Stealth can make this Skill more
effective.
Red Shark uses the Drive Skill to make a difficult corner
without wiping on his Fusion Bike. The Feat Stealthy adds some natural talent to this Skill.

This Skill allows you to handle most ground based empower-


able vehicles, including bikes, cars and trucks. It also lets you
Pilot
drive some small water based vehicles. Routine tasks do not
Rankin uses the Pilot Skill to land a Hurgdawn during a
require a Skill check (for those who are trained).
thunder storm.

Determining the difficulty: How routine is the action being


This Skill lets you pilot most empowerable Flight Craft,
preformed? At what speed is the action happening at? How
including one-man fighters, open cabins, and transports. It
manoeuvrable is the vehicle? Is the vehicle in top performance,
also covers some larger water based vehicles. Routine tasks
or has it suffered damage? What are road conditions like? Is
do not require a Skill check (for those who are trained).
there a clear path?

You might make an opposed drive test, with a bonus or penalty Determining the difficulty: How routine is the action being
given, based on the differences between the two vehicles. preformed? At what speed is the action happening at?
How manoeuvrable is the vehicle? Is the vehicle in top
Success: You are able to fully or partially pull off what ever performance, or has it suffered damage? What are the
driving manoeuvre you were attempting. Good successes conditions like? (Wind and other weather affects most air
can increase distance traveled, aiding an escape or pursuit. based vehicles more than land based vehicles.)

Failure: The GM must look how close the result came. A Success: You are able to fully or partially pull off what ever
close fail may mean not gaining on an escaping vehicle. A driving manoeuvre you were attempting. Good successes
horrible failure could mean a crash, causing damage to the can increase distance traveled, aiding an escape or pursuit.
vehicle and passengers.
Failure: The GM must look how close the result came. A
close fail may mean not gaining on an escaping vehicle. A
Hide and Move Silently horrible failure could mean a crash, causing damage to the
vehicle and passengers.
Finlay uses the Hide and Move Silently Skill to approach an
enemy camp unnoticed.
Ride
This Skill lets you move stealthily.
Shryleen uses the Ride Skill to control her Grado-lion while
scouting an area.
Opposed Skill Check against a Listen and Spot check.
This Skill lets you ride appropriate land based animals such
Determining a bonus or penalty: Is there a lot of cover? How as horses or Grado-lions. Routine tasks do not require a Skill
dark or light out is it? What does the ground consist of? Is check.
the character wearing appropriate armour, or heavy armour
and a lot of equipment? Are the opponents not
Determining the difficulty: How routine is the action being
paying attention, neutral, on watch or actively
preformed? At what speed is the action happening
searching?
at? How talented or cooperative is the animal? Is the
animal at top health, or is it hurt? What is the ground
Success: You were able to move and remain
like?
unnoticed, for now. Each time you move, everyone
makes a new roll. Each minute (10 rounds) that
Success: You are able to fully or partially pull off what
goes by, the opponents get a new roll if they
ever riding manoeuvre you were attempting.
are still present.
Failure: You do not succeed at the action being
The GM may give up to a +4 bonus to hit
preformed. Results vary on how much a test was
on the first attack from a character that
missed by and how ambitions the action was.
has gotten into range of their target
One outcome may be that you are thrown from
unnoticed. Additionally, the GM may
your mount.
give +1d8 damage to the first attack in
some situations, such as an exceptional
The Feat Animal Affinity adds some
hide check.
natural talent to this Skill.
Failure: If you fail just by a little, the opponents
will think they saw or heard something, shifting into
a more suspicious posture. If you fail by a lot, you
have been heard and likely spotted. Drama ensues.
64
Determining the difficulty: When falling, roll an Acrobatics
Use Rope and Tumbling test. A result of 15 reduces the damage by 10
Ronin uses the Use Rope Skill to make sure his captured feet. A result of 20 reduces the damage by 20 feet.
fugitive doesn’t escape from where he’s tied up.
To get past an opponent without them getting an attack on
you, the DC is 18. Under 18 means you don’t get past, and
This Skill allows you to make different types of knots in ropes,
they get to attack you on their turn. (The GM may raise or
secure something or throw a grappling hook.
lower the DC based on the circumstances, such as the size
and Skill of the blocking opponent.)
Determining the difficulty: Most knots have an average
difficulty. Throwing and properly securing a grappling hook Tumbling allows a character to move through the square on
can be tough or challenging. Tying someone up is easy; an opponent - important in tight restricted areas.
making sure they can’t escape might not be. If you don’t have
quite enough rope, that can make your task more difficult. If Raising your AC: By spending your standard action (your
you have the escape artist Skill, that can make tying someone attack move) on Acrobatics and Tumbling, you can raise your
up a bit easier. Armour Class starting on your action and remaining until the
beginning of your next action in the next round. First use your
Success: You tie a competent knot. You are able to secure a standard action to tumble, and then make a Skill test:
grappling hook. You think you’ve tied someone up good.

Failure: Your knot comes way, now or later. Your grappling Tumbling Result Armour Class Bonus
hook bounces and comes back down. Someone manages to
free themselves.
0-5 +0

Opposed checks: If someone tries to escape after you’ve tied 6-10 +2


them up, make a Use Rope check then and add 10 to set
their Escape Artist DC. If you have the Escape Artist Skill,
11-15 +4
add +2 to the DC.
16-20 +5
The Feat Deft Hands adds some natural talent to this Skill.
21-30 +6

31-40 +7

41+ +8

You can’t combine Acrobatics and Tumbling with Total Defence


or Fighting Defensively at the
same time. Acrobatics and
tumbling cannot be used to
raise your AC untrained.

The Feat Acrobatic adds


some natural talent to this
Skill.

Advanced Dexterity Based Skills


▪ Acrobatics and Tumbling, Escape Artist, Locks
and Traps, Melee Slash, Sleight of Hand

Acrobatics and Tumbling


Sareen uses the Acrobatics and Tumbling Skill to break her
fall.

This Skill allows you to land better from a fall or get past an
opponent unharmed. It also allows for impressive flipping
and other assorted actions. It also can raise your AC under
certain conditions.

65
Escape Artist Traps must be noticed before they can be disabled. Having
the locks and traps Skill gives a +4 bonus to Listen and Spot
Hidorn uses the Escape Artist Skill to free checks with regards to traps.
himself from the lock-down restraints
Success: You open the door or disable to the trap.
before the transport’s last stop.
Failure: The lock remains locked, the trap still triggered. A
This Skill allows you to more effectively free bigger failure may set off alarms or a trap, depending on
yourself from rope or restraints. It also can the circumstances. You may try again with a cumulative +2
help you get through tight spaces or escape penalty.
the grapple of an opponent.
Related: Multi 3 Lockpick, Shadow Tool Spell, Unlock Spell.
Determining the difficulty: How well made
are the restraints? (Even the most basic The Feat Nimble Fingers adds some natural talent to this
are designed to be tough or challenging Skill.
to beat.) Does the character have any
edge that can help them? (A smuggled or
conjured tool can help a lot). How much Melee Slash
time does the character have? Are they
being watched or are they being ignored for the time Kyzonna uses the Melee Slash Skill to add an extra twist of
being? damage to her sword Attack.

Escaping from being tied up is an opposed Rules: This Skill allows you to use a Skill point to add
test (DC = Opponents use rope test +10). 1d8 damage to a melee damage result, when using an
edged weapon.
Escaping a grapple is opposed by the
attacker’s to-hit roll or grapple result.

Getting through a tight space depends on how challenging


Sleight of Hand
the small space is and how far the character needs to go Westmore uses the Sleight of Hand Skill to palm a diary off a
before the area widens. desk while talking with a suspect.
Success: You manage to free at least one limb, maybe more
This Skill allows you to pick a pocket, take a watch off a victims
depending on how successful you were.
arm, do coin tricks, or conceal an item, such as a weapon.
Failure: You do not succeed, but may try again at a cumulative
+2 difficulty. Some escape actions may also cause minor Determining the difficulty: The player makes one roll against
damage. DC 20 to determine if they succeed at their action. Small
objects can make the DC easier, as can distractions. Larger
The Feat Agile adds some natural talent to this Skill. object and intense scrutiny can make the DC more difficult.

Regardless of the success, everyone watching should make


Locks and Traps a Listen and Spot check, with a DC equal to the Sleight of
Hand result. Bonuses or penalties can be given to the Listen
Syllia uses the Locks and Traps Skill to quickly open a locked and Spot check based on suspicion or trust. Having the
door and slip inside before she is seen. Sleight of Hand Skill adds a +4 bonus to see someone else
use Sleight of Hand.
This Skill allowsyou to open locks, and disable traps. This
Skill allows you to open both Chrono-timing locks and Fusion- Concealing items requires similar opposed observation
latch locks, providing the proper tools are available. This Skill checks. Small weapons are easier to conceal, adding a bonus
requires concentration. to the Sleight of Hand check. Some clothes and equipment
may add a bonus as well. Physically searching someone adds
Determining the difficulty: How well made is the lock? The a +5 to +10 bonus to a Listen and Spot check, depending on
more valuable the contents, typically the more difficult the how extensive the search is.
lock. Does the character have the basic tools required?
Failure: Once you or what you’re hiding is seen, there
Better? Worse? How long do they have to spend on it? Do
is probably little point in trying again. Things now get
they care if the lock ever works again?
interesting.
How complex is the trap? Can the trigger be easily identified
The Feat Deft Hands adds some natural talent to this Skill.
or jammed? Does the character want to be able to re-activate
the trap?

66
Basic Constitution Based Skills Endurance
▪ Concentration, Endurance, Physical Hawk uses the endurance Skill to keep walking, despite his
Training 1, Running thirst and the intense Talzzeroon sun.

Concentration This Skill allows you to keep going, even though a normal
person would be physically exhausted.
Lady White uses the concentration Skill to perform the heal
Skill while in a fire fight. Rules: You gain a +2 bonus on all Fortitude saves. You may
also spend 1 Skill point to add 1d8 to any fortitude test that
This Skill allows you to perform actions that take intense involves endurance.
focus, even while chaos and danger rages all around you.
Physical Training 1
Determining the difficulty: A DC of 15 is suitable for
attempting complex actions or spells while in combat. Raise Sombrawl uses Physical Training to make himself a tougher
the difficulty if the character is hurt, or the environment is opponent.
especially harsh.
You have trained hard to become more physically fit.
Success: You may then move on to the Skill, spell or other
action that requires the focus. Performing a concentration
Rules: This Skill adds a onetime bonus of +1 to your
check is a free action.
Constitution Attribute.
Failure: You try to perform an action, but do not succeed.

Special: To avoid being struck in melee combat when


Running
casting a spell, the player character automatically makes a Lyndro uses the Running Skill to improve her speed, enabling
Concentration Skill check DC 15. If the PC makes the check, her able to catch her target.
they cast the spell and do not provoke an attack of opportunity.
If they fail the Concentration check, they cast their spell but This Skill allows you to move faster.
then do provoke an attack of opportunity.
Rules: Add +5 feet to your base movement. (Base movement
is 30 feet per round if spending a move action, doubled if both
your move and attack options are used for movement.)

Any running tests may be made with this Skill. A running test
can add to you movement for the round. It requires all your
actions put towards movement and a straight path.

Advanced Constitution Based Skills


Awake, Physical Training 2, Poison Resistance, Melee
Slash, Resist Elements

Awake
Jaldin uses the awake Skill to keep watch all night.

This Skill allows you to get by with far less sleep than most
people need.

Rules: A character can get by with just a couple hours rest


every few days. Characters do not suffer any penalties unless
several days goes by without a long sleep. Still requires 75%
of a normal rest in order to replenish Skill Points and Magic
Points.

67
Physical Training 2 Basic Intelligence Based Skills
Ravvnor uses Physical Training to make himself a better
▪ Appraise, Craft, Knowledge: Common or
warrior. Popular, Repair, Speak Languages

Intense workouts have increased your Constitution.


Appraise
Rules: This Skill adds another onetime bonus of +1 to your Jannis uses the Appraise Skill to figure out which
Constitution Attribute (for a total of +2 when combined with
artefact is the fake.
Physical Training 1.)
This Skill allows you to estimate the worth of most valuable
Poison Resistance objects.

Brockman uses Poison Resistance repeatedly while fighting Determining the difficulty: How common, rare or obscure
the Eldlandrian Monkey Snakes. is the object? How much time does the character have to
study each object? What tools are available? What reference
material?

Success: You have a good idea about the items worth.

Failure: You can’t say how much the item is worth; any
guesses are likely to be way off. You can retry the next day.

The Feat Diligent adds some natural talent to this Skill.

Craft
Rorrdnign uses the craft Skill to make a new set of boots and
gloves, after a Silk-Terror ate his.

This Skill allows you to make clothing, simple objects and


basic weapons.

Determining the difficulty: How simple or complex is the


project? How large is the project? Does the character have the
right tools? Most reasonable projects can be accomplished,
providing enough time and Silv go into it.

Success: You make what you wanted to.

Failure: You are not done yet. You may have to re-do some
This Skill makes you more resistant to poison. of your previous work, or even start over.

The Feat Nimble Fingers adds some natural talent to this


Rules: You gain +4 your Fortitude saves against poison. You
Skill.
may also spend 1 Skill point to add 1d8 to any fortitude test
against poison.
Knowledge: Common or Popular
Resist Elements Kithel uses the Knowledge: common or popular Skill to know
Elmrow uses Resist Elements to survive the harsh Folmaur the names of all of the dukes and duchesses within the
cold. Kingdom of Lunddor.

This Skill has made you more resilient against extreme A character with this Skill has a better chance of recalling all
temperatures. the little details about their world and culture. The character is
better plugged into the world, seeing and remembering all of
the many things going on and changing around them.
Rules: Add 4 points of Damage Reduction against any heat
or cold based damage, whether magical or mundane. This
Skill provides no resistance to smoke or other secondary
elemental effects.

68
Determining the difficulty: How common of knowledge Advanced Intelligence Based Skills
is it? How popular is it? Knowing everything about at well
established theatre group is easier than one that has only ▪ Decipher Script and Write Languages,
been around a short while. Forgery and Detect Forgery, Gather and
Analyze Evidence, Investigate, Knowledge:
Success: You have a good idea of what you’re talking Academic, Specific or Obscure, Research
about.

Failure: Anywhere from uncertain to haven’t a clue. Decipher Script and


Repair Write Languages
Jaldin uses the repair Skill to replenish his armour’s Extraor- Rothnell uses the Decipher Script and Write Languages Skill
dinary Hit Points faster. to determine the exact warning inscribed on the scroll.

This Skill allows you to fix things. It allows you to repair any This Skill allows you read multiple languages, documents of
type of vehicle that you are familiar with, as well as most of high complexity, translate ancient languages and unknown
your equipment. Sometimes it will be rather simple, and other symbols, and break encryption keys.. Most people without this
times you will need material in order to fix the damage. Skill can only read at a basic level in their given language.

Determining the difficulty: How damaged it the object and Determining the difficulty: Does the character have the
how much resources do you have? Time and proper tools whole document? Is there anything deliberately difficult to the
make the task easier. text? How old or obscure is the language? How often does
the transmission broadcast?
Repairing armour: Damage done to the Extraordinary Hit
Points of an armour replenish at a base rate per hour. Using Success: You discover what you are looking for, if it was
this Skill to tune the tiny shielding mechanics, the base rate there. You communicate as intended.
can be increased. Character levels 1 through 5 doubles the
base rate, and levels 6 through 10 triples it. Levels 11 and Failure:
above quadruple the armour’s base repair rate. You may You can’t
successfully calibrate and monitor a number of armours quite get it.
(including your own) equal to your intelligence modifier. If given more
time, you
If an armour’s repair rate gets maxed out (repairing a armour’s can try again
full EX-HP amount in a single cycle), the GM can reduce the at a slightly
time from 60 to 40 to 20 minutes between repair cycles for higher DC.
the affected armour.
The Feat Diligent
Related: Repair Calibrator (Equipment), Repairing vehicles. adds some
natural talent
Failure: The object is still broken, and may be a bit worse off to this Skill.
than it was before. The GM will determine how long another
test will take.

The Feat Nimble Fingers adds some natural talent to this


Skill.

Speak Languages
Lydrandis uses the Speak Languages Skill to argue her case
in front of an Avenngrail court.

Almost everyone can speak the various languages common


to Eldlandria, but just enough to get by. This Skill allows the
character to speak foreign languages as if it were their own,
with proper accents if they choose to do so.

Determining the difficulty: Unless the language is one


that the character has had very little contact with, they are
assumed to be able to speak it well. This Skill does not allow
a character to write competently in a foreign language.

69
Forgery and Detect Forgery The second test is made later, after any lab work is done.
This can reveal more elusive clues and answer some specific
Mellbri uses the Forgery and Detect Forgery Skill to create questions.
credentials to get into tonight’s event. Now they just have to
be tested... Determining the difficulty: Has the scene been contaminated
by other people, animals or weather? How fresh is the scene?
This Skill allows you to create false documents, Has anyone cleaned up? What might have they missed?
as well as spot another’s false documents. Was the crime well planned or random and chaotic?
Do the characters have the proper equipment,
such as a lab to do tests with?
Determining the difficulty: The difficulty is
average if the forger has the right materials
Success: You gain some insight into
(same paper, same ink, seals) and has a
what happened. Some questions are
copy of what she is trying to forge, including
answered. More is revealed based on good
signatures. A good working space is also
successes.
helpful.
Failure: You do not gain significant insight
Many documents are partially created using
into what happened. Evidence may be
the modern printing press, which can
used up on bad failures. Re-rolls, if
be duplicated - again given the right
possible, are at a greater difficulty,
equipment.
requiring more time than the original
test.
The real success or failure has
to do with the person inspecting
the document. How familiar Investigate
are they with the real version?
How much time do they spend Imago uses the Investigate
looking it over? Skill to generate a lead after
the case has gone cold.
Make an opposed Skill check
when needed. (Forgery vs. This Skill allows you
Detect Forgery). Add bonuses or make some sense of
penalties on each side, based on all of the information
the previously mentioned circum- you have gathered. It
stances. helps you generate a
list of suspects. It helps
Success: If passing off a forgery, you profile people and
then you have fooled them, for now. groups.
If detecting a forgery, then you have
spotted where things are not quite This Skill is not a replace-
right. ment for legwork, but can help
with connecting the dots. Sometimes
The Feat Diligent adds some natural players, lacking a script, don’t know
talent to this Skill. where to go next in an adventure. This
Skill can help in those situations.

Gather and Analyze Evidence Determining the difficulty: What information


have the players uncovered? How far are they
Gorm uses the Gather and Analyze Evidence Skill to into the case? How deep are secrets buried?
determine if two genetic sequences match.
Success: The GM chooses to reveal some piece of information.
This Skill allows you to first properly collect samples from At the beginning of an adventure, clues may be more general
an area (such as a crime scene) and then determine what such as pointing out procedure and possible actions to take.
occurred. It also allows for some Allterion based scientific Other times, players may get a hunch, making them want to
testing, such as finger printing, blood type tests and Genetic talk to someone again or look at something more closely.
Code Sequence (GCS) matching.
Failure: You do not make a connection at this point. You may
Players should make 2 tests. The first test is made shortly roll again later, such as after new evidence is looked at.
after they have begun to gather evidence and look over the
scene. Some more basic information can be revealed at this The Feat Curious adds some natural talent to this Skill.
point by the GM.

70
Knowledge: Basic Wisdom Based Skills
▪ Cooking, Domestic Proficiency, Gamble,
Academic, Specific or Obscure Listen and Spot, Professional Proficiency

Erickson uses the Knowledge: Academic, Specific or Obscure


Skill to know who poem was written by, three centuries ago. Cooking
This Skill allows you to know a vast amount of informa- Jordrak uses the Cooking Skill to make an impressive meal
tion that is not known by the majority of others. It includes for the Dignitary
a working knowledge of ancient and classic books, plays
and poems (including recall of key passages). It includes an This Skill allows you to plan and prepare meals. You can also
understanding of mathematics and the sciences. preserve food and prepare proper rations. Most of what you
cook or bake tastes good.
This Skill includes any information not covered with the
Knowledge: Common or Popular Skill. Determining the difficulty: How complex or ambitions is
the meal? How many people have to be served? Does the
Use: A character does not know everything. Some things character have the proper ingredients and equipment, or are
have to be looked up using the research Skill. Most DC rolls they forced to make substitutions?
should be tough or challenging.
Success: The meal turns out like you expect.
Success means the character either knows the information
or knows where to look, gaining a bonus on their Research Failure: The meal turns out worse than you expected.
Skill test.

Failure means that the character simply does not know or


Domestic Proficiency
cannot recall that bit of information.
Stromboar uses the Domestic proficiency to get blood out of
his shirt before meeting with the dignitary.
Research
This Skill allows you sew, properly clean clothing, and run a
Ardubanis uses the Research Skill to build the family tree of household.
an ancient ruler.
Determining the difficulty: How routine or abnormal is the
This Skill allows you to properly and efficiently look up infor- situation? Does the character have the proper equipment?
mation.
Success: You accomplish what you set out to do.
Determining the difficulty: How obscure is the information?
Does the character have access to a library? Are the books Failure: You end up spending more time than you’d like, with
sorted properly? poor results. You may try again, as circumstances allow.

Success: You are able to either find the information or


determine that the information is not present (it may become
Gamble
an adventure just to find the missing book).
Barren uses the Gamble Skill to win some quick Silv before
skipping town.
Failure: You haven’t been able to determine anything one
way or the other yet. You may re-roll tomorrow.
This Skill allows you a better chance of winning at games of
chance.

Determining the difficulty: Often a character will be making


opposed rolls against other’s Gamble Skill. Successfully
cheating can add a bonus to a roll, but is also dangerous.

Success: You win a round.

Failure: Another player wins your money. Please, try again.

71
Listen and Spot Advanced Wisdom Based Skills
Vicmare uses the Listen and Spot Skill to notice someone
▪ Heal, Navigate, Sense Motive,
following him in a crowd. Survival and Hunting, Tracking

This Skill allows you to notice important events. It is used to


oppose Hide and Move Silently tests, and Sleight of Hand
Heal
tests. Alys uses the Heal Skill to make her magic spell Precise
Healing more effective.
Determining the difficulty: How small a detail is the possible
clue? If opposing a stealthy action, what is the observer doing This Skill allows you to help someone recover from injury or
while this happens? Are there any distractions? illness. It can be extra powerful when combined with certain
magic.
Success: You hear or see something. A good result reveals
more.
Rules: This Skill may be used on its own, with the aid of
Failure: Unsure or unaware, depending on the degree of medical supplies. To stabilize someone or perform first aid,
failure. the DC is 15. Some form of bandages are typically required.
A stabilized person stops loosing Hit Points. A good roll can
Free: Characters get use a free Skill point on Listen and Spot heal 1d4 Hit Points at the GM’s discretion.
checks any time a Listen or Spot check is requested from the
GM. Trained characters add 1d8, untrained add 1d4. Treating an injury: If a person is hurt, the healer can help
with their wounds. Salves, painkillers and other supplies
The Feat Alertness adds some natural talent to this Skill. are typically needed. The DC is average to challenging,
depending on the condition of the patient (treating yourself
adds significantly to the DC). Success heals 1d10 Hit Points. A
Professional Proficiency healing test to treat an injury takes several minutes to around
an hour, depending on the situation. The hurt character
Gorm uses the Professional proficiency to build trust while typically needs 24 hours before they can be looked at again.
speaking with the suspect.
Curing an illness: First the healer should try to diagnose
This Skill means that you have a good understanding of many the problem, which can range from Average to Formidable,
Eldlandrian occupations that require specialized training. depending on how common the illness is and how many
You could make a living at one of these professions if you symptoms are showing. The cure may require ingredients not
chose to do so. Professions include leather worker, shoe easily obtainable. Once all of the supplies are possessed, the
maker, tailor, blacksmith, bookkeeper, academic instructor, healer should make another role. The DC is based on how
guild master, physician, brewer, solicitor, office labourer and well their prescribed cure should work for the situation.
others. It does not include the more technical Allterion profes-
sions. Curing a poison: If a character can determine the problem (DC
15), their appropriate actions can add +5 to the character’s
next Fortitude test. Many healers are also capable of casting
Early on, a player with this Skill should declare and note
the Antidote spell, which also helps.
down what area their character has expertise in. They are still
familiar with other occupations, providing a good Skill check
Healing with Magic: see the Precise Healing spell, pg 88.
when needed.
Related Topic: Healing from the combat chapter, pg 169.
Determining the difficulty: Is the task related to something
they are experts at, or just familiar with? How general or
The Feat Medical Academy adds some ability to this Skill.
specific is the knowledge required? Do they have time to
look anything up, or are they being put on the spot? Are they
telling or listening (checking for inaccuracy)?

Success: You know what you are doing.

Failure: You are faking it at best.

The Feat Medical Academy adds some ability to this Skill.

72
Navigate
Sontag uses the Navigate Skill to find his way out of a bad
part of town.

Possessing this Skill means you have a good sense of


direction. You remember where you’ve been, and typically
don’t get lost. You can plot a course or plan a route and follow
it.

Determining the difficulty: How familiar is the landscape?


Can the character see the sky? Were they able to see how
they arrived? Do they have they a map, or ever seen one of
the area?

Success: You know roughly where you are and how to get
where you want to go. (In some circumstances you will not
have the ability to know this.) You know what direction you’re
facing. You know if you’re going in circles.

Failure: You’re not quite sure which way is which. You can
retry at a slight penalty after looking around for a short while.

Determining the difficulty: The more food and tools a


Sense Motive character starts out with, the easier the difficulty. The difficulty
increases if a character must provide for additional people,
Guardsman Borin uses the Sense Motive Skill each time he
they run out of supplies or if tools are lost or broken. Severe
speaks to a visitor who passes through the city gate.
weather can also increase the difficulty.
This Skill allows you to know what’s up. What is a person Success: Your situation improves. You can survive for a
really saying? What aren’t they saying? Who’s lying and couple more days outside.
telling the truth?
Failure: Your situation does not improve, and possibly
Determining the difficulty: The DC is based on the opponents worsens. Physical attributes may start to temporarily
Bluff Skill check (which has bonuses and penalties associated decrease.
with it).
The Feat Self-Sufficient adds some natural talent to this
Success: You get a sense of what is going on. A good roll Skill.
reveals more.

Failure: You don’t perceive any warning signs at this time. Tracking
Note: It is often up to a player to implicitly (though roleplaying) Hawk uses the Tracking Skill to find the enemy camp.
or explicitly to say that they want to use the Sense Motive
Skill. Other times the GM might declare that some or all of the This Skill allows you to follow the tracks of a person, vehicle
PCs should make a Sense Motive check. or beast. It can help avoid being tracked.

The Feat Negotiator adds some natural talent to the Sense


Determining the difficulty: Is the ground covered in dirt or is it
Motive Skill.
paved? How much other traffic has come by? How fresh are
the tracks? What has the weather been like since? Are their
Survival and Hunting other signs, such as lost hair, fur, etc, that might signal the
tracker? Who is it that is being tracked, and are they doing
Ronin uses the Survival and Hunting Skill to find food and anything evasive to avoid being tracked?
shelter for the group, after escaping their captors.
Success: You are able to follow the tracks for a good
distance.
This Skill allows you to survive for an extended period of time
in the wilderness, with little or no supplies. Failure: You’ve lost the tracks, maybe for good. By back
tracking you might be able to retry, at a cumulative penalty.

73
Basic Charisma Based Skills Handle Animal
▪ Bluff, Diplomacy, Handle Animal, Perform Jento uses the Handle Animal Skill to
approach the unfamiliar horse before
Bluff trying to ride it.

Eldon uses the Bluff Skill to con his way past the This Skill allows you to approach and
guard and go back-stage. train a variety of animals, from horses to
dogs to Grado-lions. You can train them
This Skill allows you to deceive others convincingly. to perform tricks or perform tasks.

Determining the difficulty: This Skill is opposed by Determining the difficulty: How complex
an opponent’s Sense Motive Skill. The character is the trick or task? How natural is the
making the Bluff test receives either a bonus or task for the animal? (There are more
penalty bases on the plausibility of what they say. guard dogs than guard cats.) How
Knowing background information, such as accurate domesticated or wild is the animal?
names, helps. Appearance can sell or sink a story. How old is it? Is it hurt? How long has
the character known the animal? Some
Success: You fool them this time, at least for now. training takes longer than others to
teach and reinforce.
Failure: Either you didn’t tell it right, it was too much
of a stretch or they had too much to lose, but they Success: The animal is alright with
didn’t go for it. Typically you can’t successfully retry you, in the given situation. It starts to
with the same target. The check result and situation learn the trick and performs it well this
determine the consequences. time. Soon a check won’t be needed for
typical situations.
The Feat Deceitful adds some natural talent to this
Skill. Failure: The animal doesn’t respond
well to you. The situation determines
the consequences. You can try again
Diplomacy later in the day.

Drake uses the Diplomacy Skill as he tries to forge a The Feat Animal Affinity adds some
temporary truce between him and the enemy agent. natural talent to this Skill.

This Skill allows you to influence others and argue effectively.


Diplomacy means you to speak and act with the appropriate
Perform
tact and etiquette, whether it is with a Noble King or an urban
Lady White uses the Perform Skill to sing for the crowd in
gang.
order to maintain her cover.
Determining the difficulty: How far is the character out of her
This Skill allows you to entertain others. You also have access
element? How much does the other character have to gain
to many theatre skills, including acting, dancing and singing.
or lose? Is the other character friendly, indifferent or hostile?
You are able to play one or more musical instruments, such
It is often appropriate to make opposed Diplomacy checks.
as piano, drums, lute, trumpet, or the Allterion guitar.
The GM may wish to keep her roll secret, to keep players
guessing.
Determining the difficulty: How big is the crowd? How
Success: The other party sees your point. You will probably friendly are they? Are most of them familiar with the style of
get what you sought. They will probably keep their word. performance being presented? Is the character prepared?
(Lines memorized, proper working instrument).
Failure: You fail to convince the other party. They are unlikely
to follow through with anything they agreed to. Normally you Success: You perform well and the crowd likes you for the
only get one try, with any one group. time being.

The Feat Negotiator adds some natural talent to this Skill. Failure: You could have done better. The crowd did not enjoy
your performance. Circumstances determine consequences.

74
Advanced Charisma Based Skills Failure: The time you spent does not generate any useful
information. Re-tries are possible if you can find new people
▪ Disguise, Gather Information, to talk to.
Interrogate, Intimidate
The Feat Curious adds some natural talent to this Skill.

Disguise
Interrogate
Snake uses the Disguise Skill to pose as a guard before
attempting to retrieve the crew manifest. Sonra uses the Interrogate Skill to find out where the
kidnap victim is being held.
This Skill allows you to masquerade as someone else.
You can use it to impersonate someone specific or a more This Skill allows you to persuade information from a person.
general pretence, such as an occupation. This Skill requires You are able to leverage any information that you already
materials, such as a costume, and in some cases, makeup. have in order to gain new information. If threats are used, you
are able to make them sound convincing.
Determining the difficulty: This Skill is opposed by an
observer’s Listen and Spot check. Make one Disguise test. Determining the difficulty: How much information does the
Each observer makes a Listen and Spot test against the character have to work with? Can the suspect leave, or are
result. they trapped? What does the suspect have to gain or loose
by talking? Does the suspect have any other alternatives?
Many factors can add small bonuses or large penalties to What other leverage has the character come up with?
the disguise check: How authentic is the costume? Has the
character observed who they are impersonating? Making Success: You gain some new information, providing the
yourself a different age or gender adds a significant penalty. suspect has some in the first place.
If trying to impersonate someone specific, it matters who the
character interacts with. Those who know the “real” person Failure: Your time, energy and leverage are wasted. You gain
will receive a significant bonus to their observation check. nothing useful. The circumstances need to change before you
could try again. Another character may have some success.
Depending on the circumstances, Bluff Skill checks may be
required in addition to a Disguise check. The Feat Persuasive adds some natural talent to this Skill.

The Mask Spell at Stage 2 or above can help with a Disguise


Skill Check. Intimidate
Success: Your disguise holds up, for now. Torgon use the Intimidate Skill to make the shop-keep open
up for him.
Failure: The observer is suspicious, possibly hostile. The
circumstances determine the consequences. This Skill allows you to makes others uneasy around you.
Intimidate may be used to frighten someone or coerce them
The Feat Deceitful adds some natural talent to this Skill. into helping you. It can be done with a glance, words or other
methods.

Gather Information Determining the difficulty: Is there a reason the other person
may be intimidated by the character? Is the other person
Gorm uses the Gather Information Skill while knocking on weaker someway? What has the character done to show
all of the apartment doors, checking to see if there were any their power? In many situations, the target may be allowed a
witnesses to the event. Willpower Saving Throw to avoid being intimidated (DC equal
to the Intimidate result).
Using this Skill lets you know what people in the surrounding
area know. Gathering Information often takes a couple hours. Success: The other person is afraid of you, and is reluctant to
Depending on the circumstances, it can lead to dangerous attack you. They will do simple things for you, if they feel that
situations (but even those can turn into good leads). Rumours, it will make you leave.
news, witness, and other information (useful and not) can be
found out with this Skill and enough people willing to talk. Failure: They do not seem frightened in anyway. They may
become hostile.
Determining the difficulty: How well does the character speak
the local language? How hostile is the local area? What do The Feat Persuasive adds some natural talent to this Skill.
people have to gain or lose by talking? How many people
know what the characters are looking for? How general or
specific is the information?

Success: You learn something that you can work with.

75
Alphabetical Skill List Knowledge: Common or Popular..... 68
L
A
Lift .................................................... 62
Acrobatics and Tumbling ................. 65
Listen and Spot................................ 72
Appraise .......................................... 68
Locks and Traps .............................. 66
Awake .............................................. 67
M
B
Melee Slash ..................................... 66
Balance............................................ 62
Melee Smash................................... 63
Bluff ................................................. 74
N
C
Navigate .......................................... 73
Climb ............................................... 61
O
Concentration .................................. 67
Open ................................................ 63
Cooking ........................................... 71
P
Craft ................................................. 68
Perform ............................................ 74
D
Physical Training 1 .......................... 67
Decipher Script and
Physical Training 2 .......................... 68
Write Languages ............................. 69
Pilot ................................................. 64
Diplomacy ........................................ 74
Poison Resistance ........................... 68
Disguise ........................................... 75
Professional Proficiency .................. 72
Domestic Proficiency ....................... 71
R
Drive ................................................ 64
Repair .............................................. 69
E
Research ......................................... 71
Endurance ....................................... 67
Resist Elements............................... 68
Escape Artist ................................... 66
Ride ................................................. 64
F
Running ........................................... 67
Forgery and Detect Forgery ............ 70
S
G
Sense Motive ................................... 73
Gamble ............................................ 71
Sleight of Hand ................................ 66
Gather and Analyze Evidence ......... 70
Speak Languages............................ 69
Gather Information........................... 75
Strength Training 1 .......................... 62
H
Strength Training 2 .......................... 63
Handle Animal ................................. 74
Survival and Hunting ....................... 73
Heal ................................................. 72
Swim ................................................ 62
Hide and Move Silently .................... 64
T
I
Tracking ........................................... 73
Interrogate ....................................... 75
U
Intimidate ......................................... 75
Use Rope......................................... 65
Investigate ....................................... 70
J
Jump ................................................ 62
K
Knowledge: Academic,
Specific or Obscure ......................... 71

76
Rules Trained Skill Bonuses by Level Table
Level Trained Skill Untrained
Synergy Bonus Skill Bonus
If you are making a skill check and you have another
1 +5 +0
skill that is related or beneficial in some way, mention
it to the GM when she is determining the difficulty of 2 +6 +1
or any bonuses to the check. Synergy can offer a +2
bonus in some situations. 3 +7 +1
4 +8 +2
Aid another 5 +9 +2
If another character is trained in the same skill as
you, they may be able to help. If the GM agrees that a 6 +10 +3
second set of hands or eyes could be of help, she can 7 +11 +3
lower the check’s difficulty by 2.
8 +12 +4
Using Skills 9 +13 +4

Trained and Untrained Skills 10 +14 +5

Each character has a select number of Skill Categories, 11 +15 +5


as determined by their Ancient Sign and Social Class.
12 +16 +6
All of the skills contained in the character’s Skill
Categories are considered trained. The skills in non- 13 +17 +6
selected Skill Categories are considered untrained.
14 +18 +7

Trained Skill Bonuses 15 +19 +7


A character gains the following bonus when using a 16 +20 +8
trained skill: Their current level, +4, plus the applicable
17 +21 +8
attribute modifier (Strength based skills use the
Strength modifier, etc.). See the Trained Skill Bonuses 18 +22 +9
by Level Table below.
19 +23 +9
A person who has a skill also gains a general 20 +24 +10
competency when using that skill, so sometimes a roll
is not needed for straightforward situations. Plus the applicable attribute modifier,
and a Skill point (if spent).

Trained Skill Points


If a character uses a Skill Point on a trained skill, they
add 1d8 to the roll. The Skill Point can be added after
the initial roll result, but before the GM declares an
outcome (if the Player thinks they might need to add a
Skill Point, they should have the die at the ready).

Untrained Skill Bonuses


A character gains the following bonus when using
an untrained Skill: Half their current level, plus the
applicable attribute modifier.

77
Untrained Skill Points Character Creation Option (Skills)
If a character uses a skill Point on an untrained skill, This optional character creation step makes skills ever-
they add 1d4 to the roll. The Skill Point can be added so-slightly more realistic. It also adds a Skill Point.
after the initial roll result before the GM declares an
outcome. Under the standard rules, if a character selects a Skill
Category, they gain all of the skills within that category.
If there are skills within that category that do not fit
Unusable Untrained Skills with a character concept, the Player can choose either
Skills that give passive bonuses can’t be used untrained: not to use those skills, or trade them away using this
Strength Training 1, Melee Smash, Strength Training option.
2, Physical Training 1, Running, Awake, Physical
Training 2, Poison Resistance, Resist Elements and Rules: Remove 2 skills permanently (make a note
Melee Slash. that they are now considered untrained). The skills do
not have to come from the same Skill Category. Add
1 Skill Point. They only way to recover a skill is by
Using Skills Untrained using the Recover Lost Feat. This Character Creation
Most active skills can be used untrained (although Option (Skills) may be preformed once or twice, adding
it could be foolish to do so at times). For example, if either 1 or 2 Skill Points by making 2 or 4 known skills
a character is trying to kick in a door, they can use untrained.
the Open Skill regardless of whether or not they are
trained in that skill. If the character is low level, their
bonus will be quite small. If they are higher level, their
life experience helps, even if they have never formally
learnt the skill. In either case, a trained individual will
have an easier time and expose themselves to less
danger.

Improving Skills
Bonus Skill Category: At levels 5, 10, and 15 characters
gain one new Skill Category. It may be any Basic Skill
Category, or any Advanced Skill Category which the
player has the Basic Skill Category for.

In addition, characters also gain 1 bonus Skill Point at


levels 5, 10, and 15. For many characters, these few
additional SP boosts will not be adequate. Characters
may gain additional Skill Points by selecting the feat
Mental Energy. Characters gain 1 new feat per level.

See Skill and Magic Advancement Table, pg 56.

Skill Point Exception


Free: Characters get to use a free Skill Point on Listen
and Spot checks any time a Listen and Spot check is
requested from the GM. Trained characters add 1d8,
untrained add 1d4.

The reason for this is that most GM’s will ask for Spot
and Listen checks both when there is something to see
and when nothing’s around, just to keep the Players on
their toes. It would be unfair for Players to spend all of
their Skill Points on these quick and frequent checks.

78
Chapter 5: Magic Spells Difficulty Classes and
Magic Spells Introduction Saving Throws
The DC is a number that you must roll on your Saving
Nearly everyone in Eldlandria has some magical ability.
Throw (REF, FORT, WILL) in order to avoid or partially
Most people can cast a few spells, though only those
avoid harmful spell effects.
who do it well are celebrated.
Most spells in Spellchrome operate in the following
Depending on their Ancient Sign and Social Class, all
way: The lasting effects of a spell continue to affect a
Player Characters and the people that challenge them
target until the target succeeds in making their Saving
have access to two or more Spell Categories. Some
Throw. A new Saving Throw is allowed each round, on
people cast spells as an extension of their own abilities,
the target’s normal turn. If they succeed, they are free
such as when a fighter reflexively uses a combat spell.
from any of the spell’s effects and may carry on their
Some people cast spells to augment their already
actions as normal. If they fail, they suffer the effect for at
developed skills. Still others are highly talented at
least one more round. Depending on the harmful effect,
spell casting, learning multiple Spell Categories and
they may or may not be able to carry on other actions.
mastering multiple types of magic.
Making a Saving Throw is always a free action.
Spellchrome uses 12 Spell Categories grouped around
While a character is allowed a new Saving Throw
specific themes. When a character selects a Spell
on their turn, they may only make one Saving Throw
Category, all of the spells within it are considered
versus the harmful effect per round. This means that
known and castable by that character. (See Step 8
if an opponent goes first in round and casts a spell,
under Character Creation for details.)
and the target fails the Save, the target must wait until
the next round before they are allowed another save to
Magic Points (MP) stop the harmful effects.
Magic Points (MP) are used to cast spells that a
The specific Saving Throw type required and the DC
character knows. 1 MP allows a character to cast one
number is listed in each applicable spell.
spell, one time. A player has a finite amount of Magic
Points to spend. Magic Points refresh each day, after a
character has rested. (See Determine Magic Points.)

Spell Stages
Spells increase in power at set intervals called spell
stages (see Page 56). Each spell description lists how
the individual spell increases in power.

79
Reading Spell Descriptions Associated Magic Spells
Cost: Most spells require 1 Magic Point (MP) to cast.
This cost does not increase when the spell stage Combat Focus:
increases. ▪ (Quick Draw, Quick Attack, Hyper
Dodge, Accuracy Focus)
Casting Time, Standard Action: Many spells require
1 standard action, which is the same action that allows Death:
a character to swing a sword or fire a pistol once. A
character may move before or after casting a spell that ▪ (Conjure Poison, Death Ray, Disintegrate
requires 1 standard action. Characters have 1 standard Body, Slay Constitution, Steal Life)
action per round.
Fire:
Casting Time, Null Action: Some spells have a casting ▪ (Fire Blast, Fire Protection, Heat Object,
time of 1 null action, which means that they are cast in Fists of Fire, Flaming Surface)
less than a second and the caster can then continue to
take normal actions.
Healing:
Free actions vs. Null actions: A free action is quick ▪ (Antidote, Nourish, Precise Healing,
move action, like dropping an item. Most GMs only Restoration, Swift Healing)
allow a character to use a single free action in a round.
Null actions are reflexively cast spells that do not use Ice:
any action, meaning one or more combat spells could
▪ (Cold Protection, Fists of Ice, Freeze
be cast before continuing with a standard action.
Object, Ice Blast, Icy Surface)
Casting Time, Minutes: Some spells have a casting
time listed in minutes. The caster must not have their Insight:
concentration broken for the duration of the casting ▪ (Examine Supernatural, Last Moment, Remote
time, or they will lose the spell. Senses, Sense Aim, Sense Hidden, Sense Truth)
Range: Personal – No Range needed, spell is cast on
the caster.
Light:
▪ (Blinding Light, Dagger of Light, Globe of
Range: 5 feet (1 square) – The spell can affect something Light, Object of Light, Obliterate Shadow)
up to 5 feet away.
Protection:
Target: Self only – affects the caster only. Used in
conjunction with “Range: Personal”. ▪ (Barrier Against Remote Senses, Breathe, Extend
Shielding, Magical Shield, Physical Shield)
Target: Object – affects a non-living item within range.
Shadow:
Target: Creature – affects a person or animal. (Undead
▪ (Mask, See in Dark, Shadow Slip,
are considered creatures.)
Shadow Stealth, Shadow Tool)
Duration: Immediate – effect happens now.
Telekinesis:
Duration: 1 round – effect lasts until the beginning of ▪ (Choke, Leap, Levitate Self, Lift Object, Unlock)
your next turn.

Casting: A simple description of how noticeable the Telepathy:


casting is and what is required to cast the spell. ▪ (Animal Communication, Broadcast, Mind Grip,
Mind Link, Mind Read, Telepathic Communication)
Spell Stage: Spells automatically increase in power
as the caster grows in experience. See the Skill and Weather:
Magic Advancement Table.
▪ (Lightning Bolt, Fog, Blasting Wind,
Calm Weather, Stormy Weather)

Alphabetical Spell List: pg 109.

80
Choosing Spells Categories Stage 2: You can draw up to 2 weapons without taking up
an action.
If you need to, see Step 8 under Character Creation to
determine how many Spell Categories your character may Stage 3: The duration increases to 1 minute (10 rounds).
choose. Then browse over the Spells in each of the Categories
and see which ones might fit your character. Stage 4: The duration increases to 10 minutes.

As mentioned in the character creation chapter, a character Quick Draw Notes: May be used for Ranged and Melee
does not need any one Spell Category in order to select weapons. May be used to sheath or holster weapons as well.
another. Can only be used on your own, easily reachable, weapons.
May only be used on your action.
Choose the Spell Categories that you think your character
will benefit from. When in doubt, the Healing Based Spell This spell mimics the effects of the Quick Draw Feat. Any
Category is always useful, especially if your character is place that states the quick draw feat may be used, an active
a fighter. A character without the Heal Skill will not be as quick draw spell will also work.
powerful as a Greystone or other dedicated healers, but even
just healing magic alone can make a critical difference in the
chaos of combat. Quick Attack
The 12 Spell Categories at a Glance Speeds up the caster, allowing her to make additional attacks
in a single round.
Combat Focus Death
Cost: 1 MP
Fire Healing Casting time: 1 null action
Range: Personal
Ice Insight
Target: Self only
Light Protection Duration: Immediate
Casting: Concentrating for second.
Shadow Telekinesis
Stage 1: By expending 1 Magic Point on your turn, you gain
one additional attack at your full base attack. You may take
Telepathy Weather
normal actions after casting this spell.

Stage 2: By expending 1 Magic Point on your turn, you gain


Spell Descriptions one additional attack at your full base attack. Furthermore,
your movement is doubled for the remainder of the round.

Stage 3: By expending 1 Magic Point on your turn, you gain


two additional attacks at your full base attack. Furthermore,
Combat Focus Spells your movement is doubled for the remainder of the round.
▪ Quick Draw, Quick Attack, Hyper
Stage 4: By expending 1 Magic Point on your turn, you gain
Dodge, Accuracy Focus
two additional attacks at your full base attack. Furthermore,
your movement is tripled for the remainder of the round.
Quick Draw Quick Attack Notes: Bonus attacks are made immediately
Magic used to draw a weapon very quickly. after their normal attack. If using two weapons, the Quick
Attack spell allows attacks with both weapons. Remember
Cost: 1 MP that casting a spell with a casting time of 1 standard action
would not benefit from additional attacks.
Casting time: 1 null action
Range: Personal The above additional attacks are gained whether a character
Target: Self only uses a standard action or a full-round action. See types of
Duration: 1 round actions.
Casting: A quick flick of the wrist.
Stage 1: By expending 1 Magic Point on your turn, you
can draw 1 weapon without taking up an action. You may
take normal actions after casting this spell, such as firing a
weapon.

81
Hyper Dodge
Magic used to make the caster a harder target to hit.
Death Spells
▪ Conjure Poison, Death Ray, Disintegrate
Cost: 1 MP Body, Slay Constitution, Steal Life
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: 1 minute (10 rounds)
Casting: Concentrating for second.
Stage 1: By expending 1 Magic Point on your turn, you
become harder to hit. Add +2 to your Armour Class immedi-
ately, lasting for 1 minute (10 rounds). You may take normal
actions after casting this spell.

Stage 2: Add +4 to your AC.

Stage 3: Add +6 to your AC.

Stage 4: Add +8 to your AC.

Hyper Dodge Notes: The bonuses at stage 2, 3, or 4 replaces


any bonuses granted from earlier stages. The effects of a
spell do not double if cast twice.

Accuracy Focus Conjure Poison


Magic that aids the caster in finding their target. Creates a dose of poison for the caster to use.

Cost: 1 MP Cost: 1 MP
Casting time: 1 standard action
Casting time: 1 null action
Range: Personal
Range: Personal Target: Held object
Duration: One use. Poison fades after a 24 hour period.
Target: Self only
Saving Throw: Fortitude to resist applied poison.
Duration: Immediate Casting: Hand gestures that mimicks applying a substance to an
object.
Casting: Careful scrutiny of the target for a second while expanding
3 Types of Poisons:
a Magic Point.
Stage 1: Add a +4 bonus to hit for all attacks in the current Deadly, causing injury: Failure does 1d4 damage per round
round. After casting Accuracy Focus, you may attack as until a successful saving throw is made. One free saving
normal. throw is allowed each round before damage is dealt.

Stage 2: Add a +6 bonus to hit for all attacks in the current Minor paralysis: Failure means that the target’s body stiffens,
round. reducing movement to 5 feet per round and causing all
actions to be at -4 including to hit rolls and Armour Class, until
Stage 3: Add a +8 bonus to hit for all attacks in the current a successful saving throw is made. One free saving throw is
round. allowed each round before the poison does its harm.

Stage 4: Add a +10 bonus to hit for all attacks in the current Sickness and vomiting: Failure means that the target suffers
round. -6 to all actions, including to hit rolls, until a successful saving
throw is made. One free saving throw is allowed each round
Accuracy Focus Notes: The bonuses at stage 2, 3, or 4 before the poison does its harm.
replaces any bonuses granted from earlier stages.
For all poisons the difficulty is based on what stage of spells
the caster is capable of.

82
Stage 1: Fortitude DC is 10 or higher. Effects of poison are
immediate. May make all 3 types of poison.
Death Ray
A dark beam that has the power to kill.
Stage 2: Fortitude DC is 12 or higher. May delay the effects
of a poison up to 1 minute. Cost: 1 MP
Casting time: 1 standard action
Stage 3: Fortitude DC is 15 or higher. May delay the effects
of a poison up to 1 hour. Range: 60 feet (12 squares)
Target: 1 living creature
Stage 4: Fortitude DC is 20 or higher. May delay the effects Duration: Immediate
of a poison up to 12 hours. Saving Throw: Reflex to avoid.
Casting: Caster holds out his hand towards a target.
Conjure Poison Notes: All poisons listed are Ingestions or
Injections (to successfully hit, you must do 1 or more damage This spell is effective because it bypasses physical armour
with an appropriately coated melee weapon; damage must and is highly accurate. It is debated whether this spell is
be to HP, not EX-HP). Onset is immediate, unless otherwise inherently evil or simply an effective attack. Being hit by a
altered by the caster. The sickness lasts until a successful death ray causes painful internal injury. Some argue that with
Fortitude Save is made. The Antidote Spell and Heal Skill are the onset of ranged Spellchrome weaponry, damage spells
useful in overcoming the effects of poison. have become redundant.

When casting the spell, the poison may be applied directly Stage 1: Death Ray does 2d8 damage. Physical armour
to a weapon. One dose is created, which is used up upon does not provide any damage reduction (DR), although the
a successful attack. If unused, the poison lasts two to three protection spell Magical Shield does. A reflex save of 18 or
hours before evaporating. Only one dose from one type of higher dodges this attack, avoiding all damage.
poison can effectively be applied to any weapon at a time.
Stage 2: Raises to 3d8 damage. Reflex DC raises to 20.
The poison may also be placed in a container when cast, which
creates one dose. The poison lasts about 24 hours before the Stage 3: Raises to 4d8 damage. Reflex DC raises to 22.
magic fails and it vanishes from a sealed container.
Stage 4: Raises to 5d8 damage. Reflex DC raises to 24.
Poison can be detected by smell or taste but this is difficult.
If looking for poison, the DC is an 18 Spot check; otherwise Secondary Effects (All stages): If the Reflex Saving Throw
the DC to notice it is 25. The Insight spell Sense Hidden may result is 9 or lower, the target falls to the ground, vomiting. 1
alert an individual if, for example, the poison is in their food move action is required to get up on their turn.
or drink. Multiple doses are easier to detect. Each additional
dose lowers the DC by 4. Death Ray Notes: While Physical Damage Reduction (DR)
does not work against this spell, Extraordinary Hit Points
A character may suffer from multiple poison attacks. Resolve (EX-HP) still do, and are removed first as normal.
each poisoning as a separate event – this means that you will
have to keep track of multiple saving throws. The effects of Special: If the Death Ray target makes their Reflex save and
Minor paralysis, and Sickness and vomiting stack with each dodges this spell, it does not cost the caster a Magic Point.
other (you can suffer from both at the same time), but not with (Obviously, the caster’s action is still used.)
themselves (for example, you only apply the effects
of Minor paralysis once.) (Note that if a character is
suffering from two Minor paralysis poison attacks, and
only of their Saving Throws succeeds on their next
turn, they still have the effects of Minor paralysis.)
Deadly stacks with all types, including itself (there is
no cap on the amount of damage it can cause).

The use, creation or possession of poison is illegal


across most of Eldlandria.

83
Disintegrate Body Stage 3: Target’s constitution lowered to 6. Fortitude DC
rises to 20.
A spell that disposes of a dead body.
Stage 4: Target’s constitution lowered to 4. Fortitude DC
Cost: 1 MP rises to 22.
Casting time: Varies, see text.
Slay Constitution Notes: This spell has no effect if the target’s
Range: 5 feet constitution is already lower than what the spell would lower
Target: 1 dead creature or object. it to.
Duration: Immediate
Saving Throw: None Restoring health: Constitution returns at 1 point per day. Full
health may be restored immediately by the Healing Spell
Casting: Caster slowly waves his hand over a target.
Restoration.
For this spell to work, the target must be dead, making its
primary use a way of disposing of evidence. Special: If the Slay Constitution target makes their Fortitude
save and negates this spell, it does not cost the caster a
Stage 1: Casting time is 10 minutes. Basic clothing is disin- Magic Point. (Obviously, the caster’s action is still used.)
tegrated along with a body. Also, the caster may dispose of
objects 1 pound or less when casting a separate spell for that
object. Steal Life
Stage 2: Casting time is 3 minutes. Also, the caster may Robs a victim of their life energy and transfers it to the
dispose of objects 5 pounds or less. caster.

Cost: 1 MP
Stage 3: Casting time is 1 minute. Also, the caster may
dispose of objects 20 pounds or less. Casting time: 1 standard action
Range: 10 feet (2 squares)
Stage 4: Casting time is 1 round. Also, the caster may dispose Target: 1 living creature
of objects 100 pounds or less.
Duration: Immediate

Disintegrate Body Notes: A dead body means the target Saving Throw: Willpower negates
is at -30 hit points or lower. If the target had a feat, power Casting: A grabbing motion in the air.
alteration or equipment that extended their life beyond -30, Stories of this spell often involve evil predators who steal away
then that new number must be reached before the target it the life force of other to make themselves stronger.
considered “dead”.
Stage 1: Removes 1d8 Hit Points from a living person or animal
As a utilitarian tool: This spell can only be cast on an object and transfers them to the caster. Transferred hit points (above
below the caster’s hand. Thus a small hole could be created the caster’s maximum normal maximum Hit Points) disappear
in a floor, but not in a wall. The chain on leg shackles could after 1 hour, or when damage occurs. A willpower save of 15 or
be destroyed, but not wrist shackles. higher resists this spell.

Stage 2: Transfers 2d8 Hit Points. Transferred hit points


Slay Constitution disappear after 2 hours. Willpower DC raises to 18.

Attacks the physical constitution of a living target. Stage 3: Transfers 3d8 Hit Points. Transferred hit points
disappear after 12 hours. Willpower DC raises to 20.
Cost: 1 MP
Casting time: 1 standard action Stage 4: Transfers 4d8 Hit Points. Transferred hit points
disappear after 24 hours. Willpower DC raises to 22.
Range: 20 feet (4 squares)
Target: 1 living creature
Steal Life Notes: Physical armour does not provide any Damage
Duration: Immediate Reduction (DR), although the protection spell Magical Shield
Saving Throw: Fortitude negates does. Extraordinary Hit Points (EX-HP) do not provide any
protection from this spell. A victim may heal normally as if a
Casting: A short incantation and a hand gesture of a closing fist.
mundane injury had occurred.
Stage 1: Reduces the target’s constitution to 10. A fortitude
save of 15 or higher resists this spell. Hit Points, stolen by the caster, are removed before their normal
Hit Points.
Stage 2: Target’s constitution lowered to 8. Fortitude DC
rises to 18. Special: If the target of Steal Life makes their Willpower save
and negates this spell, it does not cost the caster a Magic Point.
(Obviously, the caster’s action is still used.)

84
Targeting objects: Most objects can’t dodge to make a Reflex
save. Still, some objects are more resistant to fire than others.
Fire Spells The GM should add what she feels is an appropriate bonus
▪ Fire Blast, Fire Protection, Heat Object, (between +0 to +10) and roll a d20 to determine the object’s
Reflex save. Depending on the results, objects may continue
Fists of Fire, Flaming Surface
to burn.

Fire Blast Free: This spell may be cast without expending a Magic
Point. The damage is, however, severely reduced. The target
A jet of fire which scorches its targets. still gets to make a reflex saving throw to halve or fully avoid
the damage. There are no Secondary Effects due to the low
Cost: 1 MP power of this method of casting.
Casting time: 1 standard action
(Free) Stage 1 damage: 1d6. Stage 2: 1d8. Stage 3: 1d0.
Range: 80 feet
Stage 4: 1d12.
Target: 1 creature or object
Duration: Immediate The free version always only allows one target. Obviously a
Saving Throw: Reflex, see text character must be able to cast a spell normally in order to be
able to cast a free version of any spell.
Casting: Arm held out with spread fingers.
This spell is often used because it is fairly accurate and offers Fire Blast Notes: Physical armour provides protection,
lots of elemental damage. Before the advent of Spellchrome reducing damage from Fire Blast. The Fire Based spell
weaponry, this spell was significantly more powerful than Fire Protection also adds protection, as does some specific
mundane weapons. equipment and power alterations. The Protection based spell
Magical Shield does not offer any protection from the Fire
Stage 1: This spell does 2d10 fire damage a single target Blast spell.
within range. A reflex save of 15 or higher partially dodges
this attack, reducing the damage to 1 half. A reflex save of 25 Some creatures take double damage from fire, while others
or higher dodges this attack, avoiding all damage. At Stage are highly resistant.
3, the caster can choose two separate targets.

Stage 2: does 3d10 fire damage to a single target. Partial


dodge reflex DC is 15; Full dodge reflex DC is 25.

Stage 3: does 3d10 fire damage to two separate targets.


Partial dodge reflex DC is 20; Full dodge reflex DC is 30.

Stage 4: does 4d10 fire damage to two separate targets.


Partial dodge reflex DC is 20; Full dodge reflex DC is 30.

Fire Blast Secondary Effects: Additional damage. The target


avoids this secondary effect if they roll 10 or higher on their
reflex save. If the target’s reflex save is 9 or less, 1d10 fire
damage is added to the primary damage.

85
Fire Protection Stage 2: Heat lasts on an object up to 24 hours.

Protects against fire and heat. Stage 3: Heat lasts on an object up to 4 days.

Cost: 1 MP Stage 4: Heat lasts on an object up to 8 days.


Casting time: 1 standard action
Heat Object Notes: The original arcane architect specifi-
Range: 20 feet
cally designed this spell to be utilitarian in nature, and is
Target: 1 creature or object difficult to use as a weapon. Clothing or held objects take
Duration: 1 hour several minutes to heat up, and even then is designed to try
Saving Throw: None and prevent damage. Once cast, the spell caster may raise
or lower the desired heat of the affected object, if in spell
Casting: A slow waving of the hand.
range; other wise the object gives of the same amount of heat
This spell is only visible when it comes in contact with fire or continually until the spell duration ends.
dangerous heat, glowing orange in a wavering pattern.

Stage 1: provides 1d10 Damage Reduction from fire Fists of Fire


damage.
Fire erupts from the caster’s hands, to be used as a melee
Stage 2: provides 2d10 Damage Reduction from fire attack.
damage.
Cost: 1 MP or 2 MP

Stage 3: provides 3d10 Damage Reduction from fire Casting time: 1 null action
damage. Range: Personal
Target: Self only
Stage 4: provides 4d10 Damage Reduction from fire
Duration: 1 hour
damage.
Saving Throw: None
Fire Protection Notes: the first damage from fire in a round, Casting: Flexing a hand into a fist.
roll for Damage Reduction. For any additional fire damage Various types of warriors have found this spell to be effective
that round, refer to the initial roll result. Next round, a new roll and economical over the years. The spell lasts a long time,
should be made as needed. can be cast quickly and does reasonable damage. On the
down side, it does not auto hit like some one-shot spells,
If the target of this spell is a person, their immediate such as fire blast, nor does it have any secondary effects.
belongings, such as clothing or armour, are protected. Effectively, this spell becomes the caster’s sword.

This spell does not provide protection from smoke. It costs one Magic Point to have a single Fist of Fire, or two
Magic Points to dual attack with two Fists of Fire. The same
combat rules apply for dual wielding in Spellchrome. After
Heat Object casting this spell, the caster can take a standard action as
normal.
Warms and heats normal objects.
Stage 1: A successful melee attack does 2d6 fire damage,
Cost: 1 MP
plus the character’s strength bonus. Physical armour provides
Casting time: 1 standard action damage reduction against this spell.
Range: 5 feet
Target: 1 object Stage 2: 3d6 fire damage, plus strength bonus.
Duration: see text
Stage 3: 4d6 fire damage, plus strength bonus.
Saving Throw: None
Casting: A slow rising of the hand. Stage 4: 5d6 fire damage, plus strength bonus.
A spell that is still popular for heating homes, despite the
advent of new technologies (which are more expensive). First of Fire Notes: After 1 hour the Spell expires. During that
Used by adventurers to heat foot on the road and to stave off hour the caster may “simmer” down the spell, allowing her
cold weather. to touch objects with minimal side effects. The spell may be
cancelled by the caster at anytime.
Stage 1: Can heat an object, such as a brick, that will continue
to give off heat. Can cook a meal or boil water in half the time The caster takes no damage from the fire surrounding her
it would take on a fire. Can cast the spell on worn clothing, fist, however, this spell does not provide protection from
warming a person even in a harsh cold. Heat lasts on an other heat or fire.
object up to 8 hours, or until cancelled.

86
Some creatures take double damage from fire, while others
are highly resistant. For the purposes of determining damage,
treat additional strength damage as fire damage.

A character can attack effectively with this spell and a Power


Alteration weapon, such as a Liquid Crystal Dagger. In such
cases, the Power Alteration damage is capped at 1d8 (a
larger blade that normally does 1d12 would only roll 1d8).
Strength Damage is only applied once. A character cannot
effectively attack with this spell and a held melee weapon.

Flaming Surface
Ignites an area of ground on fire.

Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: a surface, 4 five foot squares
Duration: 1 minute
Saving Throw: Reflex halves
Casting: The pointing of a finger, an incantation.
Casters find this spell useful in creating barriers, creating
showy distractions and as a limited attack.

The caster may target 4 five foot squares on a grid map. One
of the squares must be within 10 feet at the time of casting.
The squares may be arranged in many different patterns, as
long as one connects to another along one side.

Stage 1: Moving into or through an effected square causes


2d8 fire damage. Physical armour provides damage
reduction against this spell, as does the Fire Protection Spell.
A successful reflex save of 15 or higher halves this damage.

Stage 2: Fire damage raises to 3d8. Reflex save raises to 18


or higher.

Stage 3: Fire damage raises to 4d8. Reflex save raises to 20


or higher.

Stage 4: Fire damage raises to 5d8. Reflex save raises to 22


or higher.

Flaming Surface Notes: The caster is not immune to this


damage. The caster may position this in a square that an
opponent occupies. This spell burns the surroundings,
including wood floor if cast upon. The fire may be put out
before the spell duration ends, although not without extraor-
dinary effort.

87
Nourish Notes: The spell quenches thirst, but not hunger
entirely. It will keep a creature alive but not entirely satisfied.
Healing Spells A person may mix regular food and water while affected by
▪ Antidote, Nourish, Precise Healing, this spell.
Restoration, Swift Healing
Precise Healing
Antidote A lengthy spell that provides a large amount of healing.
Cures many poisons.
Cost: 1 MP
Cost: 1 MP Casting time: 5 minutes
Casting time: 1 standard action Range: Touch
Range: Touch Target: 1 living creature
Target: 1 living creature Duration: Instantaneous
Duration: 1 hour Saving Throw: None
Saving Throw: None Casting: The binding of wounds.
Casting: Hand held out and a soft incantation. Stage 1: Heals 1d10 points of damage. Also, the caster
makes a heal skill test; if the result is 15 or higher, add 1d10
Stage 1: Adds +4 to all fortitude saves versus poison.
to the amount healed.
Stage 2: Adds +6 to all fortitude saves versus poison.
Stage 2: Heals 2d10 points of damage. Also, the caster
makes a heal skill test; if the result is 15-19, add 1d10 to the
Stage 3: Adds +8 to all fortitude saves versus poison. amount healed. If the result is 20 or higher, add 2d10.

Stage 4: Adds +10 to all fortitude saves versus poison. Stage 3: Heals 3d10 points of damage. Also, the caster
makes a heal skill test; if the result is 15-19, add 1d10 to the
Antidote Notes: This spell may be cast before coming into amount healed. If the result is 20-24, add 2d10. If the result is
contact with poison. The Heal skill can add a onetime bonus 25 or higher, add 3d10.
of +5 after an attack, in certain circumstances.
Stage 4: Heals 4d10 points of damage. Also, the caster
The Conjure Poison spell is the most common source of makes a heal skill test; if the result is 15-19, add 1d10 to the
poison in the Spellchrome setting. Many dangerous animals amount healed. If the result is 20-24, add 2d10. If the result
are capable of innately casting Conjure Poison, affecting is 25-29, add 3d10. If the skill test result is 30 or higher, add
their own fangs or claws. 4d10 to the amount healed.

Nourish Precise Healing Notes: This spell may be cast upon the same
individual repeatedly, providing the caster has the time and
Staves off death from starvation and dehydration. MP to spend.

Cost: 1 MP It is difficult to heal yourself; if attempted,


there is a -10 penalty to the above heal
Casting time: 1 standard action
skill test.
Range: Touch
Target: 1 or more living creatures
Duration: 24 hours
Saving Throw: None
Casting: Hand held out and a soft incantation.
This is a useful survival spell.

Stage 1: 1 recipient is nourished enough that they do


not need food or water for the next 24 hours.

Stage 2: Affects up to 2 creatures. Everyone must be


present at the time of casting.

Stage 3: Affects up to 4 creatures.

Stage 4: Affects up to 6 creatures.

88
Restoration
Removes harmful magical effects. Ice Spells
Cost: 1 MP ▪ Cold Protection, Fists of Ice, Freeze
Casting time: 1 standard action
Object, Ice Blast, Icy Surface
Range: 5 feet
Target: 1 or more living creatures
Duration: Instantaneous
Saving Throw: None
Casting: Hand held out and a soft incantation.
Harmful spells include Slay Constitution, Ice Blast, Blinding
Light and Mind Grip.

Stage 1: Removes 1 harmful spell effect from 1 person. The


caster decides which harmful effect is removed.

Stage 2: Removes all harmful effects from 1 person.

Stage 3: Removes all harmful effects from up to 2 targets


within range.

Stage 4: Removes all harmful effects from up to 3 targets


within range.

Swift Healing
Cold Protection
A quick spell that provides some healing.
Protects against cold and ice.
Cost: 1 MP
Cost: 1 MP
Casting time: 1 standard action
Casting time: 1 standard action
Range: Touch
Range: 20 feet
Target: 1 living creature
Target: 1 creature or object
Duration: Instantaneous
Duration: 1 hour
Saving Throw: None
Saving Throw: None
Casting: Hand held out and a quick incantation.
Casting: A slow waving of the hand.
This spell is also known as combat healing, because it can be
used in the middle of a battle. This spell is only visible when it comes in contact with ice or
extreme cold, glowing blue in a wavering pattern.
Stage 1: Immediately heals 1d6 damage, plus the caster’s
wisdom bonus. Stage 1: provides 1d10 Damage Reduction from cold
damage.
Stage 2: Immediately heals 2d6 damage, plus the caster’s
wisdom bonus. Stage 2: provides 2d10 Damage Reduction from cold
damage.
Stage 3: Immediately heals 3d6 damage, plus double the
caster’s wisdom bonus. Stage 3: provides 3d10 Damage Reduction from cold
damage.
Stage 4: Immediately heals 4d6 damage, plus double the
caster’s wisdom bonus. Stage 4: provides 4d10 Damage Reduction from cold
damage.

Cold Protection Notes: the first damage from cold in a round,


roll for Damage Reduction. For any additional cold damage
that round, refer to the initial roll result. Next round, a new roll
should be made as needed.

89
Fists of Ice Freeze Object
Freezing ice surrounds the caster’s hands, to be used as a Cools and freezes normal objects.
melee attack.
Cost: 1 MP
Cost: 1 MP or 2 MP Casting time: 1 standard action
Casting time: 1 null action Range: 5 feet
Range: Personal Target: 1 object
Target: Self only Duration: see text
Duration: 1 hour Saving Throw: None
Saving Throw: None Casting: A slow rising of the hand.
Casting: Flexing a hand into a fist.
A spell that is still popular for keeping food cold, despite the
Various types of warriors have found this spell to be effective advent of new technologies (which are more expensive). Also
and economical over the years. The spell lasts a long time, useful for climate control in the hot seasons.
can be cast quickly and does reasonable damage. On the
down side, it does not auto hit like some one-shot spells, Stage 1: Can freeze or chill an object, and remain cold for a
such as ice blast, nor does it have any secondary effects. duration. Can be used to preserve food, either by casting it
Effectively, this spell becomes the caster’s sword. on an ice box or directly to the meat. Can also create a large
block of ice by casting upon a container of water. The cold
It costs one Magic Point to have a single Fist of Ice, or two lasts up to 8 hours, or until cancelled.
Magic Points to dual attack with two Fists of Ice. The same
combat rules apply for dual wielding in Spellchrome. After Stage 2: Cold lasts on an object up to 24 hours.
casting this spell, the caster can take a standard action as
normal. Stage 3: Cold lasts on an object up to 4 days.

Stage 1: A successful melee attack does 2d6 cold damage, Stage 4: Cold lasts on an object up to 8 days.
plus the character’s strength bonus. Physical armour provides
damage reduction against this spell. Notes: This spell is utilitarian in nature, and makes a poor
weapon.
Stage 2: 3d6 cold damage, plus strength bonus.

Stage 3: 4d6 cold damage, plus strength bonus. Ice Blast


Stage 4: 5d6 cold damage, plus strength bonus. A blast of cold that harms its target.

Fists of Ice Notes: After 1 hour the Spell expires. During that Cost: 1 MP
hour the caster may tone down the spell, allowing her to touch Casting time: 1 standard action
objects with minimal side effects. The spell may be cancelled Range: 80 feet
by the caster at anytime.
Target: 1 creature or object

The caster takes no damage from the cold surrounding her Duration: Immediate
fist, however, this spell does not provide protection from other Saving Throw: Reflex, see text
cold or ice. Casting: Arm held out with spread fingers.
Ice Blast’s popularity stems from it’s accuracy and elemental
Some creatures take double damage from cold, while others damage. Before the advent of Spellchrome weaponry,
are highly resistant. For the purposes of determining damage, Ice Blast was significantly more powerful than mundane
treat additional strength damage as cold damage. weapons.

A character can attack effectively with this spell and a Power Stage 1: This spell does 2d10 cold damage a single target
Alteration weapon, such as a Liquid Crystal Dagger. In such within range. A reflex save of 15 or higher partially dodges
cases, the Power Alteration damage is capped at 1d8 (a this attack, reducing the damage to 1 half. A reflex save of 25
larger blade that normally does 1d12 would only roll 1d8). or higher dodges this attack, avoiding all damage. At Stage
Strength Damage is only applied once. A character can not 3, the caster can choose two separate targets.
effectively attack with this spell and a held melee weapon.
Stage 2: does 3d10 cold damage to a single target. Partial
dodge reflex DC is 15; Full dodge reflex DC is 25.

Stage 3: does 3d10 cold damage to two separate targets.


Partial dodge reflex DC is 20; Full dodge reflex DC is 30.

90
Stage 4: does 4d10 cold damage to two separate targets. Stage 2: The DC rises to 22 or higher.
Partial dodge reflex DC is 20; Full dodge reflex DC is 30.
Stage 3: The DC rises to 24 or higher.
Ice Blast secondary effects: Freezing Stiffness. (The target
avoids this secondary effect if they roll 10 or higher on Stage 4: The DC rises to 26 or higher.
their reflex save.) If the target’s reflex save is 9 or less, the
target’s movement is reduced to 1 half, and they suffer -4 to Icy Surface Notes: The GM may add to the DC if the spell
attacks, AC and Melee damage. After one round, the affected is cast on a steep slope. Some tools may lower the DC. If
character may make a fortitude save DC 15. The secondary vehicles are involved, a drive test would be applicable.
effect last a maximum of 10 rounds or until the character Failures can cause crashes, increasing the damage based
makes their fortitude save. on the situation.

Free: This spell may be cast without expending a Magic


Point. The damage is, however, severely reduced. The target
still gets to make a reflex saving throw to halve or fully avoid
the damage. There are no Secondary Effects due to the low
power of this method of casting.

(Free) Stage 1 damage: 1d6. Stage 2: 1d8. Stage 3: 1d0.


Stage 4: 1d12.

The free version always only allows one target. Obviously a


character must be able to cast a spell normally in order to be
able to cast a free version of any spell.

Ice Blast Notes: Physical armour provides protection,


reducing damage from Ice Blast. The spell Cold Protection
also adds protection, as does some specific equipment and
power alterations. The Protection based spell Magical Shield
does not offer any protection from the Ice Blast spell.

Some creatures take double damage from cold attacks, while


others are highly resistant.

Icy Surface
Makes an area of ground very slippery.

Cost: 1 MP
Casting time: 1 MP
Range: 25 feet
Target: a surface, 6 five foot squares
Duration: 5 minutes
Saving Throw: Reflex avoids
Casting: The pointing of a finger, an incantation.
Casters find this spell useful for creating impassable areas
and traps.

The caster may target 6 five foot squares on a grid map. One
of the squares must be within 25 feet at the time of casting.
The squares may be arranged in many different patterns, as
long as one connects to another along one side.

Stage 1: DC is 20. Moving into or through an effected square


requires a balance skill test or reflex saving throw (player’s
choice). A result of 19 or lower causes the person to fall
down, taking 1d6 damage (DR protects 1 half). Expending a
move action allows another test to try and get up.

91
Last Moment
Insight Spells The caster sees what the victim saw before dying.
▪ Examine Supernatural, Last Moment, Remote
Senses, Sense Aim, Sense Hidden, Sense Truth Cost: 1 MP
Casting time: 1 standard action

Examine Supernatural Range: Personal


Target: Self only
Allows the caster to see things from the supernatural world. Duration: See text
Saving Throw: None
Cost: 1 MP
Casting: Hand held near the victim
Casting time: 1 standard action
This spell works well to give clues
Range: Personal
or confirm suspicions in random
Target: Self only crimes.
Duration: 5 minutes (stage 1)
Saving Throw: None Stage 1: The Caster can see and
Casting: Eyes open wide for a second.
hear what the victim saw and
heard in the last 30 seconds
This spell is used when the caster needs to see what super- before they died. The spell
natural influences are at work nearby. It allows the caster to works if the death occurred in
see things that otherwise may be hiding in plain sight - either the last 2 days. The caster must
invisible or in human guise. be within a foot of the victim’s
body. The body does not need
Stage 1: The caster can see any supernatural energies or to be at the crime scene.
creatures within 20 feet. The spell lasts 5 minutes.
Stage 2: The Caster sees and
Stage 2: The caster can see any supernatural energies or hears the last 5 minutes of the
creatures within 60 feet. The spell lasts 10 minutes. victim’s life. The spell works if
the death occurred in the last 7
Stage 3: The caster can see any supernatural energies or days.
creatures within 100 feet. The spell lasts 30 minutes.
Stage 3: The Caster sees and
Stage 4: The caster can see any supernatural energies or hears the last 30 minutes of the
creatures within 200 feet. The spell lasts 60 minutes. victim’s life. The spell works if
the death occurred in the last
Seeing afterimages: The afterimage of supernatural energies 15 days.
or creatures depends on how powerful the creature or force
was. Normally more powerful means it lasts longer, although Stage 4: The Caster sees and
some powerful things can mask their power. Most afterim- hears the last 2 hours of the
ages stay for about 10 minutes, although an impression of a victim’s life. The spell works if
vicious attack might last hours. the death occurred in the last
30 days.
Sometimes normal people leave after images for a short
while, when extreme emotions are involved with an event. The caster can speed up events in their mind’s eye.

Seeing an active spell: The caster can sometimes see if a Opposition: Knowing either vaguely or exactly how this spell
spell is active on a person, by making a Spot check. DC 20 works, some killers have been known to take grisly actions
to see a spell, DC 25 to identify the exact spell. Some other to avoid detection. Some have been known to blindfold their
spells, such as ones active in an area, are easier to spot and victims to remove information from their last moment. Others
usually have a DC of 15. try and hide bodies long enough that the spell cannot be cast
effectively.
Examine Supernatural Notes: This spell can be cancelled at
anytime by the caster. This spell also works in another way, although it is a less
common method. If cast within 10 feet of where the victim
was killed, with the killer present, the caster sees the crime
from the victim’s perspective. This may be necessary if a
killer has used the Disintegrate Body Death Spell.

92
Remote Senses Sense Aim
The caster sees and hears a location where they are not. The caster becomes aware if someone aims a weapon at
them.
Cost: 1 MP
Casting time: 1 standard action Cost: 1 MP

Range: See text Casting time: 1 standard action

Target: Self only Range: Personal

Duration: 1 minute Target: Self only

Saving Throw: See text Duration: 1 hour (stage 1)

Casting: Eyes closed and concentration Saving Throw: None


Casting: Caster looks high and low for a second.
This spell allows the caster to see and hear a spot a short
distance from where they are. Because it allows the caster Stage 1: The caster gets an immediate spot check with a +20
to “see through walls”, it is commonly used by members of bonus if someone begins to aim a weapon at them. Spotting
the Eldlandrian Western Guard and other armed forces as a the shooter ruins any surprise attacks and forces everyone
reconnaissance tool. to roll initiative.

Stage 1: The caster can perceive an area 25 feet away. Stage 2: The duration increases to 2 hours.
Everyone observed gets to make a Willpower Saving Throw
DC 18. Making it means the person gets a subtle feeling they Stage 3: The duration increases to 4 hours.
are being watched.
Stage 4: The duration increases to 8 hours.
Stage 2: The caster can perceive an area 50 feet away.
Willpower DC rises to 20. Sense Aim Notes: The shooter need not take an aiming
action to trigger this spell. The simple act of firing a ranged
Stage 3: The caster can perceive an area 100 feet away. weapon requires some basic aiming.
Willpower DC rises to 22. The duration rises to 5 minutes.

Stage 4: The caster can perceive an area 200 feet away. Sense Hidden
Willpower DC rises to 24. The caster may shift their remote
perception once per round to anywhere within range. The caster becomes aware when they get near an object that
has been hidden.
Stopping Remote Senses: This spell cannot breach an area
protected by the spell Barrier Against Remote Senses. Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet (stage 1)
Target: Self only
Duration: 5 minutes
Saving Throw: None
Casting: The caster scrutinizes a spot for a moment.
Stage 1: The caster gets a +10 bonus to spot anything that
has been deliberately hidden. They also know if they are
getting closer or further from something hidden, within range
(useful if there is no way to spot a clue, such as something
hidden in a wall).

Stage 2: The spot bonus rises to +15. The range increases


to 20 feet.

Stage 3: Spot bonus +20; Range 30 feet.

Stage 4: Spot bonus +25; Range 40 feet.

93
Sense Truth
The caster senses if someone lies to them.
Light Spells
▪ Blinding Light, Dagger of Light, Globe of
Cost: 1 MP Light, Object of Light, Obliterate Shadow
Casting time: 1 standard action
Range: Personal
Blinding Light
Target: Self only
Duration: 5 minutes Selected target may be blinded temporarily.
Saving Throw: WILL Resists
Cost: 1 MP
Casting: The caster glares at the target for a second.
Casting time: 1 standard action
Stage 1: The caster gets a +10 bonus to their sense motive
Range: 50 feet (10 squares)
check when talking to someone. Also, anytime they hear a lie,
a cold shiver runs down their back. The speaker may resist Target: 1 or more living creatures
the spell by making a Willpower Saving throw vs. DC 18. If Duration: Until negated
the speaker fails, the result is as if they did not resist. If they Saving Throw: Willpower negates
succeed, the caster gets a sharp headache for a second.
Casting: A throwing motion

Stage 2: The sense motive bonus rises to +15. The WILL DC The target must make a Willpower Saving Throw or suffer
rises to 20 from blinding light. A person affected by blinding light
suddenly has a searing pain near their temple, cannot see,
Stage 3: The sense motive bonus rises to +20. The WILL DC and receives a -8 penalty to attack with ranged weapons.
rises to 22 Melee attacks, most skill and AC are worsened by 4.

Stage 4: The sense motive bonus rises to +25. The WILL DC The target may make another saving throw next round, and
rises to 24 so on until they make their saving throw. (Rolling a natural 20
is always an automatic success.) Making the saving throw
ends the effect and restores vision enough to see.
Sense Truth Notes: This spell will have different results
depending whether the target of interest is in custody or in a
social setting. To resist this spell, the target of interest need Stage 1: Can target 1 person in range. Willpower Saving
not know a spell has been cast. Some people are naturally Throw DC is 18
defensive.
Stage 2: Can target 2 persons in range. Willpower Saving
Throw DC is 20

Stage 3: Can target 3 persons in range. Willpower Saving


Throw DC is 22

Stage 4: Can target 4 persons in range. Willpower Saving


Throw DC is 24

Blinding Light Notes: The Blind-Fight Feat reduces the


penalties by 1 half.

Special: If the Blinding Light target makes their initial


Willpower save and negates this spell, it does not cost the
caster a Magic Point. (Obviously, the caster’s action is still
used.)

94
Dagger of Light Globe of Light
Flings sharp knives made of light at a target. Illuminates an area.

Cost: 1 MP Cost: 1 MP
Casting time: 1 standard action Casting time: 1 standard action
Range: 100 feet (20 squares) Range: 40 feet
Target: 1 person or object Target: An object or empty space
Duration: Instantaneous Duration: A few hours (stage 1)
Saving Throw: None Saving Throw: None
Casting: A fast flinging motion Casting: Hands held up
This Spell creates one or more sharp semi- ethereal daggers This Spell creates good illumination for an area. If the spell
that the caster throws as part of the casting. The caster makes is cast on to an object, the illumination then moves with the
one or more ranged attacks based on the spell stage. object. If the spell is cast into an area of space, it remains
stationary.
Each successful hit does 1d6+2 damage. This attack ignores
an armour’s Damage Reduction (DR), although the protection Stage 1: Illuminates in a 30 foot radius (can be made smaller
spell Magical Shield is rather effective against it. Extraordi- at the time of casting.) Lasts a few hours or until cancelled.
nary Hit Points (EX-HP) apply as normal.
Stage 2: Illuminates in a 60 foot radius (can be made smaller
The caster uses their normal ranged attack bonus, against at the time of casting.) Lasts a few days or until cancelled.
their target’s normal Armour Class (AC). Because the daggers
can partially bypass some armour and are highly accurate, Stage 3: Illuminates in a 100 foot radius (can be made smaller
the caster gains a +4 bonus to hit. at the time of casting.) Lasts a few weeks or until cancelled.

Stage 1: The caster makes 2 ranged attacks with Daggers Stage 4: Illuminates in a 200 foot radius (can be made smaller
of light. at the time of casting.) Lasts a few months or until cancelled.
There is a small chance that the illumination will become
Stage 2: The caster makes 3 ranged attacks with Daggers permanent, fading a bit every decade.
of light.
Globe of Light Notes: It is a
Stage 3: The caster makes 4 ranged attacks with Daggers move action for the original
of light. caster to cancel this spell.
It takes several minutes for
Stage 4: The caster makes 5 ranged attacks with Daggers another caster who knows this
of light. spell to cancel it.

Dagger of Light Notes: The attacks may be against a single


target or multiple targets. This is a spell (requiring 1 standard
action). The number of attacks are indicated by the Spell
Stage. The caster cannot attack with dual ranged weapons
with this spell. The daggers are thrown immediately as part
of the spell, otherwise they fade away.

The normal penalties to hit during ranged combat apply. The


Precise Shot Feat functions as normal. Strength does not
add additional damage to this spell.

95
Object of Light Obliterate Shadow
Creates a medium sized object. Prevents Shadow spells from operating in an area.

Cost: 1 MP Cost: 1 MP
Casting time: 1 standard action Casting time: 1 standard action
Range: 5 feet Range: 40 feet
Target: An area of empty space Target: An area of space
Duration: 1 hour (stage 1) Duration: 5 minutes (stage 1)
Saving Throw: None Saving Throw: None
Casting: Hand held out near where the object is to appear. Casting: An open handed punch
This spell creates tools and objects that the caster may need When cast, this spell brightens an area briefly before returning
when they’re in a hurry. The caster may create many objects, to normal. For the remaining duration, shadow spells will not
using the following guidelines: Larger than the caster’s hand; function if they are within the affected area.
3 to 10 pounds in weight; not overly complicated. Common
examples: A shovel, a large bowl, a crowbar, a short ladder, Stage 1: Spell lasts 1 hour. Affects a small room or an alley
an axe, a small raft. way.

Most objects created with this spell look like they have Stage 2: Spell lasts 4 hours. Affects a large room or a
been created with a Light spell, with a soft glow and courtyard.
golden etchings.
Stage 3: Spell lasts 12 hours. Affects a small house or
Stage 1: The object lasts 1 hour or until a banquet hall.
destroyed. The object has 1d4 DR and 20HP.
Stage 4: Spell lasts 24 hours. Affects a large house or a
Stage 2: The object lasts 4 hours or until market square.
destroyed. The object has 1d8 DR and 30HP.
Obliterate Shadow Notes: Shadow spells stop functioning
Stage 3: The object lasts 8 hours or until immediately while in the area of this spell. Once the caster
destroyed. The object has 1d12 DR and 40HP. leaves the area, their cast shadow spells will slowly start
working again.
Stage 4: The object lasts 24 hours or until
destroyed. The object has 2d8 DR and 50HP. Detecting Obliterate Shadow: Generally there is a pleasing
soft glow in the air, not noticed by most people.
Object of Light Notes: The object can be
dismissed by the original caster. It requires a Removing Obliterate Shadow: When cast, this spell creates a
standard action and the caster must be within tiny invisible crystal that powers the spell. It is only detectable
5 feet of the object. It cannot be dismissed by by the Examine Supernatural and a DC 25 spot check (the
another caster. crystal often floats near the ceiling).

The crystal can be attacked with any weapon or damage


spell, providing the attacker can see and reach the crystal.
The crystal has an AC of 25, an effective Reflex save of +8,
1d10 Damage Reduction (DR) and 10 Hit Points (HP) per
level of the caster. The crystal remains active until it reaches
zero Hit Points. Harming the crystal does not alert the caster,
although may draw other attention.

About 1 in 10 buildings will have a near constant Obliterate


Shadow spell in effect, more in richer areas.

The original caster may remove this spell at anytime, providing


they are within range.

96
If a Barrier looses more than half its Hit Points, the original
caster is alerted, providing they are inside or near the barrier’s
Protection Spells location.
▪ Barrier Against Remote Senses, Breathe, Extend
Shielding, Magical Shield, Physical Shield Breathe
Allows the spell recipient to breathe, even when they normally
Barrier Against Remote Senses couldn’t.
Blocks the Insight Spell Remote Senses
Cost: 1 MP
Cost: 1 MP Casting time: 1 standard action
Casting time: 1 standard action Range: 10 feet
Range: 10 feet Target: 1 living creature (stage 1)
Target: An area of space Duration: 30 minutes (stage 1)
Duration: 1 hour (stage 1) Saving Throw: None
Saving Throw: None Casting: Hand held near the target’s mouth.
Casting: Arms spreading out while closing eyes. Once cast, the spell’s recipient is able to breathe under water,
in heavy smoke, or other environments where breathable air
When cast, this spell creates an invisible barrier in a specified
is not available. This spell does not protect from underwater
area which blocks the Insight Spell Remote Senses from
pressure, extreme heat, or other environmental hazards.
entering. No one from within the barrier can use Remote
Senses to perceive anything outside the barrier either
(although the original caster could temporarily drop the Stage 1: Duration is 1 hour. Affects 1 person.
barrier). This spell does not block normal vision, hearing or
movement. Stage 2: Duration increases to 2 hours. Affects up to 2
people.
Stage 1: Spell lasts 1 hour. Affects a small room or an alley
way. Stage 3: Duration increases to 3 hours. Affects up to 3
people.
Stage 2: Spell lasts 4 hours. Affects a large room or a
courtyard. Stage 4: Duration increases to 4 hours. Affects up to 4
people.
Stage 3: Spell lasts 12 hours. Affects a small house or a
banquet hall.
Extend Shielding
Stage 4: Spell lasts 24 hours. Affects a large house or a Extends Magical and Physical Shield spells to others.
market square.
Cost: 1 MP
B.A.R.S. Notes: A person can see if a building is protected by
Casting time: 1 standard action
Barrier against Remote Senses by using the spell Examine
Supernatural. The caster obviously must be close enough for Range: 10 feet
their Examine Supernatural vision to be in range, and then Target: 1 person (stage 1)
make a DC 15 Spot check. Duration: 1 hour
Saving Throw: None
The other way to spot a building protected by Barrier against
Remote Senses is using Remote Senses. When using Casting: Arm held out towards recipient.
Remote Senses, the caster can see any barriers if they are Stage 1: If Magical Shield or Physical Shield is active on the
within 10 feet of it. caster, those spells become active on the recipient of Extend
shielding.
About 1 in 10 buildings will have a near constant Barrier
against Remote Senses up, more in richer areas. Stage 2: Can extend spells to two people.

Breaking down a Barrier against Remote Senses: this spell Stage 3: Can extend spells to three people.
can be attacked with either a Death Ray Spell or Daggers of
Light. The barrier has an AC of 15, +0 Reflex save, 0 Damage Stage 4: Can extend spells to four people.
Reduction (DR) and 20 Hit Points (HP) per level of the caster.
The barrier remains active until it reaches zero Hit Points.
Generally these barriers are difficult and time consuming to
take down.

97
Extend Shielding Notes: An individual may only benefit from
one Magical Shield Spell and one Physical Shield Spell at
Physical Shield
a time. Generally the one cast at the highest spell stage Provides protection from most physical attacks.
remains, but is up to the recipient to choose if need be.
Cost: 1 MP
The recipient receives whatever spells are active on the
Casting time: 1 standard action
caster at the time of casting. After that, it is as if the Shield
Spell(s) were cast on the recipient, lasting 1 hour, fully inde- Range: 10 feet
pendent of the Extend Shielding Caster’s situation. Target: 1 living creature
Duration: 1 hour
The recipient of this spell may use their new shielding to later
Saving Throw: none
cast Extend Shielding (providing they could normally cast it).
Casting: Hand held up and an incantation.
Physical Shield provides Damage Reduction versus
Magical Shield Ranged and Melee attacks, unless otherwise
specified. It also provides
Provides protection from Damage Reduction versus
some magic spells. the following spells:
Fire Blast, Fists of Fire,
Cost: 1 MP Flaming Surface, Fists
Casting time: 1 standard of Ice, Ice Blast and
action Lightning Bolt.
Range: 10 feet
Target: 1 living creature This spell adds to
any DR granted from
Duration: 1 hour
Armour.
Saving Throw: none
Casting: Hand held up Stage 1: Provides 1d6
and an incantation. Damage Reduction
Magical Shield (DR) from most
provides Damage physical attacks.
Reduction versus the
following spells: Death Stage 2: Provides 1d8
Ray, Steal Life, Dagger Damage Reduction
of Light and Choke. (DR) from most physical
attacks.
Stage 1: Provides 1d6
Damage Reduction Stage 3: Provides 1d10
(DR) from some magical Damage Reduction (DR)
attacks. from most physical attacks.

Stage 2: Provides 1d8 Stage 4: Provides 1d12


Damage Reduction (DR) from Damage Reduction (DR) from
some magical attacks. most physical attacks.

Stage 3: Provides 1d10 Damage Physical Shield Notes: Like all


Reduction (DR) from some magical Damage Reduction, when a player
attacks. rolls a die to determine DR, they keep
the result for all subsequent applicable
Stage 4: Provides 1d12 Damage Reduction attacks for the remainder of the round.
(DR) from some magical attacks. Next round, make a new roll as needed.

Magical Shield Notes: Like all Damage An individual may only benefit from one
Reduction, when a player rolls a die to determine Physical Shield Spell at a time. Generally the one
DR, they keep the result for all subsequent applicable cast at the highest spell stage remains, but is up to
attacks for the remainder of the round. Next round, the recipient to choose if need be.
make a new roll as needed.

An individual may only benefit from one Magical Shield Spell


at a time. Generally the one cast at the highest spell stage
remains, but is up to the recipient to choose if need be.

98
See in Dark
Shadow Spells Allows the caster to see normally in the absence of light.
▪ Mask, See in Dark, Shadow Slip,
Shadow Stealth, Shadow Tool Cost: 1 MP
Casting time: 1 standard action

Mask Range: Personal


Target: Self only
Obscures identity. Duration: 1 hour (stage 1)
Saving Throw: None
Cost: 1 MP
Casting: Concentrating for a moment with eyes closed.
Casting time: 1 standard action
This spell allows the caster to see fairly well, even in complete
Range: Personal
darkness. It gives a +4 bonus to spot anyone using shadows
Target: Self only as their sole concealment.
Duration: 10 minutes (stage 1)
Saving Throw: None Stage 1: Normal vision range is up to 60 feet in darkness.
Casting: A downwards hand motion.
Duration is 1 hour.

When this spell is cast, observers are unable to clearly make Stage 2: Normal vision range is up to 80 feet in darkness.
out the feature of the caster. At greater spell stages the caster Duration is 2 hours.
has some limited ability to appear as someone else.
Stage 3: Normal vision range is up to 100 feet in darkness.
Stage 1: The caster’s face and hair is obscured by darkness. Duration is 4 hours.
Height weight and clothing can still be discerned. (This is the
equivalent of wearing a ski mask, complete with the negative
Stage 4: Normal vision range is up to 120 feet in darkness.
reaction from any observes.) Duration is 10 minutes.
Duration is 8 hours.
Stage 2: The caster can either also obscure their clothing or
See in Dark Notes: This spell is temporarily disabled while in
alter one of their normal facial features. For example, their
the area effect of the Light Spell, Obliterate Shadow (although
hair could appear to be a bit shorter and a different colour;
that spell provides a small amount of ambient light). This spell
their nose could appear to be a different shape. Other facial
can also be temporarily disabled by the caster at any time.
features include jaw size, eye brow colour and shape, eye
colour and shape, skin colour and texture, presence of facial
In recent years, stage one of this spell has been duplicated
hair, or any Magical Traits. (Additional mundane alterations
through the use of a power alteration.
could be made using the Disguise Skill.) Duration increases
to 30 minutes.

Stage 3: The caster can either appear be completely


Shadow Slip
obscured, betraying no discernable information including Allows the caster to slip into or out of places they normal
height, or the caster can alter 2 facial features. Duration couldn’t.
increases to 2 hours.
Cost: 1 MP
Stage 4: The caster can alter 4 facial features. Duration
Casting time: 1 standard action
increases to 12 hours.
Range: Personal
Multiple castings may create multiple effects. Target: Self only
Duration: Immediate
Detecting the mask spell: It is possible to tell if someone has Saving Throw: None
used the mask spell to alter their features. The observer must
Casting: A moment of concentration.
be suspicious and within 10 feet of the suspect for at least 60
seconds. The spot check is DC 30, or DC 20 if the observer This spell uses minor teleportation magic to travel past certain
is utilizing the Examine Supernatural Spell. barriers. This spell can also be used, as a separate action, to
escape bonds, such as shackles or wrist restraints.
A good disguise skill check and social skills may prevent
observers from becoming suspicious in the first place. Stage 1: The caster could appear on the other side of a
window that is within reach, or adds a +5 bonus to an escape
Mask Notes: This spell may be ended at anytime by the artist check to escape from shackles. The window may be
caster. This spell is temporarily disabled while in the area large or small, shuttered or glass, locked or open. Cannot
effect of the Light Spell, Obliterate Shadow. bypass a window blocked by bars at this spell stage.

99
Stage 2: Can bypass any barrier blocked by bars. The caster
could appear on the other side of a prison cell, providing there
Shadow Tool
were bars on the door. Adds a +10 bonus to an escape artist Creates a small sized object, such as a tool suitable for
check to escape from shackles. opening locks.

Stage 3: The caster could appear on the other side of a Cost: 1 MP


door, providing there was at least a tiny gap underneath it.
Casting time: 1 standard action
Adds a +15 bonus to an escape artist check to escape from
shackles. Range: 5 feet
Target: An area of empty space
Stage 4: The caster could appear on the other side of Duration: 1 hour (stage 1)
any barrier that opens in some way, such as a giant vault.
Saving Throw: None
Shackles fall off upon casting this spell.
Casting: Hand held out near where the object is to appear, typically
the caster’s other hand.
Shadow Slip Notes: This spell can’t be cast while in the area
effect of the Light Spell, Obliterate Shadow. This spell creates small tools and precision objects that
might help certain casters. The caster may create many
tools, using the following guidelines: Not much larger than
Shadow Stealth the caster’s hand; 0 to 3 pounds in weight; may be somewhat
intricate or complicated. Common examples: A mundane or
Makes the Caster less noticeable. Chrono-timing Lock pick, a small sharp knife or scissors, flint
and steel, a small glass, a vial and stopper, a door wedge,
Cost: 1 MP a 1 Silver Credit coin, a funnel. Most objects created with
Casting time: 1 standard action Shadow Tool look real in appearance.
Range: Personal
This spell can’t create a tool suitable for defeating a Fusion
Target: Self only
Latch lock (which requires a pass key or the Telekinetic Spell,
Duration: 10 minutes (stage 1) Unlock.)
Saving Throw: None
Casting: Looking down for a moment. Stage 1: The object lasts 1 hour or
until destroyed. The object has 1d4
This spell makes the caster quieter, so that they DR and 15HP.
make very little sound when moving. This spell
also has minor invisibility magic, preventing
Stage 2: The object lasts 4 hours
anyone from noticing the caster unless they
or until destroyed. The object has
are looking directly at them. This spell is most
1d6 DR and 25HP. Tools are of
effective when combined with the Hide and
a quality that add +2 to skill
Move Silently skill.
checks.
Stage 1: Adds a +5 bonus to the caster’s Hide and
Stage 3: The object lasts 8
Move Silently checks for the duration of the spell.
hours or until destroyed.
The object has 1d8 DR
Stage 2: Adds a +10 bonus to the caster’s Hide and 30HP. Tools are of
and Move Silently checks for the duration of the a quality that add +4 to
spell. Duration increases to 30 minutes. skill checks.

Stage 3: Adds a +15 bonus to the caster’s Hide Stage 4: The object
and Move Silently checks for the duration of the lasts 24 hours or until
spell. Duration increases to 1 hour. destroyed. The object has
1d10 DR and 40HP. Tools
Stage 4: Adds a +20 bonus to the caster’s Hide are of a quality that add +6 to
and Move Silently checks for the duration of the skill checks.
spell. Duration increases to 2 hours.
Shadow Tool Notes: The object
Shadow Stealth Notes: This spell is temporarily can be dismissed by the original
disabled while in the area effect of the Light Spell, caster. It requires a standard action and
Obliterate Shadow. It can also be temporarily disabled by the the caster must be within 5 feet of the object. It
caster at any time. cannot be dismissed by another caster.

100
Choke Notes: There is no saving throw versus the choke
damage. The Choke damage is applied once; only the
Telekinesis Spells secondary effects possibly continue. The secondary effects,
▪ Choke, Leap, Levitate Self, Lift Object, Unlock once they take effect, are autonomous of the caster.

Choke Leap
Telekinesis used to strangle a target. A brief jolt of Telekinesis used to jump higher than normally
possible.
Cost: 1 MP
Cost: 1 MP
Casting time: 1 standard action
Casting time: 1 standard action
Range: 50 feet
Range: Personal
Target: 1 living creature
Target: Self only
Duration: Immediate, plus secondary effects
Duration: 10 minutes (stage 1)
Saving Throw: None vs. Damage. Willpower negates secondary
effects. Saving Throw: None

Casting: Arm held out towards target. Casting: The caster briefly stretches each leg.

Raw telekinetic energy can be difficult to work with. Over This spell allows a caster to make incredible vertical jumps.
the centuries, certain formulas and techniques have been It also allows for potentially successful horizontal jumps that
developed to focus Telekinesis into certain effects. Choke is would otherwise be out of range.
one of those effects.
Stage 1: Allows a character
Choke has been designed to bypass mundane armour and to jump 10 feet vertically.
squeeze the neck and lungs. Physical armour provides no Adds +5 to any jump tests,
DR. including horizontal jumps.
Duration lasts 10 minutes.
The protection spell Magical Shield does provide Damage
Reduction. Stage 2: Allows a character to
jump 20 feet vertically. Adds
Additionally, Extraordinary Hit Points still function as normal +10 to any jump tests, including
against this spell and are taken off before regular Hit Points. horizontal jumps. Duration lasts
30 minutes.
Stage 1: Causes 2d4 damage. A Willpower Saving Throw DC
16 is required to avoid Secondary Effects. Stage 3: Allows a character to
jump 30 feet vertically. Adds
+15 to any jump tests, including
Stage 2: Causes 2d6 damage. A Willpower Saving Throw DC
horizontal jumps. Duration lasts
18 is required to avoid Secondary Effects.
1 hour.
Stage 3: Causes 2d8 damage. A Willpower Saving Throw DC
Stage 4: Allows a character
20 is required to avoid Secondary Effects.
to jump 40 feet vertically.
Adds +20 to any jump tests,
Stage 4: Causes 2d10 damage. A Willpower Saving Throw
including horizontal jumps.
DC 22 is required to avoid Secondary Effects.
Duration lasts 2 hours.

Secondary Effects: If the character fails to make their


Leap Notes: All falling damage
Willpower save, they suffer the Choke Spell secondary
is halved while under the effect
effects, which reduces a character to one single action per
of this spell, but still poses a risk
round. They may make one attack with one weapon, or cast
if the caster misses a jump. Most
one spell, or take a move action (all the while, the character
casters combine this spell with
struggles to catch their breath). Each round on their turn, a
Levitate Self to prevent disasters.
character may make a new Willpower Saving throw. If 10
rounds go by without making a successful saving throw, the
character passes out and the secondary effects expire.

A character with the Protection Spell Breathe active makes


their Willpower Saving Throw automatically.

101
Levitate Self This spell can be successfully cast on any 1 object within range
and the spell’s weight limit. Once cast, the caster, as their move
action, may move the object at a rate of about 10 feet per round,
Slow and steady movement into the air.
in any 1 direction. The object may not be moved past the range
of the spell, although the caster can move, effectively extending
Cost: 1 MP
the range. If the caster leaves the range, the object remains
Casting time: 1 standard action levitating in its location. The object cannot be affected by the
Range: Personal caster if the caster is out of range, other than to withdraw the
telekinetic energy.
Target: Self only
Duration: 10 minutes (stage 1) Withdrawing energy is a standard action. (There is no range
Saving Throw: None limit on withdrawing telekinetic energy). The Caster may then
Casting: Slow rising of the arms. select another object to levitate, within the remaining spell
duration.
This spell has two main purposes. One is to enable a caster
to slowly reach places that the Leap spell would be imprac-
An object begins to fall slightly then quickly as a spell
tical for. The other is to stop a fall before the caster hits the
expires.
ground.
Stage 1: The object may be up to 10 lbs in weight. Duration
Stage 1: Allows a character to rise vertically into the air at a
lasts 10 minutes.
rate of 2 feet per round, or move horizontally in the air at a rate
of 1 foot per round. (Vertical and horizontal movement may
not be mixed in the same round.) Duration lasts 10 minutes. Stage 2: The object may be up to 25 lbs in weight. Duration
lasts 30 minutes.
Stage 2: Allows a character to rise vertically into the air at a
rate of 5 feet per round, or move horizontally in the air at a Stage 3: The object may be up to 50 lbs in weight. Duration
rate of 2 feet per round. Duration lasts 30 minutes. lasts 1 hour.

Stage 3: Allows a character to rise vertically into the air at a Stage 4: The object may be up to 100 lbs in weight. Duration
rate of 10 feet per round, or move horizontally in the air at a lasts 2 hours.
rate of 5 feet per round. Duration lasts 1 hour.
Using the object as a weapon: The caster may fling an object,
causing harm. The GM should use the following guide: under
Stage 4: Allows a character to rise vertically into the air at a
10 lbs = 1d6 damage. Over 20 lbs = 1d10. Over 30 lbs = 2d8.
rate of 20 feet per round, or move horizontally in the air at a
Over 75lbs = 3d8 damage. The flung object requires a ranged
rate of 10 foot per round. Duration lasts 2 hours.
attack roll. A caster only ever gets 1 attack with this spell per
round.
Levitate Self Notes: Using this spell, casters can stop
themselves from a fall. Waiting until the last moment may Attempting to levitate people or snatch their belongings away
require a reflex save. Stopping well in time, if possible, does can normally be easily defeated. The target gets a Willpower
not require a check - only an additional round or two to reach Saving Throw. Stage 1 DC: 10. Stage 2 DC: 12. Stage 3 DC:
the ground. Controlled levitating descent is always at double 14. Stage 4 DC: 18. Unattended objects get no Saving Throw. A
speed. resisting levitated person continues to receive a Saving Throw
each round.

Lift Object Grabbed objects can move faster than the normal 10 feet pre
round by flinging them. Flung objects can only travel about 20
Objects lifted and moved without touching them. to 30 feet. A reflex save of 15 or higher is required to success-
fully catch a flung object.
Cost: 1 MP
Casting time: 1 standard action Lift Object Notes: A caster can have multiple levitating objects
Range: 40 feet (8 squares) using multiple spells. Only one object may be moved at a time
however.
Target: 1 object
Duration: 10 minutes (stage 1)
Multiple casters can be used to move objects that exceed any
Saving Throw: Willpower (see text) one caster’s weight limit, although object movement coordina-
Casting: Hand help up, rising. tion can be tricky.

Levitating objects can sometime be forcibly moved a couple


feet in a direction through extreme physical effort (or another
lift object spell). A telekinetically held object has a strength
attribute of about 24 (+7 bonus). If actively attended by the
caster, she can push back on her turn.

102
Unlock
Telekinesis used to quickly turn some locks, utilizing the
Telepathy Spells
character’s skill. ▪ Animal Communication, Broadcast, Mind Grip,
Mind Link, Mind Read, Telepathic Communication
Cost: 1 MP
Casting time: 1 standard action
Range: 40 feet
Animal Communication
Target: 1 Mundane Lock or Fusion Latch Allows the caster basic mental communication with animals.
Duration: Immediate
Cost: 1 MP
Saving Throw: None
Casting time: 1 standard action
Casting: A small hand movement.
Range: Personal, visual range
This spell utilizes telekinetic energy to exploit the weakness
in many lock designs. Target: Self, 1 animal
Duration: 5 Minutes (stage 1)
The spell was first developed to simply turn a deadbolt on Saving Throw: None
the other side of a door; soon after it included affecting the Casting: Eyes closed for a moment.
inner workings of a lock, mimicking a key. Attempting either
technique requires some skill in how to normally pick a lock. This spell is cast on the caster. Then, as a move action, the
caster may speak telepathically to an animal within visual
With too many break-ins being blamed on the infamous range. The animal will have an idea of what the caster is
“unlock” spell, a new type of lock was developed that couldn’t saying, although complex sentences and cultural concepts
be defeated through Telekinesis. The Chrono-timing lock can get in the way. The caster will understand whatever the
proved to be effective against the unlock spell (but not animal chooses to say, with the same obstacles as noted
specially designed lock picks, which can be made through the above.
Shadow Tool spell). Because Chrono-timing locks are more
expensive, plenty of mundane locks still exist, but are used to The caster may speak to other animals for the duration of
protect the valuables of richer citizens and their homes. the spell. Note that just because the caster can communicate
with an animal, it does not mean that the animal will care
Fusion-latches are an Allterion introduction. They normally about the caster’s concerns.
require special pass cards in order to unlock a door, and
cannot be defeated using lock picks. They can however Stage 1: Duration is 5 minutes.
be defeated through the Unlock spell, developed several
centuries ago. The Allterions have yet to recognize this flaw. Stage 2: The caster gains a +2 bonus on any charisma skills
to influence the animal they are speaking to. Duration is 10
Stage 1: The caster can open a lock as a single standard minutes.
action without needing to be next to the door, and without the
use of any tools. The character is not penalized for lacking Stage 3: The caster gains a +4 bonus on any charisma skills
tools. The character gets a +5 bonus on their Locks and to influence the animal they are speaking to. Duration is 30
Traps check. minutes.

Stage 2: The character gets a +10 bonus on their Locks and Stage 4: The caster gains a +6 bonus on any charisma skills
Traps check. to influence the animal they are speaking to. Duration is 1
hour.
Stage 3: The character gets a +15 bonus on their Locks and
Traps check.

Stage 4: The character gets a +20 bonus on their Locks and


Traps check.

Unlock Notes: There are more people who are formally taught
Telekinesis Spells than Shadow Spells, which is one of the
reasons to supposedly justify the hysteria and precautious
traditionally surrounding the unlock spell.

Related: Locks (Equipment)

103
Broadcast Mind Grip
Allows the caster to show others what they are seeing and Can freeze a target into inaction.
hearing.
Cost: 1 MP
Cost: 1 MP Casting time: 1 standard action
Casting time: 1 standard action Range: 60 feet
Range: 40 feet Target: 1 living creature
Target: Other humans Duration: until saved
Duration: 10 minutes (stage 1) Saving Throw: Willpower Negates
Saving Throw: none Casting: A gripping hand motion.
Casting: Hand held up, concentration
Depending on the target’s Willpower Saving Throw, they may
This spell is cast on other willing participants within range. suffer or avoid the Mind Grip Effects, after being blasted with
After that, the recipients are able to see and hear what the this mental attack.
caster sees and hears. If combined with the Mind Link Spell,
the caster can show others what is seen and heard from Mind Grip Effects:
another person (the target of the Mind Link Spell). It also
works similarly with the Mind Read Spell. ▪ The target may only make 1 action per round.
Stage 1: Up to 2 other people see and hear through the
▪ Armour Class is penalized by 4.
caster’s senses or the Mind Link target’s senses.

Stage 2: Up to 4 other people see and hear through the


▪ All skill check and attack rolls are at -10.
caster’s senses or the Mind Link target’s senses. Duration
increases to 30 minutes. ▪ Movement is reduced by half.

Stage 3: Up to 6 other people see and hear through the ▪ The character can’t make complex plans.
caster’s senses or the Mind Link target’s senses. Duration All action declarations must be one word,
increases to 1 hour. such as “run”, “shoot”, or “restoration”.

Stage 4: Up to 8 other people see and hear through the ▪ Casting a spell requires a concentration
caster’s senses or the Mind Link target’s senses. Duration skill check DC 15 (25 when the -10 to all
increases to 2 hours.
skill checks is factored). Failing the con-
centration check uses up their action.
Broadcast Notes: This spell may be temporally dropped by
the caster, allowing them to take other actions, then picked
Characters get one new saving throw each round before their
backup as the caster needs. What
action.
is relayed is always
what is happening in
the present. Stage 1: Willpower Saving Throw
Difficulty Class equals 18
Barrier Against
Remote Senses Stage 2: Willpower raises to DC
has been known 20
to disrupt the
Broadcast spell. Stage 3: Willpower raises to DC
22

Stage 4: Willpower raises to DC


24

104
Special damage: If any of the Willpower Saving Throws come
a natural 1 when saving against Mind Grip, the spell causes
Mind Read
1d6 damage. Magical Shielding protects against this damage. Can gain access to the spell target’s surface thoughts.
The caster can’t prevent this damage; it is considered a flaw
in the spell. Cost: 1 MP
Casting time: 1 standard action
The Healing Spell, Restoration can remove this effect from
a person. Range: 10 feet
Target: 1 living creature at a time.
Mind Grip Notes: The caster need not spend any action or Duration: 5 minutes (stage 1)
be in range to maintain the effect of mind grip on a victim
Saving Throw: Willpower resists.
that has yet to save. The caster may end the spell on a victim
at any time (requires a standard action and must be within Casting: Scrutinizing a target for a moment.
range.) This spell allows a caster to try and read the surface thoughts
of a target, and any memories that the target is currently
Special: If the Mind Grip target makes their initial Willpower remembering.
save and negates this spell, it does not cost the caster a
Magic Point. (Obviously, the caster’s action is still used.) After initially casting this spell, the caster may attempt to
read the thoughts of any target within range. The caster may
choose different targets, for as long as the spell lasts. It is a
Mind Link move action per attempt.

Allows the caster to see what the spell target is seeing and Reading Surface thoughts: A caster may read the surface
hearing. thought of someone without alerting the target. A slightly
suspicious target may make a spot check, DC 18. Success
Cost: 1 MP
means they have an idea of what is going in.
Casting time: 1 standard action
Range: 100 feet (stage 1) Each time the caster attempts to read surface thoughts,
Target: 1 living creature the target gets a Willpower Saving Throw. If the target is
successful, the caster does not get any information. If the
Duration: 10 minutes
target’s save is not successful, the caster learns what the
Saving Throw: None target is thinking. Memories are seen if the target is currently
Casting: Eyes shut, concentration remembering them. The Saving Throw may be waved.
Stage 1: The caster can see and hear through the target’s
senses up, providing the target is within 100 feet. If a target has their surface thoughts read more than a few
times in a day, they will start to experience headaches. If one
or more targets make a few successful saving throws, the
Stage 2: Range increases to 500 feet. Duration increases to
caster starts to get a headache.
30 minutes.

Stage 1: Willpower Saving Throw Difficulty Class equals 16.


Stage 3: Range increases to 1 mile. Duration increases to 1
Duration is 5 minutes.
hour.

Stage 2: Willpower raises to DC 18. Duration is 10 minutes.


Stage 4: Range increases to 10 miles. Duration increases to
2 hours.
Stage 3: Willpower raises to DC 20. Duration is 30 minutes.
Mind Link Notes: This spell may be temporally dropped by
the caster, allowing them to take other actions, then picked Stage 4: Willpower raises to DC 22. Duration is 1 hour.
backup as the caster needs. What is relayed is always what
is happening in the present. Risky move: A character that knows their mind is being read
may make a Bluff Skill check to try and give false information.
Barrier Against Remote Senses has been known to disrupt Bluff is opposed by the Sense Motive Skill. (A bad bluff ends
the Mind Link spell. up revealing what the individual was attempting to conceal.)

Knowing (being able to cast) this spell adds a +4 bonus to


bluff false information. When investigators can, such as when
a suspect in custody, they may repeat questions several
times, looking for any inconsistencies.

105
Telepathic Communication
Can speak non-verbally with others, sometimes over great
Weather Spells
distances. ▪ Lightning Bolt, Fog, Blasting Wind,
Calm Weather, Stormy Weather
Cost: 1 MP
Casting time: 1 standard action
Range: Visual (stage 1)
Lightning Bolt
Target: Self, 1 other living creature. A powerful electrical strike from the caster.
Duration: 10 minutes (stage 1)
Cost: 1 MP
Saving Throw: None
Casting time: 1 standard action
Casting: Hand brought to temple to activate.
Range: 20 feet (4 squares)
This spell allows the caster to speak to a willing target telepathi-
cally, using words and images produced and received solely in Target: 1 living creature (initially)
the mind. Duration: Immediate
Saving Throw: Fortitude halves
Stage 1: The caster can initiate a telepathic connection with
Casting: A throwing motion.
any willing target within visual range. Once connected, the link
remains (regardless of range) for the duration of the spell, or This spell creates a giant lightning bolt that begins at the
until either the caster or target breaks the connection. Duration caster’s hands and flies toward its target. The attack automati-
lasts 10 minutes cally hits, and cannot be dodged. A Fortitude save is allowed to
halve the damage.
Maintaining a telepathic connection does not require a signifi-
cant amount of concentration. The caster may strike multiple targets with this spell, using the
following rules: Each new target must be within 20 feet of the
Stage 2: The caster can initiate a telepathic connection with any previous. A lightning bolt may not strike the same target more
willing target within 1 mile. The caster must guess the general than once per spell. The target must be a living creature. The
area where they expect the target to be. If the target is not there, caster decides which who is struck by this spell. Large physical
the connection is delayed by 1d4 rounds while the spell seeks object can be hit and damaged, but this ends the spell.
the target. Duration lasts 30 minutes.
Stage 1: Electrical damage is 2d8. Fortitude DC = 16. May
The caster must have spoken to the target in person within the strike up to 4 targets.
last year for this spell to find a target the caster cannot see.
Stage 2: Electrical damage is 3d8. Fortitude DC = 18. May
Stage 3: The caster can initiate a telepathic connection with any strike up to 6 targets.
willing target within 10 miles. The caster must guess the general
area where they expect the target to be. If the target is not there, Stage 3: Electrical damage is 4d8. Fortitude DC = 20. May
the connection is delayed by 1d10 rounds while the spell seeks strike up to 8 targets.
the target. Duration lasts 1 hour.
Stage 4: Electrical damage is 5d8. Fortitude DC = 22. May
Stage 4: The caster can initiate a telepathic connection with
strike up to 10 targets.
any willing target within 100 miles. The caster must guess the
general area where they expect the target to be. If the target is
not there, the connection is delayed by 2d10 rounds while the Secondary Effects: If a target’s Fortitude save result is 9 or
spell seeks the target. Duration lasts 2 hours. less, they are knocked down and consider prone. They need
to spend a move action on their turn if they want to get up.
Free: When using this spell to communicate with another
telepath, there is no Magic Point cost. A Telepath in Spell- Bonus Damage: Casting this spell outside, under a stormy
chrome is defined as anyone who knows and can cast the Spell sky, adds a total bonus of +4 damage.
Telepathic Communication.
Lightning Bolt Notes: Physical Armour and the Spell Physical
Telepathic Communication Notes: Either the caster or the target Shield provide Damage Reduction from this spell.
could use the broadcast spell which would allow others to hear
what both were telepathically saying.

A caster may maintain this spell with multiple targets, although


taken to an excess can lead to errors, communicating the wrong
message to the wrong person.

Barrier Against Remote Senses has been known to disrupt the


Telepathic Communication spell.

106
Fog Blasting Wind
Creates thick fog, obscuring sight. A powerful surge of air that can knockdown targets and clear
fog.
Cost: 1 MP
Casting time: 1 standard action Cost: 1 MP

Range: 60 feet (12 squares) Casting time: 1 standard action

Target: An area of space Range: 5 feet

Duration: 5 minutes (stage 1) Target: An area of space

Saving Throw: None Duration: Immediate

Casting: Waving hands. Saving Throw: Fortitude negates


Casting: A sudden push.
This spell creates a mass of dense fog near the ground,
which is very difficult to see through. This spell creates a sudden wall of win in front of the caster
that blasts forward. The wall extends as little as 5 feet on
Stage 1: The fog covers an area 40 feet wide by 40 feet long each side of the caster, or as much as 20 feet on each side
by 30 feet tall. Normal sight cannot see more than 10 feet (controlled by the caster).
through the fog. The caster can see up to 20 feet through the
fog, as can Enhanced Vision. The duration is 5 minutes. Everyone caught in the effect of Blasting Wind must make
a Fortitude Save. Anyone who fails the Fortitude Save is
Stage 2: The area may increase to 60 feet wide and long. The knocked completely down, and requires a full-round action to
duration increases to 10 minutes. get up on their turn.

Stage 3: The area may increase to 80 feet wide and long. The This spell immediately dispels Fog in any area it affects.
duration increases to 30 minutes.
Stage 1: Fortitude DC = 18. Blasts for 20 feet.
Stage 4: The area may increase to 100 feet wide and long.
The duration increases to 1 hour. Stage 2: Fortitude DC = 20. Blasts for 25 feet.

Fog Notes: This spell may be ended at any time by the caster, Stage 3: Fortitude DC = 22. Blasts for 30 feet.
providing they are within range. The fog resists most light to
medium mundane winds. Stage 4: Fortitude DC = 24. Blasts for 40 feet.

Secondary Effects: If a target’s Fortitude save result is 9 or


less, they are not only knocked down but knocked back 10
feet, causing 1d8 damage (physical DR applies half). The
situation may dictate other dangerous results. If a character
is going to be, for example, blown off a mountain then they
should receive a Reflex Saving Throw DC 15 to try and grab
on to the edge as they go over.

Blasting Wind Notes: Any spell may be cast at a lower stage,


if the caster chooses to do so.

107
Calm Weather Stormy Weather
Can make the surrounding area have pleasant weather. Can darken skies and create a storm in the surrounding
area.
Cost: 1 MP
Casting time: 1 standard action Cost: 1 MP

Range: Surrounding area Casting time: 1 standard action

Target: The sky Range: Surrounding area

Duration: 1 hour (stage 1) Target: The sky

Saving Throw: None Duration: 1 hour (stage 1)

Casting: Hands held up to the sky. Saving Throw: None


Casting: Single hand held up to the sky.
This spell can lower winds, clear skies, and make it feel
warmer and more pleasant out. This spell can raise winds, darken skies, make it rain, and
make it feel colder out.
Stage 1: Can lower winds by 20 miles an hour. Can clear
skies in about 10 minutes. Affects an area in a half mile Stage 1: Can raise winds by 20 miles an hour. Can begin
radius around the caster. The effect moves with the caster. a storm in about 10 minutes. Affects an area in a half mile
Duration lasts 1 hour. radius around the caster. The effect moves with the caster.
Duration lasts 1 hour.
Stage 2: Can lower winds by 30 miles an hour. Can clear
skies in about 5 minutes. Affects an area in a 1 mile radius Stage 2: Can raise winds by 30 miles an hour. Can begin a
around the caster. The effect moves with the caster. Duration storm in about 5 minutes. Affects an area in a 1 mile radius
lasts 2 hours. around the caster. The effect moves with the caster. Duration
lasts 2 hours.
Stage 3: Can lower winds by 40 miles an hour. Can clear
skies in about 2 minutes. Affects an area in a 5 mile radius Stage 3: Can raise winds by 40 miles an hour. Can begin a
around the caster. The effect moves with the caster. Duration storm in about 2 minutes. Affects an area in a 5 mile radius
lasts 4 hours. around the caster. The effect moves with the caster. Duration
lasts 4 hours.
Stage 4: Can lower winds by 50 miles an hour. Can clear
skies in about 1 minute. Affects an area in a 10 mile radius Stage 4: Can raise winds by 50 miles an hour. Can begin a
around the caster. The effect moves with the caster. Duration storm in about 1 minute. Affects an area in a 10 mile radius
lasts 8 hours. around the caster. The effect moves with the caster. Duration
lasts 8 hours.
Calm Weather Notes: The caster may end this spell at any
time. Stormy Weather Notes: The caster may end this spell at any
time. Blowing away a Fog Spell effect requires a 40 to 50 mile
wind. Stronger winds will work faster.

108
Alphabetical Spell List Levitate Self ................................... 102
Lift Object ...................................... 102
A
Lightning Bolt ................................. 106
Accuracy Focus ............................... 82
M
Animal Communication ................. 103
Magical Shield ................................. 98
Antidote ........................................... 88
Mask ................................................ 99
B
Mind Grip ....................................... 104
Barrier Against Remote Senses ...... 97
Mind Link ....................................... 105
Blasting Wind................................. 107
Mind Read ..................................... 105
Blinding Light ................................... 94
N
Breathe ............................................ 97
Nourish ............................................ 88
Broadcast ...................................... 104
O
C
Object of Light ................................. 96
Calm Weather................................ 108
Obliterate Shadow ........................... 96
Choke ............................................ 101
P
Cold Protection ................................ 89
Physical Shield ................................ 98
Conjure Poison ................................ 82
Precise Healing ............................... 88
D
Q
Dagger of Light ................................ 95
Quick Attack .................................... 81
Death Ray........................................ 83
Quick Draw ...................................... 81
Disintegrate Body ............................ 84
R
E
Remote Senses ............................... 93
Examine Supernatural ..................... 92
Restoration ...................................... 89
Extend Shielding.............................. 97
S
F
See in Dark ...................................... 99
Fire Blast ......................................... 85
Sense Aim ....................................... 93
Fire Protection ................................. 86
Sense Hidden .................................. 93
Fists of Fire ...................................... 86
Sense Truth ..................................... 94
Fists of Ice ....................................... 90
Shadow Slip..................................... 99
Flaming Surface .............................. 87
Shadow Stealth ............................. 100
Fog ................................................ 107
Shadow Tool.................................. 100
Freeze Object .................................. 90
Slay Constitution.............................. 84
G
Steal Life.......................................... 84
Globe of Light .................................. 95
Stormy Weather............................. 108
H
Swift Healing.................................... 89
Heat Object...................................... 86
T
Hyper Dodge ................................... 82
Telepathic Communication ............ 106
I
U
Ice Blast ........................................... 90
Unlock............................................ 103
Icy Surface....................................... 91
L
Last Moment .................................... 92
Leap............................................... 101

109
Known and Unknown Spells Special:
The Telepathic Communication spell is free to cast
Each character has a select number of Spell Categories.
under certain circumstances: when the caster is
All of the Spells contained in the character’s Spell
attempting to contact another telepath.
categories are considered known. The Spells in non-
selected Spell categories are considered unknown.
▪ A dodged Death Ray does not cost the caster a MP.
A character cannot cast spells that are unknown to
them. ▪ A resisted Slay Constitution spell
does not cost the caster a MP.
Knowing a spell is not a trivial matter. It often takes
years of practice for a spell category to be considered ▪ An initially resisted Blinding Light spell
known to a caster. However, characters that grow in does not cost the caster a MP.
experience are often able to master a few new Spell
▪ An initially resisted Mind Grip spell
Categories over time.
does not cost the caster a MP.

Improving Magic Equipment: Within the Spellchrome world there is


equipment that can help to reduce the amount of Magic
Bonus Spell Category: At levels 6, 11, and 17 Points spent.
characters gain one new Spell Category. It may be any
Spell Category. The new Spell Category is at the same For example, when a character is wearing and empowers
Power Stage as the character’s other spells. a Mark-3 Mage Gauntlet, each time they cast a spell
they also roll percentile. With the Mark-3, a result of
In addition, character also gain 1 bonus Magic Point 01-35 means that a Magic Point is not expended, but
(MP) at levels 6, 11, and 17. For many characters, the spell is still cast successfully. A character needs at
these few additional MP boosts will not be adequate. least 1 MP available to spend in order to try and cast a
Characters may gain additional Magic Points by spell, even with the Mage Gauntlet.
selecting the feat Caster’s Energy. Characters gain 1
new feat per level.
Character Creation Option (Magic)
Spell Stages: Spells increase in power at set intervals This optional character creation step allows a character
called spell stages. Each spell description lists how the to not know a spell. Maybe they didn’t want to learn it,
individual spell increases in power. maybe they just couldn’t ever get it to work. Either way,
it adds a Magic Point.
See Skill and Magic Advancement Table, pg 56.
Under the standard rules, if a character selects a Spell
Magic Point Exceptions Category, they gain all of the Spells within the category.
If there are Spells that do not fit with a character concept,
Free: There are a few times when a character will the player can either choose not to cast those Spells, or
be able to cast a spell, and not have it cost them any trade one of them away using this option.
Magic Points (MP). There are few combat spells, such
as Fire Blast or Ice Blast that has a low power method Rules: Remove 1 Spell permanently (make an note that
of casting the spell. If a spell has such a method, it is it is now considered unknown). Add 1 Magic Point.
mentioned within the spell under a heading of “free”.
The same section details the lowered results from the They only way to recover a Spell is by using the Recover
free method of casting. Lost Feat. This Character Creation Option (Magic) may
be preformed once or twice.
The free methods were developed for a number of
reasons. It is thought that they were initially developed
as a form of practice. Students needed to be able to
cast over and over certain spells in order to complete
their magical training. Outside of training, having a no
cost option can be useful for starting a quick fire, or
keeping an enemy guessing.

110
Chapter 6: Feats Acquiring Feats
Characters gain 1 new feat each level, including level
Feats Introduction 1. This level 1 feat is in addition to the Starting Combat
Feats.
Feats give a character most of their abilities and profi-
ciencies. Ability bonuses provide a character their edge
Trait Bonus: A Player who decides Magical Pollution
and further define them as your own unique character.
has affected their character must roll for different
Proficiencies determine whether a character has the
Visual Traits and Trait Bonuses. For each Trait, there
training and aptitude necessary to effectively use
is a one in eight chance that a character may acquire
certain types of armour and weaponry.
an additional feat. Traits may be selected a maximum
of three times by any one character.
Types of Feats
There are two main types of feats in Spellchrome, Using Feats: If a character has a particular feat, they
General and Combat Feats. General Feats could be use it automatically when the situation allows. There
thought of as “This can be any Feat”, and Starting are no points to spend to activate a feat.
Combat Feats could be thought of as “This can only be
spent towards a Combat Specific Feat”. Prerequisites
Some feats in Spellchrome have prerequisites. Often
Combat Feats are special feats that help make a
the feat requiring the prerequisite will be one of a
character a competent fighter and defender. As outlined
pair, such as Ranged Training: Advanced – in order to
in Step 6 of Character Creation, a character’s Starting
choose this feat you must first have Ranged Training:
Combat Feats are determined by the Ancient Sign they
Basic.
were born under and possibly by their Social Class. A
character with many Starting Combat Feats can excel
In other cases, the prerequisite may indicate an
in numerous combat situations.
Ability score, other feat, skill, Base Attack Bonus, or
other quality in order to select or use the new feat. A
A General Feat can be any feat. It can be a Combat
character can gain a feat at the same time that they
Feat if a character needs more combat proficiency,
gain the prerequisite for that feat. A character cannot
or it can be a feat that gives them another Skill Point.
use a feat if they have lost a prerequisite.
Most feats add a bonus, remove a penalty or generally
allow a character to do something that they could not
easily do without the feat. The indication that a feat
is a Combat Feat is really only for character creation
purposes, because at creation a character gains a
number of feats that can only be put towards improving
their fighting aptitude. The difference between Combat
Feats and General Feats is insignificant beyond level
one.
111
Reading Feat Descriptions List of Feats
Feat Name
All Feats
Benefit: What the feat enables the character (“you” in A

the feat description) to do. If a character has the same Acrobatic.............................................................. 115
feat more than once, its benefits do not stack unless Agile..................................................................... 115
indicated in the description. In general, having a feat Agile Weapon Style ............................................. 115
twice is the same as having it once. Alertness.............................................................. 116
Animal Affinity ...................................................... 116
Normal: What a character who does not have this feat
Armour (Light and Medium) ................................. 119
is limited to or restricted from doing. This entry is absent
if there is no particular drawback from not having the Armour (Heavy and Ultra) .................................... 119

feat. Athletic ................................................................. 116


B
Special: Additional facts about the feat that may be Blind-Fight ........................................................... 116
helpful when you decide whether to acquire it. If a feat Bursting Fire ........................................................ 116
may be used as a Starting Combat Feat, it will be listed
C
here.
Caster’s Energy ................................................... 116

Prerequisite: A minimum Ability score, another feat or Cleave ................................................................. 117


feats, a minimum Base Attack Bonus, needed training Combat Awareness ............................................. 117
in a skill, or character level that a character must have Combat Training (Melee) ..................................... 120
in order to acquire this feat. This entry is absent if a feat Combat Training (Ranged) .................................. 121
has no prerequisite. A feat may have more than one Curious ................................................................ 117
prerequisite.
D
Deceitful............................................................... 117
Choosing Feats Deft Hands........................................................... 117
If you need to, see Step 6 under Character Creation to Diligent ................................................................ 117
determine how many Starting Combat Feats you may Dual Melee Weapons .......................................... 118
choose. Then browse over the Starting Combat Feats Dual Ranged Weapons ....................................... 118
and see which ones might fit your character.
F
Far Shot ............................................................... 118
You also gain one General Feat at level 1, which may
G
be any Feat listed in this chapter, as indicated in Step
10 under Character Creation. Great Fortitude .................................................... 118
Guarded Ranged Attack ...................................... 119
Choose Feats that you think Guarded Unarmed Attack .................................... 119
your character will benefit from. Gunnery Systems ................................................ 119
It may also help to check out H
the Sample Characters to Heavy And Ultra Armour Proficiency ................... 119
see which feats they have
I
chosen. When in doubt, see
Iron Will................................................................ 119
the list of Important Feats
on the next page. L
Light And Medium Armour Proficiency ................ 119
Lightning Reflexes ............................................... 120
M
Medical Academy ................................................ 120
Melee Training: Basic .......................................... 120
Melee Training: Advanced ................................... 120
Mental Energy ..................................................... 120
N
Negotiator ............................................................ 120
Nimble Fingers .................................................... 120

112
P
Combat Specific Feats
Persuasive ........................................................... 120
Agile Weapon Style ............................................. 115
Power Hit ............................................................. 121
Armour (Light and Medium) ................................. 119
Powerful Soul ...................................................... 121
Armour (Heavy and Ultra) .................................... 119
Precise Shot ........................................................ 121
Blind-Fight ........................................................... 116
Q
Bursting Fire ........................................................ 116
Quick Draw .......................................................... 121
Cleave ................................................................. 117
R
Combat Awareness ............................................. 117
Ranged Training: Basic ....................................... 121
Combat Training (Melee) ..................................... 120
Ranged Training: Advanced ................................ 121
Combat Training (Ranged) .................................. 121
Restore Lost ........................................................ 122
Dual Melee Weapons .......................................... 118
Riding Attack ....................................................... 122
Dual Ranged Weapons ....................................... 118
S
Far Shot ............................................................... 118
Self-Sufficient ...................................................... 122
Guarded Ranged Attack ...................................... 119
Shield Systems .................................................... 122
Guarded Unarmed Attack .................................... 119
Single Grip ........................................................... 122
Gunnery Systems ................................................ 119
Stealthy................................................................ 122
Heavy And Ultra Armour Proficiency ................... 119
T
Light And Medium Armour Proficiency ................ 119
Toughness ........................................................... 122
Melee Training: Basic .......................................... 120
W
Melee Training: Advanced ................................... 120
Weapon Accuracy ............................................... 122
Power Hit ............................................................. 121

Skill Bonus Feats Precise Shot ........................................................ 121


Quick Draw .......................................................... 121
Acrobatic.............................................................. 115
Ranged Training: Basic ....................................... 121
Agile..................................................................... 115
Ranged Training: Advanced ................................ 121
Alertness.............................................................. 116
Riding Attack ....................................................... 122
Animal Affinity ...................................................... 116
Shield Systems .................................................... 122
Athletic ................................................................. 116
Single Grip ........................................................... 122
Curious ................................................................ 117
Toughness ........................................................... 122
Deceitful............................................................... 117
Weapon Accuracy ............................................... 122
Deft Hands........................................................... 117
Diligent ................................................................ 117
Medical Academy ................................................ 120
Negotiator ............................................................ 120
Nimble Fingers .................................................... 120
Persuasive ........................................................... 120
Self-Sufficient ...................................................... 122
Stealthy................................................................ 122

Saving Throw Feats


Great Fortitude .................................................... 118
Iron Will................................................................ 119
Lightning Reflexes ............................................... 120

Increase Points Feats


Caster’s Energy (MP) .......................................... 116
Mental Energy (SP) ............................................. 120
Powerful Soul (EP) .............................................. 121
Toughness (HP) .................................................. 122

113
Important Feats Always a Good Choice
Increasing a character’s EP, SP or MP is never a bad
All feats are useful, but some provide certain basic
idea. More Empowerment Points allows a character
abilities (such as wearing armour effectively) that they
to use more equipment at the same time; more Skill
are practically required for those who expect to ever be
Points gives a character more opportunities to succeed
near combat - such as Player Characters. Other feats,
in a variety of actions; more Magic Points means more
when selected a few times over the course a number
spells can be cast. While you cannot spend your
of levels can really add to up to an extra functional and
Starting Combat Feats on these, they are good feats
versatile character. Players need to be aware of these
to consider for your per-level feat. Each may be taken
feats in order to make informed decisions.
multiple times (maximum once per level).

Must Have Caster’s Energy (MP) .......................................... 116


Mental Energy (SP) ............................................. 120
Most characters should choose the Light And Medium
Powerful Soul (EP) .............................................. 121
Armour Proficiency. This allows them to use the first
two classes of Spellchrome armour without penalty. Good for Some
Armour is one of the best ways keep a character alive,
as it can defect poorly aimed attacks, reduce damage, A few carefully selected Skill Bonus Feats can be very
and add Hit Points. useful for certain characters. Each selected feat adds
+1d4 to skill checks for one or two specific skills. Any
Most characters should also consider weapons one Skill Bonus Feat may only be selected once.
training. In Spellchrome, weapons are split into ranged
and melee types; each have two levels of proficiency Finally, Saving Throw Bonus Feats can also be helpful
– basic and advanced. Becoming advanced in both if your character needs to be a bit stronger in one area.
uses 4 Feats, but may be worth it for combat focused They add a +1d4 bonus to a particular Saving Throw.
characters (who likely have a lot of Starting Combat Each may only be selected once.
Feats to spend). Others may want to focus on either
ranged or melee. Useful Ranged and Melee Feats
Melee Training: Basic .......................................... 120 If your character is mostly a ranged fighter, the Precise
Melee Training: Advanced ................................... 120 Shot Feat can be useful, as it eliminates penalties for
Ranged Training: Basic ....................................... 121 firing into melee. For melee fighters, the Power Hit Feat
Ranged Training: Advanced ................................ 121
is a good choice, adding +2 damage to each successful
attack.
Strongly Consider
Guns and swords can be extra deadly at the lower Combat Feats: Offense
levels. The Toughness Feat adds a onetime bonus Dual Ranged weapons: Allows a second attack
of +3 Hit Points (HP). Sometimes those extra 3 Hit with your off hand with no penalty. Applies to ranged
Points can make a difference. weapons only. pg 118
The Toughness feat may
be selected multiple times Dual Melee weapons: Allows a second attack with your
(maximum once per level). off hand with no penalty. Applies to Melee weapons
only. pg 118
Toughness (HP)............................122

Precise Shot: Allows a character to make a ranged


attack into melee without penalty or risk of hitting a
friendly target. pg 121

Bursting Fire: Some ranged weapons are capable


of firing many rapid shots with one squeeze of the
trigger. This feat allows you to fire in this mode without
penalties to hit. pg 116

Power Hit: Adds damage to each melee hit. pg 121

114
Agile Weapon Style: Allows select melee weapons to
use a character’s Dexterity score to help them instead
Feat Descriptions
of their Strength score. pg 115
Acrobatic
Cleave: Allows a character with a Melee weapon to
make an additional attack against a nearby foe if they You’re good at jumping and flipping.
incapacitate their current target. pg 117
Benefit: All Jump skill checks and Acrobatics and Tumbling
Quick Draw: Allows a character to draw a weapon checks gain a free +1d4 bonus to the roll.
without using a move action. pg 121
Special: This Feat works with trained and untrained skills.
Attempting Acrobatics and Tumbling untrained can be
Single Grip: Allows a character to use a two handed
dangerous.
weapon in one hand. Applies to Melee and Ranged
weapons. pg 122
Agile
Gunnery Systems: Allows a character to use a vehicle
mounted weapon without penalty. pg 119 You’ve got a good sense of balance and control over your
body.
Weapon Accuracy: Adds +1 to hit with pistols and
rifles. pg 122 Benefit: All Balance skill checks and Escape Artist checks
gain a free +1d4 bonus to the roll.
Riding Attack: Allows a character to make a ranged
Special: This Feat works with trained and untrained skills.
attack from a mount or vehicle without penalty. pg 122

Combat Feats: Defence Agile Weapon Style


Toughness: Adds a one time bonus of +3 Hit Points. You can leverage your dexterity when using light sharp
pg 122 weapons.

Combat Awareness: Adds +1 Armour Class, improving Benefit: With a light or slashing melee weapon, you may use
a character’s overall defence. pg 117 your Dexterity modifier instead of your Strength modifier on
attack rolls. The GM has final say, but should allow daggers,
Guarded Ranged Attack: Allows a character to attack knives, short and long swords, whips and chains. Natural
with a ranged weapon, even in a melee situation. pg weapons, such as fists, are allowed. Heavy blunt weapons
should not be allowed.
119
Special: Agile Weapon Style may be used as a Starting
Guarded Unarmed Attack: Allows an unarmed Combat Feat.
character to attack an armed opponent without penalty.
pg 119 Prerequisite: Melee Training: Basic

Blind Fight: Penalties are less severe if you cannot


see your opponent. pg 116

Shield Systems: Allows a character to properly work


the shields of a combat vehicle. pg 122

115
Alertness Bursting Fire
You tend to notice things. You know how to control a weapon that is bursting fire.

Benefit: All Listen and Spot skill checks gain a free +1d4 Benefit: You do not suffer the normal penalties when using a
bonus to the roll. (This is in addition to the free skill point bursting fire weapon.
allowed when the GM requests a Spot Check.)
Normal: Without this feat, an attacker suffers a -4 penalty to
Special: This Feat works whether Listen and Spot is a trained hit when using a bursting fire weapon.
or untrained skill.
Special: Bursting Fire may be used as a Starting Combat

Animal Affinity
Feat.

Note: Currently the only reliable and commonly available


Animals tend to like you. bursting fire weapon on the market is the Balder Burst Fire
Machine Pistol. More are expected to be released in the
Benefit: All Handle Animal skill checks and Ride checks gain future.
a free +1d4 bonus to the roll.
Prerequisite: Ranged Training: Basic
Special: This Feat works with trained and untrained skills.

Armour
See: Light And Medium Armour Proficiency ........ 119

Athletic
You’re good at climbing and swimming.

Benefit: All Climb skill checks and Swim checks gain a free
+1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.

Blind-Fight
You are able to compensate with temporary vision loss better
Caster’s Energy
than most.
You’ve got a little extra spell casting endurance.
Benefit: Any penalty due to darkness, blindness or other
vision loss is halved. This feat works with melee attacks, Benefit: This Feat adds 1 Magic Point (MP), which
ranged attacks and skills. allows you to cast more spells per day.

Normal: Without this feat you take full penalties for not being Normal: See Determine Magic Points for beginning
able to see properly when in the dark. Normally, partial MP.
darkness imposes a -2 penalty to attack and skill rolls;
complete darkness imposes a -6 to attack and skill rolls, as Special: This Feat may be selected once per level; it’s
well as a -2 Armour Class penalty.
effects stack.
Special: Blind-Fight may be used as a Starting Combat
Feat.

Some spells and power alterations can combat complete


darkness.

116
Cleave Curious
You’re good enough with a melee weapon to get in another You’re good at finding out things.
quick attack if you drop your first target.
Benefit: All Gather Information skill checks and Investigate
Benefit: If you deal a creature enough damage to make it checks gain a free +1d4 bonus to the roll.
drop (typically by dropping it to below 0 hit points or killing
it), you get an immediate, extra melee attack against another Special: This Feat works with trained and untrained skills.
creature within reach. You cannot take a 5-foot step before
making this extra attack. The extra attack is with the same
weapon and at the same bonus as the attack that dropped the Deceitful
previous creature. You can use this ability once per round.
You’re good at selling a lie.
Special: Cleave may be used as a Starting Combat Feat.
Benefit: All Bluff skill checks and Disguise checks gain a free
Prerequisites: Strength: 13+, Melee Training: Basic +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.


Combat Awareness
You know how to get out of the way of some attacks. Deft Hands
Benefit: You receive a +1 dodge bonus to your Armour Class. You’re good with your hands.
This effect stacks with other bonuses. If you are immobilized
or otherwise loose your dexterity AC bonus, this effect is also Benefit: All Sleight of Hand skill checks and Use Rope
temporarily lost. checks gain a free +1d4 bonus to the roll.

Special: Combat Awareness may be used as a Starting Special: This Feat works with trained and untrained skills.
Combat Feat.
Diligent
Combat Training You notice the fine and obscure details.
See: Melee Training: Basic & Advanced ............. 120
Ranged Training: Basic & Advanced ................... 121 Benefit: All Appraise, Decipher Script and Write Languages,
and Forgery and Detect Forgery skill checks gain a free +1d4
bonus to the roll.

Special: This Feat works with trained and untrained skills.

117
Dual Melee Weapons Far Shot
You’re able to use two melee weapons at once without You’ve got a good eye and steady hand for the Far Shot.
difficulty.
Benefit: You add +10 feet (2 squares) to the effective range
Benefit: If you have a melee weapon in each hand, you can to Spellchrome Pistols, Rifles and Cannons.
attack with each one without any penalty. If using 1 standard
action, you may attack once with each weapon (at your full Related: Weapon range and Range penalty.
attack base). If you have multiple attacks, and use a full round
action (both actions used for attack), then you get multiple This feat does not affect the range of spells.
attacks for each weapon.
Special: Far Shot may be used as a Starting Combat Feat.
Normal: Without this feat, an attacker suffers a -4 penalty to
hit with both attacks if using two melee weapons. Prerequisite: Ranged Training: Basic

Special: Dual Melee Weapons may be used as a Starting


Combat Feat.
Great Fortitude
You’ve got a strong Fortitude.
Design Note: The use of Empowerment Points means that a
character normally has to work towards using two powerful
weapons at the same time. Benefit: All Fortitude Saving throws
gain a free +1d4 bonus to the roll,
Prerequisite: Melee Training: Basic helpful in overcoming poison and
other harmful effects.

Dual Ranged Weapons Normal: See Step 9 under


character creation for Saving
You’re able to use two ranged weapons at once throws.
without difficulty.

Benefit: If you have a ranged weapon in


each hand, you can attack with each one
without any penalty. If using 1 standard
action, you may attack once with each
weapon (at your full attack base). If
you have multiple attacks, and use a
full round action (both actions used
for attack), then you get multiple
attacks for each weapon.

Normal: Without this feat, an


attacker suffers a -4 penalty to
hit with both attacks if using two
ranged weapons.

Special: Dual Ranged


Weapons may be used as a
Starting Combat Feat.

Design Note: The use of


Empowerment Points means
that a character normally
has to work towards using
two powerful weapons at the
same time.

Prerequisite: Ranged Training: Basic

118
Guarded Ranged Attack Gunnery Systems
You’re able to shoot while engaged in melee. You know how to properly fire a mounted weapon.

Benefit: You are able to fire a ranged weapon as normal Benefit: You are proficient with Gunnery Systems, which
even while engaged in melee combat. You do not suffer allows you to fire vehicle mounted weapons without penalty.
any penalties. No one gets an attack of opportunity at you
for firing from melee. You may target anyone within range, Normal: Without this feat, a character suffers a -4 penalty
including your melee attacker. to fire a turret mounted, vehicle mounted or Ultra Armour
mounted weapon.
Normal: Without this feat, a ranged attacker suffers a -4
penalty to hit if engaged in melee combat. Also, the GM may Special: Gunnery Systems may be used as a Starting
rule that the melee attacker gets a free attack of opportunity Combat Feat.
in this situation.

Special: Guarded Ranged Attack may be used as a Starting Heavy and Ultra Armour
Combat Feat. A bayonet alone can normally prevent the
attack of opportunity, but not the -4 to hit. You know how to properly wear Heavy and Ultra Armour.

Prerequisite: Ranged Training: Basic Benefit: You are proficient with both Heavy and Ultra Armour.
You receive full benefits and no penalties when wearing
Heavy or Ultra Armour.
Guarded Unarmed Attack
Normal: Without this feat, a character suffers a -4 penalty
You’re able to throw a punch at someone even if they have to attack when wearing Heavy or Ultra Armour. Also without
a sword. this feat, the wearer is slowed to one half movement when
wearing Heavy and Ultra Armour.
Benefit: You are able to attack an armed opponent, even
when you are completely unarmed, and not suffer an attack Special: Heavy and Ultra Armour Proficiency may be used
of opportunity. as a Starting Combat Feat.

Normal: Without this feat, an unarmed attacker suffers a Prerequisite: Light And Medium Armour Proficiency
free attack of opportunity on themselves
if they try to attack someone who is
equipped with a melee weapon. Iron Will
Special: Guarded Melee Attack You’ve got a strong Willpower.
may be used as a Starting
Combat Feat. If a character Benefit: All Willpower Saving throws gain a free +1d4 bonus
has the spell Fists of Fire or to the roll, helpful in avoiding some magical effects.
Fists of Ice active, or an active
Power Alteration, such as a Normal: See Step 9 under character creation for Saving
Liquid Crystal Dagger, they are throws.
considered armed.

Prerequisite: Melee Training:


Light and Medium Armour
Basic You know how to properly wear Light and Medium Armour.

Benefit: You are proficient with both Light and Medium


Armour. You receive full benefits and no penalties when
wearing Light or Medium Armour.

Normal: Without this feat, a character suffers a -2 penalty to


attack when wearing Light or Medium Armour. Also without
this feat, the wearer is slowed by 5 feet per round when
wearing Light or Medium Armour.

Special: Light and Medium Armour Proficiency may be used


as a Starting Combat Feat.

119
Lightning Reflexes Melee Training: Advanced
You’ve got good reflexes. You’re real good at using Melee Weapons.

Benefit: All Reflex Saving throws gain a free +1d4 bonus to Benefit: Your Melee Base Attack Bonus uses the “best”
the roll, helpful in avoiding some magical effects and other column. You can use Simple and Martial Melee weapons.
hazards.
Normal: Without this feat, your Melee Base Attack Bonus
Normal: See Step 9 under character creation for Saving uses either the “poor” or “good” column (see Basic).
throws.
Special: Melee Training: Advanced may be used as a Starting
Combat Feat.
Medical Academy
Prerequisite: Melee Training: Basic
You’ve attended an Academy, and been taught how to
properly heal others.
Mental Energy
Benefit: All Heal skill checks and Professional Proficiency
checks gain a free +1d4 bonus to the roll. You’re practiced at the skills you know.

Special: This Feat works with trained and untrained skills. Benefit: This Feat adds 1 Skill Point (SP), which allows you
to perform challenging skills more times in a day.

Melee Training: Basic Normal: See Determine Magic Points for beginning SP.

You’re decent at using Melee Weapons. Special: This Feat may be selected once per level; it’s effects
stack.
Benefit: Your Melee Base
Attack Bonus uses the
“good” column. You can Negotiator
use Simple and Martial
You’re good at speaking to people and reading them.
Melee weapons.

See Determine Base Benefit: All Diplomacy skill checks and Sense
Attack Ability, for more Motive checks gain a free +1d4 bonus to the roll.
information, pg 22.
Special: This Feat works with trained and untrained
skills.
A successful punch
attack does damage
equal to a character’s
strength bonus (minimum 1
Nimble Fingers
point). You’re good at making tiny precise adjustments and
working with materials.
Normal: Without this feat, your Melee Base
Attack Bonus uses the “poor” column. You Benefit: All Locks and Traps skill checks, Craft checks and
can only use Simple weapons. Repair checks gain a free +1d4 bonus to the roll.

Using a Martial weapon without any training Special: This Feat works with trained and untrained skills.
means that before attacking, the player rolls
percentile. A result of 01-60% means that
the character was not able to properly use Persuasive
the weapon, resulting in no attack.
You’re good at getting others to open up to you.
Special: Melee Training: Basic may be
used as a Starting Combat Feat. Benefit: All Interrogate skill checks and Intimidate checks
gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.

120
Power Hit Quick Draw
You’re able to hit extra hard with Melee Weapons. You’re able to draw a weapon a lot faster than an average
person.
Benefit: Adds +2 damage to each successful melee attack.
Benefit: When you draw a weapon, you do not use a move
Special: Power Hit may be used as a Starting Combat Feat. action. If you have the Dual Ranged Weapons Feat, you may
draw 2 pistols. If you have the Dual Melee Weapons Feat,
Prerequisite: Melee Training: Basic you may draw 2 blades.

Normal: Without this feat, a character uses a move action to


Powerful Soul draw, holster or sheath a weapon.
You’ve got more power to use towards empowering devices. Note: This feat is similar to the Combat Spell Quick Draw.

Benefit: This Feat adds 1 Empowerment Point (EP), which Special: Quick Draw may be used as a Starting Combat
allows you to use more powerful equipment. See Empowering Feat.
rules, pg 124.
Prerequisite: Ranged Training: Basic
Normal: Characters begin with 10 Empowerment Points.
Characters slowly increase in empowerment ability over time
automatically. Characters may select this feat even on levels Ranged Training: Basic
that they gain an automatic boost in EP.
You’re decent at using Ranged Weapons.
Special: This Feat may be selected once per level; it’s effects
stack. Benefit: Your Ranged Base Attack Bonus uses the “good”
column. You can use Simple and Martial Ranged weapons.

Precise Shot See Determine Base Attack Ability for more information, pg
22-23.
You’re able to fire into melee without penalty.
Normal: Without this feat, your Ranged Base Attack Bonus
Benefit: You don’t have any penalties for firing into melee. uses the “poor” column. You can only use Simple weapons.
In other words, you do not suffer any penalties for firing a
ranged weapon at a hostile target who is engaged in melee Using a Martial weapon without any training means that
with one or more friendly targets. before attacking, the player rolls percentile. A result of
01-60% means that the character was not able to properly
Normal: Without this feat, an attacker suffers a -4 penalty to use the weapon, resulting in no attack.
hit if firing at a hostile target who is engaged in melee with a
friendly target. Special: Ranged Training: Basic may be used as a Starting
Combat Feat.
Note: Cover and partial cover rules still apply.

Special: Precise Shot may be used Ranged Training: Advanced


as a Starting Combat Feat.
You’re real good at using Ranged Weapons.
Prerequisite: Ranged Training:
Basic Benefit: Your Ranged Base Attack Bonus
uses the “best” column. You can use Simple
and Martial Ranged weapons.

Normal: Without this feat, your Ranged Base Attack


Bonus uses either the “poor” or “good” column (see
Basic).

Special: Ranged Training: Advanced may be used as


a Starting Combat Feat.

Prerequisite: Ranged Training: Basic

121
Restore Lost Single Grip
You’re able to correct a Character Creation Option. You’re able to wield most 2 handed weapons in one hand.

Benefit: During character creation, there is an option to Benefit: You are able to wield 2 handed swords, axes and
remove a couple skills or a spells in exchange for a minor hammers in one hand. You are able to carry and fire a
point boost. Using this feat, you restore 1 skill or 1 spell. Any Spellchrome Cannon using one hand.
benefits previously gained remain. This feat may only be
selected twice total. Normal: Without this feat, all 2 handed weapons require two
free hands to be used effectively.

Riding Attack Special: Single Grip may be used as a Starting Combat


Feat.
You’re able to still attack effectively, even while
moving.
Stealthy
Benefit: You do not receive any penalties from firing a
You’re good at not drawing attention to yourself.
weapon from a moving vehicle or mount.

Normal: Without this feat, an attacker suffers a -4 penalty to Benefit: All Hide and Move Silently skill checks gain a free
hit if firing from a moving vehicle or mount. +1d4 bonus to the roll.

Note: If a target is moving faster relative to you, they may still Special: This Feat works with trained and untrained skills.
be very difficult to hit. (The GM may apply a penalty of -1 to -4
to hit a faster moving target.) Toughness
Special: Riding Attack may be used as a Starting Combat You’re a bit tougher than average.
Feat.
Benefit: This Feat adds a onetime bonus of +3 Hit Points
Self-Sufficient (HP), which allows you to survive a bit more damage.

You’ve got the instincts of a survivor. Normal: See Determine Hit Points for beginning HP, pg 21.

Benefit: All Navigate skill checks, and Survival and Hunting Special: This Feat may be selected once per level; it’s effects
checks gain a free +1d4 bonus to the roll. stack. This is in addition to any possible bonus Toughness
Feats rolled under Trait Bonuses.
Special: This Feat works with trained and untrained skills.
Weapon Accuracy
Shield Systems You tend to be accurate with most ranged attacks.
You’re able to get better results from a vehicle’s shield
system. Benefit: You gain a +1 bonus to hit with pistols and rifles.

Benefit: Any vehicle that has Shields comes with two main Special: Weapon Accuracy may be used as a Starting
statistics: default Damage Reduction, and Damage Reduction Combat Feat.
if the shields are monitored and tuned by a proficient user.
This Feat allows you to use the better statistic.

The Byron Armoured Vehicle commonly features a Shield


System.

Normal: Without this feat, shields use the default (worse)


Damage Reduction statistic.

Special: Shield Systems may be used as a Starting Combat


Feat.

122
Chapter 7: Equipment Money
The Silver Credit is the currency used across
Equipment Introduction much of Eldlandria. Before the official arrival of
Equipment in most Roleplaying games is important. the Allterions, most kingdoms minted their own
Even the most basic equipment is often required coins, though the actual value of the coins was tied
to enable characters to use many of their abilities, mostly to the silver contained within them. When
skills and proficiencies. In fact equipment is so the Allterions started to market their devices, they
vital that if characters somehow find themselves wanted everyone to use the credit system that they
without it, most go looking for it the first chance had long utilized. (They would often accept land
they get. and other valuables in exchange for their credits.)
The Kingdoms fought hard against this practice
Equipment in Spellchrome is made up of a wide and enough grief was created on both sides that a
range if items. Much of this has to do with the compromise was reached. The Eldlandrians and
setting: a medieval age with a space age intruding Allterions jointly mint coins and bills that contain
upon it. This means players often have some some amount of silver (though far less than the
choice about the items they buy. For transpor- traditional coins).
tation, a player can choose to buy a horse or a
fusion bike. The fusion bike is faster, but costs There are a variety of names commonly used for
more - in both a monetary sense and in Empower- the Silver Credit. Most Eldlandrians refer to it as
ment Points. The Horse on the other hand would “Silv”, and most Allterions refer to it as “Cred”. Few
be fine in most Eldlandrian Old World settlements, people actually call them Silver Credits.
but could not be used effectively in the newer
Allterion cities. A single coin may contain a
value of 0.1, 1, 2, 5, 10 or 20
Sometimes the gap between old and new Silver Credits.
technology is greater. The Spellchrome Pistol is
far more powerful than its old world counterpart A single paper bill may contain
the crossbow, popular a century ago. a value of 10, 20, 50, 100 or
200 Silver Credits.

All of the coins and bills are clearly marked with


their value. The Allterions also insist on including
advanced fraud-countermeasures.

123
Economy Similarly, if a talented solider wanted to attack with dual Spell-
chrome weapons, they would have to make a comprise about
Most Eldlandrians earn about 10 Silver Credits a day, what other devices wouldn’t get empowered. Often a solution
with a small percentage earning significantly more. 1 may be to wear lighter, less demanding armour.
Silv will buy a meal or a couple of drinks. 3 Silv will buy
a week’s worth of block ice. 5 Silv will buy a room for Even though people basically provide the power for devices,
a night. 8 Silv will buy a nice pair of boots. 10 Silv will this does not mean that there is free energy. In order for an
empowered device to be properly manufactured, a small
buy a decent watch. 12 Silv will buy an old-style Illusion
amount of R-14 (Crimson) Ore is needed. Crimson Ore is
Screen. 200 Silv will buy a high-end Image Screen.
hazardous to mine and adds to the cost of most Spellchrome
devices. Most devices get several years use before burning
See Common Goods and Services, pg 154. out, although excessive use often means that a device needs
to be repaired or replaced much sooner. Devices will often
still work when empowered after decades of unuse, providing
Empowering Items the device still had some life in it when it was put away. Other
Empowerable items and devices were first introduced times the R-14 fusion core must be ejected, cleaned and
several decades ago, shortly after the official arrival of the reinstalled (using the Repair Skill) before the device will work
Allterions. These weapons, armour, and utility items need properly again.
an energy source in order to function, and Allterion standard
energy packs refused to work on this planet (some claim it is Empowering items have the following rules within the game:
the Eldlandrian’s own magical nature that interferes with the
technology). Eventually a workaround was discovered: most ▪ At level 1, characters begin with 10
people, whether Eldlandrian or Allterion, are able to generate
Empowerment Points (EP).
enough personal energy to “empower” a device. Some
believe that the energy is magical in nature, although most ▪ At levels 2, 7, 13, 18 and 19, characters
concede that this seems to have little to do with a person’s gain one additional EP.
spell-casting ability, furthering the debate as to where the
energy comes from. ▪ The Powerful Soul Feat adds 1 EP.
The term Spellchrome is often used interchangeably with ▪ Every empowerable device has an Empowerment
empowerable items – especially weapons. This is because Cost listed in the equipment description.
the first empowerable device was the Spellchrome pistol.
The chrome comes from the appearance of that pistol model, ▪ Spending 1 Move Action, a character
the spell from the (then thought) belief that magical power may empower two devices, unempower
directly empowers the weapon. The term fusion is often used two devices, or do one of each.
to describe empowerable vehicles.
▪ A character may reconfigure their empowered
Some people are able to fine-tune the ability to empower devices as many times as they want – first
items, resulting in the capability to empower more demanding unempowering one device to free up
things, such as larger vehicles or bigger weapons. Alter- EP and then empowering another.
natively, these same people can empower several less
demanding devices at the same time. ▪ A few items may require a warming period
before use. Typically these items may be
Empowering or unempowering a single device only used a certain number of times before they
takes a couple seconds. Throughout the day an require another warming period.
individual might change what devices they have
active dozens of times. ▪ Normally, a user must empower a device
themselves if they want it to function properly.
Empowering or unempowering a single device only
takes a couple seconds. Dozens of times throughout These rules are intentionally flexible for the player’s
the day an individual might change what devices benefit. If the GM feels the players are misusing the
they have active. For example, a Warden Inves- system (such as constantly shifting around what is
tigator is likely to empower a weapon, their empowered, especially in combat), the GM should
armour, and a Comlink before leaving their increase the time it takes to empower an item.
station house. Stepping into a fusion car,
the Warden probably doesn’t have enough
energy to also empower the vehicle without
first unempowering another device.

124
Starting Equipment Equipment Package 2
Beginning characters start with mostly basic equipment,
depending on the Equipment Packages they choose.
(Select Your Equipment)
Once characters start adventuring, they will have This package gives you greater control over what items
many opportunities to gain new and better equipment – your character will own. It requires you to spend time
whether it be from a fallen adversary or purchased with looking through the equipment selection and make
Silv gained from a job well done. manual choices.
The Starting resources below are the same as the ▪ Choose any 1 Ranged Weapon, costing
Equipment Step under character creation. The three less than 200 Silver Credits
different packages are presented for time consideration
mostly. Package 1 offers a quick Standard Load Out ▪ Choose any 1 Melee Weapon, costing
that should get most characters through an adventure. less than 200 Silver Credits
Package 2 lets a player have a bit more control, but
doesn’t need to worry about the final cost, as long as ▪ Choose any 1 Armour, costing
each choice is within the stated limit. Package 3 lets a less than 300 Silver Credits
player just purchase their equipment, which may be the ▪ Choose any 1 Vehicle, Horse, or Power
best choice for specialist characters. Package 3 takes Alteration costing less than 500 Silver Credits
the most time to complete.
▪ Choose any 1 additional item, costing
less than 200 silver credits
Starting Resources
Choose one (1) of the following equipment packages ▪ A set of plain clothes (shirt, pants, boots, coat, belt)
from below:
▪ Rations suitable for a few day’s travel

▪ 150 Silver Credits, to spend now or later


Equipment Package 1
(Standard Load Out) Equipment Package 3
This package is the standard load-out given to most (Purchase Your Equipment)
volunteer Patrolmen and beginning Wardens. It is a
good choice for anyone wanting to cover the basics, This package gives you the greatest amount of control
without spending too much time looking over the over your equipment selection. It requires you to spend
equipment section. time looking through the equipment selection and keep
track of the cost of the items you choose.
▪ Atlurg M Spellchrome Pistol
▪ You have 1200 Silver Credits; use this
▪ EL-1 Stun Club to purchase equipment before beginning
play, and keep the remainder unspent.
▪ Kinnat MV Medium Class Empowered Armour
▪ A set of plain clothes (shirt, pants, boots, coat, belt)
▪ Sprevtec R7 Long Range Comlink

▪ Riding Horse and Saddle Equipment Categories


▪ Utility Knife Ranged Weapons .......................... 126
▪ A set of plain clothes (shirt, pants, boots, coat, belt) Melee Weapons............................. 131
Armour ........................................... 136
▪ Rations suitable for a few day’s travel
Items and Devices ......................... 142
▪ 300 Silver Credits, to spend now or later
Power Alterations .......................... 146
Vehicles and Transportation .......... 148
Common Goods and Services....... 154

125
Ranged Weapons Atlurg M
Spellchrome Pistol
Delfurh .9 ▪ Damage: 2d8
Light Spellchrome Pistol ▪ Empowerment Cost: 4 EP
▪ Damage: 2d6 ▪ Range: 40’ (8 Squares)
▪ Empowerment Cost: 2 EP ▪ Silver Credits: 90sc
▪ Range: 40’ (8 Squares) The Atlurg M is standard issue for most Patrolmen, Guards
▪ Silver Credits: 70sc and Wardens. It is a reliable weapon that is powerful enough
in low to mid threat level situations. The mass production of
the Atlurg M has brought the costs down per weapon, making
The Delfurh .9 is a commonly carried weapon. It is among
it a fairly common weapon to see in the streets.
the most affordable Spellchrome pistols and does not have
a demanding empowerment cost, but still is more powerful
than an unmodified heavy crossbow. The Atlurg M is not overly bulky, adding a +1 bonus to sleight
of hand checks to conceal it. It can accept 2 ranged weapon
accessories. Check with your local Warden to see if this
The Delfurh .9 is fairly small, adding a +4 bonus to sleight of
weapon requires a special licence to carry.
hand checks to conceal it. It can accept 2 ranged weapon
accessories. Most Eldlandrian Kingdoms, including the
Lundor Provinces do not require a special licence to carry [I don’t recommend ever checking with any local Warden. If
light pistols. you work for them, you’re probably fine. If not, best to keep
your distance.]
This is considered a simple weapon.
[I know lots of people who’ve owned a Atlurg M. A real
mainstay.]
[It’s fine for what it is.]

Landar S2 Drake 42
Light Spellchrome Pistol Heavy Spellchrome Pistol
▪ Damage: 1d6 + 1d8 ▪ Damage: 1d8 + 1d10
▪ Empowerment Cost: 3 EP ▪ Empowerment Cost: 5 EP
▪ Range: 40’ (8 Squares) ▪ Range: 50’ (10 Squares)
▪ Silver Credits: 100sc ▪ Silver Credits: 125sc

The Landar S2 is considered to be a higher end weapon. The Drake 42 is a step up from the standard Spellchrome
They are not created at the same mass production levels as pistol, entering into the heavy class. Heavy Class pistols have
many other pistols, but assembles by a master craftsman. In a better range. The pistol is good seller among adventurers,
addition the added elegance (and cost) the Landar S2 was mercenaries and those are likely to see a lot of danger. It can
designed to deliver a greater punch than the typical light be difficult to purchase outside of larger centers.
pistol.
The Drake 42 is not easy to hide; there is a -2 penalty on
The Landar S2 is fairly small, adding a +3 bonus to sleight sleight of hand checks to conceal it. It can accept 2 ranged
of hand checks to conceal it. It can accept 2 ranged weapon weapon accessories. Most Kingdoms and Allterion cities
accessories. Most Eldlandrian Kingdoms, including the require a licence to carry Heavy pistols. There are several
Lundor Provinces do not require a special licence to carry legitimate ways to get a weapon licence.
light pistols.
[The Empowerment cost can start to get high, but Drake
This is considered a simple weapon makes good guns.]

[I like it. A step up from the S1.]

126
Ceburx 44 Sturg RF
Heavy Spellchrome Pistol Spellchrome Rifle

▪ Damage: 2d10 ▪ Damage: 3d6

▪ Empowerment Cost: 6 EP ▪ Empowerment Cost: 5 EP

▪ Range: 50’ (10 Squares) ▪ Range: 90’ (18 Squares)

▪ Silver Credits: 150sc ▪ Silver Credits: 190sc

The Ceburx 44 is a classic gun model that has yet to be The Sturg RF has good power and range for an unrestricted
significantly improved upon. Its original purpose was a back weapon. It is a durable and versatile rifle, suitable for hunting
up weapon for soldiers for the then looming war with The or war. Reception to a “hunting “ rifle will vary based on the
Nova Dirge. The mass production of the Ceburx 44 means situation, but generally can be openly transported while
that it is not difficult to obtain if the buyer has any favourable outside.
connection to law enforcement or the military.
This weapon does not break down and cannot effectively be
The Ceburx 44’s large size makes it difficult to hide; there is a concealed. It can accept 2 ranged weapon accessories. It
-4 penalty on sleight of hand checks to conceal it. It is a weapon requires 2 hands to fire.
that may look out of place in some places and circumstances.
A licence the carry a heavy weapon is typically required for [Always liked the Sturg. My dad had one.]
this pistol. It can accept 2 ranged weapon accessories.

[Pistols don’t come much better than this.]


Adair LR
[Not much bigger anyway.]
Spellchrome Rifle

▪ Damage: 3d8
Balder Burst Fire ▪ Empowerment Cost: 7 EP
Spellchrome Machine Pistol
▪ Range: 120’ (24 Squares)
▪ Damage: 4d6 (Bursting Fire) ▪ Silver Credits: 420sc
▪ -4 to hit without Bursting Fire Feat
Adair LR is a military class rifle with extended range and
▪ Empowerment Cost: 6 EP stopping power. It is designed to be powerful enough to
penetrate most Empowered body armour. Military class
▪ Range: 40’ (8 Squares) weapons are typically left put away until a dangerous situation
or area is encountered.
▪ Silver Credits: 170sc
This weapon breaks down, allowing for easier transport.
The Balder Burst Fire is a powerful machine pistol, firing A custom case is normally included with the original sale.
multiple blasts per pull of the trigger. The recoil can be very The Adair LR can accept 2 ranged weapon accessories. It
difficult to control until a person gets the knack of managing requires 2 hands to fire.
it.
[Good, if you don’t have much else to Empower.]
The Balder Burst Fire is reasonably compact, adding a +2
bonus to sleight of hand checks to conceal it. A licence to [Or you can afford it.]
carry a heavy weapon is typically required for this pistol. It
can accept 2 ranged weapon accessories.

[A lot of firepower.]

[Good for things that crawl out from the other side of The
Barrier.]

127
Ultra-9 Light Crossbow
Fusion Cannon Medieval Era Weapon

▪ Damage: 1d8 + 2d10 ▪ Damage: 1d6

▪ Empowerment Cost: 8 EP ▪ Empowerment Cost: 0 EP

▪ Range: 60’ (12 Squares) ▪ Range: 30’ (6 Squares)

▪ Silver Credits: 580sc ▪ Requires ammunition (Bolts)

The Ultra 9 Fusion Cannon is a powerful military class weapon. ▪ Silver Credits: 30sc
Some armies use it as a special cases weapon, although
some warriors are powerful enough to use it as their primary The Light Crossbow has a long history of use across the
weapon, and still empower the rest of their equipment. The lands of Eldlandria. With the advent of the Spellchrome Pistol
Ultra 9 is known for its loud roar when fired. and other empowered weapons, the crossbow become a less
common sight but is still in use most regions. The crossbow
This weapon breaks down, allowing for easier transport. A is an available, affordable and understood weapon that does
custom case is normally included with the original sale. The not need to be empowered. In many situations carrying a
Ultra-9 can accept 2 ranged weapon accessories. It requires crossbow is socially acceptable, as long as it is not pointed
2 hands to fire (unless the character has the Single Grip Feat, at anyone.
which then only requires 1 hand to fire). A Strength of 16 or
higher is required to carry this weapon; a weaker strength This weapon requires ammunition in the form of bolts. A
means that the character is slowed by 5 feet per round. move action is required to load and ready a new bolt before
another shot can be fired. 10 bolts cost 2 Silver Credits. Bolts
[Good for taking out hard targets.] have a 40% chance of being intact and reusable if an attempt
is made to recover them. The Light Crossbow can accept
2 weapon accessories, including the Modern Kit and the
Auto Loader. It does not accept the Over Charger or Sound
Andras M-4 Negator accessories. This weapon can be used 1 handed.

Fusion Cannon This is considered a simple weapon


▪ Damage: 1d12 + 2d10
[I shot one of these as a kid for target practice.]
▪ Empowerment Cost: 10 EP
[Still fun to shoot.]
▪ Range: 20’ (4 Squares)

▪ Silver Credits: 720sc


Heavy Crossbow
The Andras Mark-4 is a short range but extremely powerful
Medieval Era Weapon
military class weapon. It also has a torch setting, reducing the
range to a few feet but allows it to be used more effectively to ▪ Damage: 1d8
break through barriers (despite this mode, it is a intimidating
looking weapon - not easily confused with a utility torch). ▪ Empowerment Cost: 0 EP
This weapon breaks down, allowing for easier transport. A ▪ Range: 40’ (8 Squares)
custom case is normally included with the original sale. The
Andras M-4 can accept 2 ranged weapon accessories. It ▪ Requires ammunition (Bolts)
requires 2 hands to fire (unless the character has the Single
Grip Feat, which then only requires 1 hand to fire). A Strength ▪ Silver Credits: 40sc
of 16 or higher is required to carry this weapon; a weaker
strength means that the character is slowed by 5 feet per The Heavy Crossbow is a bigger version of the Light
round. Crossbow. It is favoured over the Light Crossbow by most
Guards and Men At Arms. Most that regularly use the Heavy
[Overkill. Range is really short, too.] Crossbow update them with a Modern Kit and carry Improved
Bolts.
[Still, could come in handy.]

128
This weapon requires ammunition in the form of bolts. A This accessory is installed or uninstalled in a couple of
move action is required to load and ready a new bolt before minutes; a good repair skill test can reduce the time to 1
another shot can be fired. 10 bolts cost 2 Silver Credits. Bolts round. It uses a powered adaptable image screen to display
have a 40% chance of being intact and reusable if an attempt a telescopic view that assists with distant targets. Doubles as
is made to recover them. The Light Crossbow can accept a basic 5X distance imager.
2 weapon accessories, including the Modern Kit and the
Auto Loader. It does not accept the Over Charger or Sound Related: Weapon range, pg 166.
Negator accessories. It requires 2 hands to fire (unless the
character has the Single Grip Feat, which then only requires [I want one for my Heavy Pistol.]
1 hand to fire).

[A good heavy crossbow and an autoloader can still get the


job done.] N2 Sound Negator
Weapon Accessory

Enhanced Aiming Marker ▪ Effect: Negates the sound that a ranged


weapon makes when fired, adding +10
Weapon Accessory to the DC of a spot and listen check.

▪ Effect: +1 bonus to hit ▪ Empowerment Cost: 2 EP

▪ Empowerment Cost: 1 EP ▪ Takes up one accessory slot

▪ Takes up one accessory slot ▪ Silver Credits: 100sc

▪ Silver Credits: 120sc The N2 Sound Negator can be attached to most pistols and
rifles. When activated, it significantly suppresses the sound
The Enhanced Aiming Marker can be attached to most ranged emanated from a weapon being fired. The N2 can be attached
weapons, aligned with the barrel. When activated, it helps to in one round.
show the shooter where they are aiming. Aiming Markers are
most often used by Wardens and various Men At Arms. [Nothing like a Sound Negator to raise some eyebrows.]

This accessory is installed or uninstalled in a couple of


minutes; a good repair skill test can reduce the time to 1
round. It adds a coloured dot to what the weapon is aiming at Over Charger
using a focused illusion. Functions in dark and light environ-
ments. Dot colour can be changed by spending a full round Weapon Accessory
action altering it.
▪ Effect: Adds +2 damage to the output of
[Nice.]
a spellchrome pistol or rifle. Adds signifi-
cantly to the sound of the weapon firing.

▪ Empowerment Cost: 1 EP
L1 Image Scope ▪ Takes up one accessory slot
Weapon Accessory
▪ Silver Credits: 140sc
▪ Effect: adds +10 feet to the effective
range of applicable weapons. The Over Charger can be attached to most pistols and rifles.
When activated, it increases the energy output of the gun,
▪ Empowerment Cost: 1 EP adding to the total damage. This accessory is installed or
uninstalled in a couple of minutes; a good repair skill test can
▪ Takes up one accessory slot reduce the time to 1 round.

▪ Silver Credits: 90sc [Adds some extra punch if you need it.]

The L1 Image Scope can be attached to most ranged


weapons, aligned with the barrel. When activated, it helps
the shooter hit at an increased distance. Image Scopes are
used by anyone who conducts a lot of ranged combat or may
quickly need a basic distance telescope.

129
Modern Kit About Ranged Weapons
Weapon Accessory
Ammunition
▪ Effect: Uses updated technology that Spellchrome ranged weapons are modified versions of
adds damage to Crossbows.
energy weapons. When empowered by their user, these
▪ Light Crossbows do 1d8 (instead of 1d6) weapons do not require additional ammunition in order to fire.
The weapon also needs a working R-14 fusion core, which
▪ Heavy Crossbows do 1d10 (instead of 1d8) will last for several thousand shots (weapon prices include
the cost of a new fusion core).
▪ Adds +10 feet the effective range of Crossbows
Obviously Medieval Era weapons, such as Crossbows still
▪ Empowerment Cost: 0 EP require ammunition. Crossbows use bolts. 10 bolts cost 2
Silver Credits. Bolts have a 40% of being intact and reusable
▪ Takes up one accessory slot if an attempt is made to recover them. Most bolts in this RPG
▪ Silver Credits: 20sc setting are designed to pass through their target. It normally
becomes awkward to try and carry more than 50 bolts.
The Modern Kit increases the damage and range of the
classically modeled crossbow. Using Allterion techniques Improved bolts are also for sale. 10 Improved bolts cost 30
it modernizes the crossbow to allow increased tension and Silver Credits. Improved bolts add +2 damage to a successful
power. Installing or uninstalling a modern kit requires around crossbow attack. Improved Bolts have an 80% of being intact
2 hours; a good repair skill test can reduce the time signifi- and reusable if an attempt is made to recover them.
cantly.
Appearance
[A good update for the price.]
Do parts of these weapons glow?

Only when they are first empowered. Also, parts of the


Auto Loader weapons glow briefly each time the weapon is fired.

Weapon Accessory Are they solid black?


▪ Effect: Loads and readies the next bolt
immediately after firing the pervious. They come in a small variety of materials and colours. Some
are solid black, some are polished silver. Still others may be
▪ Holds 10 bolts. special ordered or modified to be other colours or textures.

▪ Empowerment Cost: 1 EP
Forensics
▪ Takes up one accessory slot
Using Allterion techniques, the burn patterns of a particular
▪ Silver Credits: 40sc weapon can be matched with a 92% accuracy rate if
preformed by someone skilled in gathering evidence. There
The Auto Loader feeds bolts into a crossbow automatically. is debate whether this type of match is accurate enough to
A move action is no longer required to load a new bolt after be conclusive.
firing.

It takes about an hour to install the Auto Loader base. A


Weapon Licence
bolt stack case costs 1 Silver Credit and holds 10 bolts (it A licence to carry a heavy weapon is purely a Roleplaying
comes with 2 bolt stack cases). It is 1 action to attach another device. The GM should give plenty of warning if this is an
prepared bolt stack case; 1 minute to calmly load 10 bolts into issue in her game. In general, if the players are associated
a bolt stack case. The Auto Loader base must be empowered with allied factions, such as The Eldlandrian Western Guard
for it to work. or the Wardens, the PCs gain the right to carry items without
hassle (wherever the faction has jurisdiction). Keep in mind,
[Works good. Load and pull the trigger.] though, that there will be some areas where heavy weapons
are simply inappropriate.

130
Reading Stats Melee Weapons
Delfurh .9: Common Name SE-Single Edged
Light Spellchrome Pistol: Type
Dagger
▪ Damage: 2d6: (This weapon) roll two six ▪ Damage: 1d6 +STR
sided dice, add the result for damage.
▪ Empowerment Cost: 1 EP
▪ Empowerment Cost: 2 EP: In order for this weapon
work, it requires 2 Empowerment Points. ▪ Silver Credits: 20sc

▪ Range: 40’ (8 Squares): (This weapon has The SE-Dagger is a good back-up weapon and utility knife. It
an) effective range of 40 feet. Cannot easily has a small compartment in the handle.
hit a target beyond 40 feet. The Far Shot Feat
and Image Scope Accessory can add to the The SE-Dagger is small, adding a +4 bonus to sleight of
effective range of most ranged weapons. hand checks to conceal it. If thrown, it has a range of 10 feet.
Unempowered, this weapon does 1 point of damage + STR.
▪ Beyond Effective range: A weapon fired beyond
its effective range has a -6 penalty to hit. This is considered a simple weapon
Beyond double its original unmodified range, the
damage is halved. Its maximum range is line of [Never know when you’ll need a sharp blade.]
sight, or whatever the GM feels is appropriate
for the weapon and the surroundings.

▪ Silver Credits: 70sc: How many Silver


DE1-Double Edged
Credits the item typically costs. Dagger
Additional information about the weapon. Unless ▪ Damage: 2d6 +STR
otherwise specified, ranged weapons may accept 2
ranged Weapon Accessories. All Spellchrome ranged ▪ Empowerment Cost: 2 EP
weapons are manufactured with at least a basic safety,
often a switch or button, to prevent accidental discharge ▪ Silver Credits: 90sc
of the weapon.
For a dagger, the DE1 is a very powerful weapon - capable of
delivering a deadly strike to an unarmoured opponent. This
Attached weapon accessories may be set to be model was mass produced in the 1060’s and is still easy to
empowered (or unempowered) as separate actions or find today. Most come with a basic compass on the bottom
as one action, automatically coming on when the main of the handle.
weapon is empowered. Obviously the accessories still
adds to the empowerment cost regardless of when or The DE1 is small, adding a +2 bonus to sleight of hand checks
how they are activated. to conceal it. If thrown, it has a range of 15 feet. Unempow-
ered, this weapon does 2 points of damage + STR.
Adding accessories to a weapon generally make makes
it less concealable. [A near classic. Great as a back-up weapon.]

[I’ve met a lot of street thugs who think it’s a good main
All weapons are considered Martial weapons, unless
weapon.]
otherwise specified. Most light pistols are labelled
Simple weapons.

[Unofficial comments scribbled in the margins.]

131
EL-1 Stun Club Sedger Short Blade
Melee Weapon Melee Weapon

▪ Damage: 1d10 +STR ▪ Damage: 1d6 + 1d8 +STR

▪ Empowerment Cost: 3 EP ▪ Empowerment Cost: 3 EP

▪ Fortitude save (10+) on hit ▪ Silver Credits: 170sc

▪ Silver Credits: 140sc The Sedger Short Blade is a relatively new introduction, filling
in a gap between the dagger and long-blade length weapons.
The EL-1 Stun Club is a good weapon for quickly taking down So far, it has proved popular with the merchant class in
an opponent. When the EL-1 strikes an opponent, it delivers spite of (or perhaps because of) the price. It is generally a
an electrical shock which both injures and possibly stuns the socially acceptable weapon to carry, at least amongst certain
target. crowds.

On a successful attack, the opponent must make a Fortitude This weapon normally comes with a sheath, appropriate for
Save, DC 10. Anyone who fails the Fortitude Save is knocked hanging on a belt. Unempowered, this weapon does 1d4
completely down, and requires a full-round action to get up points of damage + STR.
on their turn (if they choose to get up). Unempowered, this
weapon does 1 point of damage + STR. [The Short Sword reborn.]

[Decent if the target is not too tough, but if they are - they’ll
resist the stun fairly easily.]
M1 Battle Hammer
[It’s good in some situations. Careful though, it can still be
deadly.] Melee Weapon

▪ Damage: 2d8 +STR

XF Heavy Fist ▪ Empowerment Cost: 4 EP

▪ Silver Credits: 80sc


Melee Weapon

▪ Damage: 1d6 + 1d8 +STR The M1 Battle Hammer dates way back to the introduction
of Spellchrome weaponry, as one of the first successful
▪ Empowerment Cost: 3 EP empowerable bludgeoning melee weapons. Other than sight
refinements, it has remained the same reliable weapon over
▪ Silver Credits: 100sc the decades.

The XF Heavy Fist was originally created to protect an The M1 Hammer is not small and is not easy to conceal,
attacker’s hand when punching. Eventually it evolved into a unless stowed. Generally, due to its resemblance of a
full metal glove and then later into an empowered weapon. medieval weapon, it is acceptable to transport openly. Unem-
When worn, a Heavy Fist is fairly visible. powered, this weapon does 1d6 points of damage + STR.

The XF Heavy Fist is available in left and right handed metal [I know of military squads that swear by the M1. Easy to carry
gloves. The empowerment cost is for 1 glove. Unempowered, and use, never breaks.]
this weapon does 1d4 points of damage + STR. Held melee
weapons, including XF Heavy Fists, do not work effectively
with the spell Fists of Fire.

[Fairly visible is a good thing in some of the worse neighbour-


hoods.]

132
Sevrokk Silver Krovvco G-H
▪ Combat Sword Gravaton Hammer

▪ Damage: 2d10 +STR


▪ Damage: 1d8 + 1d10 +STR
▪ Knockdown Potential
▪ Empowerment Cost: 5 EP
▪ Empowerment Cost: 6 EP
▪ Silver Credits: 140sc
▪ Silver Credits: 180sc
The Sevrokk Silver Combat Sword is a extremely sharp
The Krovvco Gravaton Hammer is a massive bludgeoning weapon
slashing weapon, finely crafted, and is considered elegant used by the strongest of warriors. It is a very heavy weapon, offset
by most warriors and admirers. Within military and policing slightly by the Gravaton technology that makes it easier to begin a
organizations, it is often issued to higher ranking soldiers and swing. In addition to the possibility of doing serious damage, this
commanders. hammer has the potential to knock down an opponent.

This weapon normally comes with a sheath, appropriate for On a successful attack, the opponent must make a Fortitude Save,
hanging on a belt, or over the shoulder. It is considered a light DC 12. (The solid hit creates a small distortion field that can disorient
weapon, compatible with the Agile Weapon Style feat. Unem- a foe.) Failing the saving throw means the victim is knocked down
powered, this weapon does 1d6 points of damage + STR. and must use one of their actions on their next turn to get up (if they
choose to get up). A knocked down target suffers a penalty of -2 to
Armour Class and Attack.
When empowered, Spellchrome blades are very sharp
and hard to dull, making them effective against a variety of The Krovvco Gravaton Hammer requires 2 hands to wield (unless
armour. the character has the Single Grip Feat, which then only requires 1
hand to wield). A Strength of 18 or higher is required to carry this
[Top of the line for a single handed sword.] weapon; a weaker strength means that the character is slowed by
5 feet per round. Unempowered, this weapon does 1d8 points of
damage + STR.

S-AK Impact Staff [If you’re looking for a big sledge hammer, look no further.]

Collapsible Melee Weapon

Blaxton Heavy
Damage: 2d8 +STR Broadsword

▪ Damage: 1d10 + 1d12 +STR


Empowerment Cost: 4 EP
▪ Empowerment Cost: 6 EP
Silver Credits: 80sc
▪ Silver Credits: 220sc
The S-AK Collapsible Impact Staff is an excellent defensive
weapon. Collapsed it is just under 1 foot tall, meaning that it The Blaxton Heavy Broadsword is among the largest melee weapons
can easily be carried. Extended it is over 5 feet tall, good for available. It is the traditional weapon of the Dark Blade. In recent
keeping an opponent back and from past getting a defender. years the demand for this sword has increased after the commanders
of close encounter infantry units witnessed how well the Blaxton cuts
down heavy armour.
Collapsed, this weapon adds +2 bonus to sleight of hand
checks to conceal it. Unempowered, this weapon does 1d4 The Blaxton Heavy Broadsword weapon requires 2 hands to wield
points of damage + STR. This weapon always requires two (unless the character has the Single Grip Feat, which then only
hands to be used effectively. If wielded with one hand, its requires 1 hand to wield). A Strength of 16 or higher is required to
damage is halved. carry this weapon; a weaker strength means that the character is
slowed by 5 feet per round. Unempowered, this weapon does 1d10
[Extends with a flick of the wrist.] points of damage + STR. It normally comes with a sheath, appro-
priate for hanging over the shoulder.

[If you don’t want anyone to bother you, carry one of these.]

[True. Although technically it’s a restricted weapon, so maybe


not.]

[Sheathed, it’s just a big sword on your back.]

133
Dagger Battle Axe
Medieval Era Weapon Medieval Era Weapon

▪ Damage: 1d2 +STR ▪ Damage: 1d8 +STR

▪ Empowerment Cost: 0 EP ▪ Empowerment Cost: 0 EP

▪ Silver Credits: 4sc ▪ Silver Credits: 16sc

Eldlandrian Daggers are commonly carried as a basic tool, or Eldlandrian battle axes are militarized versions of the
as a stabbing or slashing weapon. If an opponent is wearing standard utility axe. These two handed weapons feature a
empowerable armour, a common dagger is likely to be inef- single axe head or dual axe heads, sharpened to puncture an
fective. opponent’s armour and cause them serious injury.

This is considered a simple weapon [You can always chop wood with it.]

[Fine, if I’ve lost my pocket knife.] [No. Not with mine anyway.]

Short Sword Greatsword


Medieval Era Weapon Medieval Era Weapon

▪ Damage: 1d4 +STR

▪ Empowerment Cost: 0 EP

▪ Silver Credits: 10sc


Damage: 1d10 +STR
Eldlandrian Short Swords feature a two foot double edged
Empowerment Cost: 0 EP
blade. They are light, easy to carry and generally more
effective than a dagger.
Silver Credits: 40sc
[Weapon of the Merchant Class.]
Eldlandrian Greatswords feature a huge double edged blade
over four and a half feet long. The Greatsword is a two
handed weapon.
Long Sword
[The great predecessor to the Blaxton.]
Medieval Era Weapon
[Still a mighty blade if you couldn’t empower anything.]

▪ Damage: 1d6 +STR

▪ Empowerment Cost: 0 EP

▪ Silver Credits: 20sc

Eldlandrian Long Swords feature a three and a half foot


double edged blade. They were, and are still sometimes,
worn by town guards and watch patrols.

[Still lots of these around.]

134
Accuracy Sensors About Melee Weapons
Weapon Accessory
Unarmed
A successful punch attack does damage equal to a charac-
▪ Effect: +1 bonus to hit ter’s strength modifier (minimum 1 point).

▪ Empowerment Cost: 1 EP
Power
▪ Takes up one accessory slot Like spellchrome pistols many of these blades, hammers,
etc, are modified versions of energy weapons. This means
▪ Silver Credits: 170sc
that the weapon also needs a working R-14 fusion core,
which lasts for thousands of strikes (weapon prices include
Small sensors are strategically placed on the melee weapon.
the cost a new fusion core).
While the user maintains contact with the empowerment
bridge of the weapon, they get a subtle feeling about their
precision and position of the weapon before they hit, allowing Durability
them to make tiny but sometimes useful corrections before
contact. The weapons are highly durable, but not invulnerable. Most
will not dull or break under basic to heavy wear and tear, but
may suffer damage if excessive and extreme demands are
Accuracy Sensors work with nearly all melee weapons. It
placed upon them. Some weapons, such as the M1 Battle
takes about a hour to install or uninstall, quicker with a good
Hammer, are even more durable than normal.
repair test. Melee weapons can accept one accessory.

[Can be good for the big weapons, where you hate to miss.]

Power Edge
Weapon Accessory

▪ Effect: Adds +2 damage from a melee weapon

▪ Empowerment Cost: 1 EP

▪ Takes up one accessory slot

▪ Silver Credits: 40sc

This technology represents some of the first efforts of creating


empowerable melee weapons. A small but powerful energy
ridge is added to the melee weapon, increasing the damage
caused when the weapon hits. A power edge works with
nearly any melee weapon, sharp or blunt, empowerable or
not.

It takes about an hour to install or uninstall a Power Edge,


quicker with a good repair test. Melee weapons can accept
one accessory.

[Doesn’t quite make a long sword a Spellchrome weapon,


does it?]

135
Appearance Armour
Do parts of these weapons glow?

Only when they are first empowered. Also, parts of the Shield Jacket
weapons glow briefly each time the weapon is swung.
Light Class Empowered Armour
Are they solid black?
▪ Armour Class: +3 AC
They come in a small variety of materials and colours. Some ▪ Damage Reduction: 1d4 DR
are solid black, most have a metallic finish.
▪ Extraordinary Hit Points: 0 EX-HP
Reading Stats ▪ Empowerment Cost: 2 EP

▪ Silver Credits: 40sc


SE-Single Edged:
This armour incorporates basic deflection and absorption
Common Name shielding into a jacket. It is known for its low cost and basic
protection.
Dagger: Type
This armour has no Extraordinary Hit Points to replenish.
▪ Damage: 1d6 +STR: (This weapon) roll
Unempowered, this armour has the following stats: Armour
one six sided dice and add your character’s
Class: +1 AC.
Stength Modifier for the damage result.

▪ Empowerment Cost: 1 EP: In order for [Thug armour.]


this weapon to operate effectively, it
requires 1 Empowerment Point.

▪ Silver Credits: 20sc: How many Silver


H-G Light Plate
Credits the item typically costs. Light Class Empowered Armour

Additional information about the weapon. Unless ▪ Armour Class: +3 AC


otherwise specified, Melee weapons may accept 1
melee Weapon Accessory. ▪ Damage Reduction: 1d4 DR

▪ Extraordinary Hit Points: 9 EX-HP


Attached weapon accessories may be set to be
empowered (or unempowered) as separate actions or ▪ Empowerment Cost: 3 EP
as one action, automatically coming on when the main
weapon is empowered. Obviously the accessories still ▪ Silver Credits: 150sc
adds to the empowerment cost regardless of when or
how they are activated. H-G Light Plate covers the chest and upper arms. It is often
worn as ceremonial armour.
All weapons are considered Martial weapons, unless
The Extraordinary Hit Points of this armour replenish at a base
otherwise specified. rate of 5 per hour (standard). Unempowered, this armour has
the following stats: Armour Class: +1 AC.
Most melee weapons larger than a dagger are not
highly concealable. However, while not concealable, [Empowerment’s not demanding. Leaves room for the big
most melee weapons (even empowerable ones) are guns.]
acceptable carry around sheathed. This has a lot to do
with several cultural heritage movements strong across
Eldlandria.

[Unofficial comments scribbled in the margins.]

136
Outer-Plated Medium Coat Silver-Coat
Light Class Empowered Armour Medium Class Empowered Armour

▪ Armour Class: +3 AC ▪ Armour Class: +3 AC

▪ Damage Reduction: 1d6 DR ▪ Damage Reduction: 1d8 DR

▪ Extraordinary Hit Points: 12 EX-HP ▪ Extraordinary Hit Points: 8 EX-HP

▪ Empowerment Cost: 4 EP ▪ Empowerment Cost: 5 EP

▪ Silver Credits: 200sc ▪ Silver Credits: 240sc

This armour combines a rugged and traditional coat with The Silver-Coat is a popular medium class armour that has
empowerable Outer-Plating. The Outer-Plated Medium Coat been manufactured to provide good damage absorption.
is not an uncommon sight in city cores and among travelers. Available as either a jacket or long coat.

The Extraordinary Hit Points of this armour replenish at a base The Extraordinary Hit Points of this armour replenish at a base
rate of 5 per hour (standard). Unempowered, this armour has rate of 5 per hour (standard). Unempowered, this armour has
the following stats: Armour Class: +1 AC. the following stats: Armour Class: +1 AC.

[They’re good coats too. Really cut the wind.] [Everyone I know buys the long coat version. Got more
style.]

[True. Maybe the long coat is a bit heavy for some people.]
L4 Light Shell
Light Class Empowered Armour

▪ Armour Class: +4 AC
Knight-Wulf M2
Medium Class Empowered Armour
▪ Damage Reduction: 1d4 DR
▪ Armour Class: +4 AC
▪ Extraordinary Hit Points: 16 EX-HP
▪ Damage Reduction: 1d4 DR
▪ Empowerment Cost: 4 EP
▪ Extraordinary Hit Points: 22 EX-HP
▪ Silver Credits: 380sc
▪ Empowerment Cost: 5 EP
The L4 Light Shell was originally designed as a light weight
alternative to medieval full plate. Over the years it has evolved, ▪ Silver Credits: 260sc
becoming slightly more streamlined with each iteration.
The Knight-Wulf M2 is designed to survive a short but
The Extraordinary Hit Points of this armour replenish at a dangerous fight. To accomplish this, the M2 has prioritized
base rate of 8 per hour (3 better than standard). Unempow- the protection offered from Extraordinary Hit Points.
ered, this armour has the following stats: Armour Class: +2
AC. The Extraordinary Hit Points of this armour replenish at a
base rate of 11 per hour (6 better than standard). Unempow-
[The L4 has always been good armour if you want something ered, this armour has the following stats: Armour Class: +2
in the light class.] AC.

[I know a Bounty Hunter who swears by this Armour.]

137
Lundor-Blue L6 Hard Shell
Medium Class Empowered Armour Medium Class Empowered Armour

▪ Armour Class: +5 AC ▪ Armour Class: +4 AC

▪ Damage Reduction: 1d6 DR ▪ Damage Reduction: 1d6 DR

▪ Extraordinary Hit Points: 10 EX-HP ▪ Extraordinary Hit Points: 19 EX-HP

▪ Empowerment Cost: 5 EP ▪ Empowerment Cost: 5 EP

▪ Silver Credits: 275sc ▪ Silver Credits: 490sc

“Lundor Blue” is the name given to the armour that was mass The L6 Hard Shell takes a no compromises approach to
produced following the first Nova Dirge conflict. It became the damage protection, while keeping the empowerment cost
battle uniform for most regular and volunteer soldiers within consistent with other armour in it’s class. It is the medium
the Kingdom of Lundor. The mass production of this armour class version of the L4 Light Shell.
makes it very common to find.
The Extraordinary Hit Points of this armour replenish at a base
The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has
rate of 5 per hour (standard). Unempowered, this armour has the following stats: Armour Class: +2 AC.
the following stats: Armour Class: +2 AC.
[Expensive.]
[It’s actually pretty resilient.]
[But worth it.]
[You can get this new, if you look around. They still manufac-
ture a limited amount each year.]
U1 Ultra Quick
Kinnat MV Medium Class Empowered Armour

Medium Class Empowered Armour ▪ Armour Class: +6 AC

Armour Class: +4 AC ▪ Damage Reduction: 1d6 DR

▪ Extraordinary Hit Points: 16 EX-HP


Damage Reduction: 1d6 DR
▪ Adds +4 to Initiative Bonus
Extraordinary Hit Points: 14 EX-HP
▪ Empowerment Cost: 6 EP
Empowerment Cost: 5 EP
▪ Silver Credits: 295sc
Silver Credits: 290sc
The U1 Ultra Quick originally stems from experiments with
liquid crystal Power Alterations. After the user puts on the
Kinnat has long been a maker of Medium class armour, often
basic suit and empowers it, the U1 reshapes and repatterns
making multiple versions with the same base functionality.
itself into metallic sculpted armour.
This model in particular is available in a wide range of colours
and styles.
The design of this armour adds a +4 bonus to initiative rolls
when empowered. When the armour is unempowered, it can
The Extraordinary Hit Points of this armour replenish at a base
be concealed under other clothes.
rate of 5 per hour (standard). Unempowered, this armour has
the following stats: Armour Class: +2 AC.
The Extraordinary Hit Points of this armour replenish at a
base rate of 8 per hour (3 better than standard). Unempow-
[At least they always make one version you’ll like.]
ered, this armour has the following stats: Armour Class: +1
AC.

[The U1’s not too common.]

[If you do see someone wearing it, they probably mean


business.]

138
Cathal Scale Garwood Heavy Plate
Medium Class Empowered Armour Heavy Class Empowered Armour

▪ Armour Class: +5 AC ▪ Armour Class: +6 AC

▪ Damage Reduction: 1d8 DR ▪ Damage Reduction: 1d10 DR

▪ Extraordinary Hit Points: 26 EX-HP ▪ Extraordinary Hit Points: 30 EX-HP

▪ Empowerment Cost: 6 EP ▪ Empowerment Cost: 8 EP

▪ Silver Credits: 380sc ▪ Silver Credits: 1250sc

Cathal Scale is the armour most commonly issued to Garwood Heavy Plate is an armour that powerful knights
Wardens. The Cathal-Bram company has had the contract and other experienced soldiers wear. It is heavy, expensive
to supply Warden Investigators with armour for over half a to craft and has a demanding empowerment cost; for those
century. The armour is not exclusive to the Wardens and is that can handle the burden, this makes for very protective
available for normal purchase. armour.

The Extraordinary Hit Points of this armour replenish at a base The Extraordinary Hit Points of this armour replenish at a
rate of 5 per hour (standard). Unempowered, this armour has base rate of 10 per hour. Unempowered, this armour has the
the following stats: Armour Class: +3 AC. following stats: Armour Class: +4 AC.

[Great armour. Empowerment’s a bit taxing.] [I plan on getting this soon.]

Kinnat HC5 Heavy Shield


Heavy Class Empowered Armour Medieval Armour

▪ Armour Class: +5 AC ▪ Armour Class: +1 AC

▪ Damage Reduction: 1d6 DR ▪ Damage Reduction: 0 DR

▪ Extraordinary Hit Points: 25 EX-HP ▪ Extraordinary Hit Points: 0 EX-HP

▪ Empowerment Cost: 5 EP ▪ Empowerment Cost: 0 EP

▪ Silver Credits: 290sc ▪ Silver Credits: 20sc

Born out of an attempt to improve upon the Kinnat MV, the The Eldlandrian Heavy Shield adds to your basic defence. It
HC5 took the design in a new direction. By allowing the is common for some guards and town watch to still carry a
cumbersome weight of a heavy class armour, the manufac- Heavy Shield.
turer was able to boost the defection and absorption shielding
while maintaining the same empowerment cost. Since less Using a Heavy Shield takes up the use of one hand. It adds
people have the training and physique to wear heavy armour, +1 to your current Armour Class.
the HC5 is the less commonly sold model.
[Good old Heavy Shield.]
The Extraordinary Hit Points of this armour replenish at a base
rate of 5 per hour (standard). Unempowered, this armour has
the following stats: Armour Class: +3 AC.

[If you’ve got the hang of wearing heavy armour, might as


well go for this.]

139
Leather and Plates Half Plate
Medieval Armour Medieval Armour

▪ Armour Class: +1 AC ▪ Armour Class: +3 AC

▪ Damage Reduction: 0 DR ▪ Damage Reduction: 0 DR

▪ Extraordinary Hit Points: 0 EX-HP ▪ Extraordinary Hit Points: 0 EX-HP

▪ Empowerment Cost: 0 EP ▪ Empowerment Cost: 0 EP

▪ Silver Credits: 25sc ▪ Silver Credits: 120sc

Eldlandrian Leather and Plates offers minor protection from Eldlandrian Half Plate offered high protection from attacks
attacks. Today it is worn as a outfit more often than the before the advent of more powerful armaments and armour.
purpose of actual armour. It remains in service in some settlements.

Leather and Plates cannot be effectively combined with other Half Plate cannot be effectively combined with other worn
worn armour. It is considered Light Armour. armour. It is considered Medium Armour.

[Wore this for months, back when I was first sword training.] [Half Plate’s actually still in use in a lot of towns.]

[Inherited.]
Chain Mail
Medieval Armour Full Plate
▪ Armour Class: +2 AC Medieval Armour
▪ Damage Reduction: 0 DR ▪ Armour Class: +4 AC
▪ Extraordinary Hit Points: 0 EX-HP ▪ Damage Reduction: 0 DR
▪ Empowerment Cost: 0 EP ▪ Extraordinary Hit Points: 0 EX-HP
▪ Silver Credits: 50 sc ▪ Empowerment Cost: 0 EP

Eldlandrian Chain Mail offered good protection from attacks ▪ Silver Credits: 180sc
before the advent of more powerful armaments and armour.
Today it is often worn for tradition and the preservation of Eldlandrian Full Plate offered the highest protection from
culture. It remains in service in smaller settlements. attacks before the advent of more powerful armaments and
armour. The knights who would have once worn full plate,
Chain Mail cannot be effectively combined with other worn have mostly moved on to the more modern counterparts.
armour. It is considered Medium Armour. There are individuals that still make use of full plate, for
various reasons.
[This is mostly all second-hand now.]
Full Plate cannot be effectively combined with other worn
[I know some people who still make it. Still, not the same armour. It is considered Heavy Armour.
industry it once was.]
[Lot of craftsmanship goes into this.]

140
About Armour Reading Stats
Armour Restrictions H-G Light Plate: Common Name
Most armour is not restricted. Because this is a part of the
culture, it is common to see travelers and city goers wearing Empowered Armour: Type
some form of armour. Heavy armour will draw attention,
which may be a very bad thing in some situations. Operating ▪ Armour Class: +3 AC: Adds plus three
in a foreign kingdom, for example, may require less overt the character’s base Armour Class.
equipment.
▪ Damage Reduction: 1d4 DR: If the Character
While armour itself is not restricted, improper use of weapons is hit, roll 1 four sided die (1d4). Subtract the
or armour is restricted (improper use includes criminal result from the damage of the hit. Apply the
activity, destruction of property and general acts of stupidity). same Damage Reduction result for the rest of
Most Wardens and city guards have a decidedly medieval the round for any other hits. See example.
viewpoint when it comes to crime and punishment.
▪ Extraordinary Hit Points: 9 EX-HP: Additional
shielding to protect the character. This
Repair cycle armour has nine Extraordinary Hit Points
Most Empowered Armour has Extraordinary Hit Points that are removed (as damage occurs)
(EX-HP). Damage done to the Extraordinary Hit Points of before the character’s Hit Points are.
armour replenishes at a base-rate per hour (the standard rate
is 5 EX-HP per hour). Since EX-HP is repaired automatically ▪ Empowerment Cost: 3 EP: In order
each hour (in a quick surge that takes time to build up), most for this armour to properly function, it
GMs will declare when a new repair cycle occurs. requires three Empowerment Points.
Related: Repair Skill, Repair Calibrator pg 69, 145. ▪ Silver Credits: 150sc: How many Silver
Credits the item typically costs.
Appearance Additional information about the Armour.
Most armour comes in a small variety of materials and
colours. Some are solid black, most have a metallic finish. Armour must be empowered in order for it to be slowly
repairing itself through a repair cycle.

Putting Armour On [Unofficial comments scribbled in the margins.]


Modern Empowerable armour is designed to be put on fairly
quickly. Coats will slip on with a Move Action, while other
armour takes a few rounds to equip and empower. Medieval
Era armour can take several minutes to put on (this can be
quicker if the wearer has assistance).

Helmets
While most medieval era armour comes with a helm, most
empowerable armour does not. The shielding incorporated
into the overall empowerable armour provides protection
(when empowered) to areas not physically covered. Separate
empowerable helmets exist, but are uncommon.

141
Items and Devices Sprevtec R7
Long Range Comlink
City Mobile C1 ▪ Range: up to 200 miles
Short Range Comlink ▪ Empowerment Cost: 2 EP
▪ Range: Within a city to connect. ▪ Silver Credits: 140sc
▪ Empowerment Cost: 1 EP The Sprevtec R7 is built for long range and clear communications. It
can connect to the Allterion network if it is within 200 miles of a city,
▪ Silver Credits: 30sc allowing it to connect to another Comlink anywhere on the network.

The City Mobile C1 is a Communications Link popular among civilians. This Comlink has an optional remote ear piece that allows hands free
It allows the user to connect to the Allterion networks present in all communication. The main unit must remain empowered and within a
of their cities and most Eldlandrian kingdoms. Once connected, they couple feet of the ear piece.
can connect to another Comlink on the network. Two connected
Comlinks are able to communicate verbally in real time.
The Sprevtec R7 is capable of operating as a transmission scanner;
once set to a frequency, it sends and receives verbal communications
The City Mobile C1 is not capable of operating as a transmission to and from all other transmission scanners on the same frequency
scanner. A Comlink will not indicate that someone is trying to connect and range within 200 miles. There are approximately 190 transmis-
to them if it is not currently empowered. sion frequencies the R7 is capable of tuning.

A wrist mounted version of this Comlink is sold for 40 Silver The Sprevtec R7 can encrypt its outgoing signal; anyone not set
Credits. to the right key will only hear static. The Decipher Script skill (DC
20) can break the key, given enough time. All Comlinks can set a
[No one seems to bother to learn telepathy anymore.] receiving key. Obviously, a key is typically set in advance for it to be
of the most use.

[This has better range, and doesn’t take years to learn.]


[The ear piece can be quite helpful.]

Kohmmtel R1 Sprevtec-Super R12


Short Range Comlink
Long Range Comlink
▪ Range: up to 10 miles
▪ Range: up to 600 miles
▪ Empowerment Cost: 1 EP
▪ Empowerment Cost: 3 EP
▪ Silver Credits: 60sc
▪ Silver Credits: 375sc
The Kohmmtel R1 can connect to the Allterion network if it is within
10 miles of a city, allowing it to connect to another Comlink anywhere The Sprevtec-Super R12 is built for extra long range, and is capable
on the network. A Comlink will not indicate that someone is trying to of cutting through most transmission barriers. It can connect to the
connect to them if it is not currently empowered. Allterion network if it is within 600 miles of a city, allowing it to connect
to another Comlink anywhere on the network.
The Kohmmtel R1 is capable of operating as a transmission scanner;
once set to a frequency, it sends and receives verbal communica- This Comlink has an optional remote ear piece that allows hands free
tions to and from all other transmission scanners on the same communication. The main unit must remain empowered and within a
frequency within 10 miles. The Kohmmtel R1 does not encrypt its couple feet of the ear piece.
outgoing signal. There are approximately 140 transmission frequen-
cies the R1 is capable of tuning. The Sprevtec-Super R12 is capable of operating as a transmis-
sion scanner; once set to a frequency, it sends and receives verbal
The Transmission scanner functionality is useful because, unlike communications to and from all other transmission scanners on the
connecting over the Allterion network, they allow a large number of same frequency and range within 600 miles. There are approximately
people to communicate as a group. Anyone tuned in hears, without 220 transmission frequencies the R12 is capable of tuning.
having to connect first.
The Sprevtec-Super R12 can encrypt its outgoing signal; anyone not
set to the right key will only hear static. The Decipher Script skill (DC
[The transmission scanner has that distinct after-echo
25) can break the key, given enough time. All Comlinks can set a
distortion.] receiving key. Obviously, a key is typically set in advance for it to be
of the most use.
[Gets the job done.]
[Military Grade.]

142
High-powered Flashlight Caymor Climbing Claws
Device Gear

▪ Empowerment Cost: 1 EP ▪ Adds +6 to climbing tests

▪ Silver Credits: 35sc ▪ Empowerment Cost: 3 EP

This High-powered Flashlight has multiple brightness ▪ Silver Credits: 100sc


settings and can switched between a fill and a spot light. It
can illuminate up to a range of 40 feet and a maximum area Caymor Climbing Claws are small devices that slip over
of a 20 foot radius. the hand and controllably adhere to most surfaces. Caymor
Climbing Claws work as a pair; together they require 3
[Saves on torches or spells.] empowerment points and add +6 to climb checks.

[Never tried them.]

Micro Lighter [They work good enough to get yourself into some interesting
trouble.]
Device

▪ Creates a small fire source

▪ Empowerment Cost: 1 EP
Iron Locking
Wrist Restraints
▪ Silver Credits: 10sc
▪ Empowerment Cost: 0 EP
The Micro Lighter is a useful utilitarian tool which can produce
a steady flame. In the home it has multiple uses, such as ▪ Silver Credits: 4sc
lighting candles or starting fire in a wood stove.
Iron Locking Wrist Restraints have been around for several
[I thought these were incredible when I first saw them as a centuries. Since this is a well known technology, most black-
kid.] smiths can produce several of these in a day, helping to bring
down the costs.
[My dad made me learn Fire Blast. Not sure how smart that
was.] Iron locks can be defeated with the Locks and Traps skill, any
basic lock pick and a successful check. (The Shadow Tool
spell can create a suitable lock pick for an iron lock.) Iron
locks can also be defeated with the telekinetic spell Unlock
20x Distance Imager and a Locks and Traps skill check.
Device
Iron locks are the least difficult to pick or escape from, but do
resist basic tampering. The DC ranges between 15 and 25.
▪ Magnifies distant images up to 20 times

▪ Adds +4 to selected Spot tests Comes with a pair of iron keys. Double this price for a door
lock.
▪ Empowerment Cost: 2 EP
[Surprising how many iron locks you’ll still see.]
▪ Silver Credits: 60sc
[Guess it all comes down to Silv.]
The 20x Distance Imager is useful for seeing objects far
away in high detail. This imager can cycle between two and
twenty times magnification. Most Spot checks that involve
something that is happening at a distance gain a +4 bonus
when using this device to observe the details..

[Could come in handy out on the road.]

143
CR-2 Chrono-Timing There are rumours of rare Advanced Fusion Latches that
cannot be picked or magically opened, but require the real
Wrist Restraints passkey (or a perfect copy) to gain admittance.

▪ Empowerment Cost: 0 EP [Mostly only the Allterions that use these.]

▪ Silver Credits: 20sc [And the Nova Dirge... who I guess are Allterion.]

Chrono-Timing locks were first developed before the arrival


of the Allterions to combat a perceived spike in crime
supposedly spurred on by the infamous “unlock” spell. The Multi 3 Lockpick
Chrono-timing lock mixed master craftsmanship with infused
Device
spell wards to protect against telekinesis and determine the
locking sequence.
▪ Base tool for use on Chrono Timing Locks,
Fusion Latch Locks and Iron Locks
Chrono-Timing locks can be defeated with the Locks and
Traps skill, a Chrono pick and a successful check. (The ▪ Empowerment Cost: 3 EP
Shadow Tool spell can create a suitable lock pick for an
Chrono-Timing lock.) Chrono-Timing locks cannot be ▪ Silver Credits: 70 sc
defeated with the telekinetic spell Unlock.
The Multi 3 Lockpick provides a user with the means to try and
Chrono-Timing locks are difficult to pick or escape from. The bypass nearly any lock. It includes a basic lock pick, good for
DC ranges between 20 and 30. iron locks; a Chrono pick, good for Chrono timing locks; and a
Passkey interface, good for most Fusion Latches.
Comes with a pair of Chrono keys. Double this price for a
door lock. The Multi 3 Lockpick is a restricted item. Only high standing
Warden’s and other law enforcement can purchase this device
[A lot of fuss for a lock that can still be picked.] legally.

A basic lock pick by itself costs 4 Silver Credits. It allows a


[Problem was the amount of people who were being taught
mundane lock to be picked without penalty. They look like long
the telekinetic spells.]
black picks. Their use is also restricted.

A Chrono pick by itself costs 50 Silver Credits and requires 2 EP.


Fusion Latch It allows a Chrono Timing Lock to be picked. They look like a long
silver Chrono key. Their use is also restricted.
Wrist Restraints
A Passkey interface by itself costs 60 Silver Credits and requires
▪ Empowerment Cost: 0 EP 2 EP. It allows most Fusion Latches to be picked. They look
like a Pass Card connecteted to a Comlink. Their use is also
▪ Silver Credits: 30sc restricted.

Fusion Latch locks are an Allterion introduction. They are [Guess you can’t just kick every door in.]
favoured because they cannot be picked with a normal lock
pick and are hard to crack even with a specialized lock pick [I can try.]
(Passkey Interface.) Fusion latches are susceptible to the
unlock spell.
Type Opened By Does Not Work
Fusion Latch locks can be defeated with the Locks and Iron Lock Lock Pick, Shadow Specialized lock picks.
Traps skill, a Passkey interface and a successful check. (The Tool, Unlock Spell (Chrono pick, passkey)
Shadow Tool spell cannot create a suitable lock pick for an
Chrono-Timing lock.) Chrono-Timing locks can be defeated Chrono Chrono pick, Unlock Spell,
with the telekinetic spell Unlock. Timing Shadow Tool Basic Lock Pick

Fusion Passkey Interface, Shadow Tool,


Fusion Latches are highly difficult to pick or escape from. The Latch Unlock Spell Basic Lock Pick
DC ranges between 25 and 35. (Some experienced Spell
casters may have less difficulty, as the unlock spell offers
some healthy bonuses towards their skill check.)
▪ All Locks require a Locks and Traps Skill check.
Comes with a pair of pass keys. Double this price for a door
▪ The Multi 3 Lock pick functions as a basic lock
lock. pick, a Chrono pick and Passkey interface.

144
Empowerment Inhibitor Repair Calibrator
Power Restraint Item and Gear

▪ Empowerment Cost: 8 EP, see text ▪ Restores EX-HP.

▪ Silver Credits: 400sc ▪ Adds +2 bonus to Repair Checks.

Empowerment Inhibitors are sometimes used to try and ▪ Empowerment Cost: 3 EP


prevent an individual from empowering any items, such as a
hidden weapon. ▪ Silver Credits: 240sc

Most Empowerment Inhibitors look like one half of a wrist The Repair Calibrator is a tool used to restore the Extraordi-
restraint. Once tightened and manually locked around an nary Hit Points (EX-HP) of an armour.
individual’s wrist, the Inhibitor uses up 8 Empowerment
Points. (It will randomly short-out whatever other items or The Repair Calibrator has a warming period of 1 hour, which
power alterations it needs in order to gain its 8 EP.) A small means that it must be continuously empowered for an hour
light glows to indicate that it is functioning. (or longer) before it can be used. Once the hour is past, it can
be used for a quick repair. After being discharged, the repair
An inhibitor cannot be unenpowered until the restraint is Calibrator must be warmed again for 1 hour before use.
manually unlocked. An Empowerment Inhibitor can be any
type of lock (Iron, Chrono-timing or Fusion Latch). A character may warm a Repair Calibrator and still continue
with other objectives.
Due to the high cost of Inhibitors, they are rarely seen or used.
Inhibitors have also been criticized for not being effective The Repair Calibrator comes with a set of basic tools that add
enough. a +2 bonus to all repair tests when used. A repair kit by itself
costs 60sc.
[These are right up there with being strip searched. Don’t
expect it unless you’re meeting someone real important.] The Repair Calibrator can be set to repair vehicles as well.

[Inhibitors don’t prevent spell attacks, like Death Ray.] When the Repair Calibrator is used, the amount repaired is
based on a Repair skill check:
[I guess that’s what Magical Shield is for.]
Repair Check Result Amount Repaired

1-5 d4
Medical Field Kit
6-10 d8
Gear

▪ Adds +2 bonus to Healing Checks. 11-15 2d6

▪ Empowerment Cost: 0 EP 16-20 3d6

▪ Silver Credits: 90sc 21-25 4d6

The Medical Field Kit contains an assortment of medical 30+ 5d6


tools, instruments and supplies that aid in the treating injury
and illness. Resupplies are required after a few dozen uses [Most armour already has an hourly repair cycle.]
and cost about 10sc.
[Repair Calibrators are good if you need a repair right now...
Using the medical kit adds a +2 bonus to Healing Checks. providing a bit of foresight.]

[Useful, especially when I need to cast Precise Healing on


someone.]

[Which is often.]

145
Mark-3 Mage Gauntlet Power Alterations
Item

▪ 35% chance that a Magic Point is Liquid Crystal Dagger


not expended when casting a spell
Power Alteration
▪ Empowerment Cost:3 EP
▪ Damage: 1d8 +STR
▪ Silver Credits: 600sc
▪ Empowerment Cost: 2 EP (toggle)
The Mark-3 Mage Gauntlet combines empowerable ▪ Silver Credits: 190sc
technology with arcane runes to help streamline the flow of
magic when casting a spell. While not entirely predictable, The K-LC Series Liquid Crystal Dagger is used as a quickly
an empowered Mark-3 Mage Gauntlet makes casting spells available melee weapon.
approximately one third more efficient.
To initially integrate the Liquid Crystal Dagger, the user is
After casting a spell, roll percentile. If the result is 01-35, the exposed to a series of empowered crystals that alters part
Magic Point (MP) just expended is immediately refunded. of their hand. Common side effects include polished metallic
The caster must have at least one MP to spend if they wish skin, or lines of crystalline ridges along the hand.
to cast a spell.
Once integrated, a dagger can flow out of the user’s hand
Mage gauntlets are not designed as armour. They offer the at will and harden into a dagger-like weapon. Creating or
same protection and restrictions as a normal leather glove, dismissing a dagger takes a move action (or faster, if the
which does not prevent empowering or the use of any other Quick Draw feat is used).
items.
The cost is for one crystal dagger. One may be purchased for
[Good, if you have a lot of Spell energy to begin with.] each hand. The Liquid Crystal Dagger can be used with the
Fists of Fire Spell, adding 1d8 damage.
About Items A character can only have one liquid crystal weapon per hand
active at a time.
Comlink Costs
[If you need to know you’re always armed.]
Service fees are generally covered by the price of the
hardware.

Connecting Liquid Crystal Sword


Each Comlink sold has a unique Link Code. Imputing another Power Alteration
Comlink’s code will send the signal to that Comlink that
someone is trying to connect with them. ▪ Damage: 1d12 +STR

▪ Empowerment Cost: 3 EP (toggle)


A central database may also be searched, as most people list
their last name, initial and Link Code so they can be reached. ▪ Silver Credits: 420sc
The database may be sorted by general area.
The M-LC Series Liquid Crystal Sword is used as an always
available melee weapon.

To initially integrate the Liquid Crystal Sword, the user is


exposed to a series of empowered crystals that alters part
of their hand and forearm. Common side effects include
polished metallic skin, or lines of crystalline ridges along the
hand and forearm.

Once integrated, a sword can flow out of the user’s hand at will
and harden into a sword-like weapon. Creating or dismissing
a sword takes a move action (or faster, if the Quick Draw feat
is used).

146
The cost is for one crystal sword. One may be purchased
for each hand. The Liquid Crystal Sword can be used with
Steel Skin
the Fists of Fire Spell, adding 1d8 damage (the damage is Power Alteration
capped at 1d8 when used with the spell).
▪ Bonus: +2 AC, +1d6 DR
A character can only have one liquid crystal weapon per hand
active at a time. ▪ Empowerment Cost:
2 EP (permanent)
[A much bigger dagger.]
▪ Silver Credits: 1,000sc

The Steel Skin Power Alteration increases durability through


Enhanced Strength a permanent transformation of the body.
Power Alteration
To integrate Steel Skin, the user is exposed to a series of
▪ Bonus: +3 Strength Attribute empowered crystals that alters their bone structure and skin
surface. Common side effects include polished metallic skin,
▪ Empowerment Cost: especially in the chest and head region.
1 EP (permanent)
Once integrated, the character gains a +2 bonus to their
▪ Silver Credits: 800sc base Armour Class. The character also gains +1d6 Damage
Reduction. Both of these bonuses stack on top of worn
The Enhanced Strength Power Alteration increases muscle armour.
mass through a permanent transformation of the body.
Empowerment cost: the character has 2 less available
To integrate the Enhanced Strength, the user is exposed to Empowerment Points, as they are permanently used by the
a series of empowered crystals that alters the major muscle Power Alteration.
groups within the body. Common side effects include polished
metallic skin, especially in the upper arms. Other side effects Steel Skin may only be selected once.
have included upper arms that appear crystalline in material,
occasionally giving off a soft glow. [Something comforting about always having some armour.]

Once integrated, the character’s strength attribute score is


increased by 3 points. Also, the character has 1 less available
Empowerment Point, as it is permanently used by the Power Night Sight
Alteration.
Power Alteration
Enhanced Strength may only be selected once. ▪ Bonus: Can see 60 feet in darkness.

[Too expensive to be standard issue.] ▪ Empowerment Cost: 2 EP (toggle)

[But plenty of seasoned mercenaries have this done.] ▪ Silver Credits: 450sc

Night Sight Power Alteration duplicates the effects of the shadow


spell See in Dark. It allows the user to see fairly well, even in complete
darkness.

To integrate Night Sight, the user is exposed to a series of empowered


crystals that alters their eyes. Common side effects include a soft
white, yellow or red glow around the eyes when the Night Sight is
active.

Once integrated, night sight can be activated at will as a free action.


When active, the character gains the ability to see normally even in
complete darkness up to 60 feet. It costs 2 Empowerment points to
maintain this Power Alteration.

[Have they created any stand alone gear that lets you see in
the dark?]

[Nothing successful yet. Other than a flashlight.]

147
Enhanced Vision Vehicles and Transportation
Power Alteration

▪ Bonus: +1d4 to some sight skills Dronddii ’53


▪ Empowerment Cost: Fusion Bike (used)
1 EP (permanent)
▪ Speed: up to 50 miles per
▪ Silver Credits: 400sc hour on a good road

Enhanced Vision Power Alteration increases the user’s overall visual ▪ Empowerment Cost: 3 EP
acuity, increasing their ability to see and notice fine details.
▪ Silver Credits: 370sc
To integrate Enhanced Vision, the user is exposed to a series of
empowered crystals that permanently alters their eyes. Common The Dronddii 1053 Fusion Bike has been in wide use for over
side effects include the eyes becoming silvery and mirror like in two decades. It was one of the first mainstream Fusion Bikes
appearance. to be mass produced. It is known for its speed and reliability.

Once integrated, the character gains a +1d4 bonus to all Spot, Seats 1 or 2 and has a small amount of storage. Comes with
Tracking, Detect Forgery and Analyze Evidence checks. a Chrono-timing ignition key.

Additionally, Enhanced Vision allows the user to see 20 feet through


A brand new 1076 Dronddii is also available for 3,200sc. It
mundane or magical fog.
features an Empowerment Cost of 2 EP.
Empowerment cost: the character has 1 less available Empower-
ment Point, as it is permanently used by the Power Alteration. [Goes fast. Try not to hit anything.]

[Plenty of Warden Investigators and Bounty Hunters with


this.] Druick ’54
Fusion Car (used)
About Power Alterations
▪ Speed: up to 30 miles per hour
Perception and Noticeably ▪ Empowerment Cost: 4 EP
Power Alterations are less common than the ubiquitous
Comlink, despite being introduced around the same time. ▪ Silver Credits: 260sc
There are likely several factors for this, such as that Power
Alts are more costly than other equipment and address needs The Druick ’54 a is large fusion car first made popular
not specific to everyday life. because of its relatively more affordable price. Due to the
amount mass produced, many are still in use today.
Most Power Alterations result in some visual representation,
such as metallic skin or strange looking eyes. Most civilians Seats 4 to 6 and has a good amount of storage. Comes with
see and dismiss them as something soldiers get. This is a Chrono-timing ignition key.
similar to the Eldlandrian perception that anyone with a large
arm tattoo must be a gruff sailor. Occasionally these side [Big wagon of a car.]
effects are mistaken for Visual Traits from magical pollution,
as the two can resemble each other. [I still kind of like them.]

Toggle and Permanent


All weapons, armour and equipment is toggle by default,
unless otherwise stated. This means that a character can
empower an item and temporarily put their EP towards
turning it on. Whenever they want to, they can spend a move
action and unempower one or more items - gaining back the
EP to spend one something else.

Some Power Alterations have a permanent EP cost. This


means the Power Alteration is always on and the Empower-
ment Points cannot be spent elsewhere.

148
Westyyg ’58 Byron ’62
Fusion Car (used) Armoured Vehicle (used)

▪ Speed: up to 40 miles per hour ▪ Speed:


up to 25 miles per hour
▪ Empowerment Cost: 5 EP
▪ Empowerment Cost: 5 EP
▪ Silver Credits: 390sc
▪ Silver Credits: 770sc
Westyyg makes higher end Fusion Cars. They have an
excellent reputation for quality and craftsmanship. The Byron is a large armoured transport truck. It was
modeled after and later adapted from the original Thunder
Seats 2 to 4 and has a moderate amount of storage. Comes Rock design, eventually becoming its own vehicle line. It is
with a Fusion Latch ignition pass key. used mostly to transport cargo or troops.

A brand new 1076 Westyyg is also available for 3,600sc. It Each Byron has a shield system that can be empowered
features an Empowerment Cost of 4 EP. by the driver, a passenger, or the gunner. It has an EP of 5
and offers Damage Reduction of 2d6 (or 3d8 with the Shield
[Fast.] Systems Feat).

[Yup. These have always had good acceleration.] The Byron is equipped with one gunnery turret located at the
top of the vehicle. It can swivel 360 degrees. Be default the
turret is empty; it is up to a new owner to mount a weapon if
they choose to do so. Common choices include the Rainer
Thunder Rock ’49 Anti-Vehicle Gun, the Vulls Anti-Vehicle Fusion Cannon or
the Ultra-9 Fusion Cannon.
Fusion Truck (used)

▪ Speed: up to 30 miles per hour The Byron can hold a driver and 9 passengers. The Byron
has excellent storage space. Comes with a Chrono-timing
▪ Empowerment Cost: 5 EP ignition key.

▪ Silver Credits: 475sc A brand new 1076 Byron is also available for 9,000sc. It
features an Empowerment Cost of 4 EP.
The Thunder Rock is a solid all purpose Fusion Truck with lots
of cargo space. There are still lots of older Thunder Rocks on [These take a while to get going.]
the road, pointing towards their overall durability and
sound mechanics.

When driving off road, this vehicle maintains good


handling and performance.

Seats 2 to 3 and has a great amount of storage in the


back. Has one secure strongbox built in. Comes with
a Chrono-timing ignition key.

A brand new 1076 Thunder Rock is also available for


4,900sc. It features an Empowerment Cost of 4 EP.

[Be good for all our gear.]

149
Hurgdawn ‘65 Riding Horse
Flight Craft Transport (used) Mount

▪ Speed: up to 90 miles per hour ▪ Speed: Can travel 30-40 miles in a day

▪ Empowerment Cost: 12 EP ▪ Empowerment Cost: 0 EP

▪ Silver Credits: 4,900sc ▪ Silver Credits: 110sc

The Hurgdawn is a large and deafening transport. It has The Eldlandrian riding horse remains the most common form
been adapted for several purposes over the years, including of travel when journeying a distance of 2 to 10 miles. The use
shipping, troop transport and civilian travel. of riding horses dates back over a thousand years, before the
beginning of the Current Era. Their continued use is also due
A Hurgdawn’s normal flight empowerment includes an active to their better ability to travel the rougher undeveloped land
long range comlink, equivalent to a Sprevtec R7. The comlink that still composes much of Eldlandria.
is a permanent fixture in the dash controls and comes with a
large headset. Most Riding horses are sold with a basic saddle and saddle
bags.
Each Hurgdawn has a shield system that can be empowered
by the pilot, co-pilot or one of the gunners. It has an EP of 7 [You can easily travel more than 40 miles in a day if you need
and offers Damage Reduction of 2d8 (or 3d10 with the Shield to.]
Systems Feat).

The Hurgdawn is equipped with four separate gunnery turrets,


one on each side of the flight craft, a forward facing and rear
War Horse
facing turret. Be default the turrets are empty; it is up to a
Mount
new owner to mount weapons as needed. Common choices
include the Rainer Anti-Vehicle Gun, the Vulls Anti-Vehicle
Speed: Can travel 30-40 miles in a day
Fusion Cannon or the Ultra-9 Fusion Cannon.

Empowerment Cost: 0 EP
The Hurgdawn can hold a pilot, co-pilot and 12 passengers
in the hold. A truck can be substituted for 6 people. A car
takes up 4 spots. Animal mounts count as 2. Bikes count as Silver Credits: 240sc
1. Attempting more often results in the transport becoming
too heavy to take off. A full load will slow the transport by up The Eldlandrian war horse has a long history of warfare.
to a third. Paintings and drawings believed to date back over 4,000
years depict warriors on horses breed for war engaged in
A Hurgdawn typically stores a few Descent-Packs, which battle. Today the war horse is still used as an affordable
when empowered prevent its user from reaching terminal alternative to empowered vehicles. Others use them out
velocity. Hitting the ground still causes 2d6 damage. Damage of a sense of tradition, a means of protecting a threatened
Reduction does not apply. A successful Fortitude Save, DC culture.
18, halves the damage. A new Descent-Pack costs around
200 Silver Credits. Alternatives to Descent-Packs have A war horse normally come with a saddle, traditional barding,
included the Leap spell, which halves all falling damage, and and saddle bags.
the Levitate Self spell, which (given enough time) can prevent
all falling damage. The war horse can deliver 1 free attack per round to a foe
within 5 feet of the mount, provided the rider has the ride skill.
The Hurgdawn has some limited ability to land and take off The war horse’s Melee attack is at +5; a successful hit does
vertically. It requires a large clear space to land safely. 1d8 +2 damage.

The Hurgdawn comes with a Chrono-timing ignition key. The A basic 10 pound shield system has been developed to protect
outer doors have a separate Fusion Latch lock. a mount and its rider. The shield has an EP of 5 and offers
Damage Reduction of 1d8 (or 2d8 with the Shield Systems
A brand new 1076 Hurgdawn is also available for 30,000sc. Feat). It currently sells for 300 Silver Credits. It has an initial
It features an Empowerment Cost of 10 EP. set up of 2 hours to integrate it into a mount’s traditional
barding. This item has not yet enjoyed wide popularity.
[We should see about getting one of these.]
[The traditional barding won’t do much against a Spellchrome
rifle.]
[Been saving your Silv?]

[Not really fair to the horse, taking it into modern combat.]

150
Grado-lion Rainer Anti-Vehicle Gun
Mount Turret Weapon

▪ Speed: Can travel ▪ Hardened Target Damage: 4d10


50-60 miles in a day
▪ Soft Target Damage: 2d8
▪ Empowerment Cost: 0 EP
▪ Empowerment Cost: 8 EP
▪ Silver Credits: 900sc
▪ Range: 90’ (18 Squares)
The Eldlandrian Grado-lion has been breed as a traveling
▪ Silver Credits: 770sc
and fighting mount as far back as 588CE. Due their higher
costs, Grado-lions are more rarely seen than war horses.
Grado-lions were traditionally ridden by experienced and The Rainer Anti-Vehicle Gun is excellent against Hardened
high standing knights who could afford such a mount. Before Targets. Its twin barrels fires in quick succession, with each
the introduction of Empowerable Vehicles by the Allterions hit working towards tearing the vehicle into pieces. The
in the 1030’s, Grado-lions were among the fastest means of Rainer has a +2 bonus to hit flight craft and other airborne
travel. Today, some warriors and travelers still ride the pres- hardened targets.
tigious animals for various reasons.
Anti-Vehicle weapons utilize a mixed energy and focused
Grado-lion are sold full grown and trained to be ridden (by sonic attack. Their blasts are designed to be most destructive
a skilled rider). The handle animal skill may occasionally be against hardened targets, although they pack enough punch
useful or necessary. The Animal Communication telepathy to be lethal against some soft targets. Hardened targets are
spell can also be helpful (all mostly dependant of the beast’s fusion cycles, cars, trucks, transports and flight craft. Most
mood). Grado-lion normally come with a fitted saddle, tradi- Ultra Armour is also considered a hardened target. Soft
tional barding, and saddle bags. A 10 pound shield system targets include people, animal mounts, most fusion armour
(see war horse) can be added at additional cost. and weapons.

The Grado-lion’s vicious teeth and claws can deliver 1 free [See these mounted on most castles.]
attack per round to a foe within 5 feet of the mount, provided
the rider has the ride skill. The Grado-lion’s Melee attack is at
+8; a successful hit does 2d6 +4 damage. Vulls Anti-Vehicle Fusion Cannon
[Grado-lions are actually pretty good at guarding a camp.] Turret Weapon

[Maybe at night. They like to sleep a lot during the day.] ▪ Hardened Target Damage: 3d20

▪ Soft Target Damage: 2d10

▪ Empowerment Cost: 10 EP

▪ Range: 80’ (16 Squares)

▪ Silver Credits: 950sc

The Vulls Anti-Vehicle Fusion Cannon is among the most


powerful anti-vehicle weapons. A few direct hits from the
Vulls will slow or destroy most vehicles. The Vulls has a +2
bonus to hit ground based vehicles and other landed based
hardened targets.

Anti-Vehicle weapons utilize a mixed energy and focused


sonic attack. Their blasts are designed to be most destructive
against hardened targets, although they pack enough punch
to be lethal against some soft targets. Hardened targets are
fusion cycles, cars, trucks, transports and flight craft. Most
Ultra Armour is also considered a hardened target. Soft
targets include people, animal mounts, most fusion armour
and weapons.

[A really-really big gun.]

151
About Vehicles Repairing Damage
Repairing vehicle damage can be expensive. Having
Armour Class (Vehicles) someone else repair a vehicle costs about 10 Silver Credits
per Hit Point fixed. Doing it yourself costs about half and
The base Armour Class of most vehicles is 12. A moving requires the repair skill, tools, and place to work. It takes
vehicle can be harder to hit, adding up to +4 to a vehicle’s about an hour per 5 Hit Points repaired. Good repair rolls can
AC (as determined by the GM at the time). A character can significantly reduce the time and slightly decrease the cost.
spend about 500 Silver Credits to add armour to their vehicle, (Horrible rolls can waste time and Silver.)
giving +4 to their vehicle’s base AC (as well as improving their
Damage Reduction, see below). Added armour will probably An alternative is to use a Repair Calibrator. Originally designed
end up slowing the vehicle by roughly 5 miles per hour. to repair the invisible shields that protects empowered armour,
it can be modified to help with the repair of a vehicle. Once
Armoured Vehicles, such as the Byron, already have armour the Repair Calibrator is fully charged and used, roll normally
added to them. for the Repair Check Result. Then roll the amount repaired
and restore that many Hit Points to the Vehicle. Each use
A Horse’s Base AC is 13, due to dexterity. A Grado-lion’s costs 10 Silver Credits in material when repairing vehicles
Base AC is 15, due to dexterity. Traditional Barding can (restoring the EX-HP of armour costs nothing).
add +3 to the AC of a mount. Traditional Barding costs 50
Silver Credits and is included in the price of a War Horse or
Grado-lion. Mounting Weapons
Most vehicles can mount a weapon. Doing so requires the
Damage Reduction repair skill, a place to work and some time. Mounting weapons
is officially restricted to military use in most settlements.
Normal Vehicles have a Damage Reduction of 1d4. Armoured
vehicles have a Damage Reduction of 1d8. Animal Barding Most vehicles mount a weapon, using the following
does not have DR. guidelines:

Adding Armour: See Armour class, above. ▪ Anti-vehicle weapons are usually mounted,
although handheld cannons and other
Some vehicles have a Shield System integrated into the body
ranged weapons can be used as well.
of the vehicle. In such cases, the base DR stacks with any
from an empowered shield system. ▪ Fusion Cycles and Cars can mount 1
forward fixed mount. Doing so slows the
A basic 24 pound shield system is available for fusion bikes,
vehicle by 10 miles per hour. More often
cars and trucks that do not already have one integrated. The
shield has an EP of 6 and offers Damage Reduction of 1d10
the drivers will use hand held weapons.
(or 1d10+1d12 with the Shield Systems Feat). It currently
▪ Fusion Trucks can mount a turret in the back.
sells for 500 Silver Credits. It has an initial set up of 6 hours
Doing so slows the vehicle by 5 miles per hour.
to integrate it into the vehicle’s body. It can be empowered by
the driver or a passenger. A vehicle cannot integrate more ▪ Armoured Vehicles can mount one or more turrets.
than one shield system at a time.
Doing so does not impact the speed of the vehicle.

Hit Points ▪ Flight Craft Transports are large enough to usually


support several weapon mounts or turrets.
Most Fusion Bikes have about 100 Hit Points; Cars have
about 140 HP; Trucks about 160 HP; Armoured Vehicles ▪ Wall Turrets: Anti-vehicle weapons are often not
about 200 HP; Flight Transports about 300 HP. used from a vehicle, but as part of a fortification.
Their main purpose is to repel a vehicular invasion.
If a vehicle loses a quarter of its Hit Points, it can also lose
significant speed or become difficult to handle. Drive Skill ▪ For a turret weapon to fire successfully at a
checks may be required. Losing more than half its HP will target, it requires a person to act as a gunner. The
significantly worsen the situation. It is the GM’s responsibility gunner must empower, aim and fire the weapon.
to fairly interpret the situation and describe the results.
▪ Properly firing a mounted or turret weapon
A riding horse has about 30HP, a War Horse about 50HP, a requires specialized training. Characters
Grado-lion about 80HP. without the Gunnery Systems Feat has a -4
penalty to hit when firing a mounted weapon.

152
Roads Related Skills and Feats
Roads are slowly being built as more Eldlandrians transition ▪ The Gunnery Feat reduces the penalty when
from horse to vehicle. There are good hardened roads firing a turret or vehicle mounted weapon.
connecting most of the Allterion cities that have frequent
vehicle travel. Other roads are mostly dirt or gravel, but still ▪ The Shield System Feat can improve the
travel better than open fields or other terrain. Damage Reduction of some vehicles.

▪ The Drive Skill lets a character drive Fusion


Crashing Bikes, Cars, Truck and Armoured Vehicles.
If the circumstances have characters crashing, it will likely
cause injury. The GM can use the following guidelines: 1d6 ▪ The Pilot Skill lets a character fly
damage per 10 miles per hour. A head-on collision should flight craft and transports.
add the speed of both vehicles. The Damage Reduction
from personal armour, if empowered, should apply one half. ▪ The Ride Skill lets a character ride
Crashing damage applies to passengers (the GM may want horses and other animal mounts.
to roll separate damage for each character.) The damage to
the vehicle may be more significant. Reading Stats
The Extraordinary Hit Points of empowerable armour are
designed to protect the user whenever possible, and function Dronddii ’53:
as normal in crashes and falls.

Falling damage is 1d10 per full ten feet fallen. Having a Manufacturer and year made
transport land on a character (crash landing) might increase
this damage. Fusion Bike (used): Type (this vehicle was purchases second
hand)

Targeting Vehicles or Passengers ▪ Speed: up to 50 miles per hour on a good road:


An attacker may choose to attack either a vehicle or the How far the vehicle can travel in a hour.
passengers (eg. the main body or a window). If attacking
the vehicle, use the vehicle’s AC (as determined by the GM,
▪ Empowerment Cost: 3 EP: In order
using the rules found above). If attacking a passenger, use for this vehicle to run, it requires three
the passenger’s full AC (including dexterity bonus) and add a Empowerment Points from the driver.
+4 bonus from cover and / or speed if appropriate. A vehicle’s
Damage Reduction normally applies to the passengers, ▪ Silver Credits: 370sc: How many Silver
although the GM may rule exceptions. The GM can determine Credits the item typically costs.
randomly who is targeted if a situation requires it. An attacker
Additional information about the device.
cannot usually target someone they cannot see.
[Unofficial comments scribbled in the margins.]
Some situations may occur where it becomes
dangerous to be in a vehicle. The GM might rule
that a cannon blast splashes half damage on
everyone in a vehicle compartment. A vehicle that
loses all of its Hit Points (if it somehow has not
crashed yet) might burn and soon explode (the
point of which is not to kill all of the characters,
but to recognize that using vehicles in combat is
not always a sound tactic).

New and Used


New vehicles generally need fewer repairs and
maintenance, and require less monthly upkeep.
New fusion vehicles are also more efficient,
requiring slightly less EP, and connote higher
social status.

Used vehicles in the game will perform well most


of the time, especially if someone with the Repair
Skill looks after them.

153
Common Goods and Services Meals
Eldlandrian meals remain, for the most part, fixed in tradition.
A common meal consists of roasted meat, bread, cheese
Clothing and potatoes. Porridge or eggs continue as
popular breakfasts. Food concepts
Clothing across Eldlandria comes in a variety of styles and
from major Allterion settle-
quality. Within the Kingdom of Lundor, clothing styles remain
ments, such as flash-frozen,
mostly medieval - wool, linen, or hemp pants; loose shirt and
canned, preserved and
tunic or jacket. However,
express food, are slowly
this is changing. Allterion
trickling into many tradi-
clothing, first found to
tional Eldlandrian homes
be too alien and too
and Inns.
expensive, is now slowly
finding a foothold in and
blending with traditional Ale and wine persist to
Eldlandrian fashion. be the most frequent
Synthetic materials and beverage consumed.
textiles, for example, Except from some natural
are increasingly incor- springs, water has been
porated into all clothing. historically unsafe to drink in large
quantities. Some early attempts
to purify and bottle water have been
The clothing prices
successful, although the after-effects from
listed above are rough
the disaster of 1049 have again made water more difficult to
guidelines for players
purify. (Most Allterion cities have large and expensive purifi-
and GMs. A single
cation plants.)
piece of clothing (a pair
of socks, a belt, a shirt)
costs about a quarter of Meals and Rations Silver Credits
a set of clothes. Some
types of clothes, such Travel rations, per day 2sc
as an evening dress, Includes a water skin.
can be found in each
category: plain, quality A basic meal 1sc
and nobility. It is up to players to decide how many sets of Includes cooked
clothes is appropriate for their character. A washing service meat and bread.
costs 2 Silv per bundle of clothes.
A tall ale 1sc
Clothing Silver Credits Usually a local brewed beer
served in a large mug.
A set of plain clothes 8sc
Includes a shirt, pants, A good meal 3sc
boots, coat and belt. Includes a drink.

A set of quality clothes 20sc A fine meal 12sc


Better materials and fit. Includes multiple courses.

Nobleman’s outfit 60sc Bottled water 2sc


Finer materials, dyes, A large bottle of purified water.
patterns, custom tailored.

Winter clothes 30sc


Winter boots, coat and mitts.

Rain poncho 20sc


Animal leather or
Allterion-Synthetic.

154
Lodging Storage
Most buildings within the Kingdom of Lundor are old stone, Most storage devices today are a
built hundreds of years ago. In addition to magnificent castles, blend of traditional and newer
fortresses and churches, you will find more humble homes materials. Some containers,
and apartments, big and small. Only since the influence such as shoulder or saddle
of Allterion engineering has there been a move away from bags, have long existed.
out-houses to indoor plumbing. Others, like tactical vests and
belts, are an Allterion intro-
duction. Storage containers
Lodging Silver
come in a variety of forms:
Credits A secure strongbox can be
permanently fixed to the box of
A room at a cheap Inn 3sc a fusion truck, or they may be safes
One night, very basic accommodations. or chests.
A room at a common Inn 5sc
This game does not keep strict track of equipment weight
One night, includes a bath. or carrying capacity. The game does expect players to try
and explain how they are carrying everything by dressing the
A room at a Luxurious Inn 50sc part. This means using some of the above storage solutions,
One night, several huge when needed.
rooms, patrolling guards.

Small Apartment 45sc Storage Silver


One month, basic living space. Credits

Large Apartment 140sc Backpack 10sc


One month, spacious living space. Worn over both shoulders, it allows
for more equipment to be carried.
Modest House 5,000sc
Permanent housing. Cost begins Shoulder bag 6sc
around 5,000. Taxes and yearly up A messenger bag, used to hold
keep costs another 100 Silver Credits. important papers or items.

Large House 20,000sc Secure strongbox 30sc


Permanent housing. Cost begins Available on different sizes, comes
around 20,000. More rooms, likely with a set of Chrono-Keys.
renovated to include indoor plumbing. 9 Silv for an Iron locking strongbox.
Taxes and yearly up keep costs
Combat webbing 35sc
another 600 Silver Credits.
Tactical vest and belt to help
carry and quickly access multiple
weapons and items. Includes
many pockets and pouches.

Bandoleer 14sc
A pocketed belt worn over a shoulder
or chest; can hold small weapons
or other items for quick access.

Sheath or holster 8sc


Provides storage and
covering for a weapon.

Saddle bags 15sc


Adds storage to a mount or bike.

155
Outdoors Outdoors Silver
Credits
Outdoor equipment has seen minor improvements in
quality and design over the last few decades. The bedroll Hardened canteen 7sc
has become more water proof, warm and resistant to the Large round water container,
elements. The hardened canteen uses modern materials to hardened to resist damage.
be resilient to impact and puncture damage. Ultracord is a
significant improvement over hemp rope because it is thinner Compass 6sc
and lighter, yet stronger. A small hand sized disk that
help a user to navigate..

Sleeping bag 18sc


A bed roll and blanket. Protects
against moderate cold.

Small tent 25sc


A portable 1 or 2 person tent
which provides basic shelter.

Command tent 400sc


A large portable shelter often
used by militaries.

Rope 2sc
Thick and rough twined rope.
Cost is per 10 feet.

Ultracord 15sc
40 feet of tough thin rope. Easier to work with.

Grappling hook 10sc


Attaches to a rope, used to hook onto
a physical object for the purpose of
climbing. Applicable skill: Use Rope

Climbing spike 6sc


Can be secured into rock to help prevent
significant falling when used in conjunction
with rope. Cost is for a dozen.

Cooking pot and utensils 13sc


A tough cook pot, knife, fork and spoon.

Utility knife 3sc


A small knife that can fit in a pocket.
Unfolded it can be used as a basic tool.

Shovel 4sc
A tool used for digging or moving soil, etc.

Torch 1sc
A long stick, treated to be lit multiple times;
gives off heat, light and flame when lit.

A traveling mirror and razor 4sc


Polished reflective metal and
sharp shaving blade.

Local map 8sc


Shows roads, rail lines, cities, large bodies of
water, some elevation, and most towns within
an area. Unavailable for some locations.

156
Consumer Products Consumer Products Silver
Credits
The average Eldlandrian consumer has been in a period of
change for several decades. The introduction of mass trans- Watch 40sc
mission and image screens has created a wide and captive Wrist or pocket watch, finely
audience. Increased transportation, the increased production made, tells accurate time.
of food, and the introduction of massive factories has driven
people into densely populated cities. Illusion screen 12sc
Displays basic 3d images.
Allterion technology has played a role in improving old goods
or introducing new goods. The watch, once only available in Illusion capture camera 120sc
a large and expensive pocket version, now can fit on a wrist. Takes and stores 3d images up to 20 feet by
The illusion screen, an old invention that leverages magical 10 feet by 8 feet. About the size of a light pistol.
knowledge and mechanics, has entered a second generation
of production resulting in an increased image clarity. First Image screen 200sc
generation illusion screens were small globes, with a 3D Displays moving 2d images and
image appearing inside. New illusion screens display the 3D sound. Prices start at 200.
image above the device.
Motion capture camera 400sc
Takes and stores moving 2d
The image screen is an Allterion introduction that has
images and sound. About the size
(frustratingly) changed standards frequently, as the size
of a medium to heavy pistol.
and resolution of the units has increased. Image screens
can playback from a small light crystal or receive program Audio capture 100sc
transmissions. Most programs are news, local talk shows Takes, stores and plays back sound.
exploring different aspects of arts and culture, heroic war About the size of a small dagger.
stories (sponsored by The Eldlandrian Western Guard), or
adapted theatre plays. The transmission “channels” have Live theatre tickets 4sc
recently increased by 50%, up from two to three. Mostly stories that subtly poke fun
at minsters and other politicians of
Live theatre plays, initially more frequent after the crowding the day. Half price for standing.
of the cities, are currently down from their peak. The Allterion
image screen is cited as drawing interest away from theatre, Newspaper 0.2sc
although some have suggested that many of the plays and Local and Kingdom-wide news via the
their source material may simply be getting a bit stale. improved modern printing press.

All capture and play back systems in Spell- Novel 2sc


chrome use light crystals to store information. A modern story, likely involving
A light crystal costs about 4 Silv (several are a difficult moral choice.
included with the original purchase). They
can hold about two hundred 3D Illusions, or Pen and pad of paper 3sc
about 2 hours of moving images and sound, Allterion produced paper and ink flowing pen.
or several hours of sound (depending on the Other varieties are available for more silver.
capture device employed). Capture systems
Printing press 2,000sc
themselves can playback or display what they
The modern printing press uses Allterion
have recorded, although it is easier to see if a
engineering to improve the printing press of
dedicated screen is used. Light crystals may
the previous century. Takes up a small room.
be reused (overwritten) and duplicated.
Can be rented for a day at a cost of 50sc.
Also introduced by the Allterions is packing tape Allterion packing tape 4sc
(because every good RPG needs Duct Tape). hick multi-purpose dark silver tape,
useful for packing or holding an item
together. Price is for one roll.

Pipe 4sc
A small device used for smoking tobacco.

Musical instruments 20sc


Piano(400sc), drums(40sc), lute(20sc),
trumpet(30sc), Allterion guitar(100sc).

157
Kits and Tools
Tools, medical instruments and techniques have all improved
in the last half century. For example, it was the Allterions that
introduced the comparing of two Genetic Code Sequences to
see if they match, enabled by their equipment. Looking into
the future, it is speculated that eventually a GCS (or finger
print) could be compared to a large number of samples from
within a database.

Most tools come as either portable kits or permanent rooms.


The rooms have everything a kit has; their bonuses do not
stack.

Kits and Tools Silver


Credits

Forensic kit 75sc


Adds a +2 bonus to the Gather and
Analyze Evidence Skill. Useful to compare
finger prints or Genetic Code Sequences.
Costs 10 Silver Credits to resupply.

Medical kit 90sc


Includes medical tools, instruments
and supplies that aid in the treating
injury and illness. Costs 10 Silver
Credits to resupply. Adds +2
bonus to Healing checks.

Repair kit 60sc


A set of basic tools that adds +2
all Repair tests when used.

Actor’s kit 50sc


A set of quality makeup, wigs and a
few uniforms. Can add a +4 bonus
to an applicable disguise test.

Forensics lab 500sc


A space dedicated to evidence
analysis. Adds a +4 bonus to the
Gather and Analyze Evidence Skill.

Medical room 600sc


A fully equipped space, with a multitude
of medical tools, instruments and supplies
that aid in the treating injury and illness.
Adds +4 bonus to Healing checks.

Repair bay 400sc


A space designed to ease the repair
of vehicles, plus all the standard tools.
Adds +4 bonus to Repair tests.

158
Chapter 8: Combat Combat Overview
Characters take actions in order of their initiative. An
Combat Introduction attacking character can move and then attack a target
within range. To attack, you roll a d20 and add your
Combat makes up a good portion of many Role-
Attack Bonus, then compare the result with the target’s
playing Games, this one included. Yes, there is more
Armour Class; a successful attack meets or exceeds
to the game than combat: Player characters might
their AC. Then you do damage, which lowers the
meet NPCs, accept missions, negotiate, plan, buy
target’s Hit Points. When a character has 0 or less HP,
equipment, prepare, drive, sneak, track down people
they are dead or dying.
and leads, notice, chase, interrogate, prepare some
more, ride, lie and persuade, perceive remotely, control
This Roleplaying game uses rounds to resolve character
weather, swim, conjure tools, unlock, climb, jump,
actions and combat. This means that everyone rolls
distract, steal, decipher, communicate telepathically,
initiative (a d20 roll, plus Dexterity Modifier and any
balance, escape, and more – all with the chance that a
miscellaneous modifiers) to determine who goes first.
fight could break out at any time. When that happens, it
The Game Master notes down each Player’s initiative
is time to roll for initiative.
result and rolls to find the initiative of her Non-Player
Character antagonists.
One of the reasons combat in an RPG can be exciting
is because it is another way for Players to test their
Each character gets to act on their initiative number,
character. Combat in roleplaying games is a bit like a
starting from the highest result and descending. A turn
(high stakes) puzzle: How do you defeat an opponent
is six seconds, so a character can do anything they are
without being defeated? To do this, a character must
capable of performing in that amount of time. Often this
rely on their Attributes, combat feats, spells and the
will include some movement and attacking (or casting
equipment that they have managed to assemble.
a spell or quickly using an applicable skill). Once a
character’s turn is up, the character next in the initiative
order gets to act. This continues until everyone has
acted, which marks the end of the round. The next
round may reuse the same initiative results from before

159
(much faster and simpler), or the GM can declare that Characters have 2 separate attack bonuses, one for
everyone needs to re-roll for initiative (more dynamic melee and one for ranged.
and unpredictable).

In general, each character may perform two actions on ▪ A sword attack uses: Melee Base
their turn – one move action and one standard action. Attack Bonus + Strength Modifier.
Standard actions are used to attack. See Types of
Actions, pg 173. ▪ The Melee Base Attack Bonus is determined
by a character’s level and how many feats she
Either a melee or ranged attack is used when attacking has put towards melee combat training.
an opponent. A melee attack requires the attacker to be ▪ The options are none, basic melee
within a couple feet of their target. If using a grid map training, or advanced melee training.
where each square represents 5 feet, the attacker and
defender should be in adjacent squares. A character’s ▪ The Strength Modifier corresponds with a
base movement is 30 feet; if the attacker is within 30 character’s Strength Attribute score.
feet of the target and there are no major obstacles or
terrain difficulties, she can move to engage her target ▪ Eg: a 16 or 17 Strength score gives a +3
and make a melee attack. bonus to hit with melee weapons.

A ranged attack requires that the attacker be able to


see the intended target and be within weapon range of
the target. Most light Spellchrome pistols have a base ▪ A gun attack uses: Ranged Base Attack
range of 40 feet. If using a grid map, the attacker should Bonus + Dexterity Modifier.
be no further than 8 squares away from their intended
target. (Most weapons can fire beyond range, but suffer ▪ The Ranged Base Attack Bonus is determined
a serious penalty.) A character’s base movement is 30 by a character’s level and how many feats she
feet; the attacker may move up to 6 squares before has put towards ranged combat training.
firing in order to enter range or line up a better shot.
▪ The options are none, basic ranged
Determining whether an attack is training, or advanced ranged training.
successful requires an attack roll ▪ The Dexterity Modifier corresponds with a
(representing the attacker’s character’s Dexterity Attribute score.
attempt to strike). An attack
roll is made by rolling a d20 ▪ Eg: an 18 or 19 Dexterity score gives a
and adding the attacker’s +4 bonus to hit with ranged weapons.
Attack Bonus. If the
final result equals or Armour Class represents how hard it is for
beats the target’s an attack to land a solid, damaging blow.
Armour Class, the Armour Class is the target number that an
attacker hits and attack roll must meet or exceed in order to
deals damage. score a damaging hit.

▪ A defender’s Armour Class (AC) is equal to:


10 + Dexterity modifier + Armour Bonus.

A successful attack deals damage. The amount of


damage dealt varies from weapon to weapon. Melee
weapons add the attacker’s Strength Modifier as part
of their damage (eg: 1d6 +STR).

Fully healed, a character’s current Hit Points (HP)


is equal to their Maximum Hit Points. A fully healed
character with fourteen HP is recorded as 14/14. (See
Determining Hit Points, pg 21).

Damage causes a character’s current Hit Points to


go down. While damage hurts, as long as a character

160
has at least 1 Hit Point left, they can continue to takes (Kim) Celan: “Surrender! And we’ll make this easy.”
actions.
(Lisa) GM: “Blight-you, law-man,” one of them yells.
At 0 current Hit Points, a character is unconscious. At They’re raising their weapons. Combat has begun,
-1 through -29 current Hit Points, a character is dying everyone roll for initiative. Now, you were slightly more
and suffers 1d4 damage at the end of each round as expecting them than the other way around, so I’m going
they bleed out (the bleeding stops if attended to with to give you a +2 bonus to your initiative. Just add it in
some form of healing). At -30 HP a character is dead. before you tell me the final number.

There are further situations, terms, and advanced (Bill) Driden: [rolling a d20, getting an 18 and adding +2
concepts discussed later in the chapter, but the above from his Initiative Bonus, and +2 circumstance bonus]
text provides a good overview of the basic mechanics I got a 22.
of combat in Spellchrome. Combat Specifics can be
(John) Byron: [rolling a d20, getting a 2 and adding +3
found beginning on pg 165
from his Initiative Bonus, and +2 circumstance bonus]
Byron gets a whopping 7.
Sample Combat (Lisa) GM: Ok, got it. And what does Celan get, Kim?
The Player Characters have accepted an urgent
mission to hunt down an escaped group of dangerous (Kim) Celan: [rolling a d20, getting a 12 and adding +2
and vile criminals who have killed 3 Lundor citizens. The from her Initiative Bonus, and +2 circumstance bonus]
Players’ search and legwork has brought them several She gets a 16.
leads, and they are now in the middle of following up on
(Lisa) GM: Great. [rolls 4d20 for the escaped prisoners,
the various sightings.
getting 14, 6, 18 and 4. She adds a +2 Initiative Bonus
to each and records them all. She notes to herself the
(Lisa) GM: This lead has you looking around the grounds
following:]
of an old ruined castle, a few miles out of town. You’re
all doing your best to stay alert, without being on edge. Driden: 22
It’s already getting to be a long day, and everything so
far hasn’t panned out. Criminal #3: 20

(John, playing an Arcane Solider) Byron: Sounds Celan: 16


good. We’ll just keep staying as a group and searching.
If we’re out of town though, I’m getting out my rifle and Criminal #1: 16
carrying it.
Criminal #2: 8
(Bill, playing a Heavy Class Warrior) Driden: Yea, me
too. My Gravaton Hammer, that is. Byron: 7

(Lisa) GM: Alright. You’ve all got weapons at the ready Criminal #4: 6
then?
(Lisa) GM: Kim, what’s Celan’s dexterity? We’ve got a
(Kim, playing a Warden Investigator) Celan: Yea, my tie.
Atlurg pistol is at the ready.
(Kim) Celan: Dex is 14.
(Lisa) GM: Ok, you look like a friendly bunch. You
keep looking around, haven’t seen or heard much of (Lisa) GM: Okay, same here. Roll me a d10.
anything. Then you’re about 10 feet into what used to
(Kim) Celan: [rolling a d10, getting a 3] I got a 3.
be a court yard and a group of 4 men are coming out of
a large building. All 4 are wearing chainmail and have (Lisa) GM: [rolling a d10, getting a 6, updates the list:]
spellchrome pistols.
Driden: 22
(Kim) Celan: Do we recognize them from the wanted
poster? Criminal #3: 20

(Lisa) GM: Yep, pretty sure it’s them. You put one of Criminal #1: 16.6
them in jail yourself a while back.
Celan: 16.3

161
Criminal #2: 8 (Bill) Driden: Combat’s what I do, so I’d better have a
high AC. Besides, it’s heavy armour.
Byron: 7
(Lisa) GM: True enough. Ok, I get... [rolling an open
Criminal #4: 6 d20, getting a 19 for everyone to see and adding +3 for
a 22.] a hit.
(Lisa) GM: Alright! Driden, you’re up.
(Bill) Driden: Yea, I see. Alright, what’s the damage?
(Bill) Driden: Cool. How far are they away? Can I make
it over to them?

(Lisa) GM: Yea, you can make it over to the


closest one and still attack. I should
have remembered my battle mat,
would make this a bit easier. You’re
attacking number one.

(Bill) Driden: Alright, I move up the


side and take a swing at number one.
[rolls a d20, getting an 11. He adds +5 from
his combined attack bonus.] I got a 16.

(Lisa) GM: Alright, that’s a hit. Roll for


damage.

(Bill) Driden: [rolls 2d10, getting an 8 and a 4, and


adds +6 from his Strength modifier and Power
Hit feat.] Okay, I got a total of 18 damage.

(Lisa) GM: Ouch. Alright, he was only wearing


chainmail, so no Damage Reduction or
Extraordinary Hit Points. Boom, you take a swing
at him, clobbering him in the shoulder even as
he’s taking aim at your head. He goes down.
If he’s not lunch meat, you’ve at least taken the
fight out of him.

(Bill) Driden: Alright. One down.

(Lisa) GM: Next up is... criminal number three.


For his actions he will draw his pistol and fire
it at [rolling 1d3] Driden. I guess you scared
him, rushing them like that.

(Bill) Driden: Darn. Does he get any


penalty for firing into melee?

(Lisa) GM: Sorry, no. The target you


were engaged with when down, nap
time.

(Bill) Driden: Okay, had to try.

(Lisa) GM: No prob. Let’s see if he


hits. What’s your AC?

(Bill) Driden: Armour Class is 17

(Lisa) GM: That’s high.

162
(Lisa) GM: They’ve got Atlurg M’s, real common (Lisa) GM: Alright, Byron moves a short distance to the
weapon... [rolling 2d8, getting a 6 and a 7] the damage left and grabs some cover, rifle over the side and fires.
is 13. What your attack roll?

(Bill) Driden: Alright, I’ve got some Damage Reduction (John) Byron: [rolling a d20, getting a 13, and adds +4
first... [rolling 1d6, getting a 2] ouch, a two. So that’s from his combined attack bonus, for a total of 17] I got
11 damage now. Alright, so my Spellchrome armour a 17 to hit.
has an energy shield... Extraordinary Hit Points equal
to 25... I’ve got 14 left before this starts to really hurt. (Lisa) GM: Good. That’s a hit. Roll for damage.

(Lisa) GM: (recapping) Okay, so nasty looking guy (John) Byron: [rolls 3d6, getting a 6, a 3 and a 5 for a
draws and fires on you Driden, hitting you square in the total of 14 damage.] My damage is 14.
chest, but it’s not enough to even take your armour out,
so he’s looking a bit scared right about now. (Lisa) GM: Okay. You fire and a fast energy blast strikes
the guy in the lower torso, his armour not helping him
(Bill) Driden: Like I said, I’m the combat monster. much. He goes down.

(John) Byron: Or the meat shield. (John) Byron: Good, got him.

(Bill) Driden: That too. (Lisa) GM: The next person to go is criminal number
4, and his action is to bleed on the ground... so that’s
(Lisa) GM: Alright, so who’s up next... bad guy number the end of the round. I think we can keep this initiative
one, but he’s down, so Celan. Doesn’t really matter that order, which means that Bill, Driden is up next.
you lost the tie I guess. Kim, what is Celan doing?
(Bill) Driden: Alright, so what, there’s still two guys near
(Kim) Celan: She fires on the one that shot Driden. me. I’ll move up and attack the one closest to me.
[Rolls a d20, gets an 8 and adds her attack bonus of +3
for a total of 11.] I got an 11. (Lisa) GM: Not a problem, you close a short distance
toward criminal number three and bring back your
(Lisa) GM: You blast at him and come close, just hammer. Roll to hit.
missing.
(Bill) Driden: [rolling a d20, getting a 3 and adds +5
(Kim) Celan: Alright. from his combined attack bonus, for a total of 8] Got an
8. Swing and a miss. Damn 3.
(Lisa) GM: Next is bad guy number two. He will fire at...
[rolling a d3] Celan. Guess he doesn’t like you firing in (Lisa) GM: And a look of relief washes across the
his general direction. What’s your AC? convict’s face as your massive hammer swings near
him, slamming down on the ground beside him.
(Kim) Celan: It’s 17. Most wardens wear good armour,
expensive to empower. (Bill) Driden: Ground shaker.

(Lisa) GM: That’s why they last longer than my bad (Lisa) GM: Now it’s criminal number 3’s turn. He is
guys, who get a gun and think their good. Alright, AC engaged in melee with Driden and he’s going have
17... [rolling an open d20, getting a 2 for everyone to trouble firing his gun like that, so he’ll spend his move
see. Adding an attack bonus of +3 for a total of +5.] I action to withdraw. It’s a pretty open area, so he doesn’t
score a miss. He fires well over your head. have any trouble withdrawing. He cautiously scrambles
back 10 feet and takes a shot at Driden [rolling an open
(Kim) Celan: Nice. d20, getting an 8 for everyone to see. Adding an attack
bonus of +3 for a total of +11.] No go. His blast goes
(Lisa) GM: So now it’s Byron’s turn. wide. Next up is Celan.
(John) Byron: Finally. Okay, so for my move action, is (Kim) Celan: So two targets left.
there any type of cover in this court yard nearby?
(Lisa) GM: Right. Bad-guy Number two, and bad-guy
(Lisa) GM: Yea, there’s some statues. number three, who just scrambled away from Driden.
(John) Byron: Great, I’ll step behind one of those and (Kim) Celan: Okay, I’ll take a shot at number two... after
fire from cover at guy number four. I grab some cover.

163
(Lisa) GM: Alright, you spend your move action going to A giant monster can definitely up the difficulty of any
the right and get behind a memorial stone, and spend battle!
your standard action firing at criminal number 2. Roll
to hit. The way the GM set this scenario was probably fine.
The Players were prepared and neither side really got
(Kim) Celan: [rolling a d20, getting a 13, and adds her the drop on the other. It was designed for straightfor-
attack bonus of +3 for a total of 16.] I got a total of 16. ward combat. The GM did give a small initiative bonus
to the Players because they were actively searching
(Lisa) GM: That hits, spin me some damage. for a target and the criminals were not. The GM did not
have to offer a bonus, since there was a small amount
(Kim) Celan: [rolls 2d8, getting a 6 and a 4 for a total of
of talking on both sides before the combat started. Yes,
10 damage.] 10 damage.
the Players are ready to start fighting, to declare their
(Lisa) GM: Ka-blam. You shoot him and he drops down, combat actions, but so are the antagonists. That is why
possibly just hurt. Byron, your turn. initiative rolls exist.

(John) Byron: One guy left, with the monster Driden Offering a small initiative bonus can sometimes turn
about to be breathing down his back again? I’ll aim at the early tide of a battle. It should not be expected or
him and yell him “hands up.” If that doesn’t work, I fire. given without reason, but it should be considered if
the Players are well prepared and ready for the battle.
(Lisa) GM: He takes your offer. Driden disarms all of Treating Players fairly benefits everyone.
them while you cover him.
Another way to approach a situation where two opposing
(Kim) Celan: I’ll check to see which ones are still groups are about to encounter each other is to have
breathing. both sides make Listen and Spot checks. Everyone in a
group should make them, with good results benefiting
(Lisa) GM: Alright. everyone nearby within the group (as someone says
“hold up” or makes a caution gesture). The group that
Discussion exceeds the other’s ability to notice ends up with a
small initiative bonus.
This ends a quick and simple combat session. By all
accounts, the Non-Player Character antagonists were In the combat example, this GM made a basic effort
underpowered in comparison to the Player Characters. to keep meta-knowledge to herself: she did not reveal
That is fine if it is early on in the game session; it means what the initiative results for the antagonists were and
that a tougher battle could be right around the corner. she did not say what their Armour Class was (although
Players need to be challenged (or, before long, they that would not be hard to figure out).
will get bored), but it is ok if they easily win the odd
early quick fight. This GM did however make hit and damage rolls in
front of the Players. Each GM, sometimes based on
the situation, will choose to make open dice rolls or
Increasing the challenge shielded dice rolls, as they each have pros and cons.
How could this fight have been more difficult? Each The benefit of making hit rolls in front of Players is that
escaped criminal could have had unique stats; one they can see when the GM is rolling well. If they have
of them could have been a melee specialist, another a high AC, but also see the GM simply rolling well, it
a magic specialist, and another a sharp shooter or a seems fair. Curse the dice, not the GM.
mean mercenary.

Using the criminals as is, the GM might have had one Combat Specifics
of them try to cast magic: nearly everyone knows some
The previous pages showed an overview of basic
spells. Their stolen or acquired equipment could have
combat, and illustrated how the components all fit
been better, especially any armour which would have
together. The following looks at each component in
kept them in the fight longer. Another thing that is
greater detail.
relatively easy to do is make a couple of them a higher
level, which (among other things) boosts their Hit
Points. Yet one more would be to throw in a huge curve
ball: If the antagonist’s background or story line had
anything to do with the supernatural, a terror creature
from beyond the barrier could have easily shown up.
164
Initiative characters to start taking a bunch of actions before
combat starts.
At the start of a battle, each combatant makes an
initiative check. An initiative check is a Dexterity check, Readying an action
which means rolling a d20 and adding a character’s
Dexterity Modifier plus any miscellaneous modifiers. A The following is a good example of a proper initiative
miscellaneous modifier might come from a feat, a spell bonus: A group of characters is searching a room and
or equipment. Characters act in order, counting down one of them declares
from the highest to the lowest result. that they are guarding
the door, ready to
The standard method of resolving the next round of fire at anyone who
combat is for everyone to keep their initiative result walks through it. In this
from the previous round. This has the advantage of case, only the guarding
being faster and simpler to keep track of. An alterna- character should gain
tive method is to roll initiative each round. This has an initiative bonus.
the advantage of being more unpredictable, creating a Note that with this
dynamic situation that keeps everyone on their toes. bonus it is possible that
the guarding character
will roll a 1 on his initiative
Keeping track of initiative roll while the character
Normally the Game Master declares that everyone opening the door might roll
rolls for initiative and then call out their result or offer it a 20 and still act first. This
when called upon. The GM then rolls initiative for any is fine, as there is a micro
antagonists, and records that. Finally, the GM makes a delay while the guarding
quick note of who goes first, second, and so on. character waits for the
door to clear, adjusts his
Alternatively, some GMs may call out numbers in a aim slightly, and looks
descending order, having Players call out when it is to make sure
their turn. (GM note: this has the small advantage of that the target
keeping Players plugged in.) is in fact an
enemy and
not an ally.
Resolving ties The initial
In the case of initiative ties, the character with the situation can
higher Dexterity score goes first. If that is a tie, then stack the odds in
have each of those Players roll a d10. Whoever gets a one side’s favour, but the
higher result goes first. dice results end up determining exactly what happens.

Surprise Waiting for an ally or an enemy


When one character or group is aware of an impending Sometimes two characters need to act in coordina-
encounter, but the other group is not, those that are tion. Both characters should roll initiative; the one who
aware will get an initiative bonus. The bonus can be gets the better score must wait a moment for the other.
anywhere from +1 to +10. If character A gets a 23 and character B rolls an 8,
character A would have to delay their action until the
The GM should consider Listen and Spot checks to number 7 comes up in the turn order – acting just after
determine what each side is aware of before two side character B.
meet. Everyone in a group should make the Listen
and Spot check, with good results normally benefiting A character can also delay their action to wait for an
everyone within the group nearby (as someone says enemy character to act first. In either case, the Player,
“hold up” or makes a caution gesture). on their turn, should let the GM know that they wish to
act after a specific character. They then act immedi-
Remember though, these notice checks are often ately after that character. In Spellchrome, a character
make seconds before the encounter: they can help a may take both their move action and standard action
character be ready to act, but they don’t often allow even after a delay.

165
Flat footed Base Attack Bonuses By Level Repost
A flat footed character receives no Dexterity bonus to Level Poor Good Best
their Armour Class. 1 +0 +0 +1

The only time a character is flat footed in Spellchrome 2 +1 +1 +2


is when they are completely unaware of an enemy. 3 +1 +2 +3
This might be a time when a character is sleeping or
completely immobilized (like being tied securely to a 4 +2 +3 +4
chair). Characters who have not yet acted in combat 5 +2 +3 +5
are not considered flat footed in the Spellchrome RPG.
Even though they have not acted yet, they can still 6 +3 +4 +6 / +1
react to an attack as normal. 7 +3 +5 +7 / +2

Getting the drop on an opponent: there is a possible +4 8 +4 +6 / +1 +8 / +3


bonus to hit resulting from a successful use of the Hide 9 +4 +6 / +1 +9 / +4
and Move Silently Skill.
10 +5 +7 / +2 +10 / +5

Rounds 11 +5 +8 / +3 +11 / +6 / +1

12 +6 / +1 +9 / +4 +12 / +7 / +2
When combat begins, this game uses rounds to
keep track of everyone’s actions and make sure that 13 +6 / +1 +9 / +4 +13 / +8 / +3
everyone gets an opportunity to do something. Each 14 +7 / +2 +10 / +5 +14 / +9 / +4
round represents 6 seconds in the game world. There
are 10 rounds in a minute. 15 +7 / +2 +11 / +6 / +1 +15 / +10 / +5

16 +8 / +3 +12 / +7 / +2 +16 / +11 / +6 / +1


The game uses initiative to determine which order
characters act in. See above for details. 17 +8 / +3 +12 / +7 / +2 +17 / +12 / +7 / +2

18 +9 / +4 +13 / +8 / +3 +18 / +13 / +8 / +3

Attack Roll 19 +9 / +4 +14 / +9 / +4 +19 / +14 / +9 / +4

20 +10 / +5 +15 / +10 / +5 +20 / +15 / +10 / +5


An attack roll represents your attempt to strike your
opponent on your turn in a round. When you make an
attack roll, you roll a d20 and add your attack bonus.
(Other modifiers may also apply to this roll.) If your
Weapon range
result equals or beats the target’s Armor Class, you hit Ranged weapons list a range as part of their equipment
and deal damage. description. The target must be within this effective
range to attack the target without penalty. Some feats
Automatic misses and hits and equipment add to a weapons effective range.
▪ A natural 1 (the d20 comes up 1) on Melee weapon have a short range of a couple feet,
an attack roll is always a miss. which typically means that an aggressor must move
▪ A natural 20 (the d20 comes up 20) is always a hit. before they can attack. If using a battle grid, the two
figures should be in adjacent squares.
Attack Bonus
Your attack bonus with a melee weapon is: Range penalty
A weapon fired beyond its effective range has a -6
▪ Melee Base Attack Bonus + Strength modifier. penalty to hit. Beyond double its original unmodified
range, the damage is halved. Its maximum range is line
With a ranged weapon, your attack bonus is: of sight, or whatever the GM feels is appropriate for the
weapon and the surroundings.
▪ Ranged Base Attack Bonus + Dexterity modifier.

Base attack bonuses: See Determining Base Attack Spells cannot travel further than their listed range.
Ability, pg 22. See Attributes, pg 19.

166
Damage hit and damage is determined. Keep the result of the
dice roll, applying the same Damage Reduction to any
When your attack succeeds, you deal damage. further attacks for the rest of the round. Next round, a
The type of weapon used determines the amount of new roll is made if you are stuck; it then apply to any
damage you deal. For example, the Ceburx 44 Heavy further damage for that round.
Spellchrome Pistol does 2d10 damage, which means
that two ten-sided dice are rolled with the results added For example if your character was struck for damage,
together for the total damage. you would then roll Damage Reduction. Say the
damage was 10 and the DR result was 5. You take
Damage dealt lowers the target’s current Hit Points 5 damage. If two more attacks struck you that round,
an equal amount. A character without Hit Points is each for 10 more damage, you would take another 5
either unconscious, dying or dead (see Hit Points damage and then another 5 damage, for a total of 15
under Combat Specifics). A character without Hit points of damage that round.
Points cannot take any further actions unless they are
healed. Extraordinary Hit Points
Strength Bonus: When you hit with a melee or thrown Some Spellchrome Armour provides Extraordinary
weapon, add your Strength modifier to the damage. Hit Points (EX-HP). This is additional shielding that
protects your character. Remove these Extraordinary
Strength Penalty (Minimum Damage): A melee attack Hit Points before they come off your normal current Hit
from a weak opponent still potentially causes damage. Points. Extraordinary Hit Points replenish automati-
A melee attack’s initial damage is always 1 or higher. cally at a base rate per hour. (Extraordinary Hit Points
Damage reduction can soak this damage as normal. are discussed further under Hit Points.)

Armour Class Attacking


Your Armour Class (AC) represents how hard it is for Attacking with a ranged or melee weapon is usually a
opponents to land a solid, damaging blow on you. It’s standard action.. This means that you can move your
the attack roll result that an opponent needs to achieve base rate (30 feet, unless modified) and then attack. Or
to hit you. Your AC is equal to the following: you could cast a attack and then move up to 30 feet.

▪ 10 + Armour Bonus + Dexterity modifier Advanced characters eventually gain more than one
attack with a single weapon.
Armour lists an Armour Bonus as part of its descrip-
tion. The Eldlandrian Heavy Shield can effectively be
Types of actions are discussed later in this chapter (pg
combined with other armour, adding +1 to a character’s
173).
AC. Spellchrome armour needs to be empowered for it
to be effective.
Casting a Spell
Other miscellaneous bonuses may apply. For example,
see the Combat Awareness feat, pg 117. Casting a spell is usually a standard action (the same
as attacking with a sword). This means that you can
move your base rate (30 feet, unless modified) and
Touch attacks then cast. Or you could cast a spell and then move up
Some attacks disregard physical armour. For example, to 30 feet.
if you wanted to grab a hold of a target. In these cases,
the attacker makes a touch attack. When you are the Even if you have multiple attacks, you can still only
target of a touch attack, your AC doesn’t include any cast one spell per round (casting a spell takes up a
armour bonus, shield bonus, or natural armour bonus. full standard action). Exceptions exist, such as certain
All other modifiers, such as your, Dexterity modifier, or combat spells that take no action to cast (a null action).
Combat Awareness feat (if taken) apply normally. Most other spells take up a character’s standard action
to cast.
Damage Reduction Types of actions are discussed later in this chapter.
Some armour has Damage Reduction (DR). If it lists a
dice value, such as “d6”, roll that once you have been
167
Hit Points (A character can also die from suffering an ability drain
that reduces their Constitution to 0.)
Hit Points (HP) are what the game system uses to
determine how much damage a character can take Related Topic: Player Character Death, pg 196-197.
before they are dead or dying. A base amount gained
per level is determined during character creation. Becoming stable
(Other factors, such as the Toughness Feat can add a
onetime bonus to Hit Points.) On the turn after a character is reduced to between -1
and -29 hit points and on all subsequent turns, make
a Fortitude check (DC 22) to see whether the dying
Current and Maximum character becomes stable. A result of 22 or higher
Hit Points can be broken down into two further subcat- means that the character stops losing Hit Points from
egories: Current Hit Points and Maximum Hit Points. bleeding (but remains unconscious until they receive
healing that brings their current Hit Points to 1 or
Maximum Hit Points normally only change when a more.)
character gains a level. For example, a character going
from 2nd to 3rd level might increase their Maximum Hit First Aid: You can keep a dying character from losing
Points from 14 to 21. any more hit points and make them stable with a DC 15
Heal check. If the necessary material is at the ready,
Current Hit Points are the maximum amount of Hit binding the wound is normally a standard action.
Points a character has minus all the damage they have
taken. This number can be negative. A character with Magic: If any sort of magical healing cures a dying
21 Maximum Hit Points who takes 10 damage has 11 character of any amount of Hit Points (even 1 point of
current Hit Points. Most Players will mark this down as damage), he becomes stable. The most common form
11/21. of quick healing is the Swift Healing Spell.

A character who becomes stable by succeeding in their


Effects of Damage Fortitude check recovers 1d3 (roll 1d6 and divide by
As long as a character has 1 or more Hit Points, they two, rounded up) Hit Points per day while unconscious.
can keep taking actions as normal. They are likely in Few people gain back enough Hit Points by themselves
pain, but no in-game penalties apply (some Non-Player to become conscious (current Hit Points of 1 or more)
Characters may choose to give up if they have been hit before starving to death, dying of exposure or falling
for a large amount of damage). victim to a natural predator.

Unconscious (0 Hit Points) Extraordinary Hit Points


When your current Hit Points drop to exactly 0, you Some Spellchrome armour provides Extraordinary
are unconscious. Unconscious characters can take no Hit Points (EX-HP). This is additional shielding that
actions until they receive healing that brings their Hit protects your character. Damage is dealt to Extraordi-
Points to 1 or above. nary Hit Points before it is dealt to character Hit Points.
Extraordinary Hit Points replenish automatically at
a base rate per hour. See Armour in the equipment
Dying (-1 to -29 Hit Points) chapter for more details.
When a character’s current Hit Points drop to between
-1 and -29, they are dying. A dying character imme- The Extraordinary Hit Points of empowerable armour
diately falls unconscious and can take no actions. A are designed to protect the user whenever possible,
dying character loses 1d4 hit point at the end of every and function as normal in crashes and falls. Known
round (damage is rolled by the controlling Player). This flaws: Extraordinary Hit Points provide no protection
continues until the character dies or becomes stable against the death spell Steal Life.
(see below).
An armour’s other protective qualities (deflection,
damage reduction) continue to function even after its
Dead (-30 Hit Points or lower) Extraordinary Hit Points are depleted.
When a character’s current Hit Points drop to -30 or
lower, they are dead. Related: Repair Skill, Repair Calibrator

168
Healing Knocked Unconscious
After taking damage, you can recover Hit Points (HP) Under the Hit Points section above, it was explained
by being aided by a spell, a skilled healer, natural that a character with 0 or less HP goes unconscious. It
healing, or a combination of the three. In any case, you is also possible for a character with 1 or more Hit Points
can never heal Hit Points past your normal Maximum to become unconscious.
Hit Points.
A character being knocked unconscious has less to do
with a good roll or combat than it does with the situation
Healing Spells and the advancement of the story. For example: if a
Precise Healing is the most common spell used to heal Player character gets the drop on a henchman and
damage. This spell takes several minutes to cast and is clubs him on the back of the head, the GM can rule that
more effective if the caster is a skilled healer. he goes unconscious.

Swift Healing is the most common healing spell used The GM should use the following guidelines when
while in combat or when healing must otherwise be ruling on these situations:
applied immediately. This spell takes only seconds to
cast. ▪ This happens outside of combat. If initiative has
been rolled, determining whether a character
goes unconscious should be resolved using the
Medical attention normal combat rules and Hit Points. This means
A skilled healer can heal a patient’s damage, although that a lone sentry could be taken out if a character
this occurs more slowly than through the use of magic. approaches and gets into position undetected.
From the Heal Skill: Likewise, an already restrained target may be
knocked out to prevent an early escape.
Treating an injury: If a person is hurt, the healer can
help with their wounds. Salves, painkillers and other ▪ A suitable blunt object is typically required.
supplies are typically needed. The DC for a Healing The strike to the head is not without
check is average to challenging, depending on the consequence – the minimum damage from
condition of the patient (treating yourself adds signifi- any blunt object is 1d4 lethal damage.
cantly to the DC). Success heals 1d10 Hit Points. A
▪ A character cannot usually knockout another
Healing check takes from several minutes to around
character who is a higher level than themselves.
an hour, depending on the situation. The hurt character
typically needs 24 hours before they can be healed ▪ The GM can give the target a Fortitude
again using the Heal Skill. Save, DC 20, to resist becoming
unconscious from the blow to the head.
Natural healing ▪ Player Characters are not immune to being
Given enough time, a body will heal most injuries. On knocked unconscious. In this situation, the
the road or in an unfavourable environment, a person GM might inform the Players that they wake
can heal up to 1d3 (roll 1d6 and divide by two, rounded up and find themselves washed up on a
up) Hit Points per day; although the same harsh envi- beach. The last thing they remember is the
ronment may do more damage from exposure and other storm violently rocking the ship. Think of it
hazards in a given day. If in a warm, comfort- as a cut scene to move the story along.
able and clean environment, a character
▪ A character that drinks far too much
can heal up to 1d4 plus their Constitution
can end up unconscious.
Modifier in Hit Points per day. In addition
to natural healing, a character may ▪ It is rumoured that some secret cults can
benefit from medical conjure potent sleeping poisons or drugs.
attention (see
above). The Game Master must decide how long a character
remains unconscious based on the situation. Typically
it is a few hours, or until medical attention is provided.

169
Non-lethal Damage Saving throw types
The GM may rule that a punch attack (or other appro- The three different kinds of saving throws are Fortitude,
priate non-killing blow) that reduces an opponent to Reflex, and Willpower:
-1 to -29 Hit Points only results in unconsciousness.
(The hurt character automatically makes their DC 22 ▪ Fortitude: These saves measure your ability to
Fortitude save, shifting them from unconscious and stand up to physical punishment or attacks against
dying to just unconscious.) your vitality and health. Apply your Constitution
modifier to your Fortitude saving throws.
All attacks that can cause damage have the potential
to be lethal in Spellchrome. Damage from unarmed ▪ Reflex: These saves test your ability to
attacks is healed like any other damage; hopefully dodge area attacks. Apply your Dexterity
the damage will be less than if a melee weapon was modifier to your Reflex saving throws.
used. ▪ Will: These saves reflect your resistance to mental
influence as well as many magical effects. Apply
Saving Throws your Wisdom modifier to your Will saving throws.

Generally, when you are subject to an unusual or Saving throw difficulty class
magical attack, you get a saving throw to avoid or The DC for a save is determined by the attack itself.
reduce the effect. Like an attack roll, a saving throw The DC is typically listed in the spell description (by
is a d20 roll plus a bonus based on your Ancient Sign, spell stage) or in the equipment description.
level, and an ability score. Your saving throw modifier
is:
Automatic failures and successes
▪ Base Save Bonus + Ability Modifier ▪ A natural 1 (the d20 comes up 1) on a
Your Base Save Bonus saving throw is always a failure.
is determined in step ▪ A natural 20 (the d20 comes up
9 of character creation 20) is always a success.
(pg 28-29).

Speed (Movement)
Your speed tells you how far you can move in a round
and still do something, such as attack or cast a spell.
Humans (the majority of Eldlandrians) have a speed of
30 feet (6 squares). Some skills, spells, and equipment
can increase your base movement. Lugging around
some heavy equipment without adequate strength can
slow movement.

See also: Type of Actions, Move Actions, pg 173.

Moving farther
If you use your attack option as a move action,
then you can move again - effectively doubling your
movement for the round.

Running
A character that uses both actions towards movement
and has a fairly straight path ahead of them (no sharp
turns) can make a running test (using the run skill or
untrained). Add the result of the test to the character’s
total movement in feet for the round. Each 5 feet adds

170
one square. Difficult terrain and obstacles may subtract Similarly, a character that spends their move action
from the run result. without moving, such as picking up an object, can make
a 5 foot step before, during or after the action.
For example, one character is chasing another. Both
have a base movement of 30 and move twice. The path A five foot step does not trigger an attack of opportunity.
is fairly straight, so both will make run tests well. Each
character on their turn will move 30 + 30 + the result of
their run test.
Moving on a grid
If the GM is using a grid map for a combat situation,
movement is counted in squares. Each square is 5
Withdrawing feet, which means that a character with a speed of 30
Withdrawing in the Spellchrome RPG is a move action feet per move action can move 6 squares (or a total of
that allows a character to safely leave melee combat. 12 if both move actions are used.)
Withdrawing from combat reduces a character’s current
move action to one third speed (minimum 5 feet).

Current Base Speed Withdraw Speed

5 Feet 5 Feet

10 Feet 5 Feet

15 Feet 5 Feet

20 Feet 5 Feet

25 Feet 5 Feet

30 Feet 10 Feet
Moving diagonally in the Spellchrome RPG counts as
35 Feet 10 Feet 1 square, the same as moving one square up or down
or left or right.
40 Feet 10 Feet

45 Feet 15 Feet Moving through a Square


50 Feet 15 Feet Friend: You can move through a square occupied by a
friendly character, unless you are charging. When you
55 Feet 15 Feet move through a square occupied by a friendly character,
that character doesn’t provide you with cover.
60 Feet 20 Feet
Opponent: You can’t move through a square occupied
A character can withdraw past an opponent, but not by an opponent, unless the opponent is helpless. You
through an opponent. Reduced speed and space can move through a square occupied by a helpless
available can make this difficult. opponent without penalty.

Ending Your Movement: You can’t end your movement


Difficult terrain in the same square as another creature unless it is
Some terrain is difficult to traverse and can reduce helpless.
movement speed to one half, one third, or even to 5
feet per move action. Tumbling: A trained character can attempt to tumble
through a square occupied by an opponent (see the
Acrobatics and Tumbling skill).
5 Foot step
A character that makes a full-round attack puts both Designated Exceptions: Some creatures break
their standard action and move action towards this. the above rules. A creature that completely fills the
Although the character’s move action was used up, squares it occupies cannot be moved past, even with
the character can still make a single 5 foot step in any the Acrobatics and Tumbling skill or similar special
unoccupied direction before, during or after the action. abilities.

171
Accidental illegal space ▪ Fleeing from a melee combatant who is within
melee range. A character who turns their
Sometimes a character ends its movement while back or otherwise tries to escape combat at
moving through a space where it’s not allowed to stop. full speed can be attacked with an attack of
When that happens, put your miniature in the closest opportunity. To counter this, a character should
legal position available, ideally back towards the last declare that they are withdrawing from combat.
legal position you occupied. Withdrawing reduces a character’s current move
action to one-third speed. Until it is safe not
Encumbrance to, the character faces their melee attacker.
A character that carries a totally unreasonable amount ▪ Running past a melee weapon wielding combatant.
of equipment, treasure, or fallen comrades will move It is safe to enter melee at a character’s base
slower than normal, as determined by the situation and speed, but not safe to leave at base speed. Trying
the GM. to move past a melee opponent can be difficult,
especially in tight quarters. Once a character has
The Spellchrome RPG does not officially track entered a foe’s melee range, they may use their
encumbrance. Players are expected to carry what is standard action to move again instead of attack.
reasonable (try not to give the GM a headache if they This move still uses the withdraw rules, but the
look at your character sheet). Carrying equipment is character continues past their opponent instead
discussed in the character creation chapter. of backing away. (Some situations may call for
Reflex checks on both sides, especially if the
attacker’s declared action is to block an area.)
Attacks Of Opportunity
▪ Attacking a melee armed opponent with an
There are some actions that are dangerous to take unarmed attack. Doing so is dangerous and
while near an enemy. Sometimes these actions can can get a character stabbed before they land
result in an enemy combatant getting a free attack their punch or kick. To avoid this, a character
called an attack of opportunity. Player Characters also needs to find some suitable melee weapon, or
benefit from these situations, if a foe takes a dangerous possess the Guarded Unarmed Attack Feat.
action.
▪ Attempting to use a ranged attack against a melee
A character may only take one attack of opportunity per armed opponent at melee range. Doing so is
round. The subject of an attack of opportunity may be difficult and can get a character struck before that
attacked by more than one attacker who is within range can line up their shot. To avoid this, a character
to do so. needs to spend a move action to first withdraw
from combat (if there is room to do so), or take a
Most GMs will tell Players that their action will result 5 foot step backwards (again, if there is room),
in an attack of opportunity and will inform them of or posses the Guarded Ranged Attack Feat.
other options, such as withdraw at a safe speed. The
▪ Attempting to cast a spell while in melee combat.
following will trigger an attack of opportunity:
Casting most spells is quick, but it can then be
difficult to not be struck by a melee attack. To
avoid this, a character needs to spend a move
action to first withdraw from combat (if there is
room to do so), or take a 5 foot step backwards
(again, if there is room), or stay in combat
and make a Concentration check DC 15. (A
character can use Concentration untrained.) If
they make the check, they cast the spell and do
not provoke an attack of opportunity. If they fail
the Concentration check, they cast their spell
but then provoke an attack of opportunity.

172
Types of Actions Move
The simplest move action is moving your speed. If you
During a 6 second combat round each character,
take this kind of move action during your turn, you can’t
on their initiative turn, gets an opportunity to act.
also take a 5-foot step.
Characters are able to take one move action and one
standard action.
Spending both actions towards movement results
in doubling your movement or running. See Speed
Actions overview (Movement)
Move Action: A move action lets a character move their
base movement speed (30 feet or 6 squares by default), Climb, swim, crawl
or draw a weapon, or close a window, etc. A character
Many nonstandard modes of movement are covered
that spends their move action without moving, such as
under this category, including climbing (up to one-third
picking up an object, can make a 5 foot step before,
of your speed) and swimming (up to one-third of your
during or after the action.
speed).
See also Move Actions detailed below
Accelerated Climbing: A good climb check (at least 5
Standard Action: A standard action (also call a combat better than the target DC) can boost climbing speed to
action) allows a character to fire a weapon or cast a one-half your base movement.
spell.
Crawling: You can crawl 5 feet as a move action.
The standard action can be substituted for a second Crawling incurs attacks of opportunity from any
move action if needed. This would allow a character to attackers who threaten you at any point of your crawl.
move twice their base movement speed, or move and
sheath a weapon for example. Draw, Sheathe or Holster a Weapon
The move action and standard action can be taken in Drawing a weapon so that you can use it in combat, or
either order. That is, a character can cast a spell and putting it away so that you have a free hand, requires
then move if they choose to do so. a move action. This action also applies to weapon-like
objects carried in easy reach, such as Comlinks. If your
See also Standard Actions detailed below. weapon or weapon-like object is stored in a pack or
otherwise out of easy reach, the GM may require a
Full-Round Action: Some actions require more time full-round action to find and get the object.
and use up both a character’s move action and standard
action. These are called full-round actions. Although The quickdraw feat or spell makes drawing or sheathing
your movement action is used up in a full-round action, weapons a free action.
you may still make one 5 foot step before, during or
after the action. Drawing ammunition for use with a ranged weapon
(such as a bolt for a crossbow) is a free action. Loading
Experienced characters may make a full-attack, which a bolt is a move action.
allows them to make more than one attack with a single
weapon. The full-attack is a common use of a full-round Strapping a Eldlandrian Heavy Shield to your arm to
action. gain its shield bonus to your AC, or unstrapping and
dropping the shield so you can use your shield hand for
See also Full-Round Actions detailed below. another purpose requires a move action.

Move Actions Manipulate an Item


In most cases, moving or manipulating an item is a
With the exception of specific movement-related skills, move action.
most move actions don’t require a check.
This includes retrieving or putting away a stored item,
picking up an item, moving a heavy object, or opening
a door.

173
Empowering a device Standard Actions
Empowering a device is fairly quick. A character can
grab an accessible item and empower it (providing (Combat Action)
a character has enough Empowerment Points) as a
move action. Alternatively, a character can empower The standard action lets a character perform an action
2 devices, provided the devices are already in hand. that accomplishes more than move a short distance or
A common example is a character quick drawing a pick up an object. The standard action lets a character
pair of weapons as a free action (providing they have attack with a sword or fire a pistol or cast a spell or
the ability to quick draw) and then empowering the perform a skill. The standard action is sometimes called
weapons as a move action. a combat action or attack option.

It should be noted that items do not have to be held Attack


to in order to remain empowered. Most holstered or
sheathed weapons are empowered, ready to be used Making an attack is a standard action. An attack may
when needed. An item that is no longer in a character’s be a an armed melee attack, an unarmed melee attack,
possession becomes unempowered after a short time. or a ranged attack.

Getting up Melee attacks


Some spells or attacks can knock a character down With a normal melee weapon, you can strike any
(prone) and requires a move action to get back up. opponent within 5 feet. If using a grid map, this means
Other times the description may indicate that the that the opponent is in an adjacent square.
character is knocked completely down, and requires a
full-round action to get up on their turn. Unarmed attacks
Striking for damage with punches, kicks, elbows,
Examples of Move Actions knees, etc is much like attacking with a melee weapon,
▪ Move your base movement except for the following:

▪ Get up from a prone position Attacks of Opportunity: Attacking unarmed provokes


an attack of opportunity from the character you attack,
▪ Calm a frightened mount
provided she is armed. The attack of opportunity
▪ Move 40 feet or more on a mount or bike comes before your attack. An unarmed attack does not
provoke attacks of opportunity from other foes nor does
▪ Direct or redirect an active spell it provoke an attack of opportunity from an unarmed
foe.
▪ Draw a weapon

▪ Load a light or heavy crossbow Some creatures have natural physical weapons, and
thus are not considered unarmed, just as a character
▪ Open or close a door with an active Liquid Crystal Dagger Power Alteration
isn’t considered unarmed.
▪ Mount a horse or dismount

▪ Move a heavy object Unarmed Strike Damage: A successful punch attack


does damage equal to a character’s strength modifier
▪ Pick up an item (minimum 1 point).
▪ Sheathe or holster a weapon
Non-lethal Damage: The GM may rule that a punch
▪ Ready or loose a shield attack that causes an opponent to be reduced to -1 Hit
Points (or lower) only results in unconsciousness.
▪ Empower 1 or 2 devices
All attacks that cause damage have the potential to be
▪ Unempower 1 or 2 devices
lethal in the Spellchrome RPG. Damage from unarmed
▪ Unempower 1 device and empower another device attacks is healed like any other damage; hopefully the
damage will be less than if a melee weapon was used.

174
Armed attacks When using two weapons, you can strike with either
weapon first. Each attack can be any target within
An attack with a melee weapon, such as a sword or range, and does not have to be declared ahead of
an improvised weapon, like a broken bottle. See Melee time.
Attacks above.
Each successful attack’s damage is rolled separately.
Ranged attacks The Strength bonus for an offhanded melee weapon is
the same as the primary handed melee weapon.
With a ranged weapon, you can shoot or throw at any
target that is within the weapon’s effective range and in
line of sight. Fighting Defensively
You can choose to fight defensively when attacking.
See also: Weapon range, pg 166. If you do so, you take a -4 penalty on all attacks for
the combat round, and gain a +2 dodge bonus to AC
Attack with dual weapons starting on your action, remaining until the beginning of
your next action in the next round.
In the Spellchrome RPG, if you use a standard action to
attack and you have another weapon in your offhand,
you may attack with the second weapon using the Total Defence
same standard action. You can defend yourself as a standard action. You get
a +4 dodge bonus to your AC starting on your action
If using two melee weapons a character suffers a -4 and remaining until the beginning of your next action in
penalty to hit with both attacks. This penalty is negated the next round. You can’t make attacks of opportunity
if you have the Dual Melee Weapons Feat. while using total defence. Because you are defending
yourself as your standard action, you cannot attack,
If using two ranged weapons a character suffers a -4 etc, but you can move or withdraw.
penalty to hit with both attacks. This penalty is negated
if you have the Dual Ranged Weapons Feat. You can’t combine Total Defence and Fighting Defen-
sively at the same time.

175
Cast a Spell Failing a concentration check when casting a spell in
the Spellchrome RPG wastes an action but not the
Most spells require 1 standard action to cast (see Magic Point.
individual spell descriptions). You can cast such a spell
either before or after you take a move action.
You retain your Dexterity bonus to AC Casting Time
while casting. Most spells have a casting time of 1 standard action. A
spell cast in this manner immediately takes effect.

Attacks of Opportunity,
Casting Defensively
If you cast a spell while in melee range of a hostile
opponent, you provoke an attack of opportunity. This
can be avoided if the spell is cast defensively. To cast
a spell defensively, make a Concentration check DC
15 when you would provoke an attack of opportu-
nity (Concentration can be used untrained). Success
means you cast the spell and do not provoke an attack
of opportunity from any anybody who could have
performed one against you. You do not need to make
multiple Concentration checks for multiple foes. Failure
means you cast your spell, but doing so also lets your
guard down, which results in provoking an attack of
opportunity from foes in range.

Dismiss a Spell
Dismissing an active spell is a standard action that
Spell components doesn’t provoke attacks of opportunity.
Some spells under their Casting description indicate a
short incantation, or other verbal component. To cast
a spell with a verbal component, your character must
Examples of Standard Actions
speak in a firm voice. If you’re gagged or otherwise ▪ 1 Attack (melee)
can’t speak, you can’t cast such a spell.
▪ 1 Attack (unarmed)
Other spells indicate a specific movement, for example: ▪ 1 Attack (ranged)
a hand gesture of a closing fist. You can’t cast a spell
with such a requirement while bound, grappling, or with ▪ 1 Attack with dual melee weapons
both your hands full or occupied.
▪ 1 Attack with dual ranged weapons

Concentration ▪ Cast a spell with a 1 standard action casting time


You must be able to concentrate to cast a spell. If ▪ Concentrate to use an active spell
you can’t concentrate you can’t cast a spell. Environ-
mental conditions (such as a horrendous storm) can be ▪ Dismiss a spell
difficult to concentrate in, as can being pinned during ▪ Draw a hidden weapon.
a grapple or suffering extreme pain. Extreme pain can
include suffering 10 or more damage to a character’s ▪ Escape a grapple
Hit Points (not Extraordinary Hit Points) since their last
action. The GM should set the DC when she feels a ▪ Make a dying friend stable (see Heal skill)
concentration check is necessary. (A DC of 15 to 20 is ▪ Total defense
usually appropriate.)
▪ Use skill that takes 1 action

176
Full-Round Actions or between your attacks. A character may only move
distance once per round.
A full-round action requires an entire round to
complete. Thus, it can’t be coupled with a standard or Deciding between an Attack
a move action, though if it does not involve moving any
distance, you can take a 5-foot step. or a Full Attack
After your first attack, you can decide to take a move
Full Attack action instead of making your remaining attacks,
depending on how the first attack turns out. If you’ve
If you get more than one attack per round with a single already taken a 5-foot step, you can’t use your move
weapon because your base attack bonus is high action to move any distance, but you could still use a
enough, (shown as +6/+1, for example) you must use a different kind of move action.
full-round action to get your additional attacks. You do
not need to specify the targets of your attacks ahead
of time. You can see how the earlier attacks turn out Cleave
before assigning the later ones. The extra attack granted by the Cleave feat can be
taken whenever they apply. This is an exception to
Understanding multiple attacks the normal limit to the number of attacks you can take
when not using a full attack action.
Experienced characters eventually gain the option of
using multiple attacks. Each additional attack with a
single weapon cumulatively reduces your Attack Bonus Full Attack with dual weapons
by 5. [If they were all equal, higher level characters In the Spellchrome RPG, if
would never miss with any of their attacks, which you use a full-round action
would defeat the purpose of rolling dice to determine to use your multiple attacks
the outcome of combat.] and you have another
weapon in your offhand, you
Base Attack Bonuses By Level may attack with the second
weapon using the same
Level Poor Good Best full-round action. You gain
the same amount of attacks
16 +8 / +3 +12 / +7 / +2 +16 / +11 / +6 / +1
with the offhand as you had
with the main hand.
Above is a table showing the base attack bonus for a
16th level character. If your character, at level 16, had ▪ If using two
the Ranged Training: Advanced feat you would use melee weapons a character suffers a -4
the Best column. If you then used a full-round action to penalty to hit on all attacks that round.
attack, you would roll to hit four times. The first attack
would be a d20 +16 (and dexterity modifier), the second ▪ This penalty is negated if you have
attack would be a d20 +11 (and dexterity modifier), the the Dual Melee Weapons Feat.
third attack would be a d20 +6 (and dexterity modifier),
▪ If using two ranged weapons a character suffers
and the fourth attack would be a d20 +1 (and dexterity
a -4 penalty to hit on all attacks that round.
modifier).
▪ This penalty is negated if you have the
(If the PC’s Dex modifier was +3, a line on the character Dual Ranged Weapons Feat.
sheet for the weapon would read: +19/+14/+9/+4)
When using two weapons, you can strike with either
Multiple attacks with the same weapon, such as in the weapon first. Resolve all the attacks for that weapon
example above, should be taken in order from highest before moving on to the other weapon. Each attack
bonus to lowest. Each attack can be any target with can be any target with range, and does not have to be
range, and does not have to be declared ahead of declared ahead of time.
time.
Each successful attack’s damage is rolled separately.
The only movement you can take during a full attack The Strength bonus for an offhanded melee weapon is
is a 5-foot step. You may take the step before, after, the same as the primary handed melee weapon.

177
Examples of Full-Round Actions Combat Modifiers
▪ Full attack with one weapon
Combat modifiers are bonuses and penalties that can
▪ Full attacks with dual weapons affect an attacker’s accuracy and a defender’s armour
class. Combat modifiers are applied when the situation
▪ Escape from a net within the game world calls for them. Combat Modifiers
include cover, darkness, firing into melee, flanking, and
▪ Extinguish flames
more.
▪ Light a torch
Combat modifiers are discussed in detail below.
▪ Use a skill that takes 1 round

▪ Use touch spell on up to six friends Cover


▪ Getting up from being knocked completely down, Cover can help to protect a character by making them a
(see: Blasting Wind pg 107, EL-1 Stun Club pg 132) difficult target to hit, especially from ranged attacks.

Free Actions
Free actions don’t take any time at all, though there
may be limits to the number of free actions you can
perform in a turn. Free actions rarely incur attacks of
opportunity. Some common free actions are described
below.

In addition to free actions, Spellchrome uses null actions.


Null actions apply to the Combat Focus category of
spells, which are cast reflexively. Null actions are not
counted as actions.

Drop an Item
Dropping an item in your space or into an adjacent
square is a free action.

Drop Prone
Dropping to a prone position in your space is a free
action.

Speak Effects of cover


In general, speaking is a free action that you can A target that has cover gains a +4 bonus to their
perform even when it isn’t your turn. Speaking more Armour Class (AC). This bonus stacks with other AC
than a few sentences is generally beyond the limit of a bonuses. Sometimes what a character scrambles for
free action. (Remember to try and indicate whether it is makes for poor cover and only gains a +2 AC bonus, as
the player or the character that is saying something.) determined by the GM in the given situation.

Examples of Free Actions Cover when using a grid map


▪ Cease concentration on a spell To determine whether your target has cover from your
ranged attack, choose a corner of your square. If any
▪ Drop an item line from this corner to any corner of the target’s square
passes through a square or border that blocks line of
▪ Drop to the floor
effect or provides cover, or through a square occupied
▪ Speak a dozen or so words by a creature (person, mount), the target has cover (+4
to AC).

178
Types of cover Melee cover
Stone walls, grave stones, large trees, ruins, vehicles, The cover rules make the most sense with regards to
doorways, leaning around a corner can all offer cover ranged combat. Still, there may be situations where two
in the right circumstances. Other things that are drawn characters are sword fighting on either side of a table
on a grid map can probably be used as cover as well. or pillar for example. The GM can add AC bonuses as
Players just need to ask the GM about the large table, needed in such a situation.
etc, that she just marked on the grid map.

Another person can be used as cover as well. Typically


Other cover benefits
it is just another person unintentionally standing Most cover, depending on many factors, can be used
between you and your attacker. People and creatures to gain a bonus on a Hide check.
are known as soft targets.
Fun over perfect precision
Using cover Cover is included to make combat situations more
It is usually a move action to get to cover. From there a dynamic and memorable. Always try and keep it fast,
character can fire from cover, gaining a bonus to their simple and fun.
AC. Firing from cover (the attacker is adjacent to the
cover) does not cause a penalty for the attacker. Sometimes the GM will use the outcome (dice roll) of
an attack to further depict the environment, explaining,
A character that fires from cover is considered a for example, how the positioning of the book shelf
viable target (even though characters must take turns, helped save a PC from a mighty swing. This is probably
everything is generally happening all at once). A preferred to deeply scrutinizing every object in a setting
character who uses their move action to hide behind for bonuses and penalties.
cover and does not attack that round gains total cover.
Firing into Melee
Total cover
It can be difficult to line up a ranged target if that target
If you don’t have any line of sight to your target he is
is engaged in melee combat with another target. Firing
considered to have total cover from you. You can’t
in to melee causes a -4 penalty to hit. This penalty is
designate an attack against a target that has total
negated if you have the Precise Shot feat.
cover.
The game is designed so that characters have a
Blind fire penalty to hit rather than worrying about the mechanics
of friendly fire. This penalty can be overcome through
You can blind fire at an area that you think might
expert training. Note that some special weapons make
contain your target. With blind fire, there is a base
for poor choices in some situations. A scattershot
40% chance of missing; roll percentile first before the
weapon wouldn’t be used on a target holding a hostage
normal attack roll. If the percentile roll is higher than
even with the precise shot feat.
40%, then randomly determine which person within the
room or area is actually targeted. Then make a normal
attack, with a -6 penalty to hit (or -3 if the character has Double penalty
the Blind-fight feat). If the attack is successful, the wall
Note that the penalty for firing into melee can be in
or barrier obscuring the target provides 1d6 Damage
addition to the penalty to hit a target that has cover.
Reduction (or higher) as determined by the Game
For example, if a melee fighter on your team ran up a
Master.
narrow hallway and engaged a enemy in combat, and
you were behind the melee fighter, you would have two
GM note: Obviously the situation is the most important
penalties to contend with: The first would be the -4 to hit
factor with blind fire. A character that isn’t where an
for firing into melee. The second penalty would be the
attacker thinks they are can’t be hit. If the escaping
+4 AC bonus the target gets from the cover provided
character dives for additional cover once out of sight,
from your teammate. (Probably just easiest to take a -8
then they would gain an additional partial cover
to hit, and leave the target’s Armour Class alone.) The
bonus.
penalty from firing into melee can be negated with a
feat, but the cover bonus can’t.

179
Helpless Defenders Flanking
A helpless opponent is someone who is bound, When making a melee attack, you get a +1 flanking
sleeping, paralyzed, unconscious, or otherwise at your bonus if your opponent is threatened by a character
mercy. A helpless defender can’t use any Dexterity or creature friendly to you. If two characters friendly
bonus to AC and suffers a -5 to AC (as if their current to you are in melee threat distance to your opponent
Dexterity score was 1). The GM can add bonus damage (typically surrounding a target), you gain a +2 flanking
to a character’s attack against a helpless defender. The bonus. The maximum flanking bonus is +2.
bonus damage is typically +1d10.

Combat Options
Darkness and Blindness
Combat options are player selected stances and
Lowlight, partial darkness or partial blindness causes a manoeuvres. Combat options include using dual
-2 penalty to attacks and skills. weapons, fighting defensively, grappling, charging an
opponent, and more.
Complete darkness or complete blindness causes a -6
penalty to all attacks and a -2 Armour Class penalty. Combat options are discussed in detail below.
Some spells and power alterations can combat
complete darkness. The feat Blind Fighting reduces all
vision penalties to one half. Defend Another
As a standard action you can add +4 AC to a nearby
Concealment ally. It requires that you have a melee weapon or
A character that can’t be seen properly may gain a +2 the Guarded Unarmed Attack feat if the threatening
bonus to their AC. For example, if a character were character has a melee weapon. If attacked with a
behind a bush. A bush isn’t as good as a wall, since it ranged weapon, the defending character’s efforts are
doesn’t stop an energy blast at all, but it is better than spent keeping the protected character out of the line of
nothing. fire as needed. The defending character’s AC remains
the same as normal.
A character cannot benefit from concealment and cover
(there are often the same thing, one just has a chance The protected character must be in an adjacent square
of deflecting a shot, or soaking some damage). for the benefit to apply. The protected character may
perform actions as normal, although they lose the AC
Note that an enemy character, depending on the bonus while not in an adjacent square.
situation, may have to spot a concealed character
before they can attack them. (Also note that the act Charge
of shooting at a target does not help hide checks.) A
character normally gets an initial spot check for free Charging is a special full-round action that allows you
when they first are within range of a hidden foe. Failing to move up to twice your speed and attack during the
that, the GM may require a character spend a standard action. However, it carries tight restrictions on how you
action if they need further spot checks. can move.

Prone Movement during a charge


You must move before your attack, not after. You must
Being prone causes a -2 penalty to hit with melee
move at least 10 feet (2 squares) and may move up
weapons. It also causes a -2 penalty to a defender’s
to double your speed directly toward the designated
Armour Class, providing the attacker is within 10 feet.
opponent.
In some cases, the GM may rule that being prone adds
You must have a clear path toward the opponent, and
to a defender’s AC against distant ranged attackers,
nothing can hinder your movement (such as difficult
somewhat like cover adds an AC bonus. A +2 bonus
terrain or obstacles). Here’s what it means to have a
is typical.
clear path: First, you must move to the closest space
from which you can attack the opponent. (If this space
is occupied or otherwise blocked, you can’t charge.)
Second, if any line from your starting space to the

180
ending space passes through a square that blocks If you fail to beat the defender’s Strength check result,
movement, slows movement, or contains a creature you move 5 feet straight back to where you were before
(even an ally), you can’t charge. (Helpless creatures you moved into his space. Then make a Reflex save
don’t stop a charge.) DC 12. Failure means you fall prone in that space. A
successful reflex save means that you stay on your
If you don’t have line of sight to the opponent at the start feet.
of your turn, you can’t charge that opponent. You can’t
take a 5-foot step in the same round as a charge.
Disarm
Attacking on a charge As a standard action, you may attempt to disarm your
opponent. If you do exceedingly well you end up with
After moving, you may make a single melee attack.
the disarmed weapon.
You get a +2 bonus on the attack roll and damage.
Even if you have extra attacks, such as from having a
When attempting to disarm a melee weapon or item,
high enough base attack bonus or from using multiple
follow the steps outlined here. If the item you are
weapons, you only get to make one attack during a
attempting to disarm isn’t a melee weapon the defender
charge.
may still oppose you with an attack roll.
A charging character gets a +2 bonus on the Strength
check made to bull rush an opponent (see Bull Rush, Step 1: Attack of Opportunity
below).
If you attempt to disarm an opponent of their melee
weapon without a melee weapon yourself or the
Bull Rush Guarded Unarmed Attack Feat, you are subject to an
attack of opportunity.
You can make a bull rush as a standard action (an
attack) or as part of a charge (see Charge, above). As long as you have a melee weapon, you do not
When you make a bull rush, you attempt to push an provoke an attack of opportunity in the Spellchrome
opponent straight back instead of damaging him. You RPG. If the target does not have a melee weapon, you
can only bull rush an opponent in ultra armour if you do not provoke and attack of opportunity in any case.
are also in ultra armour.
Step 2: Opposed Rolls
Initiating a Bull Rush You and the defender make opposed attack rolls with
First, you move into the defender’s space. Doing your respective weapons. (If the target was holding a
this does not provoke an attack of opportunity in the pistol, they should roll using their melee attack bonus.)
Spellchrome RPG when part of a bull rush (although The wielder of a two-handed weapon on a disarm
attacking a melee armed opponent without a melee attempt gets a +4 bonus on this roll. Exceptionally large
weapon or the Guarded Unarmed Attack Feat will). creatures or characters may gain a bonus as well.

Strength Check Step 3: Consequences


Next, you and the defender make opposed Strength If you beat the defender, the defender is disarmed and
checks. You get a +2 bonus if you are charging. their weapon or object is on the ground in the defender’s
Other bonuses may be gained, at the GM’s discretion, square. If you succeed by 10 or more, the weapon or
based on the circumstances (perhaps one character is object is in you possession, providing you have a free
incredibly large). hand to grasp the weapon or object.

If you tie or do worse than the defender on the disarm


Bull Rush Results attempt, the defender remains armed.
If you beat the defender’s Strength check result, you
push him back 5 feet. If you wish to move with the Since a disarm attempt is a standard action, it may only
defender, you can push him back an additional 5 feet be attempted once per round by an individual character.
for each 5 points by which your check result is greater If the attacking character has two melee weapons and
than the defender’s check result. You can’t, however, the Dual Melee Weapons feat, she gains a +2 bonus
exceed your normal movement limit. on her single disarm attempt.

181
Grapple Grappling consequences
While you’re grappling, you cannot attack other
As a standard action you may make a single grapple
opponents. You can’t take any attack of opportunity.
attempt. First you will need to succeed in a melee touch
Your movement is limited (see above).
attack and then make an opposed grapple check.

Starting a grapple
To start a grapple, you need to grab and hold your
target. Starting a grapple requires a successful melee
attack roll against your opponent’s touch Armour
Class. Touch AC uses a character’s dexterity bonus
and Combat Awareness Feat (if taken), but not their
equipment bonus, such as from worn armour.

Making a grapple attempt on its own does not provoke


an attack of opportunity in the Spellchrome RPG,
although attacking a melee armed opponent without a
melee weapon or the Guarded Unarmed Attack Feat
will.

If you fail to hit the target, the grapple attempt fails. If


you succeed, continue.

Opposed grapple checks


A grapple check is the same as a normal a melee
attack roll:

▪ Your Melee Base Attack Bonus + Strength modifier.

▪ Large size differences and some


equipment can add a grapple bonus.

▪ Both character’s involved make the


grapple check as a free action.

Whoever exceeds the other’s grapple check can choose Melee Weapons
to maintain the grapple hold or break away. (Both sides
should re-roll ties.) Whoever succeeds and maintains a If an appropriate weapon is at hand (such as a dagger),
hold can cause 1d4 damage to their opponent (Damage whoever succeeds and maintains a hold can cause
reduction applies one half). Alternatively, the grappler their weapon’s damage to their opponent instead of the
can move both characters 10 feet (two squares) in any standard 1d4. In this case, DR applies fully.
valid direction.
Pinning a character
Escape artist If one side exceeds the other in a grapple check by
On future grapple checks, either side may use the 10 or more, they can choose to pin their opponent. A
escape artist skill to break the grapple. If they choose pinned character cannot be moved as a grapple option.
to use this skill and succeed, breaking the grapple is A character suffers a -10 penalty to future grapple
their only option (forfeiting damage or moving both checks while they are pinned.
characters). The escape artist check is opposed by a
new grapple check from the opponent. Helping with a grapple
If an additional character, using their standard action,
Failing a grapple check you initiated uses up your turn’s
participates in a grapple, they add their strength modifier
actions. Escaping a grapple check you initiated check
to their friend’s grapple checks. The GM should restrict
only uses up a move action.
the amount of participants based on the situation.

182
Trip Mounted Combat
You may make a single trip attempt as a standard Mounts and vehicles can be used in combat. For
action. Some characters or creatures may be too large the most part it is similar to normal combat, except
to be tripped. your move action is used to direct a mount or drive a
vehicle.
Beginning a trip attack
Make a melee touch attack against your target. Movement
Your mount acts on your initiative count as you direct it.
(Touch AC uses a character’s dexterity bonus and It is a move action to direct a mount or drive a vehicle.
Combat Awareness Feat (if taken), but not their
equipment bonus, such as from worn armour.) If you have the appropriate drive or ride skill (both
under the Basic Dexterity skill set), you don’t have to
Making a trip attempt on its own does not provoke an make checks (DC 15) to direct your mount or drive a
attack of opportunity in the Spellchrome RPG, although vehicle in combat.
approaching a melee armed opponent without a melee
weapon yourself (or the Guarded Unarmed Attack The maximum all out cruising speed and the combat
Feat) will. speed of a vehicle or mount are different. Use the table
below as a guide to determine your base speed in
combat on a mount or driving a vehicle.
Opposed checks
If your melee touch attack succeeds, make a Strength Maximum Speed Combat Speed
check opposed by the defender’s Dexterity or
Strength check (whichever ability score has the higher Can travel 30-40 40 feet per round
modifier). miles in a day

Larger characters or equipment may give a bonus in Can travel 50-60 50 feet per round
some situations. miles in a day

Up to 25 miles per hour 30 feet per round


Trip results
Up to 30 miles per hour 40 Feet per round
If you meet or exceed your opponent’s check, your
opponent is tripped. A tripped character is prone. Up to 40 miles per hour 50 Feet per round
Standing up is a move action.
Up to 50 miles per hour 60 Feet per round
If your opponent exceeds your check, you do not trip
them. A vehicle or mount can move twice if the diver or rider
uses both move actions. Under certain circumstances
Tripping a mounted opponent a skill check can be made for even greater distance.
You may make a trip attack against an opponent on a
mount or a fusion bike. Penalty to hit
An attacker suffers a -4 penalty to hit if firing a ranged
The initial step is the same (although being in position weapon from a moving vehicle or mount. The penalty is
adjacent to the opponent may be more difficult). The negated if the character has the Riding Attack feat.
defender may make a Ride or Drive check in place of
his Dexterity or Strength check.
Charging
If you succeed, you pull the rider from his mount or You can use a vehicle or mount to charge and make a
vehicle. single melee attack. The rules are the same a normal
charge (see above), except you get a +2 bonus on the
attack roll and +4 to damage.

183
Overrun Melee and ranged?
If a character tries to overrun (trample) another There is nothing stopping a character from carrying a
character using a mount or vehicle, the targeted melee weapon and a ranged weapon at the same time,
character can make a Reflex save (DC 15) to avoid although the most common uses would be defensive or
the attack. Damage from a successful overrun attack opportunistic in nature. In order to make a melee and
is determined by the GM (using a guideline of around ranged attack in the same round without penalties, you
2d6, more or less depending on the situation). need multiple feats.

The first feat a character would want is the Guarded


When mounts attack Ranged Attack feat, which negates the -4 penalty to
Some mounts, as mentioned in their descriptions, can shoot while engaged in melee. It also negates the
make a free attack, providing the mount is within melee chance of an attack of opportunity from shooting while
range of a target and has not used both of its actions engaged in melee. (Without the feat, circumstances
moving twice. (The rider also must have the ride can still allow for a penalty free attack. A character may
skill.) Without you to guide it, your mount likely avoids shoot, take a five foot step into melee and then attack.
combat. Or an initial melee attack could be fatal, removing the
melee threat and allowing for a ranged attack at a
distant target.)
Dual weapons
Using Dual weapons in the Spellchrome RPG is A character would also need the Dual Melee Weapons
intended to be fairly simple. If you can get 1 attack with Feat and the Dual Ranged Weapons Feat. If for
your primary handed weapon (using a standard action), example, you only had Dual Ranged Weapons, your
you get a second attack using your off handed weapon, sword attack would be at -4 to hit.
using the same standard action.
With or without the penalties, the ranged target can be
If you get multi-attacks due to experience and anyone within range, including the melee target.
utilizing a full-round action with one weapon, you
gain the same amount of attacks with the second
weapon in your off hand once all of the primary
weapon’s attacks are complete.

Dual penalties to hit


If using two melee weapons a character suffers
a -4 penalty to hit with both attacks. This penalty
is negated if you have the Dual Melee Weapons
Feat.

If using two ranged weapons a character suffers


a -4 penalty to hit with both attacks. This penalty
is negated if you have the Dual Ranged Weapons
Feat.

When using two weapons, you can strike with


either weapon first. Each attack can be any target
within range, and does not have to be declared
ahead of time.

Separate attacks
Each successful attack’s damage is rolled
separately. The Strength bonus for an offhanded
melee weapon is the same a primary handed
melee weapon.

184
Defensive Actions Combat Index
Fighting Defensively Order of Appearance
You can choose to fight defensively when attacking as
Initiative ......................................... 165
a Standard Action. If you do so, you take a -4 penalty
on all attacks in a round to gain a +2 dodge bonus Rounds .......................................... 166
to AC starting on your action and remaining until the Attack Roll ..................................... 166
beginning of your next action in the next round.
Automatic Hit or Miss..................... 166
Base Attack Bonus Table .............. 166
Total Defence Damage ......................................... 167
You can defend yourself as a standard action. You get
Armour Class (AC) ........................ 167
a +4 dodge bonus to your AC starting on your action
and remaining until the beginning of your next action in Damage Reduction ........................ 167
the next round. You can’t make attacks of opportunity Casting a Spell .............................. 167
while using total defence. Because you are defending Hit Points ....................................... 168
yourself as your standard action, you cannot attack,
etc, but you can move or withdraw. Dead and Dying ............................. 168
Healing .......................................... 169
You can’t combine Total Defence and Fighting Defen- Knocked Unconscious ................... 169
sively at the same time.
Non-Lethal Damage ...................... 170
Saving Throws ............................... 170
Acrobatics and Tumbling
Speed (Movement) ........................ 170
By spending your standard action on Acrobatics and
Tumbling, you can raise your Armour Class starting on Attacks of Opportunity ................... 172
your action and remaining until the beginning of your Types of Actions ............................ 173
next action in the next round. First use your standard Move Actions ................................. 173
action to tumble, and then make a skill test:
Standard (Combat) Action ............. 174

Tumbling Result Armour Class Bonus Full-Round Actions ........................ 177


Free Actions .................................. 178
0-5 +0
Combat Modifiers .......................... 178
6-10 +2 Cover ............................................. 178

11-15 +4 Firing into Melee ............................ 179


Helpless Defenders ....................... 180
16-20 +5
Darkness and Blindness ................ 180
21-30 +6 Prone ............................................. 180

31-40 +7 Flanking ......................................... 180


Combat Options............................. 180
41+ +8
Defend Another ............................. 180
Charge ........................................... 180
You can’t combine Acrobatics and Tumbling with Total
Defence or Fighting Defensively at the same time. Bull Rush ....................................... 181
Acrobatics and Tumbling cannot be used to raise your Disarm ........................................... 181
AC untrained. (In other words, if you don’t have the
Grapple .......................................... 182
advanced dexterity skill set, this is not an option.) You
may add a skill point to the Tumbling Result, like any Trip ................................................ 183
other skill test. Mounted Combat ........................... 183
Dual Weapons ............................... 184
Defensive Actions .......................... 185

185
Fighting Defensively ...................... 185 H
Total Defence ................................ 185 Healing .......................................... 169
Acrobatics and Tumbling ............... 185 Helpless Defenders ....................... 180
Hit Points ....................................... 168
Alphabetical Order I
A Initiative ......................................... 165
Acrobatics and Tumbling ............... 185 K
Actions ........................................... 173 Knocked Unconscious ................... 169
Armour Class ................................. 167 M
Attack Roll ..................................... 166 Mounted Combat ........................... 183
Attacks of Opportunity ................... 172 Move Actions ................................. 173
Automatic Hit or Miss..................... 166 Movement ...................................... 170
B N
Base Attack Bonus Table .............. 166 Non-Lethal Damage ...................... 170
Blindness and Darkness ................ 180 P
Bull Rush ....................................... 181 Penalties: Darkness & Blindness... 180
C Prone ............................................. 180
Casting a Spell .............................. 167 Punch (Unarmed Attack) ............... 174
Charge ........................................... 180 R
Combat Modifiers .......................... 178 Range ............................................ 166
Combat Options............................. 180 Rounds .......................................... 166
Cover ............................................. 178 S
D Saving Throws ............................... 170
Damage ......................................... 167 Speed (Movement) ........................ 170
Damage Reduction ........................ 167 Standard (Combat ) Action ............ 174
Darkness and Blindness ................ 180 Stun: Knocked Unconscious.......... 169
Defend Another ............................. 180 Stun: Non-Lethal Damage ............. 170
Defensive Actions .......................... 185 T
Disarm ........................................... 181 Total Defence ................................ 185
Dual Weapons ............................... 184 Touch AC....................................... 167
Dying ............................................. 167 Trip ................................................ 183
E Types of Actions ............................ 173
Extraordinary Hit Points ................. 168 U
F Unarmed Attack (Punch) ............... 174
Fighting Defensively ...................... 185 W
Firing into Melee ............................ 179 Weapon Range.............................. 166
Flanking ......................................... 180
Flat Footed .................................... 166
Free Actions .................................. 178
Full-Round Actions ........................ 177
G
Grapple .......................................... 182

186
Chapter 9: Running the Game Main Purpose
The main purpose of the game is to have fun.
Game Mastering Introduction
Every pen and paper game session needs a Game Remember, always, that Spellchrome is a game. It’s a
Master. You might be a group’s current GM, or you reason to get together with friends on a regular basis,
might be a player interested in the different aspects roll some dice and maybe level up a character. A good
of running the game. Maybe you plan to be a GM in measure of a GM’s ability to run a game is whether
the future. Your regular GM might want to try being a the players are having fun and continue to show up to
Player Character, which means someone needs to fill future games.
the Game Master roll for a while. Maybe you haven’t
played the game yet, but some of your friends are If the players are having fun, so will the GM. Obviously
interested in playing and think you’d make a good GM. this means that a Game Master that seeks to best the
In any of these cases, this is a good chapter to read. players – to utterly outsmart, defeat and destroy their
characters – will ultimately fail in the main purpose of the
game. Yes, the players need a challenge – otherwise
Role of the GM they will get bored. But the players need a challenge
The Game Master wears many hats. The GM is a writer that they have a chance of beating. Player Characters
who comes up with story outlines and situations, creating are not the enemy. They are both an audience and
adventures for the players’ participation. The GM is a participants in the game.
director, deciding how much time in a game session to
spend on a story section. The GM is an actor playing Why GM?
allies, antagonist (from common thugs to extraordinary
villains) and all of the other Non-Player Characters The reason you might run the game is not “because
in between. The GM is a narrator, telling the players someone has to”. While technically it is true that
what they see, hear, smell and feel (while holding back someone has to run the game, being the GM is quite
the details and areas that Player characters can’t yet rewarding and a lot of fun. It can be great to come
perceive). The GM is a referee, the one who must make up with an adventure, think through a few possible
a quick ruling when the rules are in question. The GM outcomes depending on what the players do, take a
is a judge, the person who determines how difficult a little time to flesh out the story and then actually run the
task is and decides if a particular roll succeeds or fails, adventure a few days later.
and by how much. In short, the game world does not
run without the Game Master.

187
It is great fun to see what the players do. They‘ll often
surprise you with their creative thinking, and force you
Teaching New Players
to stay on your toes at times. Occasionally the players It‘s not unusual for the GM to help teach a new player
will make easy things very difficult for themselves, how to play the game (this can be a shared respon-
which is also interesting to witness. sibility with some of the other players). The most
important thing a new player needs to know is how to
You’re in control. Some people like to drive rather than make a character (or at least what kind of character
be a passenger. Hopefully, as a Game Master, you’re they would enjoy playing) and then what their character
a good driver. A good GM is an aware GM, paying can do. They can pick the rest up through game play
attention to which players are engaged and which are during their first couple of game sessions.
drifting away. Maybe the pacing needs to be quickened.
Maybe the players need another hint or clue to nudge When teaching the game, remember to explain
them in the right direction. Being in control means you acronyms and base concepts. Thinking back to when
can deliver a good experience for everyone at the you first learnt the game could also help. A complex
table. and detailed answer can sometimes be more confusing
than helpful when learning the game. The new player
You get to reward your players. When they do well, might just want to know what dice they roll to fire their
when they come up with good solutions to difficult pistol and who they can hit with their shot.
problems and manage to triumph, you decide how
many Experience Points they get. You decide what It goes without saying that it’s a lot easier to teach
new equipment (treasure) might be recoverable after the game if you know it yourself. Try to read all of the
a battle. chapters at some point before volunteering to GM.
Understanding how things work ahead of time will
You get to be a game designer. As mentioned earlier, make life easier. New players don’t need to know all of
you‘ll to come up with ideas, test them out and iterate. the rules, as long as the Game Master does.
You get to try out lots of different adventures ideas,
antagonists and themes. Each adventure tunes you in
a little more to what your players like and don’t like in Getting a Group Together
their game.
The GM is often the one to introduce the game to
Game Mastering is good practice for many other friends. The GM may have to decide when and where
things, too. It can help with social skills like speaking in to play a weekly game. Ideally these decisions are easy
front of crowds. It helps you learn how to prioritize and (your friends already get together on a regular basis)
manage a lot of different rules, player-needs and story and can be made with the input of other players.
objectives simultaneously.
Sometimes not enough of your friends and relatives are
interested in Roleplaying games. That’s fine, everyone
Practice and Mistakes has different interests (and having uninterested people
at your gaming table won’t help). This means you might
If you have trouble Game Mastering the first couple of game with people who you meet through gaming first,
times, stick with it – GMing gets easier with experience. rather than knowing them from school, work or your
Remember, if you don’t kill all the Player Characters, neighbourhood. Local gaming and hobby stores can
they’ll probably give you a break. Listen to your players be a good way to meet new gamers.
and don’t get insulted if they mention how the game
could have been better. Mistakes happen. If you’re still Obviously the same safety rules that we all follow still
learning the rules, and you realize you’ve been doing apply: Meet new people in public places (you can often
something wrong, talk to your players before or after run a game from a table within a gaming store) and
the game. See if it makes more sense to do things the be conservative about posting personal information
“right way”. online. If you’re under the age of 18, run your plans
past your parents – most are pretty smart about what is
a good idea and what is not. (Remember that gaming
with friends and family you already know is often the
safest and easiest way to start.)

▪ Related topic: See what you need to play


from the introduction chapter, pg 7.

188
GM Roles count on, such as your NPC’s and their habits, locations
and plans, your job is made easier, regardless of how
the players decide to approach a situation.
GM as Co-Writer
Game Masters provide adventures for the players to Prep Work
enjoy. This means either writing an adventure yourself Being the GM requires some prep work. Most of this
or using a pre-made one and rewriting it to suit your time is taken up writing and preparing an adventure.
needs. The topic of writing and designing adventures It doesn’t need to be a lot of time,
is exciting and lengthy, and is discussed in its own nor does it always need your
section later in this chapter. full attention. You can dream
up the basic premise and some
Writing a Roleplaying adventure is not quite like writing of the basic details anywhere.
a short story or film. Because the players will be actively Eventually, though, the GM should
participating in the adventure (as opposed to passively write down things like the names
reading or watching the story) it will become their and stats of the major NPC’s in
story as well. This means that they have the power to the adventure, a basic layout
influence outcomes. They may find a solution slower of major locations, and how the
or quicker than you had anticipated. When writing and story events connect. Many GMs
then running the adventure, a certain amount of flex- enjoy the time spent creating and
ibility must be built in and allowed for. detailing adventures.

The players may do things that threaten to totally derail How prepared you are will have to do with your personal
the story (hint: they probably don’t like being on rails). style. An experienced GM only needs a few pages of
When this happens, you can subtly guide them or drop notes. Remember that it’s a game, which means you
hints, but fighting against their plan (whether clever or shouldn’t spend an excessive amount of time (over)
rash) will only frustrate the players. Pen and Paper Role- preparing. You’re going to have to wing it a little bit
playing games offer the promise of freedom. Hopefully regardless of the time put into the adventure. At the
you come up with an objective that the players want same time, don’t show up planning on winging the
to accomplish, which will at least keep them on track. entire thing, which means you haven’t written anything
You can’t expect to dictate how they actually go about down and you’re not even sure what the adventure will
accomplishing the objective. be. If you have to stop to think up each NPC’s name
and are contradicting yourself in front of your players,
When players come up with it gets awkward.
the unexpected plan of action,
it’s best to just go with it. Let When
them try it, and see where GM as Director
it takes them. If their plan players come The GM, like a good director, can see the big picture.
works perfectly, the worst
The GM knows how long an adventure is. When
that can happen is that you all up with the necessary, you should use your ability to move things
finish early. Try and come to
along in the game. When the players want to visit a
each session with a backup unexpected store or check out something related to the next part
adventure. If their plan doesn’t
work out well, give them a of their mission, by all means let them do it. But don’t
plan of let these diversions consume the entire game session.
chance to try and salvage
it. Let them experience Some things are fun to Roleplay and some things only
action, it’s need to be roleplayed now and then. It’s ok to fast track
whatever happens next. As
for what does happen, it’s some events, to tell the players in the abstract what
best to just has happened in the last hour of shopping: “You visit
time for you as the GM to
look at your story notes and both of the town’s general stores and find six shovels,
decide how the Non-Player
go with it. all good for digging, no problem. Costs you 20 Silver
Characters you have crafted Credits for the half dozen. It takes an hour in total, what
will now react. do you do now?”

As the adventure writer, your job is to draw out and Even fast tracking some events, the players still might
detail the places and characters associated with the try to spend the entire session planning and preparing.
adventure. By focusing your writing on what you can No one will be happy if the game session ends and

189
no real action or progress has happened. This comes Eliminate distractions: having a television on in the
back to you knowing how long the adventure should be background means you’re going to be fighting for
and keeping an eye on the clock. (Most game sessions attention. Have someone turn it off, if at all possible.
are 3-5 hours long and time typically goes by quickly.) You don’t want to compete with some of the players’
Do what you can to keep the players moving. Build a favourite epic films (or videogames, or websites);
time limit into the adventure’s mission from the start. schedule movie night for another time. If cell phones,
(Make the time limit reasonable: allow the players a text messages, and the like become an issue, talk to
chance to do a little prep work, but try to allow them to the group and agree upon a solution. (Be conscious of
keep moving all on their own.) If they are still not taking the players’ families: try to decide ahead of time about
action, the GM nagging them might not be the answer how long you will play.)
– instead, have the reminder come from the game
world. Another body shows up. Their contact asks for a Playing music sets a desired tone and is a
progress report. Combat finds them. means of controlling the play environment.
Certain film and videogame soundtracks
can make good choices – anything that
Setting the Tone complements the game world. Classical
The director sets the tone of the music or music that emulates a
story. Yes, the story is a shared medieval theme (or futuristic, depending
experience with the players, but they Is this a of the story’s location) can work well. There are other
will follow your lead. At some point things that you could do to control your environment,
you will have to stop and consider comedy, but you don’t need to go to extremes. If your play area
what kind of game you want to have. is comfortable and free of major distractions, you have
Is this a comedy, a thriller or an a thriller the basics covered.
action genre? Each genre and sub
genre has its own conventions. If or an
you want to the players to take your GM as an Actor
game seriously, avoid the conven- action
Each time the Player Characters (PCs) have a
tions of a comedy. For example,
genre? meaningful interaction with Non-Player Characters
don’t purposely give the persons,
(NPCs), the Game Master portrays the NPC. Some
places and things in your game world
characters are created ahead of time; others are
absurd or humorous names.
created on the spot by the GM. The GM will create the
NPC who is the catalyst for the start of an adventure in
This doesn’t mean that you should get upset with the
advance. A random barkeep who the players decide
players each time they say something funny at the game
they need to question will probably be made up on the
table. Everyone sharing a laugh is a good experience.
spot by the GM.
Try, though, to lead by example and avoid cracking
too many jokes. And always check what the players
Some NPCs will like the Player Characters. Some will
name their characters. If needed, politely remind them
dislike the PCs. Most will be indifferent, influenced only
that a more serious name might be better suited to the
by the given situation and what they have to gain or
game.
lose. The Game Master’s job as an actor is to think
briefly about the NPC’s perspective and then decide
Play environment how cooperative or hostile they are. Different things
Setting the tone also means controlling your play envi- may motivate each NPC: money, power, fear, threats,
ronment, within reason. Try to select a space where security, kindness, friendship, loyalty, justice, truth,
everyone is physically and socially comfortable. It personality, charm, jealousy, hate, revenge and so on.
makes life easier for everyone if you have a good Each of these can be part of a short-term or a long-term
table to play at that has space for books, a GM screen outlook.
and notes, character sheets, dice roles and snacks.
Being able to talk or laugh without whispering is also Making NPCs Distinct
important. Basically, look for a setting suitable for a
The players will get to know NPCs in two basic ways.
small party – a place for a group of friends to drink soda
First, the GM will often describe the NPC: what the
and make a little bit of noise.
person looks like, their style of clothing or armour, their
age – that sort of thing. Secondly, the GM will speak
Beware of the cat: cats like to chase rolling dice and
as the NPC: Offering greetings, answering questions,
walk over carefully placed battle figures. Also, check to
making demands, trading barbs and so on.
see if anyone is allergic to pets.
190
When describing an NPC, you do not need to offer a make eye contact. If you let it come natural, it isn’t a
full description. Offer a key feature or two and leave chore at all, and you end up communicating a lot of
it at that. Full descriptions for each character can get subtle, non-verbal cues to your players.
a bit boring for everyone. Omitting information leaves
room for a player’s imagination to fill in the blanks. If a Choice of diction can also make a character feel
player has a question about something left out, they unique. Some NPCs might like to use big words, others
can always ask about it. Try to vary the details given tend to use simple words. Some characters might give
about an NPC. There are lots of different features that one-word answers, which can also signal that the NPC
make a person feel a little more unique: Hair style, doesn’t much care for something or someone. You
beard, hat, ears, complexion, teeth, jaw, face shape, might consider an NPC’s intelligence score, profession
body shape, height, weight, jewellery, piercings, and age when deciding how they speak.
tattoos, hands, cost and style of clothing, footwear,
age or eyes (wise, perceptive, Using accents has pros and cons. Obviously, an accent
dimwitted, trusting, cruel). A can make an NPC more distinct. The biggest issue with
person’s job can help narrow an accent is that it is not subtle, which means the players
down a few details. A fisherman will notice if you don’t keep it up every time they go back
is likely to have different hands and speak with that character. Some accents might be
than a nobleman. You can fun at first, but can really start to hurt your throat after a
probably even get away with while. Also, accents can occasionally be hard to listen
more general and abstract to. With that in mind, we give you permission to talk like
descriptions: He reminds you of a pirate as much as you would like to!
a walrus; the thin clerk smells
like ink and garlic; she is plain You can also make an NPC’s voice somewhat different
looking save for her big smile. by varying the character’s rate of speech and inflection.
It is important, at the gaming table, that the Game Master
There are exceptions to leaving out details. It is is heard and understood, so don’t make a character
probably best to always mention the type of weapons speak so softly that half of the players can’t hear you
and armour visible on an NPC. Something like this is speak. You can however speak calmly or anxiously or
fine: “The guard has light empowered armour, a heavy with commanding authority when appropriate.
pistol secured in his belt holster, as well as what may
be a stun club”. Regardless of how you end up portraying the cast
of NPCs, try to make them memorable and exciting.
When speaking as if you are an NPC, it is okay to use Throw some energy into it. The players’ interactions
your own voice. You don’t actually need to be an actor with the NPCs will reflect your enthusiasm.
in order to be the GM. That said, they are things that
you can do to make key NPCs feel more unique when
you speak as them.
Friends and Foes
Someone who has gamed a few times will think nothing
of it, but it can seem a little strange at first: the GM
How might they tilt their head? portraying both the players’ allies and their enemies.
But it’s not really that
How much confidence do they have? strange, the GM just
gets to portray all
What emotions might they betray? of the characters
that the players
don’t. Remember
Try to imagine the character you are representing: to consider an
What kind of posture do they assume? How might they NPC’s motivations
tilt their head? How much confidence do they have? and perspective
What emotions might they betray? Each character will (including what they
probably be different: a crime boss versus a subordi- know or don’t know
nate; the Queen versus a commoner. Keeping in mind about the players).
how that character carries themselves, allow your Keep that in mind,
own body posture to mimic it. Sit up straight or slouch and what they say
down in your chair when it feels appropriate. Guarded and do comes easy.
characters cross their arms. Nervous characters won’t

191
GM as Narrator see it before it can be drawn or described for them. A
container needs to be opened before its contents are
As the narrator, the GM does a lot of describing. The clearly identified. Sometimes, things are only noticed by
GM lets players know, for example, what the landing a particularly perceptive individual. In such cases, you
bay within the fallen star-ship looks like, what the should have the player make a Listen and Spot check
distant drumming sounds like, what the water around when they first walk into a room. Actively searching a
their ankles feels like, and what the environment smells space also grants a Listen and Spot check.
like.
It can be very helpful for everyone if the GM or a player
As the narrator, you provide feedback. After giving a uses a grid map or a pencil and paper to draw out
short description of what the players can perceive, you locations as players explore them.
will typically ask the players what actions they want
to take. You must then listen to the individual players, When players ask for more information about a location,
consider what they say, and then respond. You have try to provide it – such as the objects that decorate a
to decide if what they want to do would benefit from room. Remember that this is not just a text adventure;
or requires a skill check. Some actions are simple: if you can improvise . Take advantage of the flexible
a player says they turn around and walk back through medium of having a live GM.
the door, then all you need to do is let them know you
heard them. Probably the best way to let a player know Making the game exciting
that you heard them and that you’re on the same page
is to paraphrase back what they just said: “All right, When describing anything, use strong language.
Byron walks back through the door. I presume he is Searing, sweltering, scorching or blazing is more
guarding the entrance, basically watching everyone’s evocative then hot. Don’t just tell them what is
back?” Listen again and then respond. If the action happening, let them feel it. If you say that it’s
requires a skill check, pick which skill you think best fits raining out, describe the effects of the rain: Wet
the situation and have them roll that; after considering clothes, loud down-pour, darkened skies, water
the result, let the player know what their character splashing beneath feet. We all have experience
accomplishes. to draw upon, but it may take a little bit of imagery
to spark imaginations.
If you think a particular skill is called for, but the player
suggests another, do consider what they are saying. Give some details that let the players feel like they
The player probably had a skill in mind when they are really there. Consider the light, the acoustics, the
declared what they were doing; the GM, on the other temperature, the age and material of floor underfoot,
hand, has a lot going on at any given time and thus air quality, smell, and size or scale of a place; then
has less time to think about the appropriate skill. If mention a detail that is either interesting or essential to
however, after considering the two skills, you still think the experience.
your original skill check is a better fit, have the player
roll that one. As the GM, you’re in charge of the game How much should be prewritten and then read to
rulings. Take up any disagreements after the game the players? It probably depends on your delivery.
session. Prewritten description, often called Boxed Text,
can sound a bit dull at times. On the other hand, not
The overall pattern of narrating Spellchrome is not having anything written down can result in a pretty
difficult: Offer a brief explanation of what players can basic description and a missed opportunity. So make
see along with any outstanding details, and then give yourself some notes, but how closely you read them is
them a chance to do something. Listen to what each up to you.
player wants to do and, by providing feedback, move
the narration along as far as the actions takes them. These adjectives may help when looking for a word
to describe a space or object: ancient, broken, clean,
cluttered, creepy, crowded, dark, drab, dry, dusty,
A flashlight in the dark echoic , empty, filthy, gigantic, glamorous, gleaming,
As the GM, you know everything about a scene and glistening, gloomy, grotesque, gruesome, loud,
setting. When narrating, you always have to withhold massive, meek, Modern-Allterion, Modern-Eldlandrian,
information that the players cannot yet perceive. At musty, natural, odd, old-fashioned, ordinary, quaint,
the start of an adventure, everything is obscured – shiny, silent, simplistic, slippery, smoggy, smooth, soft,
only to be revealed through action or skill checks. A solid, sophisticated, spotless, stale, strange, uneven,
Player Character must be near enough to a room to unkempt, unnatural, vast, wet and windy are a few.

192
When a player make a great roll, really put some effort
into describing how well they strike or use a skill. If
GM as Referee
it helps, borrow film conventions, such as camera When you’re the GM, you run the game. When a decision
tracking, to describe a shot from a ranged attack. needs to be made about a rule or action, you make the
final call. You decide whether a spell will accomplish
About Perspective what a player hopes it will or how to determine the
results of a high-speed chase. Sometimes you decide
Most books on the subject of writing teach that 2nd to let the dice decide, but even then your influence
person perspective is rarely used. And they’re right. decides what skill, Attribute or saving throw is used.
First person (I went) or third person (Luke went) is You of course are not just making arbitrary decisions;
more common than second person (You went). But, most of what you decide will have written guidelines,
it can be used in Roleplaying games when recapping found in skill descriptions, spell descriptions and rules
and clarifying what players have done: “You climb throughout this chapter and book.
through the window without making any noise. Inside
you see...” It does not, however, give the GM the right If there’s a mistake made during combat, know that you
to take control of the Player Characters. can’t go back in time – or at least not too far. If a player
realizes two rounds later that their Enhanced Aiming
There are exceptions to the above mentioned control. Marker should have made their first attack hit, it’s
For example, the GM has the right to let players know probably too late to do anything about it. Mention that
at the start of an adventure that they are at the tavern, their Aiming Marker must have glitched out on them,
or other location: “You’re all eating a meal together in but don’t dwell on it. If you’re feeling generous, you
the common room when...” This is acceptable as long could have them roll damage – but the damage occurs
as it is serving the story and is not out of character for immediately, not two rounds ago. One of your duties as
a PC. Once an adventure starts, the GM can’t decide GM is to keep the game moving, especially in combat.
for the players whether they accept a mission or not (Retroactive chain-reactions rarely help move combat
(although it might be a short adventure if they don’t). forward.)
The GM can’t decide if a character breaks up a fight
or watches to see who wins (although NPCs can urge As the GM, you want to make fair rulings - players want
them to do something). To avoid arguments, don’t tell a GM that “plays by the rules”. So be familiar with them,
a character that they’re coming out of a specific place especially the skills and spells. If you’re not sure about
when something happens. Give the player a reason something, hopefully you know where to look it up.
to go there and then see if events trigger. Remember A small pause in the game is fine, and next time you
also, as the GM, you control the passage of time. It is won’t have to double check. You should listen to and
acceptable to tell the players that it’s morning, and then consider what the other players have to say, but in the
ask them what they are doing to get ready. Then throw end you have to decide what you think is right. Discuss
a surprise their way, making it mesh with whatever any disagreements outside of the game session.
declarations they make.
If something isn’t in the rules, make your best guess.
Both players and the GM can use either 1st person Do what makes sense to you and is in keeping with the
or 3rd person when declaring actions or describing spirit of the rules and the game world.
something. Using 1st person and saying, “I take off
after him!” is fine. Alternatively, using third person and Probably the most important thing to keep in mind
saying, “Byron takes off after him,” is also fine. In some when making rulings and interpreting the rules is to
situations, one may feel more natural than the other. be consistent. What works one day should work the
next. What is impossible one day should not suddenly
Recapping become possible the next.
Don’t be afraid to repeat yourself, especially at the
start of a new game session. We all need reminders House Rules
from time to time of what has happened. Even after few Sometimes special rulings and situations become
hours into an adventure you can have a player recap house rules. A house rule may exist to fill a void or to
what has gone on so far, just to see if you’re on the explicitly overturn what is clearly stated in the rules.
same page. It can also help other players who might There are two sides to house rules: on one hand, you
not have caught something earlier. and your friends are the ones sitting around a table.
You have every right to do what makes sense for you.
On the other hand, house rules can cause chaos and

193
grief if not everyone at the table is aware of them or Running your own PC
agrees with them. So tread lightly. It shouldn’t take an
entire evening to explain to a new player what all the Some Game Masters will run their own Player
house rules are. Character. Their PC will start at the same level, receive
experience points and rise in levels just like everyone
else’s. Running your own PC as the GM has advantages
GM as Judge and disadvantages.

As the GM you determine Difficulty Class (DC) each Above, it was mentioned that
time one is needed. Use the Difficulty Class Ratings putting in some time as a PC
Table (pg 59) from the Skills Chapter as a guide to help You’ll get
can give the GM insight into
you in making these decisions. Furthermore, each skill making the game fun and a sense for
description talks about Success and Failure. There are balanced for the players.
a lot of skills, which means looking one up will often be
whether the
Running a PC in your own
a more likely option than memorizing each. Once you game is not the same thing, XP and other
get an understanding of skill DCs and results, you can
probably just go with what feels right, provided you and
but it can help. You will start rewards feel
to put a little more thought
your players are good with that. in the items you want to buy about right.
for your character. You’ll You also get
GM as a Player get a sense for whether the
to be part of
XP and other rewards feel
Hopefully every GM gets a chance to play Spellchrome about right. You also get to the team,
as a Player Character – with someone else Game be part of the team, working
Mastering. Besides being a lot of fun, it can provide with the other PCs (rather working with
useful insight into how to make a good game. As than only ever attacking the other PCs.
the GM, try to keep in mind the players’ perspective them with antagonists).
when creating and running adventures. Players want
a chance to do exciting things. Most want to face down The biggest disadvantage is that you have one more
difficult odds, come up with clever solutions on their ball to juggle. Game Mastering can take a lot of orga-
own and come out the victor. nization; having one less thing to keep track of might
make things that much easier. For example, you also
have to keep straight what you know as the GM and
what your PC has discovered and understood. It’s not
that difficult, but does take a little more mental energy.

If you do decide to run your own PC, consider the


following advice in order to deal with the remaining
disadvantages. Make your character somewhat
dim-witted. You don’t want them coming up with the
plan of action too early (although it can be great to have
an in-game voice for when the players are truly stuck
and are looking for an idea). You might not even want
them to be too outstanding at combat. It isn’t as bad as
a NPC outshining other PCs at combat, but it just isn’t
good GMing etiquette (don’t carry the biggest gun or
sword and it will probably be fine). Do consider making
them decent healers, as that can also serve to keep the
game moving forward. Whatever role your GM-run PC
takes, don’t step on the other player’s toes – consider
what functions each of them are meeting and fill in the
void.

Again remember, the end objective is fun. If it is more


fun for you to run your own character and doing so
isn’t slowing down the game or frustrating any of the
players, then go for it.

194
Tips and Guidelines Bad GMing
Presented below are a few things to avoid. Even though
Rolling Dice there’s a very low chance that you would be guilty of
any of these, they still have to be mentioned.
It is good dice etiquette for players to
use dice that the GM can actually read
(some have poor contrasting colours Deadly
on the numbering). The players should
Only awful GMs set out to kill Player Characters. As the
wait for their turn to roll dice, and then
GM, it would be easy to do: just make monsters and
roll them once. Players should roll where
thugs exceptionally deadly and then have the players
others can see them. Players should let their
face the overwhelming odds of these impossible
dice stand with their last result until they need to roll
challenges. It is not cool if all of the Player Characters
again. Much of the game is made exciting because of a
die. It is not cool to single out one PC and kill them.
player’s chance of succeeding or failing based on a die
roll; it can be less fun for other players if not everyone
If you set up what you think is a fair challenge and
lets the dice decide what the results are.
one PC dies, that’s part of the game. Without the risk
of death, players would end up playing the game far
Decide ahead of time as a group what counts as a valid
more recklessly. Take note though that the game is
roll. If a die lands somewhere odd or stops in a tilted
actually set up to try and prevent Player Characters
position, then it is probably best just to reroll the dice
from dying. Death does not occur until a character
without hesitation. Players should know that the actual
reaches -30 Hit Points. This is because the weapons
game is not to come up with clever ways to selectively
in Spellchrome can deal a lot of damage. (Note that
choose good dice rolls.
even at a -30 threshold, bleeding causes 1d4 damage
per round, which means a character could die in under
Hopefully as the GM you don’t have to even mention
a minute.) Characters can
anything about dice etiquette. Most players have no
also purchase impressive
desire to cheat. If a player is doing something out of the
armour that reduces and Never design
ordinary, politely let them know what you would rather
absorbs damage. This
them do. They probably weren’t even consciously
again is to keep the PCs
something
aware that they were doing something wrong.
alive even while they take that is so
on great odds.
Related topic: See types of dice from the introduction dangerous
chapter.
By all means, set up difficult that it’s likely
challenges, but never
GMs get to roll in secrecy design something that is so to kill every
dangerous that it’s likely to
As the GM, you will make some rolls in secret. For
kill every character. No one character.
example, NPCs will take actions, such as Hide and
will enjoy it.
Move Silently, that require rolls. players oppose these
rolls with Listen and Spot checks. It creates more
tension and drama if the players don’t know what Bias
exactly they rolling a perception check for, or what their
Bad GMs hold grudges, take personal matters into the
target number is.
game and pick favourites. Whether an issue with one
of the players occurs inside or outside of the game, do
A GM screen (typically made of thin folded cardboard)
your best to set it aside while you’re gaming. Deal with
hides dice rolls, the plot notes, NPC stats and maps
the issue if you can. players say stupid things. GMs
you don’t want to share with the players.
say stupid things. Do your best to let it go. Hopefully
everyone is at the table to have fun.
Whether you decide to make attack rolls for all to see
or behind a GM screen is up to you. As mentioned at
The opposite of holding a grudge might be picking a
the end of the sample combat discussion, each has
favourite. Try not to favour any of the players, regardless
pros and cons. Sometimes if the bad guys are doing
of out-of-game relationships. If you need to, roll dice to
well, it can help if the players can see your lucky streak.
determine who the hulking monster takes a swing at.
On the other hand, this reduces your ability to subtly
manipulate the challenge level – although there are
always other options.

195
Inconsistent another without some game story element first sparking
it. If you get an unsolicited communication from one of
Bad GMs are inconsistent. If the bad guy uses a skill your players regarding a fellow player’s character – nip
or spell to fully succeed at something and then a player it in the bud. Let them know that it is the wrong path to
tries the exact same thing and utterly fails, you’re be following in your game. Introduce an NPC for the
going to have a problem. If, though, you did everything player to focus their energy and attention on instead
right, and it is only the player’s perception that this has (or do whatever will work in your situation). The players
happened, do your best to explain what’s really going should have lot of villains to deal with, but these antag-
on. Remember, the players only want to know what the onists need to be NPCs.
rules are so they can play by them. And they want you
to be fair.
Unprepared
Push over Bad GMs show up late and unprepared. If you want
your game to run well, plan to succeed. When you are
Bad GMs give into every player request. players will prepared, you’re able to both relax and be in charge of
want things; some of them will be reasonable, some the game. When it’s easy, the game is a lot of fun.
won’t be. You’ll have to come up with criteria of your
own regarding whether you grant the request or not.
Ask yourself how granting the request will affect their Player Character Death
character and your game. If it is an item, you might have
to decide how available the item is (maybe you let the There is no guarantee that when a character sets off on
player roll percentile, with a 14% chance of success). a dangerous mission or adventure they will survive. Just
Pick your battles: allow the common requests without like GM controlled Non-Player Characters, the player
conflict. But when you know you should say no, say no. controlled characters can die. Death can happen to a
Don’t be a push over. Be tough. The really odd thing is newly created character or an experienced high-level
that the players don’t want a push over for a GM – but character that ends up taking too much damage and
some will want to test you. dying.

As the GM, it’s possible to help a character not die.


Tyrannical Understand though, that you cannot always do this.
Bad GMs are tyrants. With them, players shouldn’t The risk of a Player Character dying is part of the game.
even bother asking, the answer is no. players might not At the same time, you don’t want characters dying each
want a push over, but any extreme is too much. session, especially in low risk situations.

Lack player management Low Risk


Bad GMs allow a single player to grab the spotlight Take action to reduce the risk of a PC dying any time
and dominate the Game Master’s time and attention. the players are doing something fairly mundane. These
Typically there is a group of players at the table. The situations include the opening chapter of a session or
other players don’t need to watch a single player adventure, the PC fighting a low ranking henchman
take action after action without themselves getting a or thug who gets a string of lucky rolls, a random cliff,
chance to contribute actions, ideas, queries, etc. After or anything else that just wouldn’t feel heroic. There
acknowledging a player, but before telling them the should at least be a good story behind how a player’s
results of their action, go to the next player (or to the favourite character died.
quiet player who hasn’t said much) and ask them what
their character is doing while this is going on. High Risk
You can’t always step in to prevent a death when the
Permit infighting players are doing something exotic and dangerous.
Bad GMs allow one player to try to kill another player’s These situations include the end climax of an adventure,
character. The group has to act like a team. No one battling an infamous villain or notorious henchman,
wants their character to die, and they certainly don’t executing a daring plan, or anything else that feels
want the threat to come from within their group. There heroic.
are lots of fun and exciting group dynamics: some
characters will like each other, some might not; some
might have in-game secrets or agendas, but none of
it needs to result in one Player Character attacking

196
What you can do to help ▪ Don’t allow Critical Hits. The standard rules in
Spellchrome do not feature critical hits. Other
▪ You can pull your punch. If you know a PC is games have them, so maybe you’ll think about
near 0 Hit Points, lower the damage a little. This adding them (something like double damage on
way, the chance is better that another character the roll of natural 20). The reason Spellchrome
can get to them before they bleed out. does not feature criticals is because many of the
▪ You can have an NPC bind wounds or cast weapons do a lot of damage – enough that double
a spell to heal the PC. Obviously NPCs can’t damage would easily bypass Damage Reduction
materialize from nowhere, but an NPC that heals and kill PCs. If you add critical hits, monitor how
a PC doesn’t even have to be a non-enemy. they affect your game before you decide to keep
Even bad guys take prisoners. (Read how them. It’s the same story for massive damage
Villains make odd mistakes, pg 199.) rules: this game does not officially use them – know
that adding them will make for a deadlier game.
▪ Give the player another chance. Sure they just
blew their jump check and should be falling to If a PC dies
their doom, but let them grab onto something.
It can still be a rough landing, but at least it isn’t When a character dies and was
certain death. Instead of landing on spikes, not able to be saved, it means
have it be a monster pit. Whatever the solution, that the character can no longer
it should add to the drama; if it’s just eating up be played by anyone. The
time and becoming tedious, you probably want to player can keep the character
move on or fast track to a scene that is exciting. sheet.
▪ Allow a single person to use the Heal Skill on a Understand that having a
dead but still warm body. Medical miracles can character die is not a trivial event
happen if a character has not been dead for for many players. Whether they
too long, but be careful not to set inappropriate just created the character or
precedents in your players’ minds. A really good have been playing them for a long time, the player has
roll (DC 25+) can stabilize a character and bring put effort into the PC. Obviously, try not to say anything
them to -29 Hit Points. Even though you can’t that rubs salt in the wounds. Stay positive and let the
technically magically heal a dead person, the Swift character’s death become a part of your game’s story.
Healing spell – in conjunction with a last chance
medical effort – can help. Add the result of a single Always let the player create a new character right away.
Swift Healing casting to the Heal Skill check. Let the new character be close in experience to the old
▪ Don’t make your opposition quite so deadly character, around 90% of what the old character had
to begin with. Have some of the antagonists (but never below 1st level). The new character can
in an adjacent room, separate from the battle. be like the old one or completely different in function,
In a round or two you can decide if 2, 3 or Ancient Sign, Social Class – anything. (Visual traits and
4 more enter the battle. Small advantages bonuses cannot be carried over; if desired they must
can help the PCs if their team needs it. be rolled fresh for each new character.) Work with the
player when you have a moment to figure out what kind
▪ Let the players retreat. Magic doors shouldn’t of equipment the new character should have.
appear, but build your adventures so there is
cover and more than one escape to begin with. If you’re still playing the same session in which the
character died, have the player let you know when the
▪ Allow a bit of help from NPCs. No, not a super new character is nearly complete. Try to find a good
solider NPC that kills all the bad guys in a single spot to insert them into the adventure, and do it as
round, but a couple of local law enforcement soon as possible. If there aren’t any good spots, come
could show up to help if the players transmitted up with some plot device for the character to join the
a request for backup ahead of time. A few more group, even if it’s a bit absurd. Don’t make the player sit
targets that fight back can turn the tide of a battle. on the sidelines for too long once their new character
is ready. Sometimes a character is killed towards the
end of a play session. In that case, the player and GM
have more time to figure everything out and come up
with a more logical story device to introduce the new
character next session.

197
GM Authority Villains are tough
Villains are usually not weak opponents. Most criminals
As the GM you:
are going to be armed and know how to use a weapon;
and, given a chance, they will use them. Don’t labour
▪ Decide when to start the game. Good
over every thug to make them all unbeatable killing
GMs ask other players what they think.
machines, but do make them pose an actual threat.
Sometimes a player might not show up on
time and you have to make a decision.
When you think up a challenge for players, think real-
▪ Make the final decision on game rules and istically for a moment about what kind of opposition it
game rulings. It’s acceptable for others to try would present. Fighting a powerful crime boss can be
to change your mind while the ruling is open exciting, but not easy. The context of that adventure
for discussion or after the game session. will call for heavily armed opposition during confron-
tations. Reducing the amount of goons or their ability
▪ Decide what bonuses are granted based to fight changes the context. It means that this really
a on a situation. Good GMs use the wasn’t a powerful crime boss after all. If the Player
guidelines given and are consistent. Characters are still low level, either have the players
fight an upcoming crime boss with less resources, or
▪ Encourage a fun and workable game play
put off this story idea until the PCs are more powerful
environment. Good GMs manage the game
and capable of taking on such a mission.
table as well as the game world. Discourage
behaviour and distractions that you think
will seriously disrupt the game session. Villains can cast spells too
▪ Decide when to wrap up the game for the day Nearly every human in the Spellchrome world is
or evening. Good GMs don’t end things in the capable of casting spells. For the most part, villains
middle of a battle, but instead they find a spot and thugs use the same character creation rules as
where the game can easily be picked up again. players. When running villains, try to keep in mind the
Good GMs end a bit before most people have spell categories that each knows; perhaps a spell could
to go. This leaves time to level up (if required), be used instead of a mundane attack.
for questions and feedback and to make sure
people don’t miss rides or get home late. Villains are not omniscient
Villains are not all knowing; the GM on the other hand
Villain Guidelines knows quite a lot about the Player Characters and what
During the players’ adventures, they will face opposition is going on in the game world. As the GM, it can really
– antagonists whose goals run contrary to the heroes’ be quite easy to have a villain do or say something
goals. Below are some things to keep in mind when based on knowledge that they don’t have. Don’t think
creating, developing and running characters who serve your players won’t raise an eyebrow; and the natural
to conflict with the Player Characters. inclination to justify the extraordinary awareness can
be regrettable. So try to avoid it. Stop for a moment
and consider what the villain knows or doesn’t know
before saying anything. It can be frustrating for players
if every villain constantly seems to have eyes and ears
everywhere. If the villain has spies then great, that can
make things interesting – but consider it ahead of time.
Decide how and when the spies are gathering informa-
tion and occasionally give players a chance to react,
intervene or otherwise take action.

NPCs might use any number of spells in the process


of spying or gathering information, including: Remote
Senses, Last Moment, Sense Truth, Animal Communi-
cation, Mind Link, Mind Read, Broadcast and Telepathic
Communication, as well as all of the Shadow Spells.

Similarly, an NPC can use a host of skills to sneak and


gather information.

198
Remember also that enemy agents will not always be ▪ Be a good host. If a new a player has been invited to
observing or interacting with the Player Characters the game, pretend you’re at a party: get up and greet
directly. Some information can be gleaned by inter- them. Show them where they can sit. Introduce them to
rogating or deceiving others close to the PCs. others. Try to use other people’s names during the game
so the new player gets a chance to remember them.
(Deciding to approach your game world in such a way
can organically lead to some interesting encounters ▪ Allow some time to talk. Don’t be concerned
and adventures, once the players find out what has about starting right away. Ideally these are all
happened to their allies.) people who know and like each other. Give them
a chance to chat and talk about the last week
or two; better before the game than during.
Villains make odd mistakes
▪ Use the time before the game to address any
Sure, it might make more sense to just kill the heroes questions, such as Player Character equipment
given the chance, but villains always seem to have a purchases. And of course use the time to socialize.
reason not to do so. Instead, the villain captures and
imprisons the heroes in order to interrogate or ransom ▪ Have an adventure ready; something that will hopefully
them. Or maybe there’s still a bigger fish that the villain motivate the players to action. Have some notes and
reports to, so the characters are held until a boss can an outline of how the game’s story will progress.
arrive. ▪ Let everyone know you’re about to start the game,
and then actually start it. Tell the players where
This guideline, which has kept countless other fictional their characters are and what’s going on.
heroes alive, allows the GM to reset the scene and throw
players, down on their luck, a bone. Ultimately you are ▪ Start it off with a bang, with
either combat or something else
rooting for the PCs to win, even though you can’t make
dramatic happening; get some
it too easy for them. Whenever you can, give them a dice rolling before the opening
chance to regroup and reassess the situation. If they credits would normally begin.
find themselves shoved into a prison cell without their
equipment, give them a chance to escape on their own. ▪ Keep an eye on the clock. Do what you can to not let the
If they come up with a plan, let them try it. If they fail to game session stall. If the players seem to be dithering
come up with a good idea, then change the situation about, try to figure out what they’re missing. You may
have initially failed to communicate something.
after a while. Present opportunities, but don’t gift wrap
those opportunities. Fictional villains may make odd ▪ Watch and listen. It’s alright if the GM isn’t talking every
choices, but they’re still going to lock the door. minute. Take a moment to consider which players are
engaged and to decide where to steer the game next.
▪ Related: About the Opposition, pg 209.
▪ Give them some time to plan. If they know what
they must do and seem to be having fun deciding
Successful Gaming Session how they’re going to do it, don’t be in too big of
a rush to charge in with your backup plan.
Below are some tips and suggestions on having
successful gaming sessions. Most of these tips have ▪ Be open, flexible. When the players do things you
been mentioned already, and some might not really did not anticipate, do your best to accommodate.
Improvise the best you can and don’t let on that it’s
make that big of a difference. Still, it can’t hurt to give
outside of what you made notes for or planned.
them a read, especially if you’re not certain about how
to run a game session. ▪ Make notes as you go along. If you make up a name,
write it down. If the players are coming up to a section of
▪ Show up early. If it’s your own house, adventure, jot down a couple of reminders for yourself.
make sure you’re at home on time.
▪ Don’t actively split up the Player Characters’ group.
▪ Tell players to arrive a bit earlier It can become boring for other players if you have to
than you want them there. resolve what one or two other players are doing for
a length of time. Sometimes the PCs will split up, but
▪ Control your environment. Clean up a little. Turn try not to make it a critical part of an adventure.
off distractions. Add something to the tone of the
game – putting on a CD is usually fairly easy. ▪ End the game in a logical place. It’s great if you
can conclude an adventure during a session. Make
sure though that there will be enough time left over
to give out XP, possibly level up characters, clean
up a little and do other game related things.

199
Successful Gaming Campaign Game Issues
A campaign is made up of a series of related game Some issue may come up during your game. Below are
sessions. When looking at your game in the long term, a few thoughts on these topics.
there are some things to consider.

▪ Before you start a new campaign, you may want to


Player can’t make it
dedicate the first session to just creating characters. Sometimes you know that one of your players will
If there’s time left over, you can have the Player not be able to attend a game session. Try to ask the
Characters meet and go on a shortened adventure. player ahead of time if they want someone to play
their character. If they do, make sure you have their
▪ Try to come up with a workable context for the Player character sheet. Also, let them know that there is
Characters to come together and naturally work as
a small chance that something bad could happen to
a team. Maybe most of them have trained together
their character. If they don’t want anyone to play their
somewhere. Maybe an individual who needs
character, hopefully the adventure is at a point where
something knows and trusts each of them, and
that PC is able to leave the story in order to attend to
believes they would work well together. Whatever
personal business.
you come up with, it’s worth putting in the effort.

▪ Get to know the characters. Ask the players about Whether or not the character should receive XP is up
the character they have created. Listen for hooks to you as the GM. Understand that everyone has things
that you can use to make the adventure more come up from time to time, so consider giving everyone
personal. If the player doesn’t have much to say, ask a couple free passes. Also know that the GM’s job is
about the character’s family and acquaintances. easier if everyone is close in level. On the other hand,
most people think you have to earn XP – and you can’t
▪ Get to know the players. Most players will have at
earn it if you’re not there.
least a vague notion about the kind of adventures
they want to participate in. Ask them what they think
from time to time. Do they want more action or more Unbalanced characters
talking? What movies would they like you to borrow
When a number of people create characters, they will all
from? What do they think would spice-up the game?
have their own strengths and weaknesses. Sometimes
▪ Present different situations and contexts each it might seem like one character is a way tougher
game session. Some players will want to wear and more capable fighter than the other characters.
their full combat gear and kick in every villain’s This imbalance can make it difficult to design appro-
front door. Other players will prefer gameplay that priate opponents and combat. The super fighter mows
demands a certain amount of subtleness, like through the opposition unless you make combat extra
situations that require characters to use talking, challenging, which make things deadlier for everyone
subterfuge and their skills and spells to their else.
full advantage. A variety of circumstances and
locations will encourage different play styles. When the above situation happens, first
▪ Have a consistent thread run through all of the
understand that the player probably The player
created their character for the exact
game sessions that draws them together; an
purpose of winning each combat. Other probably
overarching plot or story, if you will. It doesn’t
than throwing a few more bad guys created their
have to be much: it could be the same insignia
their way, they’re probably fine. You
showing up in a couple places, uncovering a secret character
communication between two sets of villains or can always ask them. A bigger concern
something more interesting. Not everything needs is how the other players are doing. Do for the exact
to add to the overall plot, but little by little you can they see the super fighter as filling a roll
build towards something. In the meantime, you can – the person they turn to when combat purpose of
occurs – or are they a little annoyed that
keep the players guessing what’s really going on.
someone else dominates combat? If a
winning
▪ Try to game at regular intervals. A game that is player is feeling over-shadowed by the each combat.
run every week at the same time will feel more super fighter, maybe you want to boost
like a campaign than one that gets together the other character a little. You can
once or twice a month at different times. That make a suggestion about choosing a new feat when
said, life sometimes gets in the way – and their character levels up to help them become more
gaming once a month is better than never! competitive, or make some new equipment available.

200
Another way to look at this situation is to mirror the Obviously, neither of these fixes should be taken lightly.
PC group when creating opposition. The enemy team Something needs to be quite disruptive or game unbal-
should not (always) be composed of the same clone ancing before you should take steps to remove it. It is
of a single thug. Make one of them a super fighter. best to consider how a player will use something (how
Make the other Player Characters happy that they, too, it will impact the game) before you offer it to them in the
have a super fighter on their team, someone who they first place.
can use to step up and fight. (This works best if the
players know ahead of time that one of the antagonists
is a majorly tough combatant. They can learn this infor-
Players don’t accept a mission
mation by rumour, reputation, description, pre-fight Occasionally, you have an
dialogue, etc.) adventure all planned out The first thing
but the players fail to take
the bait. The first thing you want to
you want to figure out is
whether it’s the characters figure out is
or the players that don’t
want to accept the job. whether it’s the
If the characters don’t want
characters or
to take on the adventure, the players that
figure out why. Do they
not like who they would be don’t want to
working for? Do they think
the pay or reward would accept the job.
be too low? What detail
bothered the characters?
Maybe they were just Roleplaying, looking for clues to a
double cross and unwittingly said “no” without realizing
it. Once you know what’s going on, take another shot
at it. Sweeten the pot (there is more than silver credits
in the world) or have a better-known NPC request the
Broken characters’ services – same adventure, but rivalling the
As the GM it can be fun to create new equipment, feats, original NPC’s goals. Make it personal when you can
and so on. Give it to the players and sometimes you – desperate pleas can be harder to ignore, if framed
wish you had not. The problem really isn’t the players‘; properly.
it’s that you made the item or feat a little too powerful,
without any sufficient drawbacks to balance it out. If the players themselves don’t want to go on your
adventure, you might have a bigger problem. Ask them
You can deal with the problem either in game or out of what kind of adventure they would rather go on. What
game. In game means that the item begins to malfunc- adventures have they enjoyed, what elements worked?
tion and become unusable, or the player loses it during Is it time for new characters? Talk to your players and
the course of an adventure. This solution can work – decide as a group on a course of action.
characters gain and lose things all the time. But don’t
be surprised if you get some resistance. When toys
break in game, most players will go to lengths to fix Awarding XP
them in game.
Experience (XP) is typically given out at the end of the
game session. It makes for easier record keeping to
The other option is to deal with the problem out of game.
give one lump sum at the end, and avoids the game
Own your mistake and explain how you should have put
disruption that would occur if characters were achieving
more thought into the item before letting a player have
new levels in the middle of the game.
it. Let them know that you appreciate them play testing
it for you. If the new thing is a feat or other intangible
In the Spellchrome system, characters level up after
bonus or ill-considered house rule, out of game may be
every 1000 Experience Points they gain. This means
the only way to fix the mistake. You probably want to
that whether a character is level 3 or level 13, they’ll
offer something in trade when taking anything away.
probably receive about the same amount of XP per
session.

201
Characters should gain somewhere between 50 and Silver Credits
100 XP per hour of game session. Go out of your way
to reward the players for: Silver Credit is the monetary system used in the game.
Remember that Silv can be either coins or paper bills,
▪ Completing goals and comes in a multitude of values.

▪ Finishing missions
Payment
▪ Clever planning Players are most likely to receive Silver Credits in one
▪ Quick thinking of two ways. The first is from an employer. It is typical
in an RPG setting for someone with resources to need
▪ Problem solving or desire something and hire the Player Characters to
do it for them.
▪ Roleplaying

▪ Defeating difficult foes The employer could be a merchant, a guild, a distressed


parent, a politician, a division of The Eldlandrian Western
▪ Surviving tough fights Guard, the Crown of Lundor, or any other person or
faction. As the GM, you will often make an initial offer
▪ Making the game fun for others to the Player Characters towards the beginning of an
There is no chart to tell you how much XP a monster adventure, which likely distils to: “Accomplish X and I
is worth. Hopefully the creature was an appropriate can give you Y.”
challenge for the players, and the XP is based on
defeating a difficult foe and accomplishing other When deciding how much Silver Credits to give, ask
objectives. If players are having fun and moving forward yourself the following questions:
in the game, give them close to the maximum 100 XP
per hour. As an alternative to XP per hour, you could ▪ What kind of resources would the employer have?
decide ahead of time to have a maximum reward of ▪ How much does the employer think she
around 450 XP per game session for each character. needs to offer in order to motivate the people
Do whatever works for you. she wants to hire? What kind of risk is
involved? What is the going rate for X?
First few levels ▪ As the GM, how much do you think the players
A character at level one might not have many Hit Points. will want? How much or how little do you want
While this can be alright for teaching a little humility, it them to gain? Keep in mind that whatever
can be quite tough to keep the Player Characters alive is offered will be divided several ways.
at level 1 (although Spellchrome armour and Extraor-
dinary Hit Points can help a bit). You are encouraged Take a good look at the equipment chapter and remind
to level characters up to level 2 quickly, perhaps even yourself what a few things cost before deciding on
after the first full length game session. Reaching level an amount.
3 quickly can also be helpful. (Note
though that progress can feel a It is acceptable to give some
bit slower to the players later on, Silv up front, say for expenses,
which is a potential negative to and to offer a substantial bonus for
this approach.) meeting a set of additional challenges
or conditions.

Other Rewards Fallen Foes


During adventures characters The second way players
will gain more than just XP. Silver are going to receive Silv is
Credits, equipment, contacts and from fallen foes and other
favours can all be acquired through chance opportunities. If, in
the course of a game. the course of an adventure,
someone tries to kill a Player
Character, don’t be surprised
if the surviving combatant takes the
defeated one’s belongings, including any

202
Silver Credits they have on them. This is the way things
work in a lot of RPGs, including this one. It reflects the
Adventure Basics
setting, which at times can be chaotic and survivalist At the most basic level, an adventure has an objective
in nature. that characters seek to complete. Often, to complete
the objective, multiple tasks must be undertaken.
Another way that PCs will gain Silv from fallen foes is Sometimes achieving the adventure’s objective reveals
by selling the foes equipment. Most used equipment a new, larger objective.
will sell for about 30 to 40% of the original value to the
right buyer.
Conflict
Equipment Adventures and stories require conflict. Without some
Characters can gain equipment in a number of ways. form of conflict, a story lacks drama. Nobody wants to
Supplies can be offered to accomplish a goal if the read a boring conversation between two people who
circumstances warrant it. Instead of Silver Credits, rare agree on everything. A side-scrolling video game that
or expensive equipment can be offered as payment. features neither obstacles nor enemies will be dull and
Equipment, such as a vehicle, might be borrowed from a pointless.
trusted contact. Obviously, the Player Character, using
the Silv they gain, can purchase most equipment. Adding conflict into an adventure requires opposition,
competition, obstacles, complications and even the
Equipment can also be gained from taking it from occasional set-back. This does not mean that every
defeated foes. Keep this in mind when you decide what simple task should become difficult, nor should it seem
equipment the antagonist will have. Some opponents as though the world is out to get the Player Characters.
can and should have some good or interesting But the major milestones on the way to achieving the
equipment, but certainly not all of them. main objective must present some challenge.

Characters must have problems to solve. Some


Contacts problems can be dealt with using a sword or pistol.
Players can gain contacts by accepting assignments. Some problems can be dealt with using a skill or a
This initial employer can become, through Roleplaying, spell, or by using equipment or other objects. Some
a trusted ally. (Alternatively, the initial employer might problems benefit from speaking eloquently and Role-
end up trying to double cross and kill all of the Player playing a clever idea or strategy. Most require a blend
Characters – not everyone has good intentions.) Other of thought and physical action.
NPCs that players interact with during the course of
an adventure can also become long-term contacts, Note that these challenges and problems are not
providing each has something to gain from the other. included to frustrate the players or thwart their every
Contacts are fairly easy to reach via a comlink, as action. Rather, the adversaries, dilemmas, barriers
long as a character gets the individual’s Link Code. As and other difficulties are included in order to give the
the GM, you may also establish pre-existing contacts players opportunities to take interesting actions, to use
for players based on their background. This comes their character’s many abilities and make their success
in handy whenever you need a quick contact for the that much more rewarding.
purpose of moving a story forward (including starting
an adventure).
Story Elements
Favours Plot
A normal contact will try to do something for a player, The plot consists of events going on in the game world
as long as it’s not too risky and is mutually beneficial. that trigger action, and becomes the basis of the story.
Owing a favour is something else – it means owing a
debt. If a contact in the game owes a Player Character
a favour (and they are honourable enough to keep their Characters
word), the individual will use whatever power they have Characters are the protagonists and their allies, the
to try and achieve what is asked, even if it involves antagonists and their allies, and neutral bystanders.
personal risk. Player Characters are the protagonists. Antagonists
may be any NPCs with opposing goals to the PCs
Because of the risk involved, most employers will be or individuals who otherwise pose as an impediment
conservative when it comes to handing out favours.
203
towards achieving success. They might be enemy The willing suspension of disbelief is attributed to
agents or soldiers, thugs, members of organized Samuel Taylor Coleridge, who you may know from the
crime, hostile law enforcement, members of a restric- poem The Rime of the Ancient Mariner.
tive or secret group, a competing adventuring group,
mercenaries, spies, thieves, monsters, supernatural
creatures, or any other number of villains or misguided Genre Fiction
souls.
The stories your group will tell when playing the Spell-
chrome RPG lend themselves best to genre fiction (as
Time opposed to literary fiction). This is probably true of most
Roleplaying Games.
The game takes place in the year 1076 CE (Current
Era). The majority of the world still has strong medieval
Genre Fiction tends to be plot driven with a focus on
roots, although a new base of advanced technology
actions (the characters do something). Most action or
has been growing over the last seventy years.
adventure movies, as well as nearly all summer block-
busters, are examples of genre fiction.
Setting
Eldlandria is a medieval fantasy world with varying Literary fiction focuses on characters, relationships
landscapes not unlike Earth’s. Humans make up the between characters, and realism (with an aim of telling
dominate species on this world. Allterions, a group of more personal stories). Obviously those elements
scientifically advanced humans who began to colonize still exist in genre fiction, but simply not to the same
Eldlandria in the last century, have introduced new extent.
technology..
If you want to dial in the tone of the game based on
Eldlandria is made up multiple Nations and Kingdoms. your players’ personalities and play style, focus more
Many adventures are set within the Kingdom of on the different characters and their relationships with
Lundor. each other and NPCs, or focus less on those things –
keeping the plot and action constantly moving along.
The Spellchrome world is detailed in Chapter 11:
Setting. Using the World
Eldlandria is designed to be
Suspension of Disbelief flexible in its setting and in
Most players come to the gaming table with a willing the types of adventures that
suspension of disbelief. Even though you are basically you, as the GM, can run.
telling a made up story using Roleplaying, the players If you have an old, fantasy
will accept what is happening as true within the context style dungeon that you want
of the game. A player with a willing suspension of to run – well that shouldn’t be
disbelief will accept fantastic acts, such as someone too difficult, as the game has
casting a spell that lets them communicate telepathi- a medieval base. If you see a
cally or launch an ice blast from their fingertips, because movie that’s set in the modern
these things are explainable within the game world. day and want to use some
element from it in an upcoming
If things have no real explanation or Non-Player adventure, there are locations
Characters act in a way that seems unlikely, players that are the general equivalent
start to lose their willing suspension of disbelief. For of our own modern world, give
example, if the Player Characters thoroughly searched or take a few decades. If you
a captured foe for hidden weapons and supernatural get inspired by some science
energies and then that NPC pulls a concealed heavy fiction and want to run a cyber-
gun, the players will lose their willing suspension of thriller adventure, the Allterion
disbelief. “How could that happen!?” they might ask. cities will make a good setting.
Once you hear that, you know you’ve gone over the If post-apocalyptic is your
line; best to have a good explanation or take it back cup of tea, then the huge
and move on. area surrounding the barrier
collapse will do just fine.

204
Adventure Elements (or a series of smaller objectives, concluding with a
final objective) that can be completed in a single game
There are a number of elements that make up an session or two. A campaign may have a follow up
adventure. Below, the different components are broken adventure that takes place in nearby locations or has
down and discussed. a related objective, but the players may lose focus if a
single adventure’s objective takes more than a couple
sessions.
Scenes
To get to the end of an objective, players may find clues,
Adventures are composed of multiple scenes. Each follow up leads, travel, fight with humans, fight with
scene has a location, one or more characters and a non-humans, overcome difficult environments, and do
goal. any other number of steps to delay early completion.
These challenges should be varied and require more
Locations are often set pieces: maps and layouts drawn than just fighting. Try to give players opportunities to
ahead of time by the GM that feature unique and inter- use their skills, spells, equipment and other abilities.
esting surroundings, furnishings, ambience and other
details. The objective should fit with the game world, be inter-
esting and be important. Objectives might include
Characters include the Player Characters, as well as locating lost people or objects, safely moving people or
Friendly, Neutral and Hostile NPCs. Every character objects, stealing objects, sabotage, solving a murder,
wants something from somebody else. An NPC might uncovering a truth, and so on. Note that the above
want a PC to leave, to stay and spend money, to perform examples have been abstracted. Never use such
a task or service, accept terms, to fight, to surrender, general terms to pitch an adventure to
to lose, and so on. Some scenes might only feature the players. When creating adventures, it’s
PCs and their environment. necessary to understand the nuts and Never
If the characters are at a location, it should have some
bolts; however, you don’t want the actual use such
mission to sound mechanical. Layer the
purpose. Perhaps it’s an inn on the way to where objective with details and let the NPCs
general
the characters are traveling. The inn location should communicate the mission’s importance. terms to
serve the plot, introduce a sub plot (or side quest), or For example, stealing an object could
have a quick encounter (basically a sub plot (story) pitch an
make for a lot of different adventures. It
that resolves itself quickly). If there isn’t a goal for the might mean getting across a contested adventure
players to accomplish, a part of the plot, or some sort
of action going on at the inn, don’t spend a lot of time
border, going behind enemy lines, locating to players.
and retrieving secret Nova Dirge plans
Roleplaying it. If all the PCs need is food and sleep, and sneaking back without being killed.
ask them if they are doing an overnight watch (in case
there is an encounter) and then let them know it’s now Context counts: consider how the objective will affect the
morning and move on. gameplay. The game will focus a lot on traveling if the
players are escorting an NPC. Choosing the right place
Often the goal of a scene allows players to gain enough to sleep for the night becomes important. Rescuing an
information to progress to the next scene. NPC places the focus on locating the NPC, uncovering
clues, NPC interrogation and breaching a location.
Plot
The objective can change. Don’t be afraid to throw in the
Plot is what ties and links the scenes together. In the odd twist and shake up the players’ comfort zone. Not
Roleplaying sense, plot can be seen as an overall everyone will betray trust or double-cross the players,
objective and motivation. The players need something but some will. Some NPCs will have secret agendas
to do, and they need a reason to do it. that the players might not agree with (should the PCs
find out about them). Keep the players guessing, and
keep things interesting.
Objectives
Ask your players, now and then, what they think would
The Objective needs to be something that will take a
make for a cool adventure. Their ideas, general or
certain amount of time to accomplish. You don’t want
specific, might get you thinking in a direction you hadn’t
the players to be able to accomplish the main objective
considered. Players can be a good resource; don’t be
in the first 10 minutes (unless it was actually just bait
afraid to let them share ownership of the plot.
for the real objective). Ideally you want an objective

205
Motivation a goal to these locations, as well as other scenes to
make a complete adventure.
There are many reasons for the players to accept a
mission. First, the players know that the GM has created So you think to yourself, why a warehouse? Maybe
an adventure, and it is what’s being offered. Of course, that’s where the antagonists (who ever they are) are
you shouldn’t stop there. The adventure should sound holding something nefarious – something the players
exciting and interesting. It should include a reward. It will want to find and destroy. Where does it fit in? It could
should appeal the characters’ background, morals and provide a decent place for a fight, being a collection of
ideology. open spaces and constricted spaces. Perhaps it should
be one of the end locations.
Experience as a reward: players want to go on
adventures so their characters can grow by earning Now how about the graveyard? Is it just another place
XP. They also go on the adventure because hanging for a fight? Or maybe the antagonists are in league with
around their home base will not offer much to do. supernatural terrors. Maybe a villain is creating some
Awarding XP is discussed earlier in the chapter. Frankenstein-style monsters among the gravestones ,
or inside the rot of a forgotten crypt. The villain won’t
Payment is a common reward for completing an always be here, but you can set it up so there’s a good
objective. The currency in the game is Silver Credit, or chance that they will encounter each other when the
Silv. Awarding Silver Credit is discussed earlier in the PCs arrive.
chapter.
Going back to the warehouse, how does it connect to
Depending on what the characters’ viewpoints and the graveyard? Maybe the undead monsters are being
world beliefs are, they may not want to take on a stored at the warehouse. The antagonists are building
mission. Players are more likely to want to help their them up, either to ship them off as slaves to some evil
own nation rather than another one. Some players client, or to strike the local community in force. Who
will think dealing with crime syndicates is fine. Some would do such a thing? It could be an evil cult, or covert
players will help the rich and powerful, others the agents from an enemy nation. Either way, the leader
desperate and vulnerable. is probably possessed by a terror – someone with the
ability to bargain with other supernatural creatures from
Get to know your players and their characters. Involving beyond the barrier to create these undead monsters.
the people that the PCs know and care about raises
the stakes of any adventure and provides interesting How are the players going to get involved? They
context. probably shouldn’t know too much from the start.
Maybe a local Warden Investigator has heard rumours
▪ Related topic: Players don’t accept a mission, pg 201. of heavy smuggling occurring at the edge of her jurisdic-
tion. Local matters are tying her and her subordinates
up, so she forms a temporary task force to look into
Building Adventures and deal with the smuggling. It would probably work
As shown on the previous page, there are a number of out best to give the players a list of a few suspected
elements that make up an adventure. It often doesn’t places and individuals that would eventually lead to the
matter which element you start to develop first; you real menace.
should take whatever idea you have and see where it
fits. Once one element begins to take shape, you can And that’s kind of the thought process behind the
start to figure out the other parts. components first method. It’s a lot like working
backwards. You keep throwing questions at yourself and
choosing what hopefully fits and will work out. At some
Component First point you’ll probably get tired of working backwards
and start at the beginning, filling in the middle and then
One method of building an adventure is to decide on a connecting it to the end, making adjustments in your
component of the adventure and use that to determine early assumptions.
the story. For example, maybe you have a few different
locations in mind. You really want to have a graveyard The most important thing is to just keep building. It
and a warehouse in your adventure (who knows why doesn’t have to be a masterpiece, but there should
– maybe you’re inspired by a TV show, an old video be around half a dozen scenes in the adventure –
game, or a fun adventure that a different GM once ran). something that you think the players will take at least a
Now you know that you will need to add characters and few hours to work through and solve.

206
▪ Finally locating the person of interest, the players
Story First discover she is violently ill and in need of a medical
facility. This will cause different complications depending
If you already have a story in mind when you decide to
on what has led up to this point and will challenge the
build an adventure, first decide what is going on in the players’ knowledge of the surrounding area. Using
background and then decide how and when the players the Heal Skill can buy the PCs some extra time.
will get involved.
▪ Roaming monsters, bandits, etc., patrol the area
With this method, you keep thinking about the plot and that the PCs need to pass through. Combat, or
what scenes are necessary to move the story along in at least an epic chase, is a likely outcome.
the framework of the game. ▪ A group of local loud mouths take a disliking to the PCs.
The use of deadly violence will cause more trouble.
You may find it easier to link the scenes together
and provide interesting challenges for the players. ▪ The players need to access an area fortified
Regardless of what the story is, challenges way outside by high walls. Skills, spells, equipment,
and a good plan will all help.
the Player Characters’ league is not acceptable.
▪ The NPC would be happy to help with the
Of course, there’s nothing stopping you from moving critical step, but needs something first.
back and forth between the methods (Components and
Story) in order to create the base of your adventure. ▪ The NPC with the information the players
need has been thrown into jail.

Adding Challenges
Each scene needs a goal, even if it’s just to gain enough
information to progress to the next scene. If nothing
ever crops up to provide a little challenge, the players
are going to finish in a hurry, not to mention become a
little bored. Below are some ideas that you can use to
add a little challenge. Use them, adapt them, or even
better - come up with your own obstacles for the player
to overcome.

Each scene needs a goal, even if it’s just to gain


enough information to progress to the next scene. If ▪ The PCs witness a horrific injustice in the making.
nothing ever crops up to provide a little challenge, the
▪ The PCs discover that the area they’re in (or need
players are going to finish in a hurry, not to mention
to pass through) contains numerous traps.
become a little bored. Below are some ideas that add
a little challenge. Use them, adapt them, or even better ▪ Hitting a dead end, the PCs must
– come up with your own obstacles for the players to search to find a secret entrance.
overcome.
▪ An innocent bystander wanders into the
path of fire, complicating a situation.
▪ A group of thugs are standing watch, ready to
attack anyone who nears the farmhouse. Combat ▪ A vile NPC wants a favour in return for cooperation.
is a possible solution, although stealth may
accomplish the goal, depending what it is. ▪ Weak and rotten floorboards.

▪ Another group of adventurers is hired to recover the ▪ Dogs and other guard animals.
same rare item, person, etc. While the rival group won’t
outright attack, they try to get ahead, destroy clues, ▪ The bad guys hurry their time-line.
mislead and do anything they can to gain an advantage.
▪ Turns out that the map is out of date.
The players must use their own skills to get ahead
and decide whether to sabotage the rival’s efforts. ▪ The employer forgot to mention something critical.
▪ While travelling, the PCs come to a spot where a bridge ▪ The players have an encounter with a mix of enemy
has been washed out. Depending how the party is gunmen, melee fighters or spell casters who could be
traveling (foot, mount, vehicle), they will have to use members of organized crime, hostile law enforcement,
different skills, spells and resources to cross. This members of a restrictive or secret group, mercenaries,
area may make for a good delayed ambush as well. foreign soldiers or agents, etc. Roll for initiative.

207
Linking Scenes Together Neutral NPCs can be cooperative, but lack the ability
to help the PCs with their original objective until a
At any given time during the adventure, the players new objective is completed (“I would love to help
should have one or two ideas about where they can go you, but unfortunately… maybe if you helped, then I
next. Towards the end of a scene, provide the players could…). Neutral NPCs can also be greedy, and want
with a clue or new information. They should feel like some specific payoff before they are willing to help (“I
they are progressing toward a goal. When you draw could help you, but first I need...). In either case, the
and map it out, you might have multiple routes out of adventure is lengthened by a side quest, which can be
or into a scene. a change in tone from the main quest, depending on
the NPC’s needs.
When you have most of your locations and your story,
start drawing boxes. Indicate to yourself how the Remember that as the GM, you only inform the players
players are going to get from one scene to the next and what the goals are. Let the players figure out how they
what will trigger the opening of the route. This may not are actually going to accomplish those goals.
be exactly how things will work in the actual adventure,
but you still need to map out and understand how the
events connect. In between scenes
Not every single space in a scene will have an objective.
A castle might have hundreds of rooms. When mapping
it out, you only need to indicate which ones you think
will be significant.

Some triggers and routes will be simple. Success-


fully traveling down a road leads to the next scene.
A dungeon adventure requires going further and
further into the depths. A city adventure might mean
questioning witnesses, whose information may or not
pan-out. Only after following up a false lead might an
eyewitness come forward, which makes that trigger
timed. Similarly, only after a certain amount of time
might a forensic clue give a result.

Non Player Characters can


be a great trigger source.
Players can find clues on Non Player
fallen enemies, including
letters, deeds, keys, etc. Characters
Secret plans can be pick-
pocketed. players can inter-
rogate defeated foes. NPCs can be a
can be followed, mind-read or
caught in a lie. NPCs can be great trigger
duped into saying the wrong About the Opposition
thing to the wrong person. source.
Some of these actions will be The antagonists and villains you create factor into the
player initiated, so you’ll have adventure in two important ways. First, they provide
to remain flexible. a significant portion of the challenges the players will
face; secondly, they help to determine the adventure’s
story and plot.
208
When creating a bad guy, ask yourself, “Is this antagonist
villainous?” The castle guards protecting the armoury,
Villainous Organization
or the town watch with a warrant to bring in the Player Not every adventure lends itself to fighting a villainous
Characters are just following orders. On the other organization, but some do. When the PCs do oppose
hand, the leader and members of a murderous gang an organization, it will likely have a command structure.
could be considered villainous. And there are shades Many of these command structures look like pyramids,
in-between, men and women who are not unlike the with decision making at the top and the actual action
Player Characters, but serve other masters. carried out by the less powerful individuals near the
bottom.
During the players’ adventures, mix it up. Not everyone
the players clash with should be evil, but many will be.
Foot Soldiers
Foot soldiers are typically on the bottom rung. The PCs
Motivation will likely encounter them before any other members
Non-villainous antagonists may be motivated out of a of the organization. The foot soldiers should be less
sense of duty or honour. Or they may be acting out of powerful than the Player Characters, but dangerous
self preservation, as when fulfilling obligations that their in numbers. They are likely to be armed but not well
job requires. Other motivations may factor in as well: armoured and have moderate combat training.
maybe they like the excitement, the thrill of completion.
They want their side to succeed. Enforcers
Villainous antagonists are usually seeking something, Above the foot soldiers are the enforcers. They may
such as wealth (Silv, rare items, large areas of land), have been exceptional foot soldiers that rose to a better
power (the ability to do what you want, whenever you rank. Enforcers handle tasks that are more important
want), vengeance (the need to revenge against a real than those assigned to foot soldiers. Sometimes
or imagined offence), etc. The villain may be acting an enforcer will be sent to supervise a group of foot
out of an emotion, such as jealousy, rage, hatred or soldiers. An enforcer is about the same power level as
greed. a combat focused Player Character. They are more
likely to have well-rounded equipment choices and
advanced combat training. Two or more enforcers
Evil might prove dangerous.

Villains often lack empathy,


so they’ll lack remorse and Lieutenant
have an enormous capacity for Above the enforcer is the
cruelty. When creating villains lieutenant. Often there will
for the Player Characters to only be one lieutenant in a
clash with, make individuals division. The lieutenant is a
that the characters can loath. highly capable person and is
Make the villains so vile that the elite guard of the villainous
the players can’t wait to catch mastermind. The lieutenant
up to them and put a stop to often takes action on behalf
their ruthless actions. of the mastermind’s direct
orders, performing the most
Keep in mind that at least important tasks or delivering
some villains will not perceive less important instructions to
themselves to be evil. Their those below. A lieutenant is
distorted view of the world likely to have advanced melee
allows them to justify every and ranged combat training, as
action they take, no matter how well as exceptional equipment.
misguided. Others know that A lieutenant should be a few
what they do is wrong, but just levels higher than the Player
don’t care (or take glee in the Characters or be advanced
act of doing something wrong, enough provide the group with
such as harming others). a reasonable (but not deadly)
challenge.

209
Mastermind There are exceptions: for example, the opposition’s
resources and equipment selection should depend on
At the top of the pyramid is the mastermind. He or she their background and current situation. Also, some of
is likely to be persuasive, controlling and intimidating. them will have odd feats, skills and spells, that won’t
The mastermind calls the shots, coming up with plans help them fight the PCs.
of actions for others to perform. Ultimately, the Player
Characters want to take this person out of commission. The sample characters are also available to be adapted
But it won’t be easy: the mastermind should be a level and built upon when the situation calls for that type of
or two above the lieutenant and likely is a capable opposition.
spell caster and fighter. Furthermore, masterminds are
shrewd, and will do whatever they can to fight on their Monsters can be extrapolated from human characters
terms. by adding abilities. Or you can just decide what you
think the final stats should be. It can, however, be
A mastermind’s flaw may be that they are overconfident quite easy to make an unbalanced and overly powerful
and underestimate the Player Characters’ capabilities. monster in that way, so use caution.
And the mastermind will depend on the organization
that they have built. If the PCs are able to significantly
disrupt that organization, suddenly the mastermind Adventure Ideas
won’t able to surround themselves with guards at all
times or give orders from their secure location. Out of Business
Clichéd A gang is shaking down a group of merchants. The
local warden seems unwilling or unable to help and
It is probably best not to use the terminology from this the merchants turn to the Player Characters. The
section during the actual adventure. It might seem a merchants have had enough, and don’t just want a
bit strange if you announce that the players are now few foot soldiers to go to jail, or an investigation to be
fighting the lieutenant of the organization. The villains initiated – they want the organization shut down perma-
deserve a bit more class than that – they need details nently.
that make them more than stereotypes, even if that
is what you started with. Break the rules listed above The “Fire Beast” gang has been causing all sorts of
now and then; the players don’t want the same formula grief in the area and has been responsible for multiple
over and over. Take what works and use it to give the deaths as a form of intimidation in the last year. Their
adventure structure. leader is Raghtry, an Ex-Arcane Soldier who has
decided to bleed the area dry. Second in command is
Other questions Kern, an Elemental Brawler, well known in the area for
some brutal underground fight wins. A dozen thugs,
Here are some things to consider about a Villainous each handy with either a melee weapon, a pistol, or
Organization. Where is it located? What kind of security spells, round out the Fire Beasts.
might it have? Does it have influence over the local law
enforcement? Does it somehow use monsters, etc., as
part of its fighting force? What are its ultimate goals?
What is it doing now to eventually meet its goals? Is
the mastermind’s expressed goal the real goal? How
difficult would it be to infiltrate the organization? How
does it recruit new members, or does it at all? How
suspicious of outsiders is it? What special or unique
tricks does it have up its sleeve? In what way could it
be slowly weakened?

Opposition’s Stats
When you need statistics for the bad guys, one option
is to find something suitable from Chapter 10: Threats
and adapt it to your needs. Another option, if you’re
creating human opposition, is to quickly go through
Chapter 2 and follow the Character Creation steps.

210
The Fire Beasts have three run-down safe houses and ▪ If they have enough time, the Fire
one well protected manor house. They make most of Beasts will bring in outside talent to help
their money by threatening harm to local businesses them if the situation calls for it.
unless the merchants offer a weekly tribute. They also
sell illegal and stolen goods. ▪ Consider where the PCs are if they choose
to rest up between encounters. The Fire
The group of merchants can offer the Player Characters Beasts will seek out whoever is giving
a modest payment, and promise significantly more them trouble (they have a lot of people
if they are able to recover what has been taken from intimidated into being their eyes and ears).
them, or make it so the merchants are able to operate ▪ If you’re the GM, know that at least one of your
their businesses for a time without interference. players has read this. So change something on
them – provide a few surprises. Adapt this outline
Adventure notes to your needs so it makes sense for your group.
▪ This adventure is suitable for lower level
characters. Even then, some groups Agent Imprisoned
may storm through it quickly.
An undercover agent, in the service of the Kingdom of
▪ One of the PCs might have met some Lundor or the Eldlandrian Western Guard, has been
of the merchants years ago. arrested and taken to a medium security prison. His
handlers need him back, but can’t blow his cover. They
▪ If the Fire Beasts hear of the PCs investigat- need a third party to break him out.
ing, they will (over confidently) send a few
members to quickly take of the problem. The players are contacted by a friend who says he is
someone who works for the good guys and is in need
▪ As the GM, draw out and name some
of capable people who can keep secrets. Alternatively,
of the locations where you want to
based on the PCs background, they may know a more
have a scene or encounter.
direct contact.
▪ Give a few of the merchant NPCs
names and individual personalities. A woman will meet the players and explain as much as
she can. The reward for the agent’s retrieval is around
▪ Many of the Fire Beast members have 6,000 Silver Credits.
horns growing out of their head and are
obsessed with fire-based spells.
Adventure notes
▪ The local Warden is possibly corrupt, and might
▪ The primary objective is to free the agent.
be an old friend of Kern, the Elemental Brawler.
Failing that, the employer needs detailed
Either way, the local Warden could spend all day
information that the agent has recently learnt
explaining that, while he has begun investiga-
(make a quick note ahead of time what the
tions, these types of crimes are hard to prove.
information might be; it will likely be coded).
▪ The objective of the adventure is to prevent the
▪ The prison has several layers of security: An outer
Fire Beasts from ever operating in this area again.
wall (with guard towers), a fence, some internal
▪ The milestones along the way include finding grounds with patrolling guards, and several
out information about the Fire Beasts, such as connected buildings which house the cells. Make
where some of their safe houses are and how a few thumbnail sketches of the overall layout.
well secured they are. The PCs should probably
▪ Challenges include locating the agent (players
find a way to thin-out the opposition and cripple
will have an image of him and know his alias),
their resources before going in for the kill.
overcoming barriers, avoiding detection,
▪ Each merchant the players talk to may and subduing any opposition. The employer
know something that can be helpful and would prefer the PCs not kill any guards.
provides a chance encounter with some Fire
▪ If the players have any ideas or schemes about
Beast thugs (who can reveal some useful
gaining entry to the prison through subterfuge,
information under the right conditions).
the agent’s handler might be able to aid
somewhat, provided that the ploy is reasonable.

211
River Ship
A group of scholars is taking a working expedition
down through the wild lands of Talzzeroon. Even
though much of trip will be aboard a large river ship,
the university sponsoring the scholars’ journey insist
on hiring a capable group to provide security and other
assistance in case of any trouble.

Let the PCs see the ad and make a bid, or have an


acquaintance let them know that the university is still
looking for some good people for this month-long job.
The job pays 2,000 Silver credits per week (plus basic
room and board) for 4 weeks. It is expected that 70% of
▪ The players might not have a crystal-clear idea of the expedition will be spent on the ship.
how the prison works in an RPG setting, so first
decide for yourself the details. (Are there visiting
hours? What basic precautions against magic or Adventure notes
power alterations does the prison take?) Then let ▪ Once underway, the river ship will travel out of the
your players know how it works. The better they Kingdom of Lundor, and be on the ocean for some
understand, the better the adventure will run. time. Take this opportunity for the players to get
to know the ship (give the players a few outlines),
▪ In general, counter-spells (such as Barrier the crew (about a dozen or so) and the scholars
Against Remote Senses and Obliterate (a half dozen or so). Make them interesting.
Shadow) and Empowerment Inhibitor cost lots
of Silv, so they aren’t used everywhere. Many ▪ Throw in a complication or two, but generally let
Eldlandrian prisons utilize multiple walls and a few days go past to get the PCs comfortable.
barriers, counter-spells in a few key areas, and
an implied or direct threat of severe punishment ▪ Then the real adventure begins: under the
against anyone caught after escaping. cover of darkness the ship is hijacked. Make
sure you’ve drawn out the large river ship
▪ Remember to adapt as needed. For example, if it ahead of time – the PCs will have to act
makes more sense, set the action in a neighbouring smart if they are going to retake the ship.
nation. Make it a secret prison, or some other twist.
▪ The hijackers seem to be well organized
mercenaries with pistols and armour,
although they may have Talzaran Riv-men
with them, who tend to fight with swords.

▪ Challenges include keeping the scholars


safe, locating the hijackers one by
one, retrieving anything taken, and
getting the river ship going again.

▪ The hijackers probably want something:


equipment on board or ransom hostages, and will
begin to transfer these things to their vessel.

▪ How did the hijackers know that the river ship


and its cargo would be here? A mystery to
solve (perhaps a connection back home).

▪ Obviously if you, or your players, find appeal in


what could be at the end of the river voyage, build
another adventure around that concept. Run it next
session, or start it early if it works out that way.

212
Fallen Starship Mines provide lots of pathways to explore, so makeup
some interesting maps ahead of time. Come up with
A signal transmitter has come online from a fallen some thrilling scenario concerning the haunting of the
starship somewhere within the Barrier Zone. The mines, and keep the players on their toes.
Allterions need someone to survey the crash and take
readings with portable equipment. If the engine core Werewolf Bikers
can be salvaged, it would be worth a lot of Silv.
Outlaw Werewolf Bikers have taken over a town and
The PCs would be working for an Allterion corporation. are keeping the citizens hostage. The bikers are
The mission would require the PCs to go to the area, demanding an item they claim is hidden somewhere in
enter the ship and explore it. The engine core is located the town. The PCs are chosen to negotiate and either
near the center of the huge ship. accomplish the bikers’ demands, or fight to take back
the town and safely free the hostages.
Adventure notes
▪ Getting to the ship will take time. Flight craft can Blood in the Field
only get so near the barrier zone without possibly
crashing. Land vehicles do better, but some foot Something is killing the livestock across a rural area
travel may be required depending on conditions. (a spirit terror, a cult, a creature, a vengeful resident).
The PCs are hired to investigate and stop whatever is
▪ The signal locator will tell the players roughly behind the killings. What they uncover reveals a bigger
the right direction and distance of the ship. problem that needs to be dealt with quickly.
▪ All sorts of bandits, creatures and monsters inhabit
the Barrier Zone. Many will attack on sight. Safe Houses
▪ The dead crew of the ship will have provided The PCs must keep a target safe for 2 days. There is
suitable hosts for certain spirit terrors. Exploring a spell that can track her if she stays in one spot for
the ship will require fighting space zombies more than 10 minutes, or 2 hours if shielded. The PC’s
and anything else appropriate to the setting. contacts can suggest safe places to hold up for short
periods of time.
▪ Make some layouts of the starship for yourself.
Overall it is vast in size, but contains some tight
Expect lots of near encounters with dangerous foes.
corridors and medium sized rooms. Because it
has crashed, areas that normally would have
been passable might be blocked off. Do make it
multiple levels. Don’t make it so frustrating and
complicated that the players get bored trying to
reach the goal. A few really good encounters
might work better than multiple repetitious ones.
Keep the tension up while they’re in the ship.

▪ Think of the adventure as a cyber dungeon.

Haunted Mines
A mining company needs some capable people to
get their mine running again. (The PCs will either see
an advertisement or get a message from one of their
contacts about the opportunity.) The workers claim the
mine is haunted and won’t go near the place.

The PCs are needed to go in and figure out what is


going on and deal with any threats they find. There’s
good money in it, if they can convince the mine workers
that there’s nothing wrong anymore and explain what
was happening.

213
Tunnel City
After workers discover an elaborate series of tunnels
under the city, people start disappearing. The PCs are
hired to investigate and resolve the situation.

Organ Thieves
A gang of organ thieves must be tracked down and
stopped.

Start With a Threat


When you look over the List of Threats, you’ll start to
come up with ideas (powerful beings doing bad things).
See where those ideas take you and build a story
around it. Figure out how the PCs can get involved and
let it become an adventure.

Alternatively, you could look over some of the Major


Factions and see if they spark an idea.

Adventure Review
Adventures require some form of conflict.

▪ When creating adventures, you can


break it down into individual scenes.

▪ Players need objectives and motivation.


(Something to do, and a reason to do it.)

▪ A successful adventure needs a variety of


challenges for the players to overcome.

▪ Decide ahead of time how the scenes connect


and how the players might progress through the
story. What is preventing them from jumping to
the end, and what is allowing them forward?

▪ The opposition can come in many varieties.


An enemy may have good intentions or be
evil. Also, players are more likely to encounter
foot soldiers before masterminds.

▪ Have fun. Throw a surprise or two at the


players; don’t be a slave to a formula.
Experiment with the recipe.

214
Chapter 10: Threats Remember that you can make use of the readymade
sample characters as a base for more human threats.

Threats Introduction Human-like opposition may be someone with


Battling foes is an important component of any uncommon and extensive magical pollution traits, or
adventure. You can either make up your own antago- someone from another species. In either case, the
nists for players to face, or adapt the ones presented in human-like opponent is capable of action in a human
this chapter to your needs. fashion. They might, for example, have an extraordi-
nary size and strength compared to a normal human,
The Spellchrome setting has a wide variety of villains, but also carry and use a heavy pistol.
monsters and creatures ready to challenge the
players. They can generally be broken down into three Animals are normal mammals, reptiles, etc., that
categories: Human and Human-Like, Animals and exist in the Spellchrome world. Most won’t attack
Creatures, and Monsters and the Supernatural. Some unless threatened, hurt, or find their young in danger.
foes, such as a spirit-terror possessed human, defy Creatures might be bizarre and dangerous animals
categorization. that have been mutated by magical pollution, or normal
animals possessed by terrors that have slipped through
Human opposition may be created like normal Player the barrier breach into this world.
Characters or sample characters. But, as the GM, you
can break the rules. Not all NPCs need to be the same Monsters may be human in appearance, but lack human
strength as the Player Characters. You might want intelligence. The lumbering dead corpse, driven to feed
some to be a bit less special than the PCs. Maybe by its spirit-terror host, will not pick up and fire a weapon
you have seen an action movie where the heroes are but its incredible strength and physical resilience still
engaged in a drawn out gun battle. If you wanted to make it dangerous. A mutated and deadly giant gorilla
replicate the same “heroes shoot everyone and win” might be considered a monster or a creature.
feel, you might not want to make the bad guys too
extraordinary. The opposite can also be true: a particu- The Supernatural include beings not of this world. Many
larly dangerous NPC might have more Attribute points, take twisted and terrible physical shapes, or are beings
feats or spells than a normally built character would of spirit that manifest through taking over the bodies of
have. If you do create a villain in such a way, try and the living or the dead.
have some reason to justify the bump in abilities. If you
cannot, just giving them another level or two is easy.

215
Common Tables Reading Stats
When building characters for players to run up against, Base Stats (Level 2)
you may find some the following tables and lists
helpful. [“Level 2”: This is the threat’s level, which is one
indicator to help determine the appropriate challenge
Base Attack Bonus Table ................ 23 versus the PCs.]
Ancient Sign, Social Class............... 16
AC: 17, DR: 1d6, EX-HP: 19, HP: 27
Attribute Table ................................. 19
FORT: +6, REF: +3, WILL: +1
Determine Saving Throws .......... 28-29
List of Feats ............................ 112-113 [Above, the basic defence statistics]
Associated Magic Spells.................. 80
Associated Skills ............................. 60
Common Attacks
Trained Skill Bonuses by Level ....... 77 ▪ Drake 42 Heavy Pistol (5 EP)
Equipment Categories ................... 125 ▪ [The GM will have to decide which
equipment is Empowered.]
List of some common Threats ▪ Sevrokk Silver Combat Sword (5 EP)
Street Thug .................................... 217
▪ Attack Bonus: +5
Mercenary...................................... 218
Talzaran Warrior ............................ 220 ▪ Damage: 1d8 + 1d10 +3(Str)

Stone Ogre .................................... 222 ▪ Notes: possesses the Cleave Feat


Varrathnoth .................................... 223 ▪ [Special feat note that could go unnoticed.]
Spirit Born Witch ............................ 225
▪ Adair LR Spellchrome Rifle (7 EP)
Dangerous Beasts ......................... 227 (40% chance of having)
The Lumbering Dead ..................... 229
▪ [Roll percentile or use as a guide
Pale Twin ....................................... 230
to decide on equipment.]
Some Factions (Setting chapter) ... 243
▪ Initiative Bonus: +2,
Falls and Crashes ▪ Empowerment Points: 13
The GM must adjust the damage rolled to fit each ▪ [Total EP character has to use. Does not
situation. In general, apply 1d10 damage for each indicate how much is currently used.]
full 10 feet a character falls. Damage reduction only
applies one-half. The ground (its softness, hardness or Spell and Skill Categories
sharpness) could adjust the damage.
▪ Combat
See the Climb skill, Acrobatics and Tumbling skill, and ▪ Healing
the Leap spell.
▪ 2 MP
If the circumstances have characters crashing, there
will likely be injuries. Characters take 1d6 damage per ▪ [Magic Points available for the day]
10 miles per hour that they were moving. In a head-on ▪ Basic Strength (+9)
collision, add the speed of both vehicles when deter-
mining damage. The Damage Reduction from personal ▪ Basic Dexterity (+8)
armour, if empowered, applies one-half. These crash
damage rules apply to passengers, and the GM may ▪ Basic Constitution (+9)
want to roll separate damage for each character. The ▪ Basic Wisdom (+7)
damage to the vehicle may be more significant.
▪ Total bonus for trained skills. (Factors
Attribute plus Level bonus)

216
▪ DE1 Combat Dagger (2 EP)
Street Thug
▪ Attack Bonus: +4
Thugs can be found filling out the bottom rungs of an
organization or on their own. A thug often uses their ▪ Damage: 2d6 +4(Str)
strength and the threat of violence to intimidate weaker
opponents. Most of their combat training comes from ▪ Initiative Bonus: +1
the street. ▪ Empowerment Points: 10

Spell and Skill Categories


▪ Combat

▪ Fire

▪ 3 MP

▪ Basic Strength, Advanced Strength (+9)

▪ Basic Dexterity (+6)

▪ Basic Constitution (+8)

▪ Basic Wisdom (+7)

▪ Basic Charisma, Advanced Charisma (+6)

▪ 6 SP

The Street thug, with all their skills, actually wouldn’t


be that bad of a character archetype to play. Too bad
for them that their mind-set doesn’t let them live up to
their full potential.

Feats
▪ Light and Medium Armour Proficiency

▪ Melee Training: Basic

▪ (Ranged Training: Basic)

▪ Ranged Training: Advanced

▪ Toughness
▪ Concept: A basic combat challenge. ▪ Riding Attack

Base Stats (Level 1) Additional Equipment


AC: 14, DR: 1d4, EX-HP: 0, HP: 13 ▪ Shield Jacket (2 EP)

FORT: +3, REF: +3, WILL: +2 ▪ City Mobile Comlink (1 EP)

▪ Night Sight Power Alt (60% chance of having)


Common Attacks
▪ Dronddii ’53 Fusion Bike (40% chance of having)
▪ Atlurg M Spellchrome Pistol (4 EP)

▪ Attack Bonus: +2 Background


▪ Ancient Sign: Calmen
▪ Damage: 2d8
▪ Social Class: Worker
▪ Range: 40’ (8 Squares)

217
▪ Equipment upgrades (Pistol, or Armour)
Attribute Score Modifier

Strength 18 +4 Player Knowledge


A good Knowledge: Common or Popular check reveals
Dexterity 12 +1
an understanding about gang behaviour, attitudes and
Constitution 17 +3 recruitment. It will reveal general symbol meanings and
show which areas belong to gangs.
Intelligence 10 +0
A good Knowledge: Academic, Specific or Obscure
Wisdom 14 +2 check reveals a specific gang symbols, hierarchies and
some specialized knowledge. Characters can use this
Charisma 12 +1 to gain a more accurate map of where specific gang
boundaries lie.
Attitude and Tactics
Most street thugs use numbers to their advantage, Mercenary
effectively controlling a situation when their opponent
is less powerful than they are. This sample thug has The mercenary is a solider for hire. Nearly every nation
the Intimidate Skill, which he uses on other NPCs to uses mercenaries as a main component of military
get what he wants. This sample character also has the operations. (The first Eldlandrian-Nova Dirge conflict
Listen and Spot, which means he is fairly aware of his decimated many regular armies.) Mercenaries are also
surroundings. hired by private citizens and organizations to serve their
interests, sometimes secretly. This means a mercenary
When facing foes that fight back (law enforcement, may have nothing against the PCs, but will not hesitate
rival gangs, PCs), street thugs have a few goals: to attack if the job requires it.
protecting turf, not appearing weak in front of other
members and trying to hurt opponents without getting
killed themselves. They use basic tactics like taking
cover and shooting at whomever they think is a threat.
Most street thugs are unlikely to use advanced tactics
including well-coordinated attacks or counter attacks.
If they fire off a special attack, such as a spell, they will
likely cast it out of anger rather than as a component of
a clever strategy.

Street Thug @ Level 2


AC: 14, DR: 1d4, EX-HP: 0, HP: 23
FORT: +4, REF: +4, WILL: +2
▪ Ranged: +3

▪ Melee: +6

▪ 11 EP
▪ Melee Training: Advanced Feat

Street Thug @ Level 3


AC: 14, DR: 1d4, EX-HP: 0, HP: 30
FORT: +4, REF: +4, WILL: +3
▪ Ranged: +4

▪ Melee: +7

▪ Power Hit Feat

218
▪ Concept: Solider / fighter opponent. ▪ Cleave

▪ Combat Awareness
Base Stats (Level 2)
AC: 17, DR: 1d6, EX-HP: 19, HP: 27 ▪ Increased Empowerment Points x 2

FORT: +6, REF: +3, WILL: +1 Additional Equipment


▪ L6 Hard Shell (5 EP)
Common Attacks ▪ Sprevtec R7 Long Range Comlink (2 EP)
▪ Drake 42 Heavy Pistol (5 EP)
▪ Byron ’62 Armoured Vehicle
▪ Attack Bonus: +4 (35% chance of having)
▪ Damage: 1d8 + 1d10 ▪ High-powered Flashlight or Night
Sight Power Alt (70 / 30 chance)
▪ Range: 50’ (10 Squares)

▪ Sevrokk Silver Combat Sword (5 EP) Background


▪ Attack Bonus: +5 ▪ Ancient Sign: Armoes

▪ Damage: 1d8 + 1d10 +3(Str) ▪ Social Class: Worker

▪ Notes: possesses the Cleave Feat Attribute Score Modifier

▪ Adair LR Spellchrome Rifle (7 EP) Strength 16 +3


(40% chance of having)
Dexterity 14 +2
▪ Initiative Bonus: +2
Constitution 16 +3
▪ Empowerment Points: 13
Intelligence 11 +0
Spell and Skill Categories Wisdom 12 +1
▪ Combat
Charisma 10 +0
▪ Healing

▪ 2 MP

▪ Basic Strength (+9) Attitude and Tactics


Most mercenaries have backgrounds as soldiers, which
▪ Basic Dexterity (+8)
means that they can be disciplined and follow orders.
▪ Basic Constitution (+9) However, because they are outside of regular military
structures, they may approach certain situations as
▪ Basic Wisdom (+7) they see fit, rather than rigidly following a prescribed
policy.
▪ 4 SP
Mercenaries’ goals are typically whatever is in their
Feats client’s best interest. How the PCs fit into this context
▪ Light and Medium Armour Proficiency will determine how aggressive they are. When engaged,
expect mercenaries to use better than average tactics.
▪ (Melee Training: Basic) Depending on the circumstances, they may single out
strong or weak competition first, take cover, retreat, or
▪ Melee Training: Advanced
press an attack.
▪ (Ranged Training: Basic)
Mercenaries can work on their own, in pairs, or in
▪ Ranged Training: Advanced medium sized groups. (Player Character combat ability
should determine how many mercenaries fill out the
▪ Toughness
opposing Merc Group.)

219
Mercenary @ Level 1 Some Talzaran work with human mercenaries in and
around the Talzzeroon area. Other Talzaran refer to
AC: 17, DR: 1d6, EX-HP: 19, HP: 15
them as Riv-men, which means “defector” or “traitor to
FORT: +5, REF: +2, WILL: +1 one’s kind”.
▪ Ranged: +3

▪ Melee: +4

▪ 11 EP

Mercenary @ Level 3
AC: 17, DR: 1d6, EX-HP: 19, HP: 39
FORT: +6, REF: +3, WILL: +2
▪ Ranged: +5

▪ Melee: +6

▪ Precise Shot Feat

▪ Stage 2 Spell Power

Player Knowledge
A good Knowledge: Common or Popular check
reveals the conditions that allow mercenaries to
operate. Certain licensees can grant special rights to
carry certain weapons and equipment, although many
groups prefer not to be “on the books”.

A good Knowledge: Academic, Specific or Obscure


check reveals some military history about individual
mercenary members, their successes, failures and
specialties. Light research may be required to locate
this information.

Talzaran Warrior
Talzaran Warriors are native to the wild lands of
Talzzeroon. There has historically been fairly low
contact between the cat-like Talzaran and humans.
While Talzaran leaders have shown some interest in ▪ Concept: An advanced combat challenge.
Eldlandrian and Allterions goods, they generally prefer
to keep to themselves. Some Talzaran tribes are Base Stats (Level 3)
nomadic, while others have impressive cities hidden AC: 20, DR: 0, EX-HP: 0, HP: 45
deep in the lush jungles of Talzzeroon.
FORT: +6, REF: +6, WILL: +2
Since the arrival of the Allterions and the Nova Dirge,
there has been a significant increase in contact between
humans and the Talzaran – most of it hostile. After the Common Attacks
Talzzeroon incident of 798 CE, where Nine hundred ▪ Claw Attack (0 EP)
Lundoran Soldiers died and over four thousand
Talzaran are killed in a counter attack, many Talzaran ▪ Attack Bonus: +8
have declared war on any humans that dare enter what
▪ Damage: 1d6+4(Str)
they believe to be their lands.
▪ Possesses the Dual Melee Weapons Feat

220
▪ Greatsword, Medieval Era Weapon (0 EP) Additional Equipment
▪ Attack Bonus: +8 ▪ Algeiuss, equivalent to Full Plate,
but lighter and cooler. (1 EP)
▪ Damage: 1d10 + 4(Str)
▪ Any Medium Empowerable Armour (25%)
▪ Notes: Two handed Weapon

▪ Blaxton Heavy Broadsword (6 EP) Background


(45% chance of having)
Attribute Score Modifier
▪ Ceburx 44 Heavy Pistol (6 EP)
(60% chance of having) Strength 19 +4

▪ Ranged Attack Bonus: +6 Dexterity 21 +5

▪ Initiative Bonus: +5 Constitution 17 +3

▪ Empowerment Points: 11 Intelligence 10 +0

▪ Base movement: 40 feet (8 squares) Wisdom 12 +1

Spell and Skill Categories Charisma 14 +2

▪ Shadow
Attitude and Tactics
▪ Telepathy
The Talzaran are capable hunters and will often stalk
▪ 4 MP their prey, especially when they have a good knowledge
of the hunting grounds. Many enjoy collecting new
▪ Basic Strength (+11)
weapons and attack trespassing humans for the sole
▪ Basic Dexterity (+12) purpose of gaining new equipment. In combat they are
quick and rather deadly, although they are occasionally
▪ Basic Wisdom, Advanced Wisdom (+8) out-matched by modern gear and firepower.
▪ 4 SP
Talzaran Warriors hunt on their own or in groups.
The background of most Talzaran Warriors will limit It is not uncommon for them to spread out and keep
their exposure to the drive, pilot, and other skills. The in contact through telepathy. (The Player Characters
See in Dark, Shadow Stealth, Animal Communication combat ability should determine how many Talzaran
and Telepathic Communication spells are the Talzaran Warriors they encounter, but keep in mind that a few
Warriors’ most commonly cast spells. more might be alerted if the players breeze through the
first meeting.)

Feats Talzaran Riv-men who work with human mercenaries


▪ Light and Medium Armour Proficiency adapt as best they can.

▪ Heavy and Ultra Armour Proficiency


Talzaran Warrior @ Level 2
▪ (Melee Training: Basic) AC: 20, DR: 0, EX-HP: 0, HP: 30
▪ Melee Training: Advanced FORT: +6, REF: +6, WILL: +1

▪ Ranged Training: Basic ▪ Ranged: +5

▪ Toughness x3 ▪ Melee: +7

▪ Cleave ▪ 11 EP

▪ Combat Awareness

▪ Dual Melee Weapons Feat

221
Talzaran Warrior @ Level 4 fond of human flesh and have been known to kill and
eventually devour entire mining parties. Once they get
AC: 20, DR: 0, EX-HP: 0, HP: 60
a taste for humans, some Stone Ogres will even leave
FORT: +7, REF: +7, WILL: +1 the solitude of their caves to seek out places where
people are more plentiful.
▪ Ranged: +7

▪ Melee: +9 ▪ Concept: A big slow combatant, highly


resistant to physical damage.
▪ 11 EP

▪ Equipment upgrades Base Stats (Level 4)


AC: 14, DR: 2d10, EX-HP: 0, HP: 60
Player Knowledge
FORT: +9, REF: +1, WILL: +1
A good Knowledge: Common or Popular check reveals
the widely believed habits and nature regarding the
Talzaran, of which about 60% is true. Common Attacks
▪ Stone Fist
A good Knowledge: Academic, Specific or Obscure
check reveals deeper information about Talzaran ▪ Attack Bonus: +10
lands, their mentality, routines, and fighting methods.
▪ Damage: 1d12+6(Str)

Stone Ogre ▪ Possesses the Dual Melee Weapons Feat

▪ Initiative Bonus: -1
Stone Ogres are large humanoids with thick rock-like
skin that dwell deep in caves and mines throughout ▪ Empowerment Points: 2
Eldlandria. They have the ability to meld with rock
and sleep for long periods of time, but will awaken to ▪ Base movement: 25 feet (5 squares)
feast if a living creature comes near. Stone Ogres are
Spell and Skill Categories
▪ Protection

▪ 2 MP

▪ Basic Wisdom, Advanced Wisdom (+8)

▪ 3 SP

The background of most Stone Ogres will limit their


exposure to inapplicable skills. Listen and Spot and
Navigate are the skills that a Stone Ogre most often
utilizes.

Feats
▪ (Melee Training: Basic)

▪ Melee Training: Advanced

▪ Cleave

▪ Dual Melee Weapons Feat

Additional Equipment
▪ Night Sight (2 EP) [Naturally occurring]

▪ Stone Skin (2d10 DR, +5 AC) [Naturally occurring]

222
Background walls. A Stone Ogre’s general presence can sometimes
be indicated with the Examine Supernatural Spell. Light
Attribute Score Modifier weapons will be less effective due to the Stone Ogre’s
High Damage Reduction. (Empowered blades, due
Strength 22 +6 to their design, are not normally damaged when used
against stone armour.) Stone Ogres can be killed, but
Dexterity 8 -1
cannot be reasoned with.
Constitution 20 +5

Intelligence 10 +0 Varrathnoth
Wisdom 10 +0 Varrathnoth are beings from the other side of the
barrier who often cross over at the bidding of a more
Charisma 10 +0 powerful master. They appear as small humanoids,
often shorter than four feet tall. They are known by their
distinct, skull-like head.
Attitude and Tactics
Stone Ogres blur the line between human-like and Varrathnoth typically prove to be little trouble for
monster. Technically they are human-like because of well-armed soldiers, unless met in great numbers. As
the underlying human intelligence that can be seen part of a mixed enemy force, Varrathnoth can become
in their eyes. They have the ability to use tactics, to a dangerous distraction.
surprise, surround or stalk their prey.

Most people that encounter Stone Ogres call them


monsters. Because they approach with the single-
minded purpose of killing and then feasting, Stone
Ogres cannot be bargained with. While a few have
shown some interest in the tools and comforts that man
creates for himself, most Stone Ogres have little need
for them; sleeping within stone, attacking with their
heavy stone fists and then consuming their prey raw.

Stone Ogres can be found alone and in small to medium


groups. They have a basic ability to act in coordination,
silently communicating. Legends tell of vast under-
ground cities filled with Stone Ogres serving a grand
ruler, but this notion runs contrary to what is generally
known of their habits.

Stone Ogre @ Level 8


AC: 16, DR: 3d10, EX-HP: 0, HP: 120
FORT: +12, REF: +4, WILL: +4
▪ Melee: +14/+9

▪ Greater Stone Fist: 2d10+6(Str)

Player Knowledge
A good Knowledge: Common or Popular check reveals
the basic legends surrounding Stone Ogres: they live
underground and will get you if you dare enter their
caves. They will come and steal your friends if you are
not good. They are made of rock and cannot be hurt. ▪ Concept: Low level villainous foot soldier,
weak but potentially dangerous.
A good Knowledge: Academic, Specific or Obscure
check reveals that Stone Ogres emerge from stone
223
Base Stats (Level 1) Additional Equipment
AC: 14, DR: 0, EX-HP: 0, HP: 4 or 7 ▪ Leather and Plates (0 EP)

FORT: +0, REF: +3, WILL: +1 Background


Attribute Score Modifier
Common Attacks
▪ Long Sword (0 EP) Strength 12 +1

▪ Attack Bonus: +2 Dexterity 16 +3

▪ Damage: 1d6+1(Str) Constitution 11 +0

▪ Sedger Short Blade (3 EP) (20% chance of having) Intelligence 10 +0

▪ Damage: 1d6+1d8+1(Str) Wisdom 12 +1


▪ Delfurh .9 Light Spellchrome Pistol Charisma 13 +1
(2 EP) (25% chance of having)

▪ Attack Bonus: +3 Attitude and Tactics


▪ Damage: 2d6 Their masters often order the Varrathnoth to accomplish
tasks. They act out of fear of their master, but also for
▪ Range: 40’ (8 Squares) the opportunity to inflict physical and mental pain upon
▪ Considered a simple weapon, important others. Nearly every human account of the Varrathnoth
when lacking Ranged Training reports them as cruel and sadistic in nature.

▪ Initiative Bonus: +3 A level 1 Varrathnoth is designed to be intentionally


weak in power. They are powerful enough to be a threat
▪ Empowerment Points: 10 to an unarmed peasant, but should not, unless signifi-
▪ Base movement: 30 feet (6 squares) cant in number, be much of a challenge to PCs. Use
them as a confidence boost early in an adventure. But
remember that the Varrathnoth almost always serve a
Spell and Skill Categories more powerful master, so the PCs should not celebrate
▪ Shadow too quickly.
▪ Telekinesis
Feel free to include a few Varrathnoth in larger battles
▪ 5 MP when powerful enemies are present. The bad guys will
think of them as cannon fodder. This gives the Players
▪ Basic Dexterity (+8) a chance to make strategic choices: When is the best
time to swat the mosquito?
▪ Basic Wisdom (+6)

▪ 2 SP Tactically the Varrathnoth have 2 basic modes: sneaking


around, and charging with a blade. (Most have had
The background of most Varrathnoth will limit their exhaustive sword training, which has given them some
exposure to inapplicable skills. confidence with blades.) About 25% will remember to
cast choke in combat or will have acquired an Allterion
Feats ranged weapon.

▪ Light and Medium Armour Proficiency


Arch-Varrathnoth @ Level 7
▪ (Melee Training: Basic)
Occasionally a Varrathnoth will rise in power and
▪ Melee Training: Advanced become known as an Arch-Varrathnoth. While they
may command a group of normal Varrathnoth, they are
▪ Toughness (50% chance) only one of many barrier creatures that might do so.

224
Spirit Born Witch
A Spirit Born Witch is a human spell caster who took
a shortcut in obtaining magical power. The caster
accepts the power offered by a supernatural barrier
creature, but becomes inhuman in the process. The
spirit that adds to the caster’s power also twists their
mind. Once their mind shatters, Spirit Born Witches
are almost always dangerous and cruel. They are
hunted because of this, and become beings even more
dangerous and vengeful against the societies that they
formerly belonged to.

Physically, a Spirit Born Witch is often indistinguishable


from a normal human (although they may have a partic-
ularly intense “spell-caster look” to begin with). Most
are identified from their actions, such as bouts of rage.
Using Examine Supernatural can also identify a Spirit
Born Witch (just don’t let them catch you looking.).

Most Arch-Varrathnoth become developed spell


casters.

AC: 17, DR: 1d8 (via Magic), EX-HP: 0, HP: 44


FORT: +3, REF: +5, WILL: +5
▪ Melee: +8/+3

▪ Sevrokk Silver Combat Sword:


1d8 + 1d10 +1(Str)

▪ Stage 2 Spell Caster

▪ Death Spells

▪ Protection Spells

▪ Telepathy Spells

▪ MP: 14

▪ Even more evil and sadistic

Player Knowledge
A good Knowledge: Common or Popular check reveals
that these things are called Varrathnoth and that they
are vile beings from the other side of the barrier.

A good Knowledge: Academic, Specific or Obscure


check reveals that Varrathnoth are not big picture
thinkers and almost always work for a more powerful
master. Also, most Varrathnoth know the Choke Spell,
which means that casting Magical Shield can be useful
when fighting a large number of the short-skulls.
▪ Concept: A spell casting combatant,
suitable as a mastermind.

225
Base Stats (Level 6) Background
AC: 15, DR: 1d4 + 1d8, EX-HP: 9, HP: 48 Attribute Score Modifier

FORT: +4, REF: +4, WILL: +6 Strength 12 +1

Dexterity 14 +2
Common Attacks
▪ Sedger Short Blade (3 EP) Constitution 13 +1

▪ Attack Bonus: +5 Intelligence 12 +1

▪ Damage: 1d6 + 1d8 + 1(Str) Wisdom 14 +2

▪ Landar S2 Light Spellchrome Pistol (3 EP) Charisma 17 +3

▪ Attack Bonus: +8/+3

▪ Damage: 1d6 + 1d8


Attitude and Tactics
Most Spirit Born Witches crave and seek out ever-
▪ Range: 40’ (8 Squares) greater power. Many are charismatic and have
followers. They tend to be highly (over) confident,
▪ Initiative Bonus: +2
utilizing their extensive magic to attack and accomplish
▪ Empowerment Points: 11 tasks.

▪ Base movement: 30 feet (6 squares) In combat, most Spirit Born Witches try to have their
followers or minions engage the enemy while they
Spell and Skill Categories themselves step back and blast away with magic
(Death Ray, Fire Blast, and Lightning Bolt are common
▪ Can cast all spells from the 12 major
choices). They are not opposed to using Spellchrome
categories @ stage 2 or 3 spell power.
weapons, but since that is not what they excel at, magic
▪ May have a few custom spells to will almost always be their first choice.
keep the PCs on their toes.
Some Spirit Born Witches are extremely powerful and
▪ 18 MP dangerous. They crackle with energy and speak in a
voice greater than a single being can produce. The GM
▪ Basic Dexterity (+12)
must balance how much of this is dramatic description
▪ Basic Intelligence (+11) and how much is actual game statistics. The GM should
note that, in general, the spirit who is feeding power
▪ 3 SP to the Witch will not let them die easily, especially at
the beginning of a battle. The spirit can absorb some
Feats damage, partially heal them, and even move the Witch
▪ Light and Medium Armour Proficiency telekinetically in order to keep its plaything alive.

▪ Melee Training: Basic


Spirit Born Witch @ Level 12
▪ (Ranged Training: Basic) AC: 17, DR: d8 + d10, EX-HP: 26, HP: 96

▪ Ranged Training: Advanced FORT: +6, REF: +6, WILL: +8

▪ Supernatural Health: Adds 30 HP in this case ▪ Melee: +10/+5

▪ Melee: +14/+9/+3
Additional Equipment
▪ Stage 3 Spell Caster
▪ H-G Light Plate (3 EP)
▪ MP: 24
▪ Mark-3 Mage Gauntlet (3 EP)
▪ Cathal Scale Armour (6 EP)
▪ Sprevtec R7 Long Range Comlink (2 EP)

▪ An appropriate vehicle or mount.

226
Player Knowledge Common Attacks
A good Knowledge: Common or Popular check reveals ▪ Monstrous Bite
that some people are Witches. This does not reveal
exactly how or why Witches come to be, but it does ▪ Attack Bonus: +9
indicate that Spirit Born Witches are often powerful and ▪ Damage: 2d8 + 6(Str)
malicious.
▪ (or) Claw Attack x 2
A good Knowledge: Academic, Specific or Obscure
check reveals that the PC knows how Spirit Born ▪ Attack Bonus: +9
Witches come to exist and what they are capable of. ▪ Damage: 2d6 + 6(Str)
The PC will also know that since the person the Witch
once was voluntarily accepted the spirit’s influence ▪ Initiative Bonus: +3
(coerced, manipulated, tricked or otherwise), there is
little chance to undo the damage. Even if there was ▪ Base movement: 40 feet (8 squares)
a way to go back, most Spirit Born Witches would not ▪ Can instinctively cast Fire Blast (Stage 1)
give up their power.
▪ (Erupts from the throat)

Dangerous Beasts ▪ 3 MP

Eldlandria is, unfortunately, home to many animals Background


and creatures that have become mutated, either from
exposure to magical pollution or from a barrier spirit’s Attribute Score Modifier
possession. The common result is a larger, more
deadly, rabid creature that poses a threat to all humans Strength 22 +6
and animals in the area.
Dexterity 16 +3

Constitution 18 +4

Intelligence 10 +0

Wisdom 12 +1

Charisma 13 +1

Blood wolves are most often created when a barrier


spirit first crosses over and uses a wolf as a temporary
host while it gathers strength. Typically, the barrier
spirit will move on after a week or so, but will leave the
wolf changed, rabid and deadly.

Most blood wolves act on their own, although there have


been reports of entire packs being turned who continue
Concept: Physical fights against non-humans; lots of to hunt together, killing far more than they need.
teeth and claws.
Some tales speak of barrier spirits remaining within
particularly powerful wolves, granting the wolf even
Blood Wolf (Level 3) more destructive power and guided, cunning intelli-
AC: 17, DR: 1d6 (Supernatural), EX-HP: 0, HP: 39 gence.

FORT: +6, REF: +5, WILL: +3

227
Eldlandrian Wolf (Level 2) Common Attacks
AC: 14, DR: 0, EX-HP: 0, HP: 18 ▪ Poison Bite

FORT: +3, REF: +2, WILL: +1 ▪ Attack Bonus: +7

▪ Damage: 1d6 + 3(Str)


Common Attacks ▪ Can naturally cast
▪ Bite Conjure Poison,
affecting its fangs.
▪ Attack Bonus: +5
▪ 5 MP
▪ Damage: 1d8 + 3(Str)
▪ (or) Claw Attack x 2
▪ (or) Claw Attack x 2
▪ Attack Bonus: +11
▪ Attack Bonus: +5
▪ Damage: 1d4 + 3(Str)
▪ Damage: 1d6 + 3(Str)
▪ Initiative Bonus: +6
▪ Initiative Bonus: +3
▪ Base movement: 40 feet (8 squares), Climb: 40 feet
▪ Base movement: 40 feet (8 squares)

Background Feats
▪ Agile Weapon Style
Attribute Score Modifier
▪ Combat Awareness
Strength 17 +3
▪ Dual Melee Weapons
Dexterity 16 +3

Constitution 16 +3
Background
Attribute Score Modifier
Intelligence 10 +0
Strength 16 +3
Wisdom 12 +1
Dexterity 22 +6
Charisma 13 +1
Constitution 16 +3
The Eldlandrian Wolf is common in lightly wooded
Intelligence 11 +4
areas, plains and mountainous regions. Their diet
consists of deer, mice and kelver-hares. They are Wisdom 10 +1
related to dogs. Most Eldlandrian wolves are part of a
pack that hunt together in a large family unit. Charisma 15 +1

Generally, the the Eldlandrian Wolf is not dangerous, No one quite knows how the Monkey Snakes came
unless provoked. to exist, but they seem to be some form of magically
mutated primate. Most have the body of a small monkey
Eldlandrian Monkey Snake (Level 4) and the head and spine of a viper. The Monkey Snake
is a very agile and quick mover.
AC: 17, DR: 0,
EX-HP: 0, HP: 28 Most Eldlandrian Monkey Snakes tend to be very
aggressive and combative. They have been known to
FORT: +3, work in unison with each other to tackle larger prey or
REF: +8, numerous foes. Foolishly, many people have brought
WILL: +1 Monkey Snakes from their native jungles to other parts
of the world, spreading the poisonous threat.

228
Some Monkey Snake have been known to have ▪ Concept: Zombies, slow but relentless.
poisonous claw attacks and bites that are exceptionally
strong, sometimes capable of piercing thick armour. Base Stats (Level 1)
AC: 12, DR: 1d10 (Natural), EX-HP: 0, HP: 20
Player Knowledge
A good Knowledge: Common or Popular check reveals FORT: +4, REF: -2, WILL: +0
what the animal basically looks like and what it is
called. The PC knows whether the animal is normally Common Attacks
dangerous or not.
▪ Arm swing (0 EP)
A good Knowledge: Academic, Specific or Obscure ▪ Attack Bonus: +3
check reveals the animal’s habits and territory, diet and
attack methods. ▪ Damage: 1d6+3(Str)

▪ Initiative Bonus: -2
The Lumbering Dead ▪ Empowerment Points: 10
When barrier spirits cross over into Eldlandria, some ▪ Base movement: 20 feet (4 squares)
are not strong enough to feed off or control a living
creature. The barrier spirit is forced to inhabit and use
a human corpse, creating what is commonly called the
Additional Equipment
lumbering dead. Interfacing with the dead, the spirit is ▪ Clothing or armour: whatever
often driven to feed on fresh meat. The lumbering dead they were buried in, etc.
tend to be very slow, but they do gain strength over
time. They are highly resilient to physical attacks. Background
Often these weaker spirits are brought over and Attribute Score Modifier
commanded by a more powerful force, which means
Strength 17 +3
that the walking dead are almost always a component
of greater danger. Dexterity 6 -2

Constitution 18 +4

Intelligence 8 -1

Wisdom 8 -1

Charisma 8 -1

Attitude and Tactics


The lumbering dead are hybrids of flesh and hate.
While not mindless, many are driven by instinct - the
need to constantly feed. While a more powerful master
can sometimes keep them in-check, gathering too
large a force of lumbering dead often leads to a tip-off,
as some break free in search of something to subside
their hunger.

Tactically, the lumbering dead use their inability to feel


pain to their advantage, and relentlessly press on and
wear down their victims. If not for their extraordinary
resilience, their lack of tactics would likely be disastrous.
Some more powerful lumbering dead instinctively,
continuously cast Steal Life until they succeed or die
trying (luckily, the spell has a fairly short range).

229
Stories persist of humans working in coordination with
spirit forces to cobble together even more powerful
Pale Twin
lumbering dead from the components of several Pale Twins are impersonators that step into individuals’
corpses. lives and cause havoc. They are terror spirits from
beyond the barrier that seek out people in distress
Lumbering Dead @ Level 2 and feed off of misery. Eventually, this particular kind
of barrier spirit cocoons and emerges with a physical
AC: 13, DR: 1d12, EX-HP: 0, HP: 30
resemblance and basic knowledge of their victim. The
FORT: +4, REF: -2, WILL: +1 Pale Twin will often take the other person’s place,
seeking deadly revenge on their behalf. They are called
▪ Strength: 19 (+4)
pale because their physical illusion will dissipate when
▪ Improved Arm Swing (0 EP) using the full extent of their supernatural abilities.

▪ Attack Bonus: +5 Pale Twins dislike direct sunlight in any form.


▪ Damage: 1d8+4(Str)

▪ Spell: Steal Life

▪ 2 MP

Lumbering Dead @ Level 3


AC: 14, DR: 1d6 + 1d8, EX-HP: 0, HP: 40
FORT: +5, REF: -2, WILL: +1
▪ Strength: 21 (+5)

▪ Improved Arm Swing (0 EP)

▪ Attack Bonus: +7

▪ Damage: 1d8+5(Str)

▪ Spell: Steal Life

▪ 3 MP

Player Knowledge
A good Knowledge: Common or Popular check reveals
that “there be danger here”. Keep your distance and get
away. Otherwise they will get you and you will become
one of them.

A good Knowledge: Academic, Specific or Obscure


check reveals that there have always been lumbering
dead, although the barrier disaster of ‘49 has signifi-
cantly increased their occurrence. Players can use a
big weapon to get past their innate Damage Reduction.
In order for a victim to become a lumbering dead, they
have to die first (even then, it’s rare). ▪ Concept: Evil doppelganger, hidden villain.

Base Stats (Level 8)


AC: 20, DR: 1d8 (Magic), EX-HP: 0, HP: 99

FORT: +5, REF: +7, WILL: +4

230
Common Attacks Background
▪ Liquid Crystal Sword (3 EP) [Natural] Attribute Score Modifier
▪ Attack Bonus: +14/+9 Strength 23 +6
▪ Damage: 1d12 + 6(Str)
Dexterity 22 +6
▪ Poison Bite [Natural]
Constitution 21 +5
▪ Attack Bonus: +14
Intelligence 20 +5
▪ Damage: 1d8 + 6(Str)
Wisdom 14 +2
▪ Stage 2 Poison, causing Minor Paralysis
Charisma 17 +3
▪ Initiative Bonus: +6

▪ Empowerment Points: 12 Attitude and Tactics


▪ Base movement: 40 feet (8 squares) Pale Twins enjoy toying with people and believe that
they can always either cast a spell or attack with their
Spell and Skill Categories hidden arm-blade in order to escape or defeat an
opponent. Initially they will try to mimic whomever they
▪ Death
are copying. If they attack while maintaining this guise,
▪ Healing their attack bonuses and other related stats will be
roughly halved. Their guise will dissipate partially and
▪ Insight then fully as they move to attack with full strength.
▪ Protection
Tactically, the Pale Twin tries to avoid serious
▪ Shadow opposition and attempts to use subterfuge to misguide
any possible threats. They convince others to fight for
▪ Telekinesis them whenever they can. If the Pale Twin must fight,
they attempt to do so in a secluded spot. Eventually,
▪ Telepathy
as the bodies start to pile up, the Pale Twin uses magic
▪ 18 MP or melee combat to attack any opposition and then try
to escape. Often the original human is kept alive as
▪ Skills: Whatever the original human knows someone to take the fall for the Pale Twin’s actions.
▪ 7 SP
Pale Twin @ Higher Levels
Feats The Pale Twin becomes faster, stronger and more
▪ Light and Medium Armour Proficiency deadly at higher levels. Adjust their power as needed to
scale up with the PC’s relative power. Generally, as the
▪ (Melee Training: Basic) terror spirit grows in power, they lose interest in toying
with people and set their goals on mass horribleness.
▪ Melee Training: Advanced

▪ Cleave Player Knowledge


▪ Combat Awareness A good Knowledge: Common or Popular check reveals
the ghost stories associated with the Pale Twin. “They
Additional Equipment can look just like you. They’ll take over your life and
cause havoc.” In the stories, it never ends well for the
▪ Common possessions
good guys.

A good Knowledge: Academic, Specific or Obscure


check reveals the aura signature to look for using the
Examine Supernatural spell. The PC also knows what
a Pale Twin is generally capable of (great strength,
speed, magic, their arm-blade).

231
Tale of the Pale Twin
The Legend of the Pale Twin dates back over 600
years, to the around the year 412 CE. It is believed that
their appearance was less frequent before the barrier
was damaged, that it took more energy and time to
cross over in the past.

It is held that a pale twin begins as an unseen spirit


terror. Legend goes that it seeks out an unhappy and
angry individual and feeds on the negativity. Over time,
the barrier spirit grows in power, learning every secret
and dark thought its unhappy victim ever had.

Eventually, most case studies conclude, the Pale Twin


grows tired of feeding on emotion and begins a cocoon
in a dark and unvisited space. When the Pale Twin
emerges, it is a near exact double of the human it has
stalked.

At this point, sometimes, but not always, the human


has fallen ill or into a coma from the feeding.

Next, the loathsome Pale Twin, in its human guise,


begins to stalk and kill. Its primary targets are those
individuals that have angered or made its duplicate
unhappy. The Pale Twin delights in then becoming
involved with those affected by its crimes, “helping”
them to figure out what ever could be going on.

Towards the end of the rampage, the Pale Twin will


usually confront is duplicate, seeking gratitude and
appreciation for its foul and evil deeds. Failing to show
gratitude sometimes ends with a quick death, but more
often has the Pale Twin framing the human victim
before moving on.

Most of these situations end tragically, with the Pale


Twin getting away to begin the process all over again.
In recent years, the cases seem to be occurring more
regularly which means that some individuals are more
aware of the warning signs. At least three cases in the
last decade have had outsiders (Paranormal Auditors,
Royal Operatives, Adventurers, etc.) enter the situation
half way through and are able to piece together enough
clues to identify the true monster and deal with it. Still,
even knowing what to look for, the Pale Twin remains
a deadly threat.

232
Chapter 11: Setting Within a century, many of the captured humans’ descen-
dants, worked together to overcome and overthrow their
oppressive masters. It is believed that some returned
Overview to Eldlandria, though the majority remained and built
Castles dot the Eldlandrian landscape, along with stone what would eventually become Allteria. In creating their
fortresses, towns and villages. Eldlandria is an ancient new world, the free humans greatly benefited from the
world, where for thousands of years men and women exposure to the Mysterion technology, allowing them
have defended their borders with sword and magic. to build vast vertical cities, communication nets and
And so it would have likely continued in just that way if advanced weaponry.
not for the arrival of the Allterions.
Limited contact with Eldlandria continued over the next
With the Allterions comes new technology. The local centuries. It is discovered that those who returned to
urban wizard and the select few who are able to master Eldlandria divided into two main groups. Some of them
Telepathy Spells no longer dominate communication. had seen multiple worlds ravaged from technological
War changes as ranged weapons become exceed- and industrial abuse, causing the first group to put
ingly powerful, forcing adaptation or failure. Nowhere is advanced technology behind them, rejoining Eldlan-
change more evident than with the once huge castles, drian societies. Several key members of this group
now dwarfed by immense Allterion tower cities. went on to form the Lundor Royal family, still in power
a thousand years later. The Lundors were supposedly
able to create unity in a time of major upheaval. True or
The Allterions not, it is factual that the Current Era is measured from
Allterions are humans with little in the way of visual the coronation of the first Lundor Queen.
traits from magical pollution, although blue, purple and
green skin pigmentation is not uncommon. They tend to The second group settled on a large island and barred
be slightly taller than the average Eldlandrian human. any contact with the outside medieval world. They
managed to figure out how to get technology to function
The Allterions claim their story begins over a thousand within the limited area of the island, and created the
years ago on Eldlandria. At that time, they say a non- first empowerable weapons that can function outside
humanoid race appeared who they came to call the of a shielded environment. Those residents allowed to
Mysterion. These intruders captured and transported occasionally leave would spread rumours of horrible
away hundreds of thousands of Eldlandrians, leaving monsters and dangers that await any person foolish
those who remained in chaos. enough to venture near their island and its surrounding
area.

233
Most Allterions remained and Allteria became their
permanent home. A thousand years later, Allteria was
Kingdom of Lundor Time Line
dying and there was serious talk of the re-coloniza- ▪ -340: Castle Ryddorman is completed. It remains the
tion of Eldlandria. Limited resources gave way to a largest man made structure for over six centuries.
major Global-Allteria conflict. The Nova Dirge, a new
▪ -110: The Mysterion capture and
renegade faction, led by an off-world race known as the
transport away hundreds of thousands of
Krillzacore, began to sweep power. The Krillzacore are
Eldlandrians. A time of chaos follows.
world conquerors and had their sights set on control-
ling all of Allteria, then followed by all of Eldlandria. ▪ -22: Humans gain freedom on Allteria. Most
have come to call themselves Allterions.
With the Allterion majority losing the battle on their Two groups return to Eldlandria.
own world, they decided to prepare the next world as ▪ -7: Much of western Eldlandrian is consumed by warring
soon as they could. They broke with a thousand-year tribes. Lady Kallsdry, born on Allteria, rises in power and
tradition and forced Eldlandria to acknowledge their unifies the tribes, ending a century of chaos and conflict.
existence. Starships appeared in the sky. Queens,
Kings and leaders across Eldlandria shook hands with ▪ 0 Current Era: Kallsdry becomes Queen and takes
their ancient brethren in front of perplexed crowds. The over Castle Ryddorman. The Kingdom of Lundor
is re-established. A new Calendar is declared.
Allterions used massive technology to transport entire
cities. Old Eldlandria cities began to change, grow
taller, while others fiercely dug in their heels, refusing
any changes at all.

▪ 0 Current Era: The Lundor Royals make the decision


to not pursue or replicate industrial technologies.
Eldlandria remains in the medieval age and refocuses
on magic. (They succeed in avoiding major industrial
pollution, but magical pollution significantly increases.)

▪ 322 CE: The first Greystone academy is established.


Isolated riots and protests broke out, people angry with
their leaders for opening the door to the conquerors. ▪ 347 CE: Over 400 levitation specialists are used
in the construction of a new royal castle.
Eldlandria groups attempted to kill Allterion (re-)
colonizers, or to destroy their towers. (Secret groups ▪ 729 CE: The first Lundor Parliament begins session.
continue to this day.)
▪ 777 CE: The Lundor Constitution is
established, guaranteeing basic rights.
It’s been 70 years since the first Allterion starships
appear in the sky and well over a thousand since the ▪ 798 CE: The Talzzeroon incident. Nine
Mysterion first invaded. A lot has changed and much hundred Lundoran Soldiers die; over
has stayed the same. Many Eldlandrian embrace a new four thousand Talzaran are killed.
device with one hand and hold onto tradition with the
▪ 802 CE: King Darvwell the Second dissolves
other, desperately clinging to some thread of identity. parliament and suspends the constitution.

234
▪ 813 CE: Darvwell is removed from power by Lord Lloyd ▪ 1050 CE: The Nova Dirge are shown to have
Kallerdavine. Kallerdavine proves to be a bigger tyrant. sabotaged the 18th tower. Alternative conspiracy
theories are widespread but none are ever proven.
▪ 847 CE: The monarchy, parliament and the constitu-
tion are restored. Kallerdavine is executed. ▪ 1050 CE: Supernatural activity spikes. Communities
are forced to form groups lead by Paranormal Auditors.
▪ 855 CE: The first generation illusion screen is Heavy weapon laws are relaxed in some locations.
developed. It is a small or medium sized globe that Tough mercenary types are looked upon favourably.
displays a captured 3d image. It works by leveraging
magical knowledge and mechanics. It is initially ▪ 1052 CE: It is proven that each sudden transporta-
so expensive that only the nobility can buy it. tion of a tower city strained a critical barrier between
the mildly magical world of Eldlandria and the
▪ 997 CE: An Allterion scouting mission goes supernatural world beyond the barrier. The sudden
horribly wrong. Several high ranking Eldlandrian destruction of the 18th tower city shattered the barrier
Leaders are involved in a cover up. in thousands of locations throughout Eldlandria.
▪ 1006 CE: Allterion Starships can be seen ▪ 1052 CE: Higher rates of magical pollution and visual
in the sky. Official contact is made. traits occur. More cases of mutated animals are reported.
Claims are made that magic “feels easier” to cast.
▪ 1011 CE: The first R-14 power core is developed.
▪ 1054 CE: The first [Western] Eldlandrian
▪ 1012 - 1047 CE: Seventeen Allterion tower cities are
- Nova Dirge Conflict begins.
transported to Eldlandria (about one every two years).
Reports of supernatural activity increases in frequency. ▪ 1058 CE: The war with the Nova Dirge ends at a
stalemate. Over 4 million in total are killed in battle.
▪ 1013 CE: The first Spellchrome pistol is made available
to Eldlandrians. Debate rages over their use. ▪ 1059 CE: Resentment. Allterions are blamed for bringing
the Nova Dirge. The Allterions counter argue that
they saved the Eldlandrians from total destruction.

▪ 1019 CE: Empowered Armour is made available.

▪ 1026 CE: Most Arcane Soldier begin


to train with Spellchrome rifles.

▪ 1028 CE: The Dronddii ’29 Fusion Bike is introduced. ▪ 1062 CE: The Allterion image screen is released.

▪ 1046 CE: The Nova Dirge take the East. ▪ 1065 CE: Comlink use and ownership rises above 80%.

▪ 1049 CE: Disaster strikes. The Eighteenth Allterion ▪ 1076 CE: Current Day. Neither the Eldlandrians or
tower city is destroyed as it is warped to its Eldlandrian the Nova-Dirge are ready for a rematch, but continue
location. The destruction can be scene hundreds of to spy on other in an attempt to gain an upper hand.
miles away. Multiple starships fall from the sky. Since neither want to force an outright confronta-
tion, both sides conduct war by proxy, battling over
▪ 1049 CE: A huge area around the tower collapse the few third parties still left, such as Talzzeroon.
becomes a badlands, a place where both
treasures and horrible dangers can be found.

235
236
Language Common Languages
▪ Avenngrail (Avenngrail region)
Most Eldlandrians can speak the very basics of the
languages from other regions (several have common ▪ Brysren (Brywicker region)
roots). Some individuals are able to speak nearly all
Eldlandrian languages fluently. ▪ Fals (Folmaur region)

▪ Krill, New Lanndric, (Nova Dirge Territory)


Most Eldlandrians can read at a basic level in their
given language. A select few have the skill to read at a ▪ Landdric (Lundor region)
higher level.
▪ New Lanndric (Allterions)
The Allterions speak a language they call new Lanndric,
▪ Tallzzie (Talzzeroon region)
half of which sounds a lot like old Lanndric. About one
in three Eldlandrians now speaks fluent new Lanndric. ▪ Vihalldendray (Vihallden Union Region)

237
Climate
Eldlandria has varied climates. Southern Lundor experiences 2 to 3 months of snow and cold per year on
average, while Northren Folmaur has perpetual winter. Talzzeroon is hot throughout the year. The Vihallden
Union gets some brutally cold weather in the winter but is temperate the rest of the year. Avenngrail tends to
have mild weather year round, good for growing more delicate crops. Brywicker tends to have mild winters and
sweltering summers.

238
239
Level of Technology Culture
▪ Technology varies by region. Many hold ▪ Most Lundorans drink ale with their meal; it
to tradition in the face of rapid change. is safer than the water. The Nobility, who can
afford it, tend to drink Allterion purified water.
▪ About 6% of Lundorans have an Allterion
“freezer”. The rest continue to use an ice box and ▪ Most adults carry a weapon on their belt. A
visit the local Urban Wizard or Elementalist. century ago it was a dagger, today it might be a
light pistol or a empowerable blade. Regrettably,
accidental death rose for some time after the more
deadly weapons first become widely available.

▪ Common Landdric curse words


include “blight!” and “frost!”.

▪ Most Eldlandrian religions have central themes


that they focus on. Examples include, Nature and
Fertility; Rising of the Sun, Cycle of the Moon;
Strength of Man, Strength of Woman; Living pure
and avoiding the frosts of Hell; Love for oneself,
and neighbours. Most Allterions religions differ
slightly, focusing on specific methods of thinking.

▪ Currently Lundor children attend general


school until the age of 12. Some will then go
on to an academy or an apprenticeship.

▪ Dress and fashion varies from region to


region. Most assume a blend of traditional
clothing and some more modern styles.

▪ Because of the “traditional” nature of


blades, swords (even big ones) are socially
acceptable to carry in many regions.

▪ Where there were no factories a century ago,


most Lundoran cities now have a heavy focus on
Industrial Manufacturing. About three quarters of
what is produced is sent to an Allterion tower city.

▪ Over 10 million Atlurg M Spellchrome pistols and


over 18 million City Mobile Comlinks have been
sold in the Kingdom of Lundor Since 1017 CE.

▪ The majority of Eldlandrians use a mount,


such as a horse, as their main mode of
travel. About 1 in 5 owns a vehicle.

▪ Over 3,200 miles of railway currently


connects the Kingdom of Lundor.

▪ Flight craft transports are available, but only


the richest can afford to travel in this way.

▪ About two thirds of Lundor is undeveloped


forest. Talzzeroon is near completely
dense jungle and undeveloped plains.

240
The Barrier Zone for the most part, as they did before the
barrier crash. They are, of course, now
The barrier zone, also known as the forced to deal with much more super-
breach zone, the badlands, and a host of natural activity than other areas. This
other names, is located in the Kingdom is somewhat offset by their positions as
of Lundor, radiating from the location main suppliers to many mercenaries and
intended for the 18th Allterion Tower paranormal auditors passing through who
City. It is a place of extreme supernatural are often eager to track down and deal
activity and is a major gateway for barrier with some shadowy beasts, terror spirits
creatures and spirits to enter Eldlandria. or lumbering dead. (Calrwell and Port
Halldry are also known for their lax rules
The 1049 destruction of the 18th Tower governing the acquirement of military
City sent ripples of energy throughout the world, further grade weapons and equipment.)
weakening barriers already bent from the previous
arrivals of Allterion Tower Cities. The area which imme- At least two or more settlements still reside within the
diately surrounds the massive destruction of the tower barrier zone, although they are lawless and chaotic
city fared far worse, permanently shattering the barrier towns. While the buildings may (for the most part)
between two worlds remain standing, it’s reportedly hard to relax in such
a place - where everyone is hunting and everyone is
Today, this area is home to bizarre creatures, being hunted.
scavengers (both human and not), fortune hunters and
criminals. It is a place where many fugitives and people There is limited visibility inside the barrier zone, usually
who do not want to be found go (they believe that the no further than half a mile. Some expected the haze of
barrier zone is too dangerous for anyone to bother the barrier zone to clear off soon after the disaster. But,
tracking them down there, and they are often right). after 25 years, that does not seem to be the case. The
Those not seeking refuge seek valuables that they haze is typically grey or red depending on the area.
believe they will find in the wreckage of the destroyed The barrier zone covers a diverse area, including open
tower city, in one of the many star ships that crashed plains, forests, marsh and lake areas. Some ground
following the tower’s demise, or in one of the towns or vehicles have fared all right in the barrier zone, but
cities that was lost to the zone area. they are uncommon. Flightcraft, for reasons unknown,
tend to fall to the ground, not unlike the star ships that
The barrier zone’s edges brush up against two major descended years ago, never to rise again.
settlements (Calrwell and Port Halldry) that still exist,

241
Tower Cities Nova Dirge Territory
The Nova Dirge began as a renegade faction on
Allteria. Originally they were led by an off-world power
known as the Krillzacore, who conquered worlds
through deception and brutal might. After taking over
most of the (dying) world of Allteria, they set their sights
on Eldlandria.

When the Allterions arrived in Eldlandria, they settled


mostly in the West. This was partially due to their
ancient connection with the Lundor Royal Family. When
the Nova Dirge eventually arrived, they struck alliances
with the nations who had weak ties with the Allterions.
It did not take long before the Nova Dirge asserted its
power and completely took over those lands.

The Nova Dirge Territory is a totalitarian state. Ques-


tioning authority in any form is grounds for treason,
punishable by death. All media is run by the state.
Expressing a contrary opinion to any official belief,
concept or idea is grounds for treason. All aspects of life
are controlled by the Nova Dirge: including education,
training, housing, diet, military service, labour, procre-
ation, association and movement.

Technologically, the Nova


Dirge Territories are less
advanced than the
rest of Eldlandria
except in military
application
and some
industrial
sectors.

Most Allterion Tower Cities are large metropolitan


areas composed of thousands of buildings. Many
of these buildings are immensely tall superstructure
skyscrapers. Large outer perimeters surround each
tower city and where originally placed to facilitate the
sudden transportation from Allteria to Eldlandria.

The Allterion-run cities are busy and dense with


people, including any Eldlandrians who can afford to
live there. Vehicles cruise around on dozens of levels
of roadways. Violent crime is an occurring theme.
Secure areas offer amenities and services not found
elsewhere on Eldlandria.

Supernatural activity is present all across Eldlandria,


but is especially high around all of the tower cities.
This is due to the weakening and warping of the barrier
during the transportation of each tower city. Allterions
often need outside help - Eldlandrians experienced with
magic - to aid them with their supernatural menaces.

242
Major Factions talented groups to look into and solve problems that
have come to their attention.
The different nations and kingdoms of Eldlandria make
up the horizontal stripes of the world. World spanning The Greystones also operate smaller healing facilities
Organizations (secret, official or something in-between) in most cities throughout the free nations.
make up the vertical stripes, weaving in and out as
needed or desired. Ryddorman University
Ryddorman University is among the oldest academic
The Eldlandrian Western Guard institutions in Lundor. They feature extensive libraries,
The Eldlandrian Western Guard formed as a demanding courses, and inquisitive scholars.
military alliance in 1056 CE, during the first
Eldlandrian - Nova Dirge Conflict. It is composed Ryddorman University regularly sponsors explo-
of the Vihallden Union, Avenngrail, Lundor, rations. Sometimes adventurers are needed
Brywicker, Folmaur, and the Allterions. Today to provide security for scholars, while other
the Western Guard maintains a ready army times Ryddorman needs hearty folk
and has classified divisions that are used for to follow up clues uncovered during
reconnaissance, infiltration, counter-control, research and bring back lost artefacts
and other covert missions. and treasures.

Adventurers and mercenaries should Warden Investigators


not be surprised if any branch of the
Eldlandrian Guard approaches The original forming of the Warden
them for a mission. They Investigators is claimed by both
often hire groups not part of Avenngrail and Brywicker.
their regular organization Eventually the concept of
for reasons of secrecy, a specialized investigator
resources, efficiency, and spread to other regions
deniability. around the 6th century. While
each nation has its own set of
Eldlandrian Guard outposts Wardens, they do collaborate to
(official and otherwise) some extent, sharing concepts
can be found in all of the and useful procedures.
member nations. When on
a covert mission, handlers When needed, any local warden
can often provide decent can deputize an individual or group
cover for those that need of individuals. Deputized Wardens
it. Mission locations have the authority to conduct inves-
include foreign and tigations, question citizens, collect
domestic lands, often evidence, and so on. Often some
competing against oversight is recommended, and,
foreign interests. in the case of adventurers, if one
member of a group has the training of
a Warden Investigator, he or she can be
The Greystone Sorcerers made responsible for the others.
The first Greystone Academy was founded by an
Avenngrail man living in Lundor in the 4th Century. Deputized Wardens are often used to scout out
Over the many years, they have grown to six major and determine whether rumours and threats have
Academies of healing, spell and military training. Their any substance. Typically, a group will be hired for a
graduates are considered among the most adapt duration of time, legally requiring them to deal with any
healers in all of Eldlandria. crime or conspiracy, with assistance from the proper
authorities as needed. Because Deputized Wardens
In addition to their myriad political interests and can sometimes go undercover more easily than profes-
economic investments around the world, the Greystone sional Wardens, they will not have the luxury of coordi-
Academies are seemingly concerned with the plight nating with the authorities at every stage.
of common people. They often use their silver to hire

243
Crown of Lundor service, eventually providing private security to clients
in the Vihallden Union, Lundor, Avenngrail, Brywicker
The Crown of Lundor is the Queen’s invisible hand, and the Allterion City States.
ensuring that justice, the people of Lundor and Royal
and elected leaders are served well. As deemed by the Sometimes Allteria-Goldman Private Security acts
crown, Agents of the Crown have special rights to bend as a middle man, finding clients with security needs
the laws for the greater good. The Crown of Lundor and capable groups who work well together. Often
does not serve to replace any service offered by the adventure groups are useful for one-time jobs and
Local Warden Investigator or the Eldlandrian Guard, special circumstances. Allteria-Goldman typically
but rather they are an additional layer to protect where handles all the silver billing and payment.
most necessary.

Agents of the Crown can identify themselves, but often


work unseen or undercover. If needed, they almost
always outrank other agencies, at least within their
own border. Avenngrail has their Agents of the Crown,
similar to Lundor, as does Brywicker (although the
Church of Brysren runs theirs).

It is not unusual for the crown to approach capable


Adventurers for single missions. The Crown of Lundor
often has few agents to spread about their many needs. Allteria-Goldman tends not to discriminate toward
The fact Adventurers are unknown to other organiza- whom they provide security, which has lead to cases of
tions as Agents of the Crown can also help. undercover Eldlandrian Guardsmen fighting with hired
protection.
Agents of the Crown typically have no single
background or training; some have been Bounty
Hunters, Highwaymen, Phantom Rogues, Gun-Wraiths The Scalestone Merchant Guild
and even Urban Wizards. Some adventurers have The Scalestone Merchant Guild is a very old
been known to begin with a single mission, and end up community composed of skilled craftsmen and influ-
serving an entire career as an agent. The Crown calls ential merchants. Members gain certain rights, as
this on-the-job-testing. well as the responsibility to help fellow guild members
wherever possible. (Rights include limited use of Guild
The Trisstherrn Mail Company locations such as Guild halls, greater access to hard to
find equipment and some leniency in most law jurisdic-
The Trisstherrn Mail Company was founded in 749 tions.)
CE - the same year that the Queen of Lundor ordered
a “bureau of information gathering and analysis” to The Scalestone Merchants have powerful lobby groups
be formed. Today the Trisstherrn Mail Company has in nearly every free nation. They have been known to
spread to Avenngrail, Brywicker, the Vihallden Union, hire adventurers to help them meet their political goals
Folmaur, Northren Talzzeroon and the Allterion City and other objectives.
States.

Adventurers who take on temporary assignments for The Sibboor Industrial Corporation
the Trisstherrn Mail Company must enjoy traveling The Sibboor Industrial Corporation is a mining
to remote, exotic and sometimes dangerous places. and factory production company, with Lundorans,
(Permanent deliverers handle the bulk of regular Avenngrailmen, and Allterions on the board of directors.
mail routes). Unofficially, it is belived that certain They have major projects in nearly every free nation.
tasks require particular, shadowy cloak and dagger
actions; the Trisstherrn Company soundly denies any Often there is need to hire groups to solve problems
connection to “such nonsense”. relating to, but not limited to, scouting new territories,
protecting VIPs, freeing worksites from unknown or
Allteria-Goldman Private Security hostile forces, recruiting brilliant craftsmen, negotiating
protection money (or putting an end to inequitable
Allteria-Goldman Private Security began life as a “agreements”), recovering trade secrets and other
smaller Folmaur based company. In 1037 CE, an situations that need immediate rectification.
Allterion company invested in and expanded the

244
The Hunter-Drave Institute has grown too big and cumbersome, lacking the agility
to make quick and effective changes. There are reports
of Paranormal Investigation of relentless infighting and grabs for power, leading to
speculation that the Kryaegar Household will fracture
The Hunter-Drave Institute serves to investigate and into multiple parts in the near future.
combat Paranormal activity such as the presence of
Barrier Creatures or Terror Spirits. The two Paranormal Adventurers will most often be assisting the local law
Auditors Hunter and Drave originally founded the or the Crown in combating organized crime, through
company in 1051 CE. There are outpost Hunter-Drave either investigation, force or the use of subterfuge.
Institutes in most major cities in the free nations.

Adventurer and mercenary groups are in constant The Mark of Xallagrath


demand in order to meet the increasing need for The Mark of Xallagrath is a Terrorist organization
paranormal extermination. There is an unfortu- dedicated to the removal of the Allterion presence in
nately high turnover rate in this line of work, due to Eldlandria. Little is known about the exact origin of the
“accidents”. Xallagrath organization. They have taken credit for or
been linked to over one thousand Allterion and several
The Cralldyne Resistance hundred Eldlandrian deaths. Several high profile
attempts to destroy Allterion buildings have been made,
Cralldyne is a former nation now within the borders of two of which succeeded, in ’59 and ’64.
the Nova Dirge Territories. The Cralldyne Resistance
organize the best they can under the totalitarian The Mark of Xallagrath remains an active threat today.
authority of the Nova Dirge. Some members of the
Eldlandrian Western Guard covertly sent into the Nova
Dirge Territory have gathered information and supplies
from members of the Cralldyne Resistance.

The Followers of Vordamund


Vordamund is a barrier creature thought to have
resided within Eldlandria for centuries. It is believed
that Vordamund can take human form at will, is excep-
tionally powerful and exceptionally evil. Most followers
of Vordamund are aware that it is a powerful inhuman
being; they do its bidding because it is powerful and
can also make them powerful.

Adventures without corrupted hearts may be approached


to fulfill Vordamund’s wishes, but hopefully will realize
what the horrific outcome will be before they are able
to complete their actions. More often, adventurers will
need to stop the true followers of Vordamund before
they are able to complete fiendish plots.

The Kryaegar Household


The Kryaegar Household is a Eldlandrian-wide crime
syndicate. The household began as a Brywicker crime
family. In their 200 year history, they have taken over
thieves guilds, fought and amalgamated with other
organized crime groups, and slowly expanded their
influence to nearly every major centre in the known
world.

While their size and multiple layers of organization


make them resistant to local law enforcement, it is also
a hindrance. Many believe that the Kryaegar Household

245
246
247
Index Bluff .................................................................... 74

Bounty Hunter ..................................................... 36


Darkness and Blindness ................................... 180

Death Ray ........................................................... 83

Breathe ............................................................... 97 Deceitful ............................................................ 117

A Broadcast ......................................................... 104 Decipher Script and Write Languages ................ 69

Brysren ............................................................. 237 Defend Another ................................................ 180


Accuracy Focus .................................................. 82
Brywicker .......................................................... 237 Defensive Actions ............................................. 185
Acrobatic ........................................................... 115
Building Adventures .......................................... 206 Deft Hands ........................................................ 117
Acrobatics and Tumbling ............................ 65, 185
Bull Rush .......................................................... 181 Determine Attribute Score .................................. 21
Actions .............................................................. 173
Burgon ................................................................ 14 Determine Base Attack Ability ............................ 22
Adventure Basics .............................................. 203
Bursting Fire ..................................................... 116 Determine Hit Points ........................................... 21
Adventure Elements ......................................... 205
Determine Number of feats ................................. 30
Adventure Ideas ............................................... 210

Adventure Review ............................................ 214


C Determine Saving Throws .................................. 28

Determining Armour Class ................................. 32


Adventures ....................................................... 206 Calmen ............................................................... 14
Dexterity ............................................................. 19
Age ..................................................................... 33 Calm Weather ................................................... 108
Dice ...................................................................... 8
Agile .................................................................. 115 Carrying Equipment ............................................ 32
Difficult terrain ................................................... 171
Agile Weapon Style .......................................... 115 Caster’s Energy ................................................ 116
Difficulty Classes (Magic Saves) ........................ 79
Aid another ......................................................... 77 Challenges ........................................................ 207
Difficulty Class (Skills) ........................................ 59
Alertness ........................................................... 116 Character Creation ............................................. 13
Diligent .............................................................. 117
Allteria-Goldman Private Security ..................... 244 Charge .............................................................. 180
Diplomacy ........................................................... 74
Allterions ................................................... 233, 237 Charisma ............................................................ 20
Disarm .............................................................. 181
Alphabetical Skill List .......................................... 76 Choke ............................................................... 101
Disguise .............................................................. 75
Alphabetical Spell List ...................................... 109 Cleave .............................................................. 117
Disintegrate Body ............................................... 84
Ancient Sign ....................................................... 13 Climate ............................................................. 238
Domestic Proficiency .......................................... 71
Animal Affinity ................................................... 116 Climb .................................................................. 61
Drive ................................................................... 64
Animal Communication ..................................... 103 Clothing ............................................................ 154
Dual Melee Weapons ....................................... 118
Antidote .............................................................. 88 Cold Protection ................................................... 89
Dual Ranged Weapons .................................... 118
Appraise ............................................................. 68 Combat ............................................................. 159
Dual weapons ................................................... 184
Arcane Soldier .................................................... 39 Combat Action .................................................. 174

Armoes ............................................................... 14

Armour .............................................................. 136


Combat Awareness .......................................... 117

Combat Index ................................................... 185


E
Armour Class .................................................... 167 Combat Modifiers ............................................. 178 Economy ........................................................... 124

Associated Magic Spells ..................................... 80 Combat Options ................................................ 180 Effects of cover ................................................. 178

Associated Skills ................................................. 60 Combat Training ............................................... 117 Eldlandria .......................................................... 233

Athletic .............................................................. 116 Comlink ............................................................. 142 Eldlandrian Western Guard .............................. 243

Attack Ability ....................................................... 22 Common Goods and Services .......................... 154 Elemental Brawler .............................................. 40

Attack Roll ........................................................ 166 Concentration ..................................................... 67 Empowering Items ............................................ 124

Attacks Of Opportunity ...................................... 172 Conflict .............................................................. 203 Encumbrance ................................................... 172

Attributes ............................................................ 19 Conjure Poison ................................................... 82 Endurance .......................................................... 67

Avenngrail ......................................................... 237 Constitution ......................................................... 20 Equipment .................................................. 31, 123

Awake ................................................................. 67 Consumer Products .......................................... 157 Equipment Categories ...................................... 125

Awarding XP ............................................... 58, 201 Cooking .............................................................. 71 Equipment Packages .......................................... 31

Core Mechanic ................................................... 10 Escape Artist ...................................................... 66

B Craft .................................................................... 68 Etherami ............................................................. 15

Cralldyne Resistance ........................................ 245 Evil .................................................................... 209


Bad GMing ........................................................ 195
Creating a Character .......................................... 13 Examine Supernatural ........................................ 92
Balance ............................................................... 63
Crown of Lundor ............................................... 244 Extend Shielding ................................................. 97
Barrier Against Remote Senses ......................... 97
Culture .............................................................. 240 Extraordinary Hit Points .............................. 32, 167
Barrier Zone ...................................................... 241
Curious ............................................................. 117
Base Attack Bonus Table ................................... 23
F
Battle Caster ....................................................... 47

Beasts ............................................................... 227


D Fals ................................................................... 237

Blasting Wind .................................................... 107 Dagger of Light ................................................... 95 Far Shot ............................................................ 118

Blind .................................................................. 180 Damage Reduction ............................................. 32 Feats ........................................................... 30, 111

Blind-Fight ........................................................ 116 Danar .................................................................. 15 Feylore ................................................................ 15

Blind fire ............................................................ 179 Dangerous Beasts ............................................ 227 Fighting Defensively ......................................... 185

Blinding Light ...................................................... 94 Dark Blade .......................................................... 48 Finishing Touches .............................................. 33

248
Fire Blast ............................................................ 85

Fire Protection .................................................... 86


I Medical Academy ............................................. 120

Melee attacks ................................................... 174

Firing into Melee ............................................... 179 Ice Blast .............................................................. 90 Melee Slash ........................................................ 66

Fists of Fire ......................................................... 86 Icy Surface .......................................................... 91 Melee Smash ...................................................... 63

Fists of Ice .......................................................... 90 If a PC dies ....................................................... 197 Melee Training: Advanced ................................ 120

Five Foot step ................................................... 171 Improving Skills .................................................. 78 Melee Training: Basic ....................................... 120

Flaming Surface ................................................. 87 Initiative ............................................................ 165 Melee Weapons ................................................ 131

Flanking ............................................................ 180 Intelligence ......................................................... 20 Mental Energy .................................................. 120

foes ................................................................... 215 Interrogate .......................................................... 75 Mercenary ......................................................... 218

Fog ................................................................... 107 Intimidate ............................................................ 75 Merchant ............................................................. 16

Followers of Vordamund ................................... 245 Investigate .......................................................... 70 Mind Grip .......................................................... 104

Folmaur ............................................................ 237 Iron Will ............................................................. 119 Mind Link .......................................................... 105

Forgery and Detect Forgery ................................ 70 Items and Devices ............................................ 142 Mind Read ........................................................ 105

Freeze Object ..................................................... 90 Money ............................................................... 123

Full-Round Actions ........................................... 177 J Motivation ......................................................... 206

Mount ................................................................ 150

G Jump ................................................................... 62
Mounted Combat .............................................. 183

Gamble ............................................................... 71 K Move Actions .................................................... 173

Movement ......................................................... 170


Game Issues .................................................... 200
Kits and Tools ................................................... 158 Moving on a grid ............................................... 171
Game Mastering ............................................... 187
Knocked Unconscious ...................................... 169 Moving through a Square ................................. 171
Gaming Session ............................................... 199
Knowledge: Academic, Specific or Obscure ....... 71
Gather and Analyze Evidence ............................ 70

Gather Information .............................................. 75


Knowledge: Common or Popular ........................ 68 N
Known and Unknown Spells ............................. 110
Gender ................................................................ 33 Name .................................................................. 33
Krill .................................................................... 237
Getting a Group Together ................................. 188 Navigate ............................................................. 73
Kryaegar Household ......................................... 245
Globe of Light ..................................................... 95 Negotiator ......................................................... 120

GM Authority ..................................................... 198

GM Roles .......................................................... 189


L New Lanndric .................................................... 237

Nimble Fingers ................................................. 120

Grapple ............................................................. 182 Landdric ............................................................ 237 Nobility ................................................................ 16

Great Fortitude ................................................. 118 Language .......................................................... 237 Non-lethal Damage ........................................... 170

Greystone Sorcerer ............................................ 51 Last Moment ....................................................... 92 Nourish ............................................................... 88

Greystone Sorcerers ........................................ 243 Leap .................................................................. 101 Nova Dirge Territory ................................. 237, 242

Guarded Ranged Attack ................................... 119 Level Advancement ............................................ 55

Guarded Unarmed Attack ................................. 119 Levitate Self ...................................................... 102 O


Guardian Protector ............................................. 38 Lift ....................................................................... 62
Objectives ......................................................... 205
Gunnery Systems ............................................. 119 Lift Object ......................................................... 102
Object of Light .................................................... 96
Gun-Wraith ......................................................... 49 Light and Medium Armour ................................ 119
Obliterate Shadow .............................................. 96
Lightning Bolt .................................................... 106

H Lightning Reflexes ............................................ 120


Open ................................................................... 63

Opposed Skill Checks ........................................ 60


Listen and Spot ................................................... 72
Handle Animal .................................................... 74 Opposition ........................................................ 209
Locks and Traps ................................................. 66
Hatchetman ........................................................ 46 Outdoor equipment ........................................... 156
Lodging ............................................................. 155
Heal Skill ........................................................... 72

Healing ............................................................. 169


Lumbering Dead ............................................... 229

Lundor .............................................................. 237


P
Heat Object ......................................................... 86
Pale Twin .......................................................... 230
Heavy and Ultra Armour ................................... 119

Heavy Class Warrior ........................................... 35


M Paranormal Auditor ............................................. 44

Paranormal Investigation .................................. 245


Height ................................................................. 33 Magic .................................................................. 79
Perform ............................................................... 74
Hide and Move Silently ....................................... 64 Magical Pollution ................................................ 17
Persuasive ........................................................ 120
Highwayman ....................................................... 43 Magical Shield .................................................... 98
Phantom Rogue .................................................. 45
Hit Points .................................................... 21, 168 Magic Points ................................................. 26, 79
Physical Shield ................................................... 98
House Rules ..................................................... 193 Major Factions .................................................. 243
Physical Training 1 ............................................. 67
Hunter-Drave Institute ...................................... 245 Mark of Xallagrath ............................................ 245
Pilot ..................................................................... 64
Hyper Dodge ...................................................... 82 Mask ................................................................... 99
Pinning a character ........................................... 182
Mastermind ....................................................... 210
Play environment .............................................. 190
Meals ................................................................ 154
Player Character Death .................................... 196

249
Poison ................................................................. 82 Shadow Stealth ................................................ 100 The Trisstherrn Mail Company ......................... 244

Poison Resistance .............................................. 68 Shadow Tool ..................................................... 100 Threats ............................................................. 215

Power Alterations ............................................. 146 Shield Systems ................................................. 122 Thunder Mage .................................................... 52

Powerful Soul ................................................... 121 Sibboor Industrial Corporation .......................... 244 Time Line .......................................................... 234

Power Hit .......................................................... 121 Silver Credit ...................................................... 123 Total Defence ................................................... 185

Precise Healing .................................................. 88 Silver Credits .................................................... 202 Tough as Nails Detective .................................... 37

Precise Shot ..................................................... 121 Single Grip ........................................................ 122 Toughness ........................................................ 122

Prep Work ......................................................... 189 Skill Categories ................................................... 24 Tower Cities ...................................................... 242

Professional Proficiency ..................................... 72 Skill Points .................................................... 24, 60 Tracking .............................................................. 73

Prone ................................................................ 180 Skills ................................................................... 59 Trait Bonuses ..................................................... 18

Slay Constitution ................................................. 84 Traits ................................................................... 17

Q Sleight of Hand ................................................... 66 Trip ................................................................... 183

Social Class ........................................................ 16 Types of Actions ............................................... 173


Quick Attack ....................................................... 81
speak ................................................................ 237 Types of cover .................................................. 179
Quick Draw (Feat) ............................................. 121
Speak Languages ............................................... 69
Quick Draw (Spell) .............................................. 81
Speed ............................................................... 170 U
R Spell Categories ................................................. 26

Spellchrome Pistol ............................................ 126


Unarmed attacks .............................................. 174

Unlock ............................................................... 103


Ranged attacks ................................................. 175 Spells .................................................................. 79
Untrained Skill Bonuses ..................................... 77
Ranged Training: Advanced ............................. 121 Spell Stages ....................................................... 79
Urban Wizard ...................................................... 50
Ranged Training: Basic .................................... 121 Spirit Born Witch ............................................... 225
Use Rope ............................................................ 65
Ranged Weapons ............................................. 126 Standard Actions .............................................. 174
read .................................................................. 237

Reading Spell Descriptions ................................ 80


Starting an Advanced Character ......................... 58

Starting Combat Feats ........................................ 22


V
Remote Senses .................................................. 93 Starting Equipment ........................................... 125 Varrathnoth ....................................................... 223

Repair ................................................................. 69 Starting Resources ............................................. 31 Vehicles and Transportation ............................. 148

Research ............................................................ 71 Steal Life ............................................................. 84 Vihalldendray .................................................... 237

Resist Elements .................................................. 68 Stealthy ............................................................. 122 Vihallden Union ................................................ 237

Restoration ......................................................... 89 Stone Ogre ....................................................... 222 Villain Guidelines .............................................. 198

Restore Lost ..................................................... 122 Storage ............................................................. 155 Visual Traits ........................................................ 17

Rewards ........................................................... 202 Stormy Weather ................................................ 108


Ride .................................................................... 64 Story Elements ................................................. 203 W
Riding Attack .................................................... 122 Street Thug ....................................................... 217 Warden ............................................................... 42
Role of the GM .................................................. 187 Strength .............................................................. 19 Warden Investigators ........................................ 243
Rolling Dice ...................................................... 195 Successful Gaming Campaign ......................... 200 Weapon Accuracy ............................................ 122
RPG Terms ........................................................... 8 Successful Gaming Session ............................. 199 Weapon Range .................................................. 166
Running ...................................................... 67, 170 Survival and Hunting .......................................... 73 Weight ................................................................ 33
Running the Game ............................................ 187 Suspension of Disbelief .................................... 204 Wisdom ............................................................... 20
Running your own PC ....................................... 194 Swift Healing ....................................................... 89 Withdrawing ...................................................... 171
Ryddorman University ...................................... 243 Swim ................................................................... 62 Wolf .................................................................. 227
Synergy .............................................................. 77
S Worker ................................................................ 16

Sample Characters ............................................. 34 T X


Sample Combat ................................................ 161 Tallzzie ............................................................. 237 XP Needed ......................................................... 55
Saving Throws ............................................ 28, 170 Talzaran Warrior ............................................... 220
Scalestone Merchant Guild .............................. 244

Scenes .............................................................. 205


Talzzeroon ........................................................ 237 Z
Teaching New Players ...................................... 188
Scout .................................................................. 41 Zombies ............................................................ 229
Technology ....................................................... 240
See in Dark ......................................................... 99 Telepathic Communication ............................... 106
Self-Sufficient ................................................... 122 The Barrier Zone ............................................... 241
Sense Aim .......................................................... 93 The Eldlandrian Western Guard ....................... 243
Sense Hidden ..................................................... 93 The Greystone Sorcerers ................................. 243
Sense Motive ...................................................... 73 The Lumbering Dead ........................................ 229
Sense Truth ........................................................ 94 The Scalestone Merchant Guild ....................... 244
Setting .................................................. 6, 204, 233 The Sibboor Industrial Corporation ................... 244
Shadow Slip ........................................................ 99

250
Open Gaming License 6. Notice of License Copyright: You must update the COPYRIGHT
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likenesses and special abilities; places, locations, environments, 10. Copy of this License: You MUST include a copy of this License
creatures, equipment, magical or supernatural abilities or effects, with every copy of the Open Game Content You Distribute.
logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the 11. Use of Contributor Credits: You may not market or advertise the
owner of the Product Identity, and which specifically excludes the Open Game Content using the name of any Contributor unless You
Open Game Content; (f) “Trademark” means the logos, names, have written permission from the Contributor to do so.
mark, sign, motto, designs that are used by a Contributor to identify
itself or its products or the associated products contributed to the 12. Inability to Comply: If it is impossible for You to comply with
Open Game License by the Contributor (g) “Use”, “Used” or “Using” any of the terms of this License with respect to some or all of the
means to use, Distribute, copy, edit, format, modify, translate and Open Game Content due to statute, judicial order, or governmental
otherwise create Derivative Material of Open Game Content. (h) regulation then You may not Use any Open Game Material so
“You” or “Your” means the licensee in terms of this agreement. affected.

2. The License: This License applies to any Open Game Content 13. Termination: This License will terminate automatically if You fail
that contains a notice indicating that the Open Game Content may to comply with all terms herein and fail to cure such breach within
only be Used under and in terms of this License. You must affix such 30 days of becoming aware of the breach. All sublicenses shall
a notice to any Open Game Content that you Use. No terms may survive the termination of this License.
be added to or subtracted from this License except as described by
the License itself. No other terms or conditions may be applied to
14. Reformation: If any provision of this License is held to be
any Open Game Content distributed using this License.
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide,
System Reference Document Copyright 2000-2003, Wizards of the
royalty-free, non-exclusive license with the exact terms of this
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
License to Use, the Open Game Content.
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
5. Representation of Authority to Contribute: If You are contributing original material by E. Gary Gygax and Dave Arneson.
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
Spellchrome Core Rulebook Copyright ©2009 Collin Lenzen.
rights to grant the rights conveyed by this License.

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