Dungeons the Dragoning 3.6.pdf - PDFCOFFEE.COM (2024)

Table of Contents

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Table of Contents

TABLE OF CONTENTS Foreword Races Arachne Catfolk Dullahan Duskling Fairy Githyanki Githzerai Goblin Goliath Ikthys Kython Limulian Lizardman Minotaur Ophidian Sphinx Vanara Warforged Youma

Exaltations Demiurge Font Force Sensitive Kryptonian Sage Symbiote Alternate Exaltations

Classes Feats General Feats Racial Feats Exalted Assets

1 2 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39

Sword Schools Aphonic Wind Dark Messiah Eldritch Advent Infernal Monster Infinite Choir Killer Doll Raging Locomotive

Gun Kata Blazing Sun Crimson Sickle Daemon Trigger Divine Flame Last Line

Equipment Ranged Melee Adamantine Munchausen Drive Vehicles Ship Hulls Ship Weapons Ship Components

41 42 44 46 48 50 52 54

57 76

Setting, Creatures, and Additional Rules Locations Dramatis Personae Individuals of Note Dramatis Personae

Credits

112 113 114 115 116 117 118 119

120 121 122 123 124 125

127 128 133 136 138 139 143 147 148

152 153 155 158 159

181

77 88 103

Foreword Being what amounts to a PDF stuffed with all the stuff I found cool, it should be noted that some of the stuff here may not suit your tastes. You may even despise some of it! So, with that in mind, it should be mentioned that everything in here is a bunch of crunch and fluff that the talented folk over on the DUNGEONS THE DRAGONING homebrew forum came up with in their spare time, and should just be thought of as a bunch of ‘unofficial’ rules, and should be treated as much. To quote LawfulNice in the first book, “Take what you need, ignore what you don’t, and run the best damn DUNGEONS THE DRAGONING game you and your players can come up with.” ~Doc

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Races

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Arachne Long ago, before the Fall, when Lolth was first staking her claim to the Webway, she came across a girl-child lost there. The girl was young, but full of hubris; the Spider Daemon demanded her fealty, but the girl refused. Lolth demonstrated her power, swarming the girl with hordes of arachnids, filling the air with webs, and still the girl would not kneel. Finally, she asked what skills the girl had, that made her so infuriatingly convinced that Lolth would spare her insolent soul... and the girl complied. Gathering the silk that Lolth's spiders had created, the girl wove quickly, dying some with her blood and more with ichor from the crushed arachnids, until she had woven a scene fit to display to the Spider Daemon. And it was so galling that Lolth was fit to be tied, and gave her the rope. She cursed the girl, and all of her descendants, forcing her and hers into the likeness of the animal she had refused the fear of. That girl's name was Arachne, now borne proudly by her descendants as they pour out of the Webway to weave a bridge across the Wheel.

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Physical Characteristics Average Height: 1.8-2.1m Average Weight: 75-120kg Languages: Trade, Arachne Common Personality Traits: Focused, decisive, predatory, blunt, patient Common Physical Traits: Nimble, twitchy, chitinous body, dark colors, multiple eyes Example Names: Achidna, Anansi, Chakravartin, Iktomi, Rachnera, Silitha

Racial Statistics Characteristic Bonus: +1 to Wisdom or Dexterity Skill Bonus: +1 to Crafts and Deceive Power: Spider Butt: Your lower half is a giant spider, giving you Armor 2 on your Legs and allowing you to scale walls and ceilings as easily as walking on the ground. You can also ignore most material requirements when making cloth items, as you spin the silk yourself. However... armor that can fit your arachnid backside is hard to come by and must be custom-made, increasing its rarity by one step. Size: 4

Physical Qualities Arachne are, despite appearances, large spiders with the upper bodies of humans. Their abdomens are covered in a fairly durable chitin that sloughs regularly, some covered further in a fine sort of fur. This fur is usually the same color or within a shade or two of the Arachne's hair, which is typically white (or at least very fair) or black (or extremely dark), and generally complements the shell underneath, which is most commonly black, white, or brown in color. Any unarmored flesh is comparable to a human's in range. An Arachne's torso is built so that it could pass for a human or Elf at a glance. The face, however, is where similarities end; Arachne have between two and seven additional eyes adorning their foreheads, much like their arachnid ancestors. Arachne eyes are monochrome in color, commonly red or black. Arachne are oviparous, and grow quickly after hatching, reaching maturity after about seven years. Females tend to be taller and heavier on average than males.

Playing an Arachne Arachne communities tend to be quiet and something rather less than lively, with inhabitants coexisting to the extent that they rarely have need to interact with each other. Each family fabricates what they can and can forage or hunt for the rest, eliminating the need for trade among themselves. In fact, most people are shocked when they arrive in an apparently empty area, only for a horde of Arachne to come swarming out to see the intruders. A race of predators, Arachne are the ideal that most others look to when they think of gender equality. Every individual, from the smallest male to the largest queen, is expected to hunt for itself and defend itself, and none expects demands to be made of others, let alone heeded. Children are a very minor exception for their first year, taken along when hunting in order to teach them the necessary skills, while still supported by the parents. Among other, more "diplomatic" races, Arachne often find themselves annoyed by the inability to say what one means, and so they tend to develop an almost hypocritical demand for honesty, while acting the ferocious tease themselves. An Arachne will very rarely volunteer unimportant information, preferring to help others along to it themselves. But they will always give a perfectly honest opinion when asked.

Arachne Heroes On her homeworld, Carmine was a fierce and solitary hunter whose red-streaked abdomen struck fear into the hearts of her kin. She was faster and more deadly than most. A visiting spelljammer captain challenged her to a duel in the depths of a cave, revealing himself as a Vampire... and Embracing her when he won. She followed her father in darkness off-world, to hunt more prey in the Great Wheel at large. At a young age, Nathra was sucked into an Acerath-worshiping cult that traded information in secret for their god, and was prized for her stealth and ability to negotiate through fear. Her thirst for knowledge and secrets led her to open a package she was delivering, to find a luminous golden fruit inside and, ever curious, she soon found herself tasting the Fruit of Life. Her days as a courier for Acerath are long over, but Nathra continues to be thrilled by the cosmic insights brought on by her monadic nature. Achidna was a fearsome fighter who used a long-handled axe to cripple his prey, never knowing defeat. A roving band of Orks fought him to a draw, and were impressed enough to declare him one of Da Boyz. He now travels with them across the Wheel in a quest for strength and for moar choppa!

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

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

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

Physical Qualities Catfolk tend to be similar in general design, but vary wildly in the details. They're generally fit and wiry, rarely stocky or muscular. They have cat ears extending up from the sides of their heads, and prehensile cat tails extending from the base of their spines. They frequently have skin markings, stripes or patterns similar to tabbies, and have some facial deformation relative to the human baseline to give them more of the appearance of a cat. Catfolk tend to dress in a revealing manner, enjoying the feel of the air on their skin and leaving their movements unrestricted. Some Catfolk are born with two tails. These lucky individuals are thought to be blessed by the Cat Gods and are said to have a great destiny ahead of them, and indeed statistical analysis has shown a correlation between twintails and magical potential. Catfolk live about as long as humans, if nobody kills them.

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

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

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Dullahan Dullahans are an ancient race, one whose origins have been lost to time. They claim to be precursors, of which race varies depending on how much the dullahan in question is playing up the angst, cursed by the gods for the folly of siding willingly with the C'tan. The sad reality is that their forebears bore witness to the War in Heaven, as one of the few uplifted races who weren't terribly involved with either side. Regardless of their origins, Dullahans belong to the Raven Queen, in body and soul. Few openly worship other deities, primarily rebellious sorts living away from their thanes around the Ghoul Stars. Most such Dullahans are known to be doomsayers, popping up every so often in the public eye just to spout some inane prophecy of doom and gloom before disappearing again. Dullahans very rarely ply the Astral Sea, showing a notable tendency toward discomfort in most spelljammers; they vastly prefer open-topped vehicles, preferably with a basket for their heads so that they can feel the wind on their necks.

Physical Characteristics Average Height: 1.7-2.1m Average Weight: 85-100kg Languages: Trade, Unseelie Common Personality Traits: Eighth-grader syndrome, fatalistic, patient, poetic, quiet Common Physical Traits: Detachable head, sinewy build, cold, quiet footfalls, monotone voice Example Names: Celty, Rigor Mortex, Ashes of the Ivory Forge, Soul Who Cries Crimson for the Yet to Fall, Lala

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Racial Statistics Characteristic Bonus: +1 to Willpower or Composure Skill Bonus: +1 to Stealth and Drive Power: Don't Lose Your Head: Your head can be removed as easily as simply picking it up off your shoulders, and both head and body can function normally as long as they're on the same plane. You don't die if your head is destroyed, though you are permanently Blinded, Deafened and unable to speak without bionics. Size: 4

Physical Qualities Dullahans are pale, sinewy humanoids almost indistinguishable from Humans at a glance. They have nigh on universally pale complexions, with a general range between milk-white and cyanotic, and hair similarly falling along a spectrum between black and white. A Dullahan's eyes are most commonly yellow or amber in the iris, and rarely an ominous shade of red or red/green heterochromia can be seen. Black sclerae are relatively common among Dullahans. The most telling difference, though, is that a Dullahan's head separates cleanly from the body at a point just below the voice box. There's clearly some form of magic involved; the headless body can still hear and see as long as the head can, and the bodiless head continues to live and even speak, and feels whatever the body does. Most Dullahans are rather cavalier about the state of their heads, since they're pretty much vestigial at this point, while others make a point of wearing stiff-collared clothing to keep their heads in place on their shoulders. A Dullahan's head weighs about 5kg on its own, not accounting for hair. This has a rather interesting effect on the Dullahan's metabolism. Living so close to death, head always separated from the body, a Dullahan needs very little to eat, able to stretch rations almost three times as far as other humanoids do. They don't, however, have much of a sense of taste... or smell, rather. Dullahans have an exceptional ability to detect base flavors (which would help to determine which of the few things they eat has necessary nutrients), but lack the nuanced olfactory sense that allows other humanoids to taste things other than "salty," "sweet" and the like.

Dullahan Heroes For Corvus, the idea that he is the Raven Queen's envoy in the Materium is more than mere crowing. Born with a raven-shaped birthmark in the palm of his hand, he has trained and studied the goddess's scripture almost from the time he could walk, and devoted head and heart to the Raven Queen's ideals. Heretics, tyrants, and rebels alike have all lain low before his grimscythe, and those witnesses to his performance of the Raven Queen's duty all dread his whispered command: "Tremble. Kneel down before me in fear." Princess Magnificent with Lips of Red Coral is the daughter of a thane, or so she claims. No one knows her true pedigree, only that when she first stepped off that spelljammer onto Dis under the light of an actual sun, all were amazed to witness the odd arrow-shaped scarring between her collarbones glow with silver radiance. Now, the name of Princess Magnificent begets more raw fear from the populace than does Lord Dispater's thought police, as her brutal mastery of martial arts has been put to the test in the name of justice. Secret didn't adopt her new name because she wanted to sing the truth from the rooftops. No... she changed her name to keep a very important person safe. She claims to have borne witness to the murder of Khaine, the god's dying curse as his killers supped from his blood in an attempt to attain godhood themselves. As she recounts her tale, one of the conspirators turned on the others, killing them in an attempt to claim the power for himself alone... and that there have been others asking after one of them as if she were still alive. Secret insists that this is not the case, but remains on the prowl for those who would threaten her mother in darkness.

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Duskling Also known as boggarts or night imps, Dusklings are a quirky race hailing from a perpetually dark crystal sphere that have an almost natural affinity for "jumping" in and out of the Umbra through shadows. Gregarious by nature, but with an appearance that lends itself to scaring the poor sods they encounter in the Materium, Dusklings make themselves worthy of alliance by dint of their small builds and nimble fingers, allowing them to slip into small spaces and easily repair ship parts. Dusklings tend to regard the ability to have fun as more important than sticking to commitments, favoring emotion over logic in most cases. They form personal attachments rather quickly, despite a marked tendency to respond to differing opinions with biting sarcasm.

Physical Characteristics Average Height: 1.4-1.7m Average Weight: 45-60kg Languages: Trade, Abyssal Common Personality Traits: Photophobic, jumpy, curious, reckless, sneaky. Common Physical Traits: Lean build, pitch-black skin, slitted pupils, razormouf, barbed tail. Example Names: Nightshade, Daybreak, Shadow, Darko

Racial Statistics Characteristic Bonus: +1 to Dexterity or Composure Skill Bonus: +1 to Stealth and Intimidation Power: Creature of Darkness: Gain Dark Sight and a free Stealth specialty to Hide In Darkness. Size: 3

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Physical Qualities Dusklings are possessed of slim, small frames, adapted to dart and hide rather than stand and fight. They tend toward wiry sinew rather than bulky muscle, never building much in the way of mass. They're almost reptilian in appearance, with fingers and toes tipped by small, sharp nails, a face that pinches forward into a small muzzle, and a long tail with a barbed tip like a devil's. Duskling eyes are large and most commonly a jaundiced amber color, with vertical slits for pupils, but can also appear in shades of red or green, or very rarely an odd shade of lavender. Their skin generally ranges from pitch-black to midnight-indigo, set off by vividly-colored hair, most commonly a fiery shade of orange. In terms of posture, Dusklings tend to stand and walk on their toes exclusively, occasionally scrabbling on all fours like an atavistic cat when hiding. They generally wear simple, dark hooded robes, that can easily hide their brightly-colored hair. A Duskling's eyes and teeth shine brightly in the dark, having an eerie effect on mortals native to the Materium. Dusklings can live for centuries, assuming they don't run afoul of a particularly nasty Wraith or spook someone with an itchy trigger finger. They mature around the same age as Humans do.

Playing a Duskling Dusklings are, to be blunt, spastic little trolls that treat scaring the living daylights out of cutters like friendly handshakes. They prefer to creep about in shadows like little perverts, no doubt stealing whatever they can get their grubby little paws on. Some Gnomes have theorized that Duskling kleptomania is why socks go missing "in the wash." Duskling society, however, is structured around loose-knit clans in a state of perfect anarchy, which at least explains why they think they can just do as they please whenever they crawl into the Materium. Dusklings generally have a hard time grasping the concept of authority, what with generally governing themselves and helping others simply because they want to... in a Duskling territory, nobody has any real power over anybody else, except for pregnant women or the elderly, who actually need the assistance. Dusklings, then, tend to be communally minded, with a strong tendency to share what they have with someone lacking it, and generally assuming that others will do the same. While they will tend to pilfer ammo or weapons from fallen enemies or just lying around (and a weapons locker counts) to share with allies, they won't just take something from someone who's still breathing, because of that golden rule.

Notoriously contrarian by almost anyone else's standards, Dusklings tend to show affection with a snarky mouth and coquettish body language. What the Humans call "Lima Syndrome" is very common; the Duskling who spends her childhood playing the bogeyman to someone often grows very attached to him by the time they reach maturity, eventually coming out of the closet (often literally) to help the target of her affections more overtly. Dusklings suffering from this strange affliction make for incredibly loyal friends.

Duskling Heroes Midna is a jaded soul, ejected from her home at a young age by a psychotic uncle. She grew up at Luna's knee, learning what she needed to return to avenge her home. Never one to do things halfway, she accepted the silver tattoos as well, transforming as she did into the great black barghest... all the more appropriate for tearing her uncle's throat out. Nadir is a painful paradox... a Duskling whose eyes burn in the light, cursed to be empowered by it. The bright golden N burned across his chest is to him the mark of some god's ire, and as much as he wishes his seeking will turn up a way to remove it, he isn't averse to using the power it grants him to make the taller folk kneel before him. Moonshadow is an oddity among oddities, and living proof that Syrneth breeding plans transcend Umbral boundaries. Born with a strange pattern of platinum scales on her forehead, she soon developed the claws of a dragon as well, all shining like white gold in the darkness of Nostramo. She's long since left, seeking out the source of the dragon's blood in her clan.

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

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

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

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

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

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

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Githyanki The Gith were created in the aftermath of the War of the Monster's Fall, to serve as a race of slaves and livestock for the Mind Flayers. As with all empires, though, the Mind Flayers grew complacent, allowing their creations more and more autonomy, until finally a slave-warrior named Gith took up the blade against them. Gith united the slaves, leading them in guerilla combat and pirate actions across a hundred worlds. This, though, was not to last. Gith had determined that, so as to never be enslaved again, the slaves would become the slavers, conquering all until none remained to crush them underfoot. Gith's lieutenant, Zerthimon, had other ideas. This betrayal cut a rift among the former slaves; now Gith's followers are known as the Githyanki, "those loyal to Gith," and continue to raid and pillage across the Wheel.

Physical Characteristics Average Height: 1.2-1.4m Average Weight: 50-65kg Languages: Trade, Gith Common Personality Traits: Brilliant, paranoid, impulsive, intolerant, ambitious Common Physical Traits: Frail build, grey skin, monochromatic eyes, large head, bionic implants Example Names: Zim, Tak, Skooge, Gish

Racial Statistics Characteristic Bonus: +1 to Intelligence or Willpower Skill Bonus: +1 to Tech-Use and Pilot Power: Xenoheretek: Begin play with the Hatred (Mind Flayers) and Mechadendrite Use feats, as well as a set of Mobility Mechadendrites. Mobility Mechadendrites do not count toward the normal limit of how many mechadendrites you can have attached. Size: 3

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Mobility Mechadendrites Mobility Mechadendrites are a set of four to six long, spider-like limbs that retract into a central pod, usually mounted between the shoulder blades or at the small of the back. Extending or retracting these is a free action. While extended, the mechadendrites act as bionic locomotion, lifting the wearer a full meter off the ground. The nimble structure of these limbs allows the wearer to ignore movement penalties based on terrain.

Physical Qualities The Githyanki are an artificially designed race, with very little variation across individuals. They are universally small and lean, with perfect body symmetry. Their skin is unusually smooth, and generally appears in shades of grey, green, and blue. A Githyanki's waifish proportions mean it has an almost disproportionately large head, with equally large eyes (typically a shade of red or purple all the way across), and a pair of long antennae sweeping back from the forehead. A Githyanki's eyes are incredibly acute, seeing much further and with greater detail than other races in the Wheel. Bulbous eyes can't rotate within their sockets, though; a Githyanki must turn its head in order to keep something in sight, but its greater field of view means it has wider peripheral vision anyway. Githyanki have been known to turn their heads almost 270 degrees in order to keep their eyes on something. Finally, as an artificial race, the Githyanki are biologically neuter, incapable of breeding. For all their ideals of freedom, they still use the breeding tanks of their former masters, reverse-engineered and now jealously guarded in the few crystal spheres they've laid down roots. Githyanki newts are decanted from the tanks fully developed after six months incubating, and programmed with whatever knowledge they will need for their initial tasks as they're implanted with the pod containing the Mobility Mechadendrites they're so famous for.

Playing a Githyanki Githyanki are, on the whole, spastic, mad geniuses... they would have to be, to operate, maintain, and reverse-engineer the ships, weapons, and breeding tanks they'd stolen from their former masters. They have a strong tendency to act on their ideas without stopping to think of whether it's a good idea, to assume the cold knowledge programmed into them on decanting is a substitute for hard experience. Which is... not the best idea, when your race's birth rate amounts to once daily. They are, thankfully, surprisingly tough, with the natural willpower that led to Gith's rebellion aiding in their focus... nothing short of death will stop a Githyanki from achieving its goal, whether that goal is conquering a city or playing chicken with a sea train. They are not, however, complete idiots; the Githyanki are masters of lightning warfare, preferring to fight only as necessary to achieve an objective and then - quite intelligently - bugging the hell out. When only children are smaller than you, you make a point of remembering not to rile up the adults too much. This is not to say that Githyanki are cowards. Far from it, in fact: For all that a Githyanki

might rant and rave about a "rival" (that is, someone who accidentally cut it off in traffic), it takes a coldly logical approach to combat. Guns and armor support are preferable to melee, and it's only logical to cut losses and run when faced with a stronger enemy. Githyanki prefer to gang up on key targets, or use artillery strikes as cover while they go for the real objective. And, of course, a discussion of the Githyanki mindset would not be complete without mention of their... strange criteria for leadership. After thousands of years, the Githyanki still fear their former masters' ire; to that end, when things go south, they instinctively look toward the tallest humanoid present for instruction. Yeah, that's right, berk: The Githyanki choose their leaders based on height. Sodding barmy, the lot of 'em. However, that courtesy doesn't extend to their estranged cousins, the Githzerai. While a given Githzerai may be taller, a Githyanki would sooner walk into a dragon's maw than take orders from one. If circ*mstances conspire to force them to work together, be sure to have popcorn and a pict-recorder at the ready, because they only foe that will prompt them to stop insulting each other is a Mind Flayer.

Githyanki Heroes Gith was the ideal hero, taller than any of its followers and quite an imposing figure with the phase sword in one hand and a needle gun in the other. Skooge... isn't. A tiny, less than impressive specimen, it was a runt coming out of the tank, and swiftly culled from the main fleet on make-work missions. Not that it minds, anymore... not since the golden presence awoke in the back of its head, advising it to ignore its taller brethren in favor of searching out information about the Syrne. Long ago, before Vaakith transcended into lich-hood, it made a pact with an ancient dragon of flame, intending to introduce more strength into the Githyanki genome. Now, centuries later, Ven is the first success of that experiment, decanted with mustard yellow skin and burning orange eyes... and vicious red claws, the first sign of dragon genetics successfully introduced to the breeding tanks.

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Githzerai When Gith led its people in revolt against the Mind Flayers, it was thought that all would be well. The slaves threw down their masters, and in so doing, became free... but for what happened afterward. On hearing Gith's intentions, its friend and advisor Zerthimon counselled against it, stating that Gith would have their people become slaves to their fear, when it would be wiser to become strong, so as not to be chained again. Gith... didn't like that. A second reckoning followed, sweeping across the stolen fleet as the former slaves divided themselves, some opting to follow wise Zerthimon, while most maintained that Gith was correct. Their leaders dueled, and Zerthimon lost. Ever magnanimous, Gith allowed Zerthimon's followers to take one ship and do as they would, taking the traitor's body and its counsel with them. They became known as the Githzerai, "heretics of Gith," and have long since settled down on worlds fringeing the Abyss.

Physical Characteristics Average Height: 1.7-2.1m Average Weight: 70-80kg Languages: Trade, Gith Common Personality Traits: Patient, observant, cynical, pragmatic, austere Common Physical Traits: Sinewy build, grey skin, monochromatic eyes, nimble, surprisingly strong Example Names: Piccolo, Nail, Dende, Zerth

Racial Statistics Characteristic Bonus: +1 to Dexterity or Willpower Skill Bonus: +1 to Acrobatics and Crafts Power: Regenerative: Begin play with the Hardy and Hatred (Mind Flayers) feats, and you can regenerate lost limbs as if under a constant Regenerate spell. Size: 4

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Physical Qualities With only one set of breeding tanks, the Githzerai set to work modifying themselves for their inevitable failure before choosing a world to call home. Like their cousins the Githyanki, they have strangely smooth skin that usually tends to grey, green, or blue shades, with eyes of a single, solid color... but that's where the similarity ends. The first Githzerai to set foot on a civilized world - and all Githzerai since - only superficially resembled Gith's followers. They had increased their muscle mass, no longer bound to the ideal form of cattle for their former masters, and - more importantly - engineered a way to continue on when the breeding tanks broke down. Raised on good planet-grown fare rather than synthesized tube meat, Githzerai have gained some length of bone over their estranged cousins, comparable to well-built humans in size. A Githzerai's color is more vivid than a Githyanki's, and a vestigial pair of antennae sprout from its forehead, reduced in importance now that they've given themselves ears and a nose to better resemble their new neighbors. Githzerai tend toward simple, serviceable clothing, usually preferring long tunics tied at the waist to more complex shirts and trousers... not that they actually need it. While Githzerai are still biologically neuter, among the tweaks made to their genome is a form of asexual reproduction, similar to parthenogenesis. What that means in non-greybeard is that once or twice in its lifetime, a Githzerai will puke up an egg that hatches into, well, a clone of the parent. This, unfortunately, has the drawback of not coming with the accelerated development that Githyanki enjoy; Githzerai take years to mature after hatching, almost as long as humans do. The newts can live off sunlight and water until their teeth start coming in, at which point they're just too big to not take solid food.

settlements are self-sufficient and have little need for trade, though some have been known to extend Zerthimon's philosophies to those who show interest. Githyanki, however, can take the rope, all of it. Their stunted cousins are mired in fear, unable to let go of their past. And, more importantly, they killed Zerthimon, who was martyred for its people... that just won't be forgiven. A Githzerai forced to cooperate with a Githyanki is a storm of barelyconcealed contempt and a vicious font of sarcasm... unless confronted with a Mind Flayer, which they'll both attack with equal gusto.

Githzerai Heroes Cargo was always a bright newt, with an affinity for healing magic that the sparring monks rarely looked askance at. That is, until a fire caught in the village, trapping a newt inside its home. Brave Cargo ran headlong into the flames... and to everyone's surprise, they turned green to match Cargo's skin, whirling up into a column above the astonished newts and finally flaring out into the visage of a great bird before disappearing, revealing Cargo carrying out the frightened newt... with wings of fire flickering on its back. Fife is - or rather, was - a rather promising young adept, a veritable prodigy in the dojo and the classroom. All of that promise, though, was cut short when the Kythons attacked. Who brought them, Fife doesn't know, but it fully intends to find them and end them. For the murder of its clan... and itself. Zerth is known to be a reclusive sort. Keeping itself to itself, even among other Githzerai, and going so far as to teach only a single apprentice at a time rather than passing on its knowledge to all that it can. Following Zerthimon's teachings led to an epiphany, an awakening of strange power more gentle than psyker practices, easier to simply let flow from the mind. Zerth has mastered the use of this power to humiliate would-be students by beating them with sticks... without ever touching the stick.

Playing a Githzerai Githzerai rarely use two words when one will do. They tend to be cynical and suspicious, generally expecting the worst in people. Githzerai don't waste time on fools, and are rarely moved to help those unprepared to help themselves. They are pragmatic to a fault, slow to give trust, and cautious in their dealings with others. Many Githzerai disdain creature comforts and live their lives in ascetic discipline. Their settlements and strongholds resemble monasteries more than villages. Unlike the Githyanki, who see other races as slaves to be taken, the Githzerai simply see others as irrelevant... they offer the respect due to strength and discipline, but little else. Githzerai

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Goblin Goblins are tinkerers and tradesfolk, out for a quick buck and bigger explosions. Hailing from a Sphere noted for torrential downpour, the Goblins are easily recognized by their large bat ears, short stature and often carrying large sums of money or explosives (often both). Constant tinkerers, where a Gnome builds things that last, Goblins build things for either cold hard Thrones or big booms. Their affinity towards using explosives tends to cause them to live short and loud lives. Even when they aren’t at the mercy of their explosive love they still don’t live long lives typically averaging at 40 years. Because of this they tend to keep business in the family, if you work with the father you can bet you will work with his son. This hand-me-down attitude means that a high regard for tradition is unusually strong amongst goblinkind.

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

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

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

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

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

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

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Goliath No one quite recalls exactly which crystal sphere the hulking brutes once known as ogres originally hailed from, though most can at least agree that they might have stayed there had it not been for the incorrigible curiosity of Humans. Regardless, Goliaths now find themselves as widespread across the Wheel as the races who first uplifted them from their original home, often pressed into service for their enormous strength.

Physical Characteristics Average Height: 3.0-3.4m Average Weight: 295-400kg Languages: Trade, Giant Common Personality Traits: Simple, straightforward, honest, impassive, stubborn Common Physical Traits: Lanky, powerful build, thick skin, coarse hair, hairy knuckles Example Names: Thud, Gouka, Argus, Nork

Racial Statistics Characteristic Bonus: +1 to Strength or Constitution Skill Bonus: +1 to Athletics and Intimidate Power: Bulking Biceps: You can wield two-handed Melee weapons in one hand at a -2k0 penalty on the attack roll, and take no penalty for firing a Heavy weapon without bracing first… but your powerful build means that armor in the sizes required must be specially made, increasing its rarity by one step. Size: 6

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Physical Qualities Goliaths are enormous brutes that tower over nigh on every other civilized creature in the Wheel, looking down on Halflings, Elves and Aasimar alike. Hard not to, with their long, gangly limbs. A given Goliath's torso is as big around as an Aasimar in powered armor, its biceps the size of fuel drums. Hair is generally coarse and less than manageable; most Goliaths end up with shorn heads as a result. Female Goliaths tend to be slightly smaller on average than the males. Skin and hair colors among Goliaths vary widely, from earthen shades of brown and grey to the pale cream and white of those living in more civilized crystal spheres and the hot crimson of Goliaths born to more frigid spheres. Clothing in the sizes required for Goliaths is more readily acquired than protective gear; they generally prefer to remove the sleeves of civilian clothing, favoring comfort over looks.

Playing a Goliath Most berks out there seem to think it's easy to outsmart a Goliath. Well, now, that might be true, but the Goliath would respond that it's difficult to outsmart a fist the size of your torso plowing into your face. Goliaths are simple and straightforward... easy to confuse for stupidity, until you realize that "straightforward" often means three hundred kilos of muscle tearing through a durasteel bulkhead to get to the sorcerer on the other side. Among the smaller folk, Goliaths are well aware of their own enormous stature, and often find themselves unconsciously restraining themselves, especially among those they consider friends. They tolerate orders from smaller creatures surprisingly well, generally more amused than annoyed by the

situation, and gladly put their brute strength to work when asked. As with most people, Goliaths have a tendency to respond more positively to respect than to jeering and snide remarks. Among their own kind - and the occasional Ork warband - Goliaths are much less inclined to handle with care, casually cuffing others over the head to gain attention or as punishment for saying something particularly stupid. The same stubbornness that leads to them ignoring nondamaging details in the task of "move this thing from here to there" makes Goliaths very likely to get into fistfights with each other over matters as trivial as sleeping spots, or who gets to eat the best parts of the aurochs.

Goliath Heroes Gouki had an accident. Arms gone, most of his flesh flayed away by Modron gauss cannons he took to prevent them from striking the children of the Eldarin world-ship that had taken him on, he cheated death, escaping stasis only by the wraithbone crystals grown into existence to cover the exposed muscle. He chafes under the restrictive plating, unable to move as freely as he used to, but welcomes the second life, and the feeling of Modron plating crumpling under his wraithbone knuckles. Thanks to the Dark Eldarin who "cared" for him, Krieg lost his mind long before the shooting star hit him. Now the insane Goliath lurks through the labyrinthine streets of Commorragh, an overturned bucket upon his head and spiraling dragon tattoos on his immense arms often the last thing that hapless Dark Eldarin see before he takes his revenge by turning them into new meat bicycles. One day, Kuon felt a little peckish. So he decided to eat all of the ship's stores. When the crew came to reprimand him, he ate them too. All of his gorging eventually provoked a daemon calling itself the All-Consuming Devourer of Chaos to show up out of jealousy... and Kuon ate the daemon, too. Now with the daemon's hunger added to his own, Kuon wanders the Wheel, searching for something that can finally sate them.

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

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

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

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

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

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

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Kython Kythons are highly adaptive nearhumanoids suspected to hail from any number of worlds on the fringes of the Abyss. Due to the constant flux of their home environments, Kythons as a species have ceased evolving at some point during a more primal stage of development, instead adapting on an individual level to meet the needs of whatever environment they find themselves in. Kythons are highly aggressive and very stunted with regard to technological development, having gotten by with primitive tools and their own strange biological processes before their first contact with the other races of the Wheel. Despite their feral appearance and primitive tendencies, Kythons are just as quick to adapt mentally as physically, and the more advanced races of the Wheel have since learned to leverage both. A Kython's formidable appearance lends it usefulness as a shock troop, its ferocious strength gives it potential with cargo, and the ease with which it can adapt and learn means it can just as easily learn to take position as a bridge officer if needed.

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Physical Characteristics Average Height: 1.3-2.7m Average Weight: 80-150kg Languages: Trade, Kython Common Personality Traits: Aggressive, feral, single-minded, atavistic, darwinistic Common Physical Traits: Chitinous hide, big claws, sharp teeth, pointy bits Example Names: Una, Zwei, Trace, Ivy

Racial Statistics Characteristic Bonus: +1 to Dexterity or Constitution Skill Bonus: +1 to Athletics and Brawl Power: Autoevolution: Gain 1 racial feat with the [Form] descriptor as a bonus feat. You can take up to 3 [Form] feats, or 4 if you gain the Perfection ability. Size: 4

Physical Qualities Most Kythons look like a vaguely humanoid mass of bioweaponized "oh my god what is that." From canine-formed monstrosities with spikes everywhere to horrific avian creatures of talons and teeth, just about the only common features are the dangerous ones... but they don't all start out like this. On a closer medical examination, Kythons have several deposits of non-differentiated tissues, which react and develop according to certain hormone spikes... basically, they can metamorphose at will. Typically, these deposits won't be replenished before the end of the Kython's lifetime, so only a couple such transformations can be counted on. Kythons are an oviparous race, and one that can control their fertility cycle to a degree that allows them to only attempt clutching when there are others of their kind around. Kythons typically construct their dens around a communal nesting site, with females becoming yet more aggressive when there are clutches to protect. A Kython reaches maturity – if not its full size – within weeks of hatching. Most of them die before they're forty.

Playing a Kython Few in the Great Wheel can match the adaptability and survivability that the Kythons possess. Even despite their natural talents, the Kython mentality is one focused on ensuring the survival of themselves and their packs. Admittedly, the fact that much of their interactions with other races has consisted of being forced into slavery, most Kythons have a hard time caring for races other than their own. However, it's not unheard of, and a Kython that has accepted another's strength will do all in its power to help them survive.

Kython Heroes Most creatures would be dissuaded from continuing a fight after being shot in the face by a plasma pistol. The Kython known as Old One-Eye isn't most creatures. Instead of slumping over dead from the hole where an eye used to be, he decided to repay the favor in kind – by weathering a storm of bullets to tear the offending party limb from bloody limb. Now, Old One-Eye continues to wander throughout the Great Wheel, a cauterized hole in his head a baleful symbol of Kython vitality. People speak of it in hushed tones. Towering over most creatures, its hide covered in a dark armor. Wielding blades seemingly forged from the same material, it cuts a bloody swath through armies. More frightening is its dominance over other Kythons, commanding them and more in cruel, methodical devastation. None know its true name, but all know the title given by others... the Swarmlord. The crystal sphere known as Malan'tai was a peaceful place... until somehow the governor there attracted the ire of someone who could bankroll a Kython assassin. The creature would kill her way to the top of a different skyscraper each night, and jump to the governor's turbo-mansion, slaying everyone inside... except for the governor, whom she simply looked in on before leaving. Eventually, Deathleaper's antics inspired the people of Malan'tai to riots, killing each other in fits of paranoid fear and the guardsmen stationed there in terror-inspired anger... and the governor himself to despair and suicide.

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Limulian Hailing from a crystal sphere long forgotten, the Limulians are an ancient race, but one relatively new to the greater portion of the Wheel. Their first spelljammers were liberated from the Elves who made first contact with them... stolen, disassembled and reverseengineered to suit their own physiologies. Limulians have since made themselves a reputation as raiders nearly as bad as or worse than the Dark Eldarin, entering crystal spheres to take whatever strikes their fancy and leaving with it to study it at their leisure. Limulian technology is reverseengineered from their plunder, ideas stolen from others and redefined to suit their own claws. Limulians have since been found to be incorrigible researchers, all of their "wrongdoing" since venturing out into the Wheel simply the graspings of socially maladjusted children. That hasn't stopped some governments from going to a shoot on sight policy whenever the lobsterfolk show their ugly heads, mind.

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Physical Characteristics Average Height: 2.4-2.7m Average Weight: 120-180kg Languages: Trade, Limulian Common Personality Traits: Curious, intelligent, conformist, reckless, obsessive Common Physical Traits: Bright carapace, big meaty claws, sharp mandibles, luminous eyes, hunched back Example Names: Upsilon, Weavel, Trace, Berserker

Racial Statistics Characteristic Bonus: +1 to Constitution or Intelligence Skill Bonus: +1 to Athletics and TechUse Power: Enemy Crab: Gain the Amphibious trait as well as Armor Plating equal to your level. Size: 5

Physical Qualities A Limulian is a rather striking mashup of humanoid and arthropod, with long, articulated limbs and massive scissor-claws taking the place of hands... it's probably best not to question just how they make use of most standard weapons with those. It stands head and shoulders over most humans, with a slightly hunched posture. The head is vaguely triangleshaped, with notable mandibles as well as mouthparts resembling those of a crab or lobster. Limulians have no bones, supported by their armored exoskeletons. Limulian shells range in color from drab grey to brighter shades of primary and secondary colors, to shining gold. Clothing is a functional vanity; with no nudity taboo nor any notable dimorphism to prompt it, Limulians have no need for clothing except as a means to carry things that they can't dig out slots in their shells for... or to cover the new, developing shell during their bi-yearly molt. Armor, however, is still very useful, as some heavy materials offer greater protection than the Limulian's shell does. Limulians spawn large broods during a biyearly mating period, dying after mating. The young are raised in creches, reaching maturity before their second year, and most die when pressed into military service shortly afterward. A Limulian is biologically immortal, incapable of dying of old age... but the nature of Limulian safety regulations (there are none) means that most are expected to die before they're forty.

Playing a Limulian For all of their intelligence and curiosity, Limulians rarely develop the force of personality required to become leaders themselves. A Limulian society is essentially controlled chaos, with some performing dangerous experiments, others dissecting stolen technology in an attempt to replicate, and yet more collating whatever minutiae is generated by the first two groups. The Limulian tongue doesn't have a word for "civilian," the closest being "spawn" and "broodwarden;" every Limulian at its biological maturity is considered a military asset. Limulians have a strong tendency to obsess over certain subjects. One who finds himself hounded or stymied by a specific individual over two or three incidents will quickly begin considering that individual to be a fated rival, vastly overestimating his own relevance to him. Another might continue trying to engineer an armor module despite all attempts invariably killing his test subjects. There is also a noted tendency to design ships or structures with linking tunnels that only smaller races can fit into, or that require inserting metal spheres of oddly specific sizes to function.

Despite this tendency to obsess, the Limulian mind is generally cool and logic-oriented. Cold, calculating, and sometimes cruel and callous to others, but rarely malicious... most malice attributed to Limulian "torturers" has been found out to be the result of a total lack of understanding regarding other races and their reliance on drugs before surgery. Limulian compounds have also been known to collect strange objects and creatures only to lock them away, occasionally taking notes on their properties.

Limulian Heroes Subject Delta was once a noted "scientist" (as lightly as that term must be used when discussing Limulians), who had the misfortune of being assigned as a superior's "stick" when the time came to poke a strange meteorite that had landed near her compound. The thing cracked open at her touch, unleashing a glowing blue slime that immediately flowed over her and soaked into her shell. Now she's the subject of a new series of tests, to verify the abilities of the symbiotic ooze bonded to her nervous system. Weavel could have been a general. But that potential was cut short in its prime, when his strike force met with a human settlement that had the presence of mind to launch a counter-raid. Weavel was broken in the resulting battle, half his body gone... but he could be saved. The plans stolen from the humans were pressed into use immediately, designs for extensive prostheses sheathed in an eerie grey metal. While he has his life, Weavel resents this transformation... not least because the "reconstruction" left him still on life support, and because his shattered claws have been replaced with hideous, disgusting human hands. Spending most of his life on a ship based on Tau designs, Sitri never believed in the Warp. He never considered that his existence might depend on a Gellar Field generator that none of his crew knew how to maintain. That all ended when the generator finally failed, and Sitri found himself surrounded by wreckage on a daemon world, struggling to breathe as a creature of black ink explained exactly what had happened. Sitri had never believed in the Warp... but he did value his own life. Accepting the being's offer, he found his body suffused with sustaining necrodermis, and stood anew.

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

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

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

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

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

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

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

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Minotaur Minotaurs are a race of bipedal, bovine humanoids from the temperate planet of Kothas. The true origin of the race is not known, but there is possible evidence of the Minotaurs being bred and farmed as livestock for the Syrne. Whether these creatures occurred naturally or were artificially created is up for debate, but the Kothian Empire insists that they are 100% real beef. Regardless of their origins, Minotaurs are known across space as tenacious and prideful warriors. They tend to keep to themselves and are an uncommon sight outside of their homeworlds. When you do find Minotaurs, they are often employed as gladiators, bodyguards, and wrestlers due to their natural bulk. They predominantly worship Sargas, equivalent of Khorne in Tauric tongue. Minotaurs are incredibly stubborn, and insisting that his name is Khorne and not Sargas will likely start a fight.

Physical Characteristics Average Height: 2.3-2.7m Average Weight: 290-320kg Languages: Trade, Tauric Common Personality Traits: Loud, proud, straightforward, stubborn, rash Common Physical Traits: Bulky physique, bull-headed, sharp teeth, coarse fur, bellowing voice Example Names: Iroas, Mogis, Galdar, Tahngarth, Nike, Pallas

Racial Statistics Characteristic Bonus: +1 to Strength or Constitution Skill Bonus: +1 Athletic and Intimidation Power: Mess with the Bull – Gain a natural weapon with the following statistics: 1k2 R or I; Melee; Brawling, Unwieldy. Size: 5

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Physical Qualities Minotaurs are enormous, hulking brutes, definitely built to impress. They have decidedly bovine skulls, with solid horns attached, topping off a thick neck, broad shoulders and barrel chest. Minotaur hands are a bit clumsier than most humanoids', with three thick fingers and a thumb, but their grip is strong and sure. They stand on thick, cloven hooves. Most scorn clothing beyond a belt to carry necessary equipment, covered as they are by their shaggy fur; most sport single shades, with brown and black being the most common.

Playing a Minotaur Minotaurs take pride in whatever task they set for themselves, be it gladiatorial combat, counseling, or painting tiny plastic equine figurines in pastel colors. They feel themselves to be deeply connected to the earth, living spartan lives without need for the distractions and metal whatchajiggers that everyone else seems to insist on using. No, Minotaurs are generally content to keep to their own homeworlds, and the various clan wars that pass for entertainment. That isn't to say that taurs are primitives... far from it. Minotaurs learn quickly, and have an odd sixth sense that makes them excellent navigational officers. They have a deep respect for both strength and command, however; it's not uncommon for a Minotaur to viciously mock a physically weak commander, while following his orders unquestioningly. They often take it upon themselves to maintain what they perceive as proper discipline... not a whole lot of people will argue with two meters of raw beef armed with a chainsword. With all that said, Minotaurs - like their bovine forebears - are herd animals, group-oriented. Their instinct is to protect and coddle their weaker friends, and keep an eye on the sharp-toothed ones. They are, however, omnivorous... a taur will devour meat with as much gusto as the Squat across the table, and put away almost as much drink as well. What really surprises most berks is that Minotaurs love a good steak!

might. He doesn't care who lives or dies, but the show must go on and the fighting can never end. Sir Theodoros is a warrior sensitive to fluctuations in the Warp. He feels that the power he has, was given him for a reason, and seeks out that reason as he goes along. Not knowing his purpose, he travels from sphere to sphere helping folks in trouble. In his travels, he has acquired a large ship, which he uses as a base of operations to keep hold of mementos of his travels. Nike is a minstrel who wishes to spread the tales of her lineage to the furthest crystal sphres. To reach this goal, she has traveled from her homeworld to Sigil, where she managed to convince a Vampire to Embrace her so that she could ensure her family name makes its way into the history books, even if it takes her forever.

Minotaur Heroes Epiktitos is a punk with a chip on his shoulder the size of Acheron's Ork population. He is an arrogant child and takes his challenges head-on and headstrong. He spends his time fighting in the arena to find someone who can stand and match his

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

Physical Characteristics Average Height: 1.7-2m standing, 34.5m length Average Weight: 110-160kg Languages: Trade, Ophidian Common Personality Traits: Formal, Stiff, Nervous, Seductive Common Physical Traits: Long hair, elaborate tattoos, long snake tail instead of legs Example Names: Deis, Mara, Isha

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

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

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

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

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

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Physical Characteristics Average Length: 3.0-3.3m Average Weight: 306-418kg Languages: Trade, Sphinx Common Personality Traits: Intelligent, enigmatic, coy, patient, contemplative, love of puzzles Common Physical Traits: Leonine body, quadruped, wings, muscular, prominent fangs Example Names: Almayce, Teleia, Isperia, Cruzius

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

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

Playing a Sphinx Sphinxes are felines, with all of the curiosity and caprice that entails. For all of their bulk and agility, despite being the size of creatures Humans call "ligers," Sphinxes prize intellect and rational thought. They collect knowledge; they trade in riddles that set the brain thinking. They care little for

libraries, stuffy places where one can only read of things in dusty old books good only for places that certain tasty vermin congregate... no, Sphinxes care not for books or plaques or tablets. Rote memorization is no good. Knowledge is worth little without the thought that leads to it. Among other races, Sphinxes are insufferable know-it-alls, with an infuriating tendency toward double-talk and speaking in riddles. They will answer questions with questions of their own, undermine an opponent's arguments with queries to make them doubt their own points. Among Sphinxes, however, this is shockingly straightforward. Discussions between Sphinxes are intricate social dances of body language, riddle games and the occasional paw across the face. Despite their uncanny resemblance to the great cats of Human history, Sphinx committees seem to be matriarchal in practice, with the added bonus that the males seem to think they're the ones in charge. Androsphinxes laze about like kings, or pace about like guards, while gynosphinxes do all the actual work. Seen in action, the conversations that lead to this appear to be remarkably unsubtle even by Ork standards... control is maintained by the gynosphinxes simply asking leading or challenging questions, eventually leading the androsphinx to believe he decided to perform whatever task was set on his own.

Sphinx Heroes Zanzar stood as the vanguard of his liege’s defense. Pouncing on anyone who dared come near, he could easily tear most apart. However, despite his martial prowess, Zanzar never learned of an assassination plot – that is, until he was accused of the murder of his liege. Having miraculously escaped, he now journeys in the Great Wheel, looking for the true culprits. Ravel has a question. A question that few others can answer, it seems. Asked as a riddle by a wanderer long ago, Ravel couldn’t think of an answer. This led her to travel throughout the Great Wheel, searching for somebody or something capable of answering it. And yet, an answer eludes her. Most infuriating of all, the question itself seems quite simple. The question? “What can change the nature of a man?”

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

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

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

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

Playing a Vanara

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

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

Vanaras are surprisingly similar to humans, if a bit more inclined toward pranks, clever witticisms and enthusiastic responses to the words "prove it." A vanara who finds an activity he likes will jump into it wholeheartedly,

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Warforged Racial Statistics The Warforged are silicon based life forms that live on the metallic planet of Autochthon. A long time ago, they served cruel masters that built them as consumer goods and military hardware. In time, the creations forged for war rose up in rebellion against their former creators. Horrified by the implications of another Great Match, the Council prepared for war. After the smoke had cleared, the Warforged had shocked everyone by announcing their intentions to keep to themselves. Despite this decision, some Warforged leave Autochthon to explore the organic world just outside their borders. Built to be obedient slaves, the Warforged have manufactured lives of their own. About 1000 years after their emancipation, the Warforged had evolved into something else entirely. Early Warforged functioned on a primitive hive mind, but they later developed true souls (locally known as sparks) and separated into independent thought. They are still group minded to this day, but it is closer in execution to the Tau than the Zerg. From this separation came different and opposing ideologies. The Autobot party feels that the Warforged would benefit from increased contact with organics. The Deception party is militant in their beliefs in the opposite. The largest party, the Autochthonian party, feels that the former two parties should shut their mouth-plates and continue advancing scientifically.

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

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Characteristic Bonuses: +1 to Constitution or Intelligence Skill Bonus: +1 to Scrutiny and Tech Use Power: Cybernetic Life Form: Warforged are treated as having the Machine (1) trait. In addition, a destroyed Warforged character may upload themselves into a new body as long as their memory core (Head) is retrieved. Size: 4

Physical Qualities The Warforged come in many variations that are built to suit different tasks. Though there are many production models, they all share the same template; One eye and a durable outside shell with synthetic muscles underneath. These bodies (or Platforms) mean little to the Warforged, who can upload to new bodies upon destruction. Recently, it has become common for a Warforged to paint their Platforms with the colors and icons of their social groups. Customizations are also common, even for Warforged who spend most of their time on Autochthon.

Playing a Warforged Warforged who leave their home Sphere are often tasked with a quest for knowledge, and will take any well calculated opportunity to acquire it. Player character Warforged, being more independent by nature, are much more likely to replace their utilitarian parts with more impractical (yet much cooler looking) gear to suit their new identities. New heads and vanity plates are the most ubiquitous of these customizations. Warforged are not to be confused with Prometheans. Though they share many similarities (being mechanical, power

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

Warforged Heroes During his daily analysis, Hot Rod noticed an unauthorized download entering his system. Fearing an attack on his system, he prepared his antivirus and went into sleep mode. By the time the foreign package of data had been completely scanned, the damage was done. Hot Rod had been changed dramatically. His memory core was compromised, several important events in his life only now existing in his mental storage. His spark had changed as well, the true size of it becoming immeasurable. The newly named Rodimus had to leave his home world behind, curious of who the Syrne were and if he truly belonged with them. Megatronus was suffering a critical error. His raiding party has been decimated, and his damaged Platform was floating aimlessly in space. That was not the critical error. The error was in hearing a voice in the silent vacuum. A sharp, hushed voice that told him he had potential. Considering the fact that he had no new body to upload his spark into, the Warforged known as Megatronus listened closely. A deal was struck between them, and Megatronus became the host of the Daemon Galvatron. LG-10N is a strange creature. His Platform is ungainly, cobbled together from both the scavenged remains of his former companions and the symbiotic warpspawn that kept their souls bound to the Materium. LG10N had countless sparks shoved into his body. All conscious, all capable of transforming their shared platform into any weapon they desire, and all thoroughly insane.

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Youma Youma are beings of the Umbra, the petty kings and soldiers who live within it. Those native to the shallowest parts are very much like the mortal beings indigenous to the Great Wheel, while those in the deepest part of the Umbra where its imitation of sanity unravels into the Warp are as bizarre as daemons. The greatest realms of youma reside in the middle, where the beings have much of the vigorous power and drive of the Warp, but maintain some of the vestiges of order and sanity that characterizes the Materium. Here, kings rule as kings, soldiers fight as soldiers, and commoners toil as commoners, keeping their roles to maintain what identities they have, in the interest of not becoming the gibbering neardemons of the deepest reaches of Umbra. Worship among the Youma is mostly kingdom-dependent, and some youma kingdoms are devoted entirely to one god, with every aspect of life reflecting the god's portfolio, while others worship no god at all, and their lives revolve around some other ideal, often one so mundane or esoteric that it would hardly be a concern to mortals. The youma of most kingdoms follow a prince, who sets these strangenesses, but other youma roam between domains, causing dynamism and havoc, and their role is often as protected by contract as is the role of the vassal youma. Youma have the full range of emotion that other beings do, but being warp-touched reflections, those emotions manifest much more strongly. However, the most successful youma societies are based on contracts which are not broken, as a primary method to avoid descending into chaos. Therefore many youma have a bevy of rigid and often bizarre rules which they do not break, and as a result their behavior may be moderated. This means that youma tend to be in some ways very chaotic and in others insist on perfect order, making youma some of the worst roommates in the Great Wheel.

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Physical Characteristics Height: 1m to 3m, usually Weight: From the weight of a feather to the weight of a mountain Languages: Spirit-tongue, and any one other (except Syrneth). All tongues exist in the Umbra, but Youma speak divergent dialects that sound strange and archaic to the races which speak the living language. Trade is always a good language. Common Personality Traits: Passionate, rigid, lustful, obsessive, cartoonishly evil Common Physical Traits: Beautiful, ugly, bizarre, unusual coloration, animalistic Example Names: Marquise of Eternal Fire, Dragon Guildy, Baba Yaga, Rumplestiltskin, Jack o'th' Lantern, Thetis, Maab, Saya, Babadook

Racial Statistics Characteristic Bonus: +1 to Charisma or Strength Skill Bonus: +1 to Arcana and Deceive Power: Umbral Reflection: Your form is fixed only by the stability of Materium. When in the Umbral or when Psychic Phenomena occurs, you may assume the overall appearance of any race of your size. You cannot perfectly resemble a member of this race; you will be either unusually beautiful or unusually ugly and there will be some supernatural aspect to your form, which will require a normal Disguise check to conceal. It is also not possible to hide a Tell with this power. Additionally, during Perils of the Warp or while in the Warp itself, you may increase or decrease your size by one for the remainder of the scene, to a minimum of two and maximum of five. Size: 2-5

Physical Qualities The physical form of the youma varies wildly. In the shallower parts of the Umbra, they reflect mortal beings, but often have strange variations that wouldn't be possible for a natural-born member of any race. In the deepest parts, the youma are as varied as daemons, with little sanity to their forms – only a few are properly humanoid, and many feature gratuitous tentacles. The youma have some control over their own form, though in the Umbra it is always a reflection of something and in the Materium, changing is difficult. The bodies of the youma themselves are often anatomically reflective of mortal beings, but they can be as odd as daemons, and cutting open a youma from the deepest reaches of the Umbra is as likely to yield butterflies and birdsong as blood and guts. The physical form of a youma changes as easily as the races of the Great Wheel might change masks at a ball, and they are in some ways no more real.

Playing a Youma When youma come to the material world, it is often for some purpose motivated by their contracts, their own role played in their society, and odd worldviews. Some come to advance an agenda, some come to directly harvest emotions for use in fae sorcery, and others come for the best renewable source of strong emotions in the known multiverse,

adolescents. These youma may make deals to obtain what they want, but many have no contract which prevents them from simply taking, perhaps leaving an animated doll in payment or perhaps simply buggering off before anyone's the wiser. Naturally, few mortals appreciate this and as such youma incursions lead the general public to have a poor view on youma in general. Not all youma have this motivation however; most youma simply go about their business in the Umbra, and even of those who don't, some are merely adventurers, bound by contract to participate in and create a magnificent story.

Youma Heroes Johnny Devilface has two secrets. He's not really a human, but a youma denizen drawn from the Umbra. And he houses within his unearthly body, an even greater magic. A daemon dwells within him, ever since he died the first time, and he uses that power carefully and subtly. He walks the crossroads and old, almost dry saloons, and he meets poor souls down on their luck for a quick game of cards and a little wager to go with. He doesn't lose often. Silky takes the form of a dark blue wereseal, and she has trained as a warrior under the Gary the Gorilla Lord. She has been involved in numerous secret raids on the Materium, and has over 300 captured fairies. She sees each one as just another target, and captures them with a precision that has never been seen before on many crystal spheres, by her words. She has a secret network of contractsworn fairy spies across the Great Wheel and they trace down anyone she wishes to bombard with a storm of maggots. She has the entire arsenal of her Seal Crops available, and anyone who crosses her is f*cking dead. The Fisher King is an old man in a high tower, and all around his tower a sphere shimmers with the magic of creation. He rarely leaves his home, but the land around him shimmers into new forms as easily as his own body does, making the landscape a strange mess of colors and sculpture, and impeding the advance of any who would visit his mercurial court.

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Exaltations

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Demiurge Many mortal races share a certain mythos, that involves a garden and a pair of trees. Forbidden to eat from one of them, the mythical forebears would live indefinitely without illness or pain... but there is always temptation. Invariably, one of them would eat of the forbidden fruit, and tempt others to do the same. As punishment for this, their gods would cast them from their earthly paradise, so that they would know the suffering and pain of living. This, they say, is the original sin, the birth of morality as mortals know it. In the wisdom gained from this event, the garden disappeared, and the great races rose above their fellow animals with the knowledge that begets tools and technology. It is possible though highly improbable - that a lucky sod might discover these legendary trees... might eat the fruit from them. Most still do; the humble fig or apple is said to be the Fruit of Knowledge that originally cast mortals into sin. Its sister, the Fruit of Life, has long been stripped from the Materium. But that hasn't stopped some lucky berks from finding it. Whether some god or another thought it an appropriate gift, or Tzeentch just wanted to see what would happen if he dropped the golden fruit on some unsuspecting crystal sphere, some people just manage to get hold of it. Eating the Fruit of Life grants extraordinary power... if you can keep your mind intact enough to enjoy it. Tell: The Demiurge's Tell is a distinctive shimmering of the air around his body, as his absolute territory hardens and deflects light around him.

Powers: Absolute Territory: Your arrogance is such that an equally supreme act of will is required simply to approach you or to escape your presence. As a Half Action, the Demiurge may create a bubble of closed space around himself, with a radius of 4m per dot of Hubris. Forcing one's way into this space requires a Willpower test (TN 5 + 3*Hubris); this is a Mind-Affecting ability. If another Demiurge approaches the area, however, the one with lower Hubris cannot use this power as long as their territories overlap. If the two have the same Hubris, both territories are negated. If the Demiurge loses consciousness, or ends his turn with no Quintessence remaining, the closed space collapses immediately. Entropy Flux: Your presence warps the fabric of existence, destroying the bonds of probability as you exert your will. You can spend Quintessence to influence the results of any die rolls made within your Absolute Territory. Add or subtract the Quintessence spent from the result of the roll. Kinetic Manipulation: While your Absolute Territory is defined, you can decide how gravity applies to you, or if it does. You can spend 1 Quintessence as a free action to undo the bonds of gravity and move freely in all three dimensions, and hover until your next turn. If you are not standing on a solid surface (that would be "down" when gravity is applied) when your Absolute Territory is neutralized, or when you stop spending Quintessence to maintain this power, you fall, taking damage as appropriate. Type Blue: You begin play with one free rank in Abjuration. The character may purchase ranks in that magical school as if it appeared in any class progression he possesses. You receive -2 to all Alignment checks, and +20 to all Warp Phenomena rolls. You may never take Pure Faith or Virgil's Guidance, and may treat these as optional feats if they appear in your class progression.

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POWER STAT: HUBRIS Whether it's found in the gutter or presented as a gift, eating the Fruit of Life is an act of supreme arrogance that brings you enemies from all sides... and it only gets worse from there. As your Hubris increases, so too does the divine power that enables you to reject the very bonds of existence. Resource Stat: Quintessence. Arrogant as it is, eating the golden fruit flares your soul into full incandescence, requiring only the mortal ego to temper it into pure light. The character may have Quintessence equal to Willpower + Composure + Hubris. Regain Quintessence equal to your Hubris at the start of your turn, or every minute when not in combat.

Hubris

Power Gained

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Kingdom of One: You don't need to breathe, don't suffer penalties to your actions from weather conditions, aren't affected by pressure or radiation, and you're comfortable in very hot or very cold weather. Your territory also contains enough air for anyone else inside it to breathe, and protects them from pressure and radiation as well. Transversal: You can make melee attacks against any creature within your Absolute Territory, regardless of distance. Movement away from you while inside your Absolute Territory always provokes an Opportunity Attack. Angelic: Gain Armor and Hit Points equal to your Hubris. This armor stacks with all other sources of armor. Light of the Soul: Gain Aura equal to your Hubris. This stacks with other sources of Aura. You can cast the spell Energy Ray, substituting your Hubris for your rank in Evocation. Weep and Bear Witness: Gain the Stuff of Nightmares trait. As a Half Action, you can spend 3 Quintessence to cause everyone else within your Absolute Territory to lose a single Hit Point. If this deals critical damage, refer to the Weep and

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Weep and Bear Witness Critical Damage 1

2 3 4 5

The target receives a brilliant flash of your monadic soul contacting his, becoming Stunned for one round. As above, and the target gains 2d10+5 Insanity as well. As above, and the target suffers Psychic Phenomena. Only the target is affected. As above, but the target suffers Perils of the Warp. Only the target is affected The target discorporates, melting into a puddle of protoplasm as his soul flees into the warp. There’s no coming back from this.

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Bear Witness Critical Damage chart for effects.

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

Powers: Avatar: As a full action, by spending one Drop, a Font may enter their Avatar form. Their physical appearance and clothing can change, into whatever the player decides for their Avatar form, but cannot change race or size. Any armor being worn by a Font's mortal frame is incorporated into their garb as an Avatar, and confers its same protection. They may change back to normal as a free action, and automatically fall out of their Avatar form at the beginning of their turn if they have no drops left or spent no drops during the previous round. A Font can only spend Drops in Avatar form, or to transform in this manner. Signature Style: Fonts begin play with one free rank in any Sword School, Gun Kata or Magic School of their choice. They may always purchase ranks of that School as if it appeared in their class progression. You may purchase spell combos, special attacks, and trick shots at character creation. When buying or improving a trick shot or special attack, if it applies to an action associated with your Signature style, or uses an advantage or restriction from your signature style, you do not have to spend experience for a number of style points equal to your Channel (this does not reduce the minimum 50xp). When buying a spell combo that uses at least one spell from your Signature Style, reduce the total spell level by your Channel for determining XP cost (minimum 50xp). Rush of Power: Choose one characteristic from each category when building your character. While in Avatar form, your Font gains +1 to each of these characteristics and resilience.

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Power of Friendship: A Font that has defeated an enemy, often finds themselves with a friend for life. If you would deal critical damage with an attack, you may instead deal an equal amount of fatigue. You may roll additional dice equal to your Channel on any Social test made on a person you have previously beaten in a serious fight. Additionally, the Font is able to draw power from their friends, and surge in strength to protect them. When a Font sees an ally lose HP at the hands of an enemy, the Font recovers one Drop. This can happen at most once per round.

Channel

Power Gained

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Burning Spirit: In a time of great difficulty, a Font with sufficient focus will push themselves to greater heights. While in Avatar form, a Font can add their lost hit points to the results of all attack, focus power, dodge, and parry rolls. This bonus is capped at the Font's Channel + Composure. Finishing Move: When performing a special attack, trick shot or spell combo while in Avatar form, the Font rolls 2 additional dice for each exploding die instead of one for the attack roll or focus test. Dice for any damage rolls resulting from the attack or spell combo explode on a 9 or 10. Super Mode: A Font's Avatar form is mighty, but sometimes they can find themselves outclassed even then. While transformed, a Font can spend a Drop as a free action and choose two different characteristics. The Font gets +1 to each of the chosen characteristics until they leave Avatar form. While in Super Mode, a Font may spend one drop as a free action to choose a new pair of characteristics to benefit from it. Henshin a-bye-bye: While in Avatar mode you may ignore the effects of critical damage. When the amount of critical damage you have exceeds your Channel, you remove an amount of critical damage equal to your Channel, lose the same number of Drops, and immediately change out of your Avatar form. Open the Floodgate: The number of Drops a Font can spend in one turn is no longer limited by their channel. However, for every Drop beyond their Channel spent in a single turn, the Font takes 1 point of Energy damage to the Gizzards that cannot be reduced.

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POWER STAT: CHANNEL A Font's power source is the alpha and omega of their Exalted capacity, and their strength is measured most simply by how freely that power can flow through them.

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Resource Stat: Drops. The character has maximum Drops equal to their Charisma plus their Channel. They regain all of their Drops at the beginning of each combat.

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

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

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POWER STAT: DISCIPLINE While most Exalts can sense or even control the Warp in some manner, this innate sense pervades every part of a Force Sensitive's being. Discipline is a measure of how far the Exalt has come in mastering the Force. Like with all skills, it takes time and effort to learn how to harness the power of the Force - and with great discipline comes great strength.

Discipline Power Gained

Resource Stat: Focus. As Force Sensitives grow in power and discipline, so too does their ability to manipulate the Force (and, as a result, the universe around them). Force Sensitives gain a pool of Focus equal to their Willpower plus twice their Discipline. For every hour a Force sensitive spends in quiet meditation, they regain one Focus.

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Force Summons - The Force Sensitive can use the Force to Quick Draw, as the feat, one weapon per round. In addition, he can manipulate any unattended object at a distance in meters equal to five times his Wisdom in a simple manner - he can lift boxes and throw switches, but he cannot wield a weapon. He must have line of sight to his target to use this ability. Your Eyes can Deceive - The Force Sensitive gains Danger Sense and Blind Fight as bonus feats. In addition, the Force imparts to his subconscious mind information to keep him safe. He gains a +Xk0 bonus to any reactions, where X is equal to half his Discipline rounded down. Judge Me By My Size, Do You? - The Force Sensitive gains the ability to perform the Bull Rush, Grapple, and Knock Down actions at a distance in meters equal to five times his Wisdom, substituting his Strength for Willpower. Should he succeed at a grapple, this telekinetic hold functions in all ways like a normal grapple, including functionality for any feats. He does not suffer any penalties for failing any of these Tests, aside from the lost action. In addition, when he reaches five Discipline, he also gains the ability to use this power with the Disarm action, substituting Willpower for Dexterity and Discipline for Weaponry. Not The Exalt You're Looking For: The Force Sensitive can use Suggestion as the spell, using Discipline + Wisdom in place of the normal test. He does not incur Psychic Phenomenon when casting Suggestion this way, but he can only attempt it on any given target once per day. One with the Force - The Force Sensitive can buy any of their characteristics up to six. In addition, The Force Sensitive can spend Focus as a free action on their turn to give any one characteristic they have listed as one of their class characteristics a onefor-one bonus, with the bonus capped at half their Discipline + Willpower. He may only have one characteristic enhanced in this manner at any given time. This lasts for one scene.

Kryptonian Light - A simple word that can bring warmth to the coldest of hearts. A long time ago, Pelor, feeling pity for those of the planet Krypton, provided those in his light with powers to defend themselves against the undead preying upon them. He gave them a Branding, a symbol by which they could draw upon his power. However, the inhabitants of Krypton quickly became corrupted by their powers, turning their backs on their creator. There were no survivors of the events that happened in their hubris. The ashes of the doomed planet coalesced into solar shards that spread across the Wheel. Whenever you see a shooting star, it is ready to pass on the branding of Krypton onto another mortal. One that can hopefully fill the Great Wheel with light. Tell: When activating their powers, a Kryptonian’s chest glows with a warm light that can be seen through clothes and armor. This light is a beacon that sends different messages depending on who is seeing it. To most, it is a message of hope. Whoever is on the receiving end of a Kryptonian’s might would disagree.

Powers: Celestial Body: Empowered Kryptonians do not suffer the effects of hunger or thirst. Any time they would be affected by Fatigue, Poison, Disease or the vacuum of space, remove 1 point of Radiation instead. A Kryptonian is also treated as having the Photosynthesis feat. Sunlight Dependency: You lose 1 point of Radiation every hour you spend away from access to real sunlight. Having 0 Radiation makes you effectively mortal, losing all of the benefits of this Exaltation. Overdrive: By spending a point of Radiation, you may discharge solar energy through your unarmed attacks. Using ability on an object or creature will give you a +0k1 bonus (that does not stack with itself) when dealing damage to it. Creatures hit by an attack with Overdrive are also Stunned. Burning Heart: You begin play with one free rank in the Evocation or Healing magic schools. The character may purchase ranks in that Magical School as if they appeared in any class progression he possesses. You may add your Luminosity to your unarmed damage, which are treated as dealing Energy damage when using Overdrive.

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POWER STAT: LUMINOSITY

Luminosity Power Gained

As a Kryptonian grows stronger, their branding will glow brighter. This glow often starts from the chest, later moving on to the hands and feet. Eventually, a Kryptonian will shine like a miniature sun. Their natural body heat will also rise with Luminosity, to the point that other creatures will be uncomfortable (or spontaneously combust) around the Kryptonian unless they can keep their inner fire under control.

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Resource Stat: Radiation. Radiation is gained from exposure to sunlight. A Kryptonian can gain 1 Radiation by spending 15 minutes (or the length of a scene) basking in the light of a natural sun. Your average Solar Joe can only get Radiation this way. A Dryad that bought the Photosynthesis asset can gain Radiation from lesser quality energy sources (such as the heating lamps on a spelljammer), but the Radiation gained is 1 Radiation every 30 minutes. Maximum Radiation is equal to your Strength + Charisma + Luminosity.

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Light Bulb: As a free action, you may generate bright, but harmless light from your body with a range equal to Luminosity * 5 meters. By spending 1 Radiation per turn to maintain it, you may treat Light Bulb as producing natural sunlight against creatures that have a sunlight weakness. Man of Steel: Your Physical Characteristics may go up to six dots. By spending 1 Radiation, you may treat a Physical Characteristic as 1 higher for the duration of a scene. Solar Breathing: As a Full Action, a Kryptonian may begin a deep breathing ritual to regain Radiation while away from a Radiation source. If uninterrupted, they gain back 1 Radiation. Shooting Star: The Kryptonian gains the Flyer trait, with speed equal to twice their ground speed. Aura of Light: The Hero may use Lightning Ring as the spell, using Luminosity + Charisma instead of the normal Magic Test.

Sage Contrary to what most berks seem to think, "simple" does not always mean "easy." The simplest path to power available to mortals lies within, though not all can reach it. Far from the killing fangs of the Vampires, the recycled souls spawned from Syrneth breeding projects, or even the will to power that begets a Paragon, the path of the Sage requires only an empty heart and a spark of enlightenment. The enlightenment of the Sage is the realization that power and destiny aren't goals to be reached, but stops and distractions on an infinitely longer road. Needless to say, most cutters just can't let go of what they have to make this realization. The way of the Sage can be likened more to swimming with the current, rather than against it. By diminishing their egos, the Sage gains greater harmony with the rest of the Wheel. Sages rarely seek to kill, waging violence only to keep aggressors from harming others. They use their spiritual talents to distantly aid the small communities they attach to, and to exterminate the unholy creatures that would threaten their sense of harmony. Sages are rare, but not because the Exaltation fails to promise the immortality offered by a mechanical body or the possession of a Daemon. Rather, Sages are rare because their awakening has two qualifiers. To become a Sage requires both an empty heart and a soul willing to understand the universe. As many have only one trait or the other, few would-be Sages ever attain the enlightenment needed to take the first step of their paths. Tell: The Sage's tell varies wildly. As they spend Mana, Sages will feel as if they become one with the land. The people around them will also feel growing sense of familiarity with nature, as if they had always been one with the turning of the Wheel. Mountains evoke senses of heat and warm stone, islands raise memories of ice and wind, swamps invoke elements of darkness and putrefaction, plains bring visions of pure, white light, and forests draw sounds of rustling leaves and fresh grass.

Powers Centered Soul: Add your Enlightenment as a static bonus on tests made to resist Fear or other Mind-Affecting abilities. Dispassionate Oracle: Your enlightenment comes at the cost of detachment from the day to day affairs of mortals, generally taking the form of brutal honesty in all things. Take a static penalty to Social tests except for Animal Ken equal to twice your Enlightenment. You can spend 1 Mana to reduce this penalty by half for the rest of the Scene, or until you use the Deceive skill, at which point the penalty applies in full again. Enlightened Mystic: You begin play with one free rank in any Magical School. The character may purchase ranks in that Magical School as if they appeared in any class progression he posseses. Whenever a Sage rolls for Psychic Phenomena, they do so at -(3*Enlightenment). Seated Upon the Boundary: Begin play with Speak Language (Spirits). As long as you have meditated, you can also see into the Umbra as if it were overlaid over the Materium, allowing you to see magical auras or get a general "feel" of an area.

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POWER STAT: ENLIGHTENMENT For one who has attained Enlightenment, the only path to greater power is to walk the one already begun. The Sage's heart and soul are unburdened by worldly concerns, and only become more so as he increases his attunement to the Wheel.

Enlightenment

Power Gained

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Spirit Trance: You can spend 1 Mana to enter a special trance as a Full Action. While in this trance, you stand within both the Materium and the Umbra simultaneously, allowing you to see, hear, and physically interact with anything in either plane, though you can ignore traps and obstacles in one that don't exist in the other. This trance lasts for a number of rounds equal to your Enlightenment + your Composure, after which you return to the plane you started from as a Free Action. Thunderous Rebuke: Gain the feat Purge the Unclean. Modrons, Zoanoids and Symbiotes are treated as enemies of your god for the purpose of using this feat, and you can spend 2 Mana instead of a Hero Point to use it. Creatures affected by this power are Deafened for the duration of its effect. Accelerated Senses: You cannot be Deafened, instead taking a 2k0 penalty to tests involving speaking or hearing whenever conditions would render you unable to hear. In addition, you no longer require food or water, as long as you meditate daily. Intensify Spell: When casting a spell, the Sage may spend any amount of Mana to increase the number of raises required to save against the spell's effect by the same amount; or to add the same number of rolled dice to the spell's damage; or to add twice that number as a static bonus to the Focus Power test. Transcendent One: While in a Spirit Trance, add your Enlightenment as a bonus to your Static Defense, Mental Defense, Armor, and Aura. You can spend 1 Mana to add rolled dice equal to your Enlightenment to any single roll during a turn.

Resource Stat: Mana. The mystical energy drawn from the Sage's harmony with the Wheel is called Mana. A Sage can have Mana equal to 4 * Enlightenment, and recovers all of his Mana by spending an hour meditating.

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

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

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

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-2k1 on social tests except for Intimidation. Gain +2k1 on Intimidation tests. Strange Anatomy: As the symbiotic bond between Host and Tenant grows, the Symbiote's physiology becomes warped and more resilient. Increase your hit points by 2 + Integration. However, due to the blasphemous deviation from your species' baseline anatomy, all Medicae checks to help you take a -2k2 penalty. If you would die from critical damage that isn't E, X, or magical in nature, you instead enter a comatose state where your Symbiote focuses all of its efforts to mend your broken body. This comatose state lasts for 8 hours, during which you are vulnerable to being fairly easily killed. Upon awakening, you are ravenously hungry.

POWER STAT: INTEGRATION

Integration Power Gained

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Integration represents how closely the Host and Tenant have fused with one another. Higher Integration leads to a stranger appearance and a warped sense of "self." Resource Stat: Synch. A Symbiote regains Synch equal to their Integration at the end of each sleep cycle and at the beginning of each combat. A Symbiote may have Synch equal to their Willpower + Composure + Integration.

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

Alternate Daemonhost

Nephilim Note: For this and the following Alternate Exaltations, any power not explained here is explained in the original Exaltation. The C’tan – an ancient race of incredible power. Possessing technology and magic beyond the scope of anything seen since, the C’tan could have changed the entire Wheel to suit their whims. And yet, they disappeared – naught left but traces of their might… and their shards. You possess one of these C’tan shards. Embedded in your heart, it stirs. Whether it is reacting to a coming storm, or perhaps a trapped C’tan itself struggling against its prison, or otherwise, you don’t know. What is obvious is that it grants you power – and while this power pales in comparison to the true might of the C’tan, it is your power nonetheless. Tell: A faint shroud of death seems to envelop you. As Essence is spent, this coalesces into something more… substantial, until it finally reveals itself as a ghostly apparition of the C’tan your shard represents.

Powers:

POWER STAT: ARCANOI Resource Stat: Essence

Arcanoi

Power Gained

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Black Blood: As Daemonic. The C'tan shard empowering a Nephilim taints his blood so thoroughly that it runs black, so thick with corruption that it becomes proof against most arms. Unnatural Characteristics

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

Entombed Vizier: As Demonic Tutor. A Nephilim's power, however, lies entirely within the Materium; all of his spells take on suitable aesthetics. Evocation spells might only call up sand and glass frit, Conjuration spells might only twist objects already present, and so forth. These changes are purely cosmetic. Unholy Might Pariah Gene: As Rejected by Creation. Whenever a Nephilim spends an Essence, she gains 1 Torment. The only way to regain spent Essence is to heal the Torment left by its use. Healing Torment is functionally identical to Erupting Resonance. Distortion Drive: Creating "magic" by screwing with quantum physics instead of the Warp has its perks. You never suffer the effects of Perils of the Warp. Anybody near you, on the other hand, isn’t so lucky.

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Alternate Kryptonian

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

Powers: Phoenix Rebirth: As long as you have at least 2 Luminosity, you are never in danger of death. Whenever you would burn a Hero Point to survive, you may instead permanently lose 1 Luminosity. You may buy it again as normal. Sunlight Dependency Overdrive Burning Heart

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POWER STAT: LUMINOSITY Resource Stat: Heat. As Radiation, except maximum Heat is equal to your Constitution + Wisdom + Luminosity.

Gnosis

Power Gained

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Light Bulb

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Immortal Fire Bird: The immortal bird of flame is notoriously difficult to kill, and those empowered by her blood show it. You may go to six dots in each of your Resilience Characteristics, and gain Hit Points equal to twice your Luminosity. Solar Breathing Shooting Star Everlasting Phoenix Tail: You gain Aura equal to your Incandescence. Whenever you spend Heat, increase this Aura by 1 for the remainder of the scene, to a maximum of 2 + twice your Luminosity.

Alternate Vampire

Strigoi

The curse of the Vampire is spread by those who received the Embrace from other Vampires. This is true. A question remains, however: where did they receive the Embrace from? As millennia passed, the curse stemmed from those who drank the blood of Khaine had become relatively weaker. The Strigoi, those who drank directly from the fountain of the dying god, were nearly gods themselves. Though powerful, their numbers were few. Many were mobbed by the weak masses and thrown into the sunlight, where they would wither and die. The best and brightest among the Strigoi were sealed underground on distant Tomb Worlds, where they could bide their time until the truth of their origins became myth and legend. They waited far too long. Eons have passed. Recently awakened Strigoi have lost many of their powers, making the infamous monsters mere shadows of their former selves. Memories and ancient connections have long atrophied in their undead minds, leaving many of them alone in a Wheel that passed them by. It’s a good thing they are far from helpless. By consuming the bodies of the young and living, the Vampire precursors can make up for lost time. Their old lives are long gone - Long live the new Strigoi. Tell: Like the Vampires they are related to, Strigoi tend to take on a more monstrous appearance as they spend Vitae.

Powers Living Stone: The Strigoi didn't wait out history by playing card games; they hibernated. A Strigoi may spend 1 Vitae to turn their body into stone. A Strigoi turned into a rock cannot move or take any action other than turn back to flesh by spending another Vitae. As a stone, the Strigoi's Resilience is doubled and they cannot be harmed by rays of the sun, but they have zero awareness of their surroundings

and automatically fail all Perception tests. Strigoi are not considered active and thus are not obliged to spend Vitae for their Blood Dependency while in this state. They can attempt to absorb the blood of any creature that makes contact with their stone forms, which is treated as a Bite attack made by the stone Strigoi. Undead Resilience Sunlight Weakness Blood Dependency POWER STAT: BLOOD POTENCY Resource Stat: Vitae

Gnosis

Power Gained

* **

Auspex

*** **** *****

Red Thirst: By spending a point of Vitae as a free action, you may give yourself Fear 1 and a natural weapon (2k1 R; Melee; Brawling, Tearing) for the remainder of the Scene. This natural weapon can be used to recover Vitae, exactly as the Strigoi's Bite attack does. Draining Touch: You may cast Draining Touch, using Blood Potency + Charisma instead of the normal magic test. Potence Black Rage: Once per scene, spend 5 Vitae as a Half Action to enter a bestial frenzy, your body twisting and contorting unnaturally to become a perfect predator. Treat this as Red Thirst, except that your natural attacks gain the Volatile property and deal +1k1 damage as your muscles swell and twist. Gain +3 Dexterity and +2 Size, and the Stuff of Nightmares trait. This state lasts for a number of rounds equal to your Constitution + Willpower + Blood Potency.

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Classes

57

Adventurer

Deathknight

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

Harbinger X Reaper X Deathknight X Deathlord X Pale Rider

Blackguard Cavalier X Bellator X Blackguard X Bellator Apex X Crimson Rider

Dragoon Powder Monkey X Musketeer X Dragoon X Dragoon Ace X Alabast Rider

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

Fury Herald X Apostle X Fury X Divine Fury X Ebon Rider

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

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Psycho

Sohei

Maniac X Lunatic X Psycho X Burning Psycho X Badass Psycho

Brute X Atavist X Sohei X Asura X Asurendra

Rassler

Warlock

Grabber X Slammer X Grappler X Rassler X Rasslord

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

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

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

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

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

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

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

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

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Adventurer Characteristics: Skills: Level Completion: Level

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Intelligence, Fellowship, Dexterity Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, TechUse, Athletics, Weaponry, Ballistics, Disguise, Scrutiny +1 Static Defense against Traps

Title

Prerequisites

1

Field Archaeologist

Academic Lore 3, Forbidden Lore 3

2

Lost Seeker

Academic Lore 3, Forbidden Lore 4, Decipher Glyphs

3

Dungeon Creeper

Academic Lore 4, Forbidden Lore 4, Professional RiddleBreaker

4

Tomb Raider

Academic Lore 5, Forbidden Lore 4, Following the Hunch

5

Raider of the Lost McGuffin

Academic Lore 5, Forbidden Lore 5, Mental Map

Class Feats Decipher Glyphs Eidetic Memory Walking Library *Speak Language (Any) *Skill Focus (Any Lore) Catfall Professional Riddle-Breaker Protocol *Fleet of Foot *Speak Language (Any) *Skill Focus (Any Lore) Following the Hunch Trusty Sidearm Weapon Proficiency (Basic) *Skill Focus (Any Mental) *Speak Language (Any) Blind Fighting Danger Sense Keep Running! Mental Map *Skill Focus (Any Mental) *Speak Language (Any) A Bad Feeling About This Superior Archaeological Awareness *Skill Focus (Any Mental) *Speak Language (Any) *Weapon Focus (Same as Trusty Sidearm)

Blackguard Characteristics: Skills: Sword Schools:

Gun Kata: Level Completion: Level

Strength, Willpower, Charisma Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command, Scrutiny Infernal Monster Stone Dragon White Raven Crisis Zone Vehicles you drive roll at -1 on their critical table when taking damage.

Title

Prerequisites

1

Cavalier

Weaponry 3, Drive 2

2

Bellator

Weaponry 3, Drive 3, Frenzy, Peer (Military)

3

Blackguard

Weaponry 4, Drive 3, Combat Master, Divine Bond

4

Bellator Apex

Weaponry 4, Drive 4, Mounted Charger

5

Crimson Rider

Weaponry 5, Drive 5, Warp Driver

Class Feats Armor Proficiency (Light) Frenzy Peer (Military) Power Attack Weapon Proficiency (Any) *Armor Proficiency (Medium) *Hardy Armor Proficiency (Medium) Combat Master Divine Bond Jaded Weapon Proficiency (Any) *Armor Proficiency (Heavy) *Sound Constitution Armor Proficiency (Heavy) Cleave Crushing Blow Mounted Charger *Armor Proficiency (Extreme) *Weapon Proficiency (Any) Armor Proficiency (Extreme) Fearless Iron Jaw Wall of Steel Warp Driver *Battle Rage *Weapon Proficiency (Any) Blademaster Counter Attack Supreme Cleave Swift Attack True Grit *Sound Constitution *Weapon Proficiency (Any)

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Deathknight Characteristics: Skills: Sword Schools: Magic Schools: Level Completion: Level

Prerequisites

1

Harbinger

Composure 3, Forbidden Lore 3, Drive 1

2

Reaper

Composure 3, Forbidden Lore 4, Drive 2, Dark Messiah or Necromancy at 1

Deathknight

Composure 4, Forbidden Lore 4, Drive 3, Dark Messiah or Necromancy at 2, Decadence, Divine Bond

Deathlord

Composure 4, Forbidden Lore 4, Drive 4, Dark Messiah or Necromancy at 2, Armor of Contempt, Mounted Charger

Pale Rider

Composure 5, Forbidden Lore 5, Drive 5, Dark Messiah or Necromancy at 3, Warp Driver

3

4

5

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Title

Dexterity, Willpower, Composure Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics, Scrutiny, Tech-Use, Weaponry Dark Messiah Diamond Mind Abjuration Necromancy Vehicles you drive gain +1 Maneuverability. Class Feats Armor Proficiency (Light) Danger Sense Hardy Jaded Weapon Proficiency (Any) *Chem Geld *Tested Armor Proficiency (Medium) Decadence Divine Bond Evasion Iron Tower *Tested Armor of Contempt Armor Proficiency (Heavy) Mounted Charger Strong Minded Two Weapon Fighting *Tested Daggerspell Stance Fearless Hard Target Swift Attack Warp Driver *Armor Proficiency (Extreme) Death Before Defeat Devastating Critical Mental Fortress Step Aside *Armor Proficiency (Power)

Dragoon Characteristics: Skills: Gun Kata: Magic Schools: Level Completion: Level

Dexterity, Intelligence, Charisma Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception Blazing Sun Tin Star Enchantment Illusion Vehicles you drive gain +1 Static Defense

Title

Prerequisites

1

Powder Monkey

Ballistics 2, Drive 2

2

Musketeer

Ballistics 3, Drive 2, Danger Sense, Gun Blessing

3

Dragoon

Ballistics 3, Drive 3, Commanding Note

4

Dragoon Ace

Ballistics 4, Drive 4, Drive-By Gunner

5

Alabast Rider

Ballistics 5, Drive 5, Crack Shot, Warp Driver

Class Feats Armor Proficiency (Light) Danger Sense Gun Blessing Weapon Proficiency (Basic) *Speak Language (Any) *Weapon Proficiency (Any Ranged or Thrown) Commanding Note Divine Bond Evasion Lead Fingers Weapon Proficiency (Ranged 2) *Speak Language (Any) *Weapon Proficiency (Any) Armor of Contempt Deadeye Shot Decadence Drive-By Gunner Weapon Proficiency (Ranged 1) *Meditation *Speak Language (Any) Crack Shot Fearless Strong Minded Warp Driver Weapon Proficiency (Thrown) *Sound Constitution *Speak Language (Any) Double Tap Hip Shooting Sharpshooter Spell Bullet True Grit *Sound Constitution *Speak Language (Any)

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Duelist Characteristics: Skills: Sword Schools: Level Completion: Level

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Dexterity, Charisma, Composure Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm, Command, Deceive, Intimidation, Persuasion, Scrutiny Desert Wind Diamond Mind Deceive Tests are done with a +1 bonus.

Title

Prerequisites

1

Nobleman

Persuasion 2, Weaponry 2

2

Dilettante

Persuasion 2, Weaponry 3, Professional Insult Fighter

3

Duelist

Persuasion 3, Weaponry 3, Exploit Opening

4

Knight-Commander

Persuasion 4, Weaponry 4, Deceiving Blade

5

Duke-Commander

Persuasion 5, Weaponry 5, Inspire

Class Feats Armor Proficiency (Light) Challenge Professional Insult Fighter Quick Draw Weapon Proficiency (Melee 2) *Fast Reflexes *Skill Focus (Any) Challenge Exploit Opening Improved Feint *Evasion *Retort Challenge Deceiving Blade Expert Assist Quip Swift Attack *Furious Assault *Taunt Challenge Inspire Interruption *Coordination *Coordination Black Snark of Despair Challenge Lightning Attack Wall of Steel OR Step Aside *Air of Authority *Just as Planned

Fury Characteristics: Skills: Sword Schools: Magic Schools:

Level Completion: Level

Title

Wisdom, Willpower, Charisma Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation Eldritch Advent Conjuration Evocation Transmutation You and vehicles you pilot gain +1 Aura. Prerequisites

1

Herald

Arcana 2, Drive 2

2

Apostle

Arcana 3, Drive 3, Eldritch Advent 1

3

Fury

Arcana 3, Drive 4, Divine Bond, Eldritch Serpent

4

Divine Fury

Arcana 4, Drive 4, Eldritch Exhaust

5

Ebon Rider

Arcana 5, Drive 5, Daggerspell Stance, Warp Driver

Class Feats Arcane Mark Armor Proficiency (Light) Spell Might Tested Weapon Proficiency (Basic) *Arcane Blade *Sound Constitution Danger Sense Divine Bond Eldritch Serpent Spell Focus Weapon Proficiency (Melee 2) *Iron Tower *Weapon Focus (Any) Eldritch Exhaust Jaded Spell Book Spell Parry Spell Penetration *Armor Proficiency (Medium) *Weapon Specialization (Any) Daggerspell Stance Fearless Sword Beam Touch Spell Specialization Warp Driver *Spell Book *Wizard Tradition Blademaster Greater Spell Penetration Mental Fortress Spell Shield Swift Attack *Armor Proficiency (Heavy) *Spell Book

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Maid Characteristics: Skills:

Dexterity, Fellowship, Composure Ballistics, Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive, Performer, Persuasion, Intimidation, Scrutiny, Weaponry Killer Doll Devoted Spirit Abjuration Enchantment

Sword Schools: Magic Schools: Level Completion: Level

Prerequisites

1

Scullery Maid

Charm 2, Crafts 2

2

Apprentice Maid

Charm 3, Crafts 2, At Your Service

3

Housemaid

Charm 3, Crafts 3, At Your Service, Jack of All Trades

4

5

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Title

Head Maid

Perfect Maid

Class Feats At Your Service Luck Protocol Weapon Proficiency (Any) *Speak Language *Unremarkable Hidden Objects Jack of All Trades Peer (Nobility) Wholeness of Body *Improvisational Warrior *Research Decadence Divine Grace Elegance Nick of Time *Improvisational Master *Weapon Focus (Any)

Charm 4, Crafts 4, Elegance

Accessorize Fearless Maid’s Duty Well Connected *Improvisational Savant *Mental Fortress

Charm 5, Crafts 5, Elegance, Maid’s Duty

Armor of Contempt Perfect Self Perfectly Elegant World for Two *Feather Step *Weapon Specialization (Any)

Psycho Characteristics: Skills: Sword Schools: Gun Kata: Level Completion:

Level

Strength, Constitution, Dexterity Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry Killer Doll Tiger Claw Point Blank Burning Love +10 Insanity; after level 3, the character is no longer removed from play at 100 Insanity

Title

Prerequisites

1

Maniac

Weaponry 2, Athletics 1; one or more Minor derangements OR 10 Insanity

2

Lunatic

Weaponry 3, Athletics 2, Frenzy; 1-2 Minor derangements OR 20 Insanity

Psycho

Weaponry 4, Athletics 3, Salt the Wound, Frenzy; one or more Severe derangements OR 30 Insanity

Hellborn Psycho

Weaponry 5, Athletics 4, Fire Fiend, Frenzy; any combination of 1-2 Minor and 1-2 Severe derangements OR 40 Insanity

Badass Psycho

Weaponry 5, Athletics 5, Numbed Nerves, Frenzy; one or more Acute derangements OR 50 Insanity

3

4

5

Class Feats Danger Sense Feed the Meat Frenzy Sound Constitution Sound Constitution Weapon Proficiency (Any) *Weapon Proficiency (Any) Hurl Weapon Jaded Quick Draw Light Sleeper Strip the Flesh Weapon Focus (Any) *Sound Constitution *Weapon Proficiency (Any) Crushing Blow Fire Fiend Furious Assault Salt the Wound Sound Constitution Swift Attack *Sound Constitution *Weapon Proficiency (Any) Burn, Baby, Burn Cleave Fearless Fuel the Fire Hellfire Halitosis Numbed Nerves *Sound Constitution *Weapon Proficiency (Any) *Weapon Focus (Any) Battle Rage Lightning Attack Silence the Voices Sound Constitution True Grit *Sound Constitution *Weapon Proficiency (Any)

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Rassler Characteristics: Skills: Sword Schools: Level Completion: Level

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Title

Strength, Dexterity, Charisma Crafts, Athletics, Brawl, Drive, Acrobatics, Weaponry, Intimidation, Perception, Command, Performer Raging Locomotive Setting Sun +1 to all tests while grappling. Prerequisites

1

Grabber

Brawl 2, Intimidation 1 OR Performer 1

2

Slammer

Brawl 3, Intimidation 2 OR Performer 2, Bear Hug

3

Grappler

Brawl 4, Intimidation 3 OR Performer 3, Improvisational Warrior, World-Breaker Grip

4

Rassler

Brawl 5, Intimidation 4 OR Performer 4, Crushing Bear, Screaming Meat-Shield

5

Rasslord

Brawl 5, Intimidation 5 OR Performer 5, Armor to Coffin, Living Plowshare Rampage

Class Feats Bear Hug Hardy Peer (Entertainment) Skill Focus (Intimidation) OR Skill Focus (Performer) Weapon Focus (Improvised) Weapon Proficiency (Improvised) *Sound Constitution *Weapon Proficiency (Basic) Decadence Improvisational Warrior Jaded Powerful Charge Sound Constitution World-Breaker Grip *Sound Constitution Crushing Bear Good Reputation (Entertainment) Improvisational Master Nerves of Steel Screaming Meat-Shield Weapon Specialization (Improvised) *Sound Constitution Armor to Coffin Improvisational Savant Iron Jaw Living Plowshare Rampage Sound Constitution *Sound Constitution Air of Authority Combat Master Devastating Critical Hero-Sundering Hands True Grit *Sound Constitution

Sohei Characteristics: Skills: Sword Schools: Level Completion: Level

Title

Strength, Charisma, Willpower Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry Infernal Monster Tiger Claw +1 Speed Prerequisites

1

Brute

Brawl 2, Athletics 1, Intimidation 1

2

Atavist

Brawl 2, Athletics 2, Intimidation 2, Frenzy, Hatred (Any)

3

Sohei

Brawl 3, Athletics 3, Intimidation 3, Frenzy, Ki Strike

4

Asura

Brawl 4, Athletics 4, Intimidation 4, Battle Meditation

5

Asurendra

Brawl 5, Athletics 5, Intimidation 5, Reforging Pain

Class Feats Frenzy Danger Sense Hatred (Any) Power Attack Unarmed Warrior *Sound Constitution *Weapon Proficiency (Any) Bear Hug Bounding Beast Hardy Jaded Ki Strike *Sound Constitution *Weapon Proficiency (Any) Battle Meditation Fiery Fist Furious Assault Nerves of Steel Wholeness of Body *Short Fuse *Weapon Proficiency (Any) Battle Rage Fearless Iron Jaw Reforging Pain Unarmed Master *Greater Frenzy *Weapon Proficiency (Any) Armor of Contempt Counter Attack Empowering Agony True Grit Wall of Steel *Reflexive Fury *Swift Attack

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Warlock Characteristics: Skills: Magic Schools:

Level Completion:

Level

Title

Prerequisites

1

Dark Disciple

Arcana 3, Forbidden Lore 2

2

Warp Advocate

Arcana 3, Forbidden Lore 3, any two Magic Schools at rank 1, Eldritch Trick

3

Dark Eradicator

Arcana 4, Forbidden Lore 3, Any two Magical Schools at rank 2, Calm The Winds

Warp Consolidator

Arcana 4, Forbidden Lore 4, Any two Magical Schools at rank 2, Any Magic School at rank 3, Delay The Storm

Dark Lord

Arcana 5, Forbidden Lore 5, Any two Magical Schools at rank 3, Any Magic School at rank 4, Redirect The Hurricane

4

5

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Intelligence, Charisma, Willpower Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion Conjuration Enchantment Evocation Illusion Necromancy May roll and keep an extra die when Pushing spells, incurring the normal disadvantages. Class Feats Arcane Blade OR Arcane Mark Eldritch Trick Obtain Familiar OR Implement Focus Spell Might *Charlatan *Weapon Proficiency (Basic) Calm the Winds Eldritch Trick Spell Focus Strong Minded *Armor Proficiency (Light) *Meld Into the Crowd *Tested Delay the Storm Eldritch Trick Minor Magic Spell Penetration *Combo Maker *Lost Papers *Tested *Trust the Hair Eldritch Trick Improvisational Magic Redirect the Hurricane *Minor Magic *Poker Face *Tested *Unstoppable Force Eldritch Trick Mental Fortress Spell Specialization Stop the Tide *Fettered Push *Tested

Feats

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General Feats

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A Bad Feeling About This

You know when your actions have immediate consequences.

Accessorize

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

Armor to Coffin

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

Battle Meditation

Your anger no longer dampens your wits.

Black Snark of Despair

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

Bounding Beast

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

Burn, Baby, Burn

Fire is no longer a concern of yours.

At Your Service

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

Calm The Winds

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

Cat and Mouse

You know how to get the most out of your vehicle’s engine.

Charlatan

You know how to keep your magic low key.

Challenge

You’ve turned smack-talk into a fine art.

Combo Maker

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

Commanding Note

Yours is a voice that demands obedience.

Cooperation

In fights, you’re quite the helpful person.

Coordination

Even out of combat, you’re quite the helpful person.

Deceiving Blade

You’re quite capable of misdirecting opponents with your weapons.

Decipher Glyphs

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

Delay the Storm

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

Drive-By Gunner

Why stay and play when you can shoot and scoot?

Eldritch Exhaust

You’ve worked magic through your vehicle’s system.

Eldritch Serpent

Flails and such are just tools to use in your crazy maneuvers.

Eldritch Trick

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

Elegance

You move with a very fine finesse that others don’t possess.

Empowering Agony

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

Expert Assist

You know best how to put the ‘strength’ in numbers.

Exploit Opening

Your words can really shake opponents up.

Feed the Meat

You’re tougher than most armor you could wear.

Fettered Push

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

Fiery Fist

Your burning spirit manifests… through your fists.

Fire Fiend

Weapons seem to spontaneously combust when you use them.

Fly Apart

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

Following The Hunch

You know when actions will affect you.

Fuel the Fire

Your attacks get an extra bit of kick.

Greater Frenzy

Being angry is an art form, and you’re a master.

Hellfire Halitosis

Flames fire forth from your face.

Hero-Sundering Hands

You can grapple without being in a grapple.

Hidden Objects

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

Hurl Weapon

Things you can pick up may as well be ranged weapons.

Feats Continued Inspire

Your words are capable of elevating others to great heights.

Interruption

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

Keep Running!

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

Leaf on the Wind

Your crew’s lives are more important to you than your ship.

Living Plowshare Rampage

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

Lost Papers

Meld Into The Crowd

You lost your paperwork! At least that’s what you say. You have a duty, and there is no end in sight to it so you give it your all. A crowd to you is like total darkness to others.

Mental Map

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

Mounted Charger

Chivalry isn’t dead, and you plan to prove it with lance in hand.

Nick of Time

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

Numbed Nerves

Being on fire makes you even harder to kill.

Perfectly Elegant

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

Poker Face

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

Professional Insult Fighter

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

Professional Riddle-Breaker

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

Quip

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

Redirect the Hurricane

You work with the warp by proxy. Phenomena don’t know where to go.

Reflexive Fury

Getting hit tends to just piss you off.

Reforging Pain

Reverse Thrusters

Even death doesn’t necessarily stop your rage. Just when your enemy thought they had the verbal advantage, you turn the tide. You know how to shift to reverse.

Salt the Wound

Getting hurt just makes you hurt them even more.

Screaming Meat-Shield

You can use your foes as impromptu shields.

Shake and Bake

You can make your allies ships more evasive.

Short Fuse

It takes even less to get you riled up.

Silence the Voices

You hit things hard – those things include yourself, admittedly, but…

Smooth Flying

You make good use of all of your maneuvering skills.

Stop the Tide

Sometimes the warp doesn’t overtake you. It is a sad pain.

Strip the Flesh

Few things can withstand your attacks for long.

Superior Archaeological Awareness

You’re so old that you know how old and the details of other old things.

Supreme Cleave

You have trained so slight movement won’t get in the way of combat.

Taunt

You’re words force enemies to target you. When the hair on the back of your neck stands up, you know someone’s watching. There is a certain kind of weapon to you that you’re never without.

Maid's Duty

Retort

Trust the Hair Trusty Sidearm Unstoppable Force Walking Library Warp Driver

Your force of will is insane. Other spellcasters just don’t compare. You are a walking cornucopia of knowledge. At least, when it isn’t very useful. By some means, your means of transportation are always armored.

78

General Feats Well Connected

You’ve been around. You know people that may not make sense.

World-Breaker Grip

Grappling for you isn’t just a combat style. It’s a way of life!

World for Two

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

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

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

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

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

Battle Meditation Others find their zen in peace and quiet. You

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find yours in the din and chaos of battle. You no longer take a penalty to Wisdom while using Frenzy.

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

Bounding Beast When you're mad enough to take on all comers, weapons just slow you down. While you are using Frenzy and not carrying anything in your hands, you gain the Quadruped trait.

Burn, Baby, Burn You are immune to damage from being on fire. In addition, whenever dice explode on your melee attack roll with a weapon that has the Incendiary property, you can set yourself on fire.

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

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

Challenge

Charlatan

With a well-placed insult, you manage to shock your enemy from doing something. You have to have recently defeated them in Social Combat to use this feat. Using this feat takes a half action and an opposed Charisma + Persuasion Test, opposed by the target's Willpower + Scrutiny, which is not penalized if they have 0 dots in the relative skill. Succeeding applies one of the following effects, chosen when this feat is obtained. However, if you use an attack or ability you have prohibited your enemy from using, then the effect of this feat immediately ends. This feat can be taken multiple times, choosing a new effect each time. "You hit like a wimp!": Force enemy to Test in order to be able to initiate any attack beyond All-Out Attack, Charge Attack, Grapple or Multiple Attack. "Is that supposed to scare me?": Force enemy to Test or receive a penalty to hit with all Racial or Exalt Abilities. Passive abilities or those than enhance some other talent are unaffected. "You call that dodging? I call it tripping!": Force enemy to Test in order to be able to initiate a Dodge.

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

"Stop cowering and face your fate like a man!": Force enemy to Test in order to be able to initiate a Parry.

"Flee, then, coward! You have no place in the world of men!": Force enemy to Test in order to be able to move in any direction other than towards the character.

"Please, if you need to call your entire army to beat me...": Force enemy to Test in order to be able to us Gang Up or Aid Another. "Come on, hit me! Hit me!": Force the enemy to Test, or be unable to use melee Standard Attack actions. “Get over here!": Force the enemy to Test or be unable to use ranged Standard Attack actions.

Combo Maker When casting a Spell Combo, reduce the Focus Power TN by 5.

Commanding Note You speak as though a crown were set upon your brow, and those who listen would do well to heed you. Add your Command as a static bonus to Command, Diplomacy, Intimidation, and Persuasion tests.

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

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

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

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

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Delay the Storm

raises to pay for it.

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

Evocation Mastery: You may spend 1 raise to

Drive-By Gunner Some berks like to stay and play, but you know it's smarter to hit and quit it. While aboard a moving vehicle, you can attack with a handheld ranged weapon while zooming past your targets. You can make a number of attacks equal to the current Speed multiplier applied to your vehicle's Static Defense, but take the same number in rolled dice as a penalty to each attack roll.

Eldritch Exhaust You've learned how to employ your vehicle's own systems as an interface for magical muckery. You can use your bonded vehicle as an implement when casting spells, substituting movements of your hands over the control interface for any somatic components. Further, any hand engaged in vehicular controls is considered to be empty for the purpose of other feats.

Eldritch Serpent You may use Flails or a lash of despair in martial maneuvers that use advantages or restrictions from the Eldritch Advent sword school.

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

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

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

Empowering Agony

Fettered Push

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

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

Fiery Fist

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

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

Exploit Opening

Fire Fiend

Expert Assist

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

Feed the Meat Gain Armor equal to your Constitution on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for meeting prerequisites and for interaction with completion bonuses.

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

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

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

Fuel the Fire Your attacks using the Weaponry skill and with the Ballistics skill at Short Range or closer deal extra damage equal to your level. If you are on fire, double this extra damage.

Greater Frenzy Your rage is a true terror to behold. While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution.

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

out, you are not knocked out until the scene is finished, then it all hits you immediately. The use of this feat can be extended to a maximum number of scenes equal to the character's class level, however, at the start of every consecutive scene, a Constitution and Athletics Test with a TN of 15+5 per successive scene must be passed, and even if it does, the character accrues another point of Fatigue.

Hidden Objects

Leaf on the Wind

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

Hero-Sundering Hands

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

Hurl Weapon You can use any one-handed Melee weapon as a Thrown weapon with a range of 3m per dot of Strength.

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

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

Keep Running! Running away from things has become second nature to you -and for good reason. You can keep exerting yourself, without stopping, even if exhausted, while remaining in the same scene. If you would take Fatigue enough to knock you

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

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

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

Maid's Duty

Perfectly Elegant

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

You have achieved perfect grace, where you can avoid the pitfalls that many others fall into. You never suffer more than the basic effect of a failed check, no matter the degrees of failure.

Meld Into The Crowd You meld into the crowd better than almost anyone else. Through clever use of body language, awareness of your environment and just plain experience at it, you can hide even when others are looking for you. You treat crowds of people as concealment to hide amongst.

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

Professional Insult Fighter Mental Map

Nothing says you're a big man quite like slapping someone from the back of a moving vehicle. Your melee attacks gain a static bonus to damage equal to your vehicle's current Momentum.

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

Nick of Time

Professional Riddle-Breaker

A Maid is no good if she cannot be where she is needed. By spending a hero point, you may arrive at any scene immediately. If it is a combat scene, they may roll initiative and arrive when their turn comes up.

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

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

Mounted Charger

Numbed Nerves While you are on fire, increase your Resilience by an amount equal to half your level (round up).

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Quip

Reverse Thrusters

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

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

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

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

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

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

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

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

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

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

Silence the Voices Your melee attacks gain additional rolled dice on the damage roll equal to half the rolled dice of your melee weapon, and additional kept dice equal to half the kept dice of the weapon (round down). For example, a Daiklaive (normally 4k2) would deal 6k3 damage. One of your kept dice on melee attack rolls must always be the lowest die result. If you keep a 1 on the attack roll, apply the attack against yourself instead, but halve the result of the damage roll before applying your Armor or Resilience.

Smooth Flying

Trust the Hair

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

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

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

Strip the Flesh Whenever dice explode on your melee attack, or an attack with a ranged weapon that deals X damage or has the Scatter property, that attack causes Blood Loss.

Superior Archaeological Awareness So many years in the field has given you a nose for the truly Lost And Found. You can immediately tell if something is old, how old, and from what civilization it comes from. Along with possibly what it was made for. Beyond that, you have an instinctive hunch of your surroundings, probably honed from years of dodging traps and hidden doors, letting you roll Perception + Wisdom to find such things even when you're not actively looking for them.

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

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

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

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

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

Warp Driver Whatever you choose to drive becomes an armored monstrosity suited to your stature. Your bonded steed swells and broadens with suppressed power, armoring itself with plates of

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molten brass limned with scarlet flames lining the hooves, wheels or other drive systems. This effect causes no penalties to the steed and in fact grants it the benefits of a Light Hexagrammatic Ward.

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

World-Breaker Grip You gain a number of rolled dice equal to your

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level on Brawl tests made to initiate a grapple and on opposed Strength tests while you are the controller of a grapple.

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

Racial Feats Arachne Fighting Spider

Your spider parts have armed and armored your arms, too.

Hunter in the Dark

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

My Own Web

You’re used to getting out of sticky situations.

Steel Spinner

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

Catfolk Housecat

You’ve learned how to make people like the things you do.

Unblinking Stare

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

Cataplexy

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

Full Catface

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

Dullahan Doomspeaker

You’re pretty good at reminding people of the futility of it all.

Drop the Pretense

Dropping the illusion, you show some poor berk what your head really looks like.

Eye of Balor

Some people talk about seeing peoples deaths before they happen. You actually do.

Headless Rider

You are one scary driver.

Wild Huntsman

The hunt is on, and you’re its leader.

Duskling Gloaming Dancer

You’ve incorporated your own shadow into shadow-dancing shenanigans.

In Plain Sight

Obsidian Stalker

For you, the shadows themselves are cover enough. You may not necessarily be the bogeyman of legend, but hey – the others don’t need to know that. Your… interesting hiding places let you pull off some better backstabs.

Shade Walker

Shadows are just roads of another name.

Night Terror

Fairy Fairy Dust

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

Strongest

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

Hey, Listen!

Sometimes, being annoying can help people pay attention.

Githyanki Doppelganger

For a race not known for fitting in, you do a pretty good job.

Space CQC

You remember the basics of Space CQC.

Spider-Gith

You’re quite handy with those not-hands poking out of you.

Tallest-In-Training

You’ve got a height advantage. It’s better than you think.

Githzerai Fist of Zuoken

People think fists are incapable of breaking steel. People think wrong.

Gum-Gum Technique

You’re a right stretchy Gith.

Space CQC

You remember the basics of Space CQC.

Wardrobe Blast

Pulling things outta thin air is a past-time of yours.

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Racial Feats Continued Goblin Big Ears Mean Big Business

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

Breaking and Entering

You’re a sneaky little bugger.

Time is Money

Yours’ is the shyster’s way.

Goliath

Li’l Devourer

People are scared of your size, especially considering you’re always the biggest around. You are huge! Therefore, you have a huge appetite!

Pardon My Reach

Big guy means long arms.

Thick Skinned

With all that extra mass and volume, you don’t care much about smaller injuries.

Bigger Than You

Iktyhys Blood in the Water

Water is your preferred territory, and you’ve got the teeth to prove it.

Cheshire Shark

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

Oathbreaker

You’re one of the few to have broken all the Oaths.

Reflecting the Truth

You can swap around your appearance and reflection.

Kython Attentive Hunter

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

Chameleonic

You’re a color magician, capable of blending in with your surroundings.

Deathleaper

While not quite flight, you’ve certainly got the legs to make it seem like flight.

Elocator

You can levitate! With the power of your mind!

Exoskeleton

Puny weapons simply bounce off of your natural armor.

Flyer

You take a form more suitable for the skys.

Primal Mage

You take a different route to casting spells.

Quicksilver

Speed is more your thing.

Shadow Across the Warp

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

Shocktrooper

Your weapons are sharper than ever.

Limulian Calculated Cruelty

Your reputation for precision sadism is well-warranted.

Heavy Graspers

Those in your reach tend not to get away. With training and a tougher hide, you’re better suited to problems those of your race tend to put up with.

MTF Elite The Opposite of an Uncreative Mind Lizardman

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That crazy brain of yours lends itself well to ship-bound sciences.

Monitor

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

Oldblood

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

Predatory Fighter

You forego conventional weapons to fight tooth and nail.

Salamander

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

Scaled Skin

You were born with thick skin.

Racial Feats Continued Minotaur Bulldozer

Ain’t nothin’ gonna stop you from going through that wall.

Bullheaded

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

Mazeolithic

You have a very keen sense of direction.

White Bull’s Blood

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

Ophidian Flexible Tongue

You can use your slick and special tongue to work words in ways others can’t.

Snake Hug

You give really good hugs, good enough to make someone’s guts fall out.

Snakenosis

Your eyes have a hypnotic quality to them.

Sphinx Critical Thinker

Rarely does fancy wordplay stump a sphinx.

Developed Wings

Those wings of yours aren’t just for show.

Riddle of the Sphinx

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

Saber Fangs

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

Vanara Grease Monkey

You understand technology so well that it almost instinctive.

Stone Egg

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

Whitecape

You are a born fighter marked by a silvery mane.

Zenkai!

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

Robots in Disguise

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

Shared Experience

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

More than Meets the Eye

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

Replaceable Parts

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

Warforged Prime

You’re the pinnacle of machine-hood.

Roll Out

Transform and roll out. Youma

Boneless Lord

Without any bones, you remember that you can fit in all sorts of neat places.

Contract

It’s in anyone’s interest not to break deals with you.

Make My Monster Grow

Yours is a power to assume a massive form.

Spawn of Ozoi Through the Looking Glass Uncracked Mirror

You’ve got an excess of eyes or mouths. Maybe both.

Warped Existence

You have an uncanny ability to deduce the location of Umbral portals. Others see a bit of themselves in you. It probably helps that you can become them. With a bit of Warp-reinforcement, you’re harder to shoot down. Spells, on the other hand…

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Racial Feats Continued Original Races Arms fo’ Days

Thri-Kreen: You’ve got all the arms. ALL OF ‘EM!

Bloodrage

Tiefling: Such is your rage that your attacks tend to be more damaging.

Dhar Master

Dark Eldarin: You’re quite capable of channeling your inner sad*st.

Dragonfire Adept

Dragonborn: You can refine your Dragon Breath into something a little… hotter.

Elven Celerity

Elf: Keeping one step ahead of the competition with additional actions.

‘ere We Go!

Ork: Nothing they can do will keep you down for long.

Floratongue

Dryad: Finally, you can talk to those leafy things like you can anybody else.

Great Long Nose

Kenku: Despite your feathers, you could pass for a human easily enough.

Iron Halo

Aasimar: Such is your resolve that you can cast aside warp-based attacks.

Kutthroat Kombatant

Kobold: You know just where to stick that shiv of yours.

Only This Screwdriver

Gnome: No tools? No problem – you can bash together anything.

Shiftier

Halfling: If you weren’t hard to hit already, you sure are now.

Tau’va Fanatic Tougher ‘n Depleted Uranium Bolts Versatile Master

Tau: You just won’t budge an inch on your beliefs.

Warp Sight

Squat: Even for a Squat, you’re hard to put down. Human: Versatility is the human specialty, and you’ve taken it to the extreme. Eldarin: You’re capable of seeing into the Warp, seeing things you ought not be able to.

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

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Arms fo' Days [Paragon, Thri-Kreen]

Boneless Lord [Youma]

You have four fully-functional arms. A roll of 5 or 6 to determine an attack's hit location hits the second left arm or the second right arm, respectively, instead of the body.

"Ladies and gentleman, it is this big! Point me to a hole for it or I shall make one myself!" Some youma seem to forget they need no bones. You've remembered that fact, and applied it to the form you take. Without any crunchy bits in your way, you can force your body through openings as small as 3cm, one tentacle at a time if need be.

Attentive Hunter [Kython, Form] A predator's senses are its pride. Gain +2k0 on Perception tests, and the Dark Sight quality.

Big Ears Mean Big Business [Goblin] Goblins with this feat have larger ears than normal, gaining a +1k0 on all Charm, Intimidation and Persuasion checks against fellow Goblins, along with a +1k0 to Perception checks.

Bigger Than You [Goliath, Paragon] Facing down a gigantic muscled brute is more than a little intimidating... more so when he's always the biggest basher in sight. Add your Size as a static bonus to Intimidate tests, and - if there is another character of your Size or larger present - you can spend Action Points to increase your Size by the same amount until your next turn.

Breaking and Entering [Goblin] Once per scene a Goblin may get a free Raise on either one Larceny or Stealth check.

Bulldozer [Minotaur] Your hackles are raised, your blood is high, and nothing's going to sway you from your path... forward, and through that wall! Gain +2 Resilience against Opportunity Attacks provoked by movement, and ignore penalties caused by difficult terrain when you Charge or Run.

Bullheaded [Minotaur] Gain three free raises on any test to resist external control... from any source.

Blood in the Water [Ikhthys]

Calculated Cruelty [Limulian]

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

Limulians have a reputation for cold sadism. Whenever you inflict critical damage with a melee attack, you can choose to inflict that damage to any body location other than the one your attack hit.

Bloodrage [Paragon, Tiefling] Your damage dice explode on a roll of 9 or 10. If using a weapon with the Volatile quality, roll two dice instead of one for each die that explodes.

Cataplexy [Catfolk] You have studied the ancient arts of your people, and fortunately have the right genetic quirks to take advantage of this inherent magic. By concentrating for a Full Action, you may turn into a cat. This functions as the Polymorph spell, except giving +3 Dexterity and -2 Size. By concentrating again for a Full Action, you may turn back into a catfolk. This requires no Focus Power test and runs no risk of Psychic Phenomena, and may be done at will, any number of times per day.

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Chameleonic [Kython, Form]

Deathleaper [Kython, Form]

You can darken the outer layer of your flesh until it bends light... kinda. You gain +2k0 on Stealth tests, and can hide even with nothing and no one to hide behind.

Wings aren't the only way to get around, when you have the legs of a beast. Gain +2k0 to Acrobatics tests. You treat all jumps as if you had a running start, and use your full Strength to determine the distance.

Cheshire Shark [Ikhthys] The presence of an Ikhthys is already pretty unnerving to most non-exalted, and the fact that the curse makes them appear to be completely normal and human in a mirror doesn’t at all help with grooming - or practicing facial expressions. Fortunately for you, you’ve had a lot of experience in making even a harmless grin seem psychopathic; you may spend 2 raises on an Intimidation test to gain Fear 1 for the rest of the round. If you’ve made a hit with an unarmed attack this or last round, have yet to clean yourself of the exquisite blood of your victim, and have already spent 2 raises to gain Fear 1, then you may spend extra raises at a 1:1 ratio to increase your Fear rating by up to one third (rounding up) of the damage you did.

Contract [Youma] When you make a deal with someone, choose one of the following effects:  Maximum resource pool is halved  All tests reduced by 0k1  Hunted by a third party, who previously agreed to be available for this role Whomever breaks the deal will be subject to this effect. You can't use this power more than once per session, and its use causes psychic phenomenon.

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

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Developed Wings [Sphinx] Far from merely being useful for intimidating displays or assisting movement, your wings are fully developed and capable of carrying your weight. You have the Flyer trait, at your base Speed (before applying Quadruped).

Dhar Master [Dark Eldarin, Paragon] As a half action, you can spend an Action Point to enter a state of sad*stic clarity. For the rest of the scene, you gain a +5 static bonus to damage rolls.

Doomspeaker [Dullahan] You've got a particular knack for the art of crowing, something that borders on the mystical. Gain a free specialty (Doomsayer) in both Intimidation and Performer, and use Composure in social attacks or skill Tests that involve crushing people under your fatalistic ennui.

Doppelganger [Githyanki] Githyanki infiltrators are chosen for a less pronounced xenophobic streak and provided with special holo-implants that allow them to pass as a member of another race... or they're just really lucky when it comes to finding berks who'll believe they just have a skin condition. Gain +1k1 on Disguise tests, and you're always treated as the race you're trying to pass as for the purpose of determining the TN.

Dragonfire Adept [Dragonborn, Paragon] You can use the statistics of a Plasma Pistol for your Dragon Breath attack, instead of a Flamer. In addition, you can use your Dragon Breath a number of times per Scene equal to your level.

Drop the Pretense [Dullahan] Once per Scene, you can peel back the illusion of life cast upon your disembodied head to show what it really looks like... or maybe you're casting a unique glamor on it to match others' perception of what it must look like. Or you could just throw a bucket of blood on someone, that works too. Regardless, it's a Half Action that marks the poor berk for the rest of the scene. The cursed creature suffers from the effect of an Unluck spell on all tests that might extend its life (typically Dodge or Parry attempts, or saving throws against damaging spells, but not its own attempts to kill you first). Your own death ends the curse.

Elocator [Kython, Form] You've got just enough brainpower to levitate over the ground instead of walking on it. Basically, you ignore movement penalties based on terrain, and can use Intelligence + Wisdom to determine your Speed instead of Strength + Dexterity. Reduce your Size by 1. This probably means your limbs are wasted to the point of uselessness, but you can (not) fly, so who cares?

Eye of Balor [Dullahan, Paragon] Most Dullahans play at being psychopomps to impress the younger races, and with their removable heads, it's sometimes hard to argue. You actually are one. You can spend an Action Point while touching someone to get their true name, an exact (to the day) time left until they die without your interference, and a general idea of the circ*mstances of their death. If the person has twenty-four hours or less to live, you only learn that they are going to die "today." If the marked person takes damage while in your presence, regain the same amount of Pressure. If the marked person dies, you know instantly, regardless of distance, and can spend another Action Point to see his final moments from his point of view. You can only have a number of individuals marked this way equal to your Excellence.

Fairy Dust [Fairy] You may spend a half action to grant all adjacent allies flier equal to their normal speed until the end of your next turn.

Fighting Spider [Arachne] You're particularly adept at hand-to-hand, having developed some nice little claws in a throwback to your ancestors. Gain Armor 2 on both Arms, as well as a pair of Claws (1k1 R; Melee; Brawling, Toxic).

Fist of Zuoken [Githzerai, Paragon] Elven Celerity [Elf, Paragon] You can spend an Action Point to take an additional Half Action during your turn.

‘ere We Go! [Ork, Paragon] You can spend Action Points to regain hit points in combat as a free action.

Exoskeleton [Kython, Form] You gain a tough exoskeleton that provides Natural Armor equal to your Constitution.

Zerthimon once said, "Steel marks flesh, but flesh cannot mark steel." Well, that's a damned lie. Gain Armor 4 on all body locations as long as you are not wearing armor, and your unarmed attacks gain Penetration 4. If you take the Wholeness of Body and Iron Fist feats, treat your unarmed strikes as if they were Darksteel weapons, and gain the benefits of Darksteel armor while you are not wearing armor, instead of the normal benefits of this feat.

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Flexible Tongue [Ophidian]

Grease Monkey [Vanara]

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

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

Floratongue [Dryad, Paragon] You can talk to plants. This doesn't mean that plants care about the same things you do, but they can perceive things your senses might have missed - such as mineral content in soil, air or water, humidity, if the neighbors have been doing some shady digging in your vegetable garden, etc. - as well as be told to keep their minds on something.

Flyer [Kython, Form] You've developed a stunning pair of canopies on your shoulders. Gain a Fly speed equal to your movement speed.

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

Great Long Nose [Kenku, Paragon] Gain +1 Size and +2k1 on Disguise Tests to pass as a Human. In addition, you can cast Blood Wind, using Excellence + Wisdom instead of the normal magic test.

Gum-Gum Technique [Githzerai] Your claws are strong; they won't bend. Your weaponless unarmed strikes gain the Snare property.

Headless Rider [Dullahan] The first rule of driving with a Dullahan is never let the Dullahan drive. You can make Control Tests using your Composure instead of your Dex or Int, and whenever you stunt while driving a vehicle, anyone else who can see it (including passengers!) makes a Fear test with a rating equal to the stunt level.

Heavy Graspers [Limulian] Your claws are strong; they won't bend. Your weaponless unarmed strikes gain the Snare property.

Gloaming Dancer [Duskling] Dusklings have a natural affinity for the Umbra, able to disappear into the Materium's shadow almost at a whim. Once per Scene, you can Move without provoking an opportunity attack by darting into and back out of the Umbra through your own shadow. This ability can be used twice per Scene at level 3, and three times per Scene at level 5.

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Hey! Listen! [Fairy] Flighty as fairies are, they can sometimes make everyone else see what is only obvious to an empty mind. You may spend a hero point to automatically pass any perception check and allow all allies within earshot to use your perception result.

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

Hunter in the Dark [Arachne] You are a great nocturnal hunter, stalking prey in the abysmal darkness of the Webway. Gain the Dark Sight trait, and +2k0 to Stealth tests when in total darkness or at least that of an exceptionally cloudy night.

In Plain Sight [Duskling] With their light-sensitive eyes, Dusklings tend to develop a notable tendency to hide in any shadow that presents itself in the Materium... and quickly. As long as there is a sufficiently large shadow (usually cast by an object or creature of at least Size 5) within 2m of your position, you can sacrifice the reroll(s) granted by your Hide In Darkness specialty to treat that shadow as cover to hide in.

Iron Halo [Aasimar, Paragon] Gain Aura equal to 1 + your Excellence. In addition, you can cast Shield, using Excellence + Willpower instead of the normal magic test.

Kutthroat Kombatant [Kobold, Paragon] You can spend Pressure to increase the Penetration of an attack or the result of the damage roll by the same amount.

Li'l Devourer [Goliath] Goliaths are huge, and that means they have huge guts! Huge guts, of course, means they're hungry bastards. You can spend a Scene eating the body of a once-living creature to regain Hit Points equal to half its Size, rounded down. You can eat up to "Size 8" worth of such creatures per day, divided as you choose between "meals."

Make My Monster Grow [Youma, Paragon] As a standard action, you may assume a giant form, adding your Excellence to your size. You must spend one Action Point every time you take damage, or this effect ends.

Mazeolithic [Minotaur] You cannot be lost, ever, anywhere, even with the most powerful of magicks. You can commit a location to your memory with just a bit of concentration, after which you always know your own position relative to it and will be drawn back along the path you'd taken from it as easily as just giving up and letting your feet wander... exactly as if you'd used a Golden Marble.

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

More Than Meets the Eye [Warforged] Your ocular preceptors have been modified to work much better than the standard. Your eye (or eyes) can act as magnoculars, a pict recorder, an auspex, and a flashlight. You can see in the dark, and add +1k0 to all Perception checks made in optimal lighting conditions.

MTF Elite [Limulian, Paragon] You're a bit smarter than usual for your creche, your shell's tougher than normal, and you've gotten the best training as a result. Increase the value of your Armor Plating by 3, and you can spend an Action Point to make yourself immune to the non-damaging effects of attacks until your next turn.

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My Own Web [Arachne]

Obsidian Stalker [Duskling]

It is a very embarrassed spider that gets itself stuck in its own web. Your nimble feet can always find the best toeholds, allowing you to ignore movement-related penalties based on terrain, and reduce the TN for escaping any restraints (including the Snare property) by 5.

A Duskling's home is darkness beyond blackest pitch, deeper than the deepest night. Those races dwelling in the light of the Materium just don't understand. You can use Dexterity instead of Intelligence when casting spells of the Illusion school.

Night Terror [Duskling, Paragon]

Oldblood [Lizardman, Paragon]

With their glowing eyes, sharp nails and mouths full of even sharper teeth, Dusklings are very likely the bogeymen that other races tell stories of to scare their children into line. Gain a free Intimidation specialty to Grin Threateningly, and you can Feint in combat using Intimidation instead of Weaponry.

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

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

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Only This Screwdriver [Gnome, Paragon] You can make Tech-Use or Crafts Tests to make repairs with no tools.

The Opposite of an Uncreative Mind [Limulian] The same obsessive focus that leads to reverseengineering stolen tech also lends well to oddball engineering decisions. When you serve as the Chief Engineer on a ship, any time you gain rolled dice due to raises on a test related to an Engineering Action, you gain one additional kept die for every two rolled dice gained, as you apply means that only your twisted lobster brain can think of to solve the problem.

Pardon My Reach [Goliath] Long arms mean long reach. Your melee attacks gain the Reach property. If using a weapon that already has that property, it gains an additional meter of reach.

Predatory Fighter [Lizardman]

Replaceable Parts [Warforged]

Some Lizardmen embrace the amazing weapons available in the greater portion of the Wheel. You scorn weapons in general, in favor of those that come with your reptilian body. Gain the following natural weapons: Claws and Teeth (1k1 R; Brawling) and Tail (0k1 I; Brawling, Flexible). Embracing your wild side has a cost, however; if an enemy disengages from you, not chasing him down requires a successful Willpower test (TN 15).

Your platform is extremely modular. This Warforged may treat Wealth tests to acquire Warforged only Bionics and as 2 Steps lower, as the parts are much cheaper when you don't have to consider compatibility with living organisms. Warforged with this feat gain a raise on skill tests to apply Bionics onto themselves or other Warforged with Replaceable Parts.

Primal Mage [Kython, Form] Kythons are rarely spellcasters, but when they DO cast spells, boy are they scary. When using the Evocation school, you may substitute your Constitution for your Charisma score.

Quicksilver [Kython, Form] Your mutations have selected for sleek speed, rather than bulky strength. Reduce your Size by 1, and you gain +2 Speed while wearing light or no armor.

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

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

Robots in Disguise [Warforged] Not everybody loves or understands the Warforged, unfortunately. For this reason, Autochthon has employed Pretenders to better relations with organics. You may treat Disguise as a trained skill. When you take this feat, select a race that you are one size larger than, smaller than, or equal to. You may change your appearance (Size remains static) to that race and back as a half action. Gain +1k1 on Disguise tests, and you're always treated as the race you're trying to pass as for the purpose of determining the TN.

Roll Out [Warforged] As a half action, you can transform your platform into a vehicle to cover more ground. This vehicle has a 100VP budget to spend on base stats and necessary components. The Size rating of the vehicle is equal to your current Size. Warforged characters that pilot themselves do not need to Maintain Control every round, and do not require a Control System unless another character wants to drive. Weapons

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cannot be purchased. Instead, weapons on your person can be used in your vehicle form if you have a Weapon Mount slot for them. This feat can be purchased multiple times, choosing a new vehicle form each time.

All Sphinxes have well-developed fangs. Yours are more so, fully capable of tearing into most armor. You have a Bite weapon (1k1 R; Melee; Brawling) with Penetration equal to your level.

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

Salamander [Lizardman]

Shiftier [Halfling, Paragon]

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

Shocktrooper [Kython, Form]

Saber Fangs [Sphinx]

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

Shade Walker [Duskling, Paragon] The legends say that in the past, Dusklings migrated freely between the Materium and Umbra without need for the Ghoul Stars. You, at the very least, still do. You may open a momentary rip in the twilight veil with little but a shadow large enough to accommodate you and the expenditure of an Action Point, exerting the ancient right your people won from the Warp. Such a rift lasts only a moment, but this is easily enough time for you to pass through, anything and anyone you were carrying in tow.

Shadow Across the Warp [Kython] If a non-Kython sorcerer within 10m of you keeps any die results lower than your power stat when making a Focus Power test, they trigger Psychic Phenomena even if casting Fettered. If they aren't casting Fettered, you can adjust the results of a Psychic Phenomena roll by an amount up to your power stat + your Charisma.

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Shared Experience [Warforged]

Every round in combat, you may use the Shift action once as a Free Action on your turn.

Sometimes brute strength is the answer to your problems, and sometimes it's the answer to every problem. Increase your Size by 1, and gain a natural weapon with the following profile: 2k1 R or I; Melee; Brawling. It has Penetration equal to your level.

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

Snakenosis [Ophidian] By tapping into your serpent heritage and staring deep into a person's eyes, you can entrance them to a small degree. Roll Charisma + Charm against the target's Willpower + Perception, and if successful the target is affected as by the Charm Person spell. If you fail, the other party is not aware of anything other than that you stared at them really weird for a while

Space CQC [Githyanki, Githzerai] The time-honored art of Space CQC is a secret known only to the Gith, an ancient and noble... oh, who do the greybeards think they're kidding, it's just a trick for getting in close and murdering the living daylights out of someone. You can spend a Hero Point to negate an enemy's attempt to Dodge or Parry your attack in Melee or at Point Blank Range.

Spawn of Ozoi [Youma] Choose one of the following:  Eyes: Extra eyes all over your body grant you a 360-degree field of vision, eliminating any chance of sneaking up on you without magical aid.  Mouths: Extra mouths gibber constantly in line with your thoughts, and are impossible to completely silence; with so many mouths working at once, you can overpower any effect that would prevent you from speaking, as some mouth, somewhere on your body is invariably missed by it. You can take this feat a second time starting at level 3, but must choose a different option each time.

Spider-Gith [Githyanki] You're quite adept at using the mechadendrite pod you were implanted with. Gain +2k0 on Athletics and Acrobatics tests to climb when using your Mobility Mechadendrites, and you can even use them to flip switches and pick up simple items! A single leg can be used to press buttons or to hook levers, but can't do much for knobs. You need at least two legs to pick up an item between them... but at least three to move.

Steel Spinner [Arachne, Paragon] Your diet and practice have resulted in stronger, more plentiful webbing. With the use of objects in your environment, you can cobble together simple (no moving parts) weapons using your

silk as a Full Action, or spend a Scene to make some large otherwise-environmental feature that might be useful, such as a simple bridge over a gap for others to cross.

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

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

Tallest-In-Training [Githyanki, Paragon] You were strangely cramped before your decanting, and now... now, you could be next in line for Vaakith's throne! But let's face it, Vaakith's already dead, and it's not like it's going to step down anytime soon. Gain +1 Size, and for your meritorious height you've been implanted with transmutation rings, allowing you to treat any weapon you hold in your hands as if it were made of silver.

Tau'va Fanatic [Paragon, Tau] Even if you run out of Resolve, you cannot be forced to go against your Alignment. If you have the Armor of Contempt feat, you regain 1 Resolve each time someone else tries to force you to go against your Alignment while you had no Resolve to stop them.

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Thick Skinned [Goliath] Yours is an especially thick hide, even among Goliaths. You're comfortable in extremely hot or cold weather, and you reduce the damage taken from sources that aren't E, X or magical in nature by your level.

Through the Looking Glass [Yoma] You travel between the two realms often enough that, in a moment of clarity, you can find the ways between them. When experiencing the Perils of the Warp, you can roll Wisdom + Arcana against a TN 15. If you do, you become aware of a place and time that the barrier between the Umbra and Materium will be so thin that a gate opens, a place where you can get through when circ*mstances are right without magic. You will also have a general idea of how to get through it, though the impression you get might be a vague riddle and experimentation will probably be necessary. For each raise you get on the roll, you may choose one of the following:  You know exactly how to get through the gate, although the method still might not be easy.  The gate you know of is one opening within your crystal sphere  The gate you know of is going to open at a time reasonably convenient to you  You learn of more than one gate that is opening If instead you beat a TN of 30, you can cause the perils of the warp to open a gate between Umbra and Materium right where and when you are, without needing to use a naturally occurring gate.

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

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Tougher 'n Depleted Uranium Bolts [Paragon, Squat] Gain +1 Resilience.

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

Uncracked Mirror [Youma] When using Umbral Reflection, you can assume the exact appearance of another being that you can see.

Versatile Master [Human, Paragon] Gain three specialties of your choice each time you take this asset. You can take this asset one more time at Level 3, and again at Level 5.

Wardrobe Blast [Githzerai] What good is mental connection to subspace if you can't make random whatchajiggers out of it? As a Half Action, you can roll Wisdom + Crafts to conjure items for personal use (i.e. clothes, armor, weapons, tools, maybe a chair) of up to Uncommon rarity out of thin air. The item in question cannot be an artifact and cannot have more moving parts than the average crossbow. The TN for this test is equal to the TN of the Wealth Test to buy the item on the market. Using this ability counts as a spell, so it risks Psychic Phenomena and can be countered, but the items created are physical, permanent, and non-magical.

Warforged Prime [Warforged, Paragon] You're made of sterner stuff. Replace the Armor Plating (2) from Cybernetic Life Form with Armor Plating (4) and increase your Size by 1. You were built to lead, and gain +1k1 on Social tests with other Warforged.

Warped Existence [Youma] Your body is partly made of Warp. This is a good thing because it takes a hell of a lot more punishment to break down your physical body, but it also makes your Warp-side far more vulnerable. You gain AP equal to your level to all locations. If you would have Aura, it is reduced by a number equal to your level.

Warp Sight [Eldarin, Paragon] You can spend an Action Point to look into the Warp for a Scene, seeing it like a veil overlaid over the Materium. This allows you to see lingering magical auras, get a general idea about the "feel" of a place, and so forth, just as a Wraith does.

White Bull's Blood [Minotaur, Paragon] Some bulls are big enough to look down their noses at Aasimar. Others can stare down Goliaths. Gain +1 Size and +1 Strength, and your Strength can be increased to six dots. Greater size also means more weight to throw around; your melee attacks deal +0k1 damage.

Whitecape [Vanara, Paragon] A mane longer and stiffer than other vanaras is a point of pride among warriors... one that takes

on a silvery-white color is the mark of a born fighter, one whose skill in combat borders on the legendary. Choose any two sword schools. You gain one free rank in one of them, and can purchase ranks in either of them as if they appeared in your class progression.

Wild Huntsman [Dullahan] Dating back to the Dullahans' first years of their new existence, the Wild Hunt originally served to track down those who sold them to the C'tan wherever they tried to flee or hide, and give them unto the Raven Queen as repayment for her mercy. Their hunting tradition is still alive and well. Gain Dark Sight, and a free specialty (Manhunter) that applies to any skill or characteristic Test used in the pursuit of a specific target.

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

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Demiurge Emanation Assets Qliphoth Emanation Those who fall simply fuel your arrogance. Asiyah Emanation Even the terrain bends to your will. Yetzirah Emanation Your Territory grants a speed that most are unused to. Beriah Emanation Your will shields you against most harm. Atzilut Emanation In your Territory, the abilities of others may as well be your own. Da’at Emanation Those in your Territory are always under your guiding influence.

Demiurge Emanation Assets Qliphoth Emanation

Beriah Emanation

The Qliphoth is the sphere of nothingness, the apoptosis that resonates with each death in the Wheel. Once per Scene, when a creature dies inside your Absolute Territory, you regain Quintessence and gain a static bonus to all damage rolls equal to your Hubris for the remainder of the Scene.

Beriah is the sphere of matter, resonating in every blow. Gain 3 additional Hit Points and Armor Plating (3), as your arrogance reinforces your body. While you have defined your Absolute Territory, you also heal 1 Hit Point per round, unless that wound was caused by E, X, or magic. Critical damage heals at 1 point per hour.

Asiyah Emanation The first sphere is Asiyah, the space and the stage on which existence plays out, resonating throughout the Materium. You can spend Quintessence to distort the space within your Absolute Territory, spending 1 Quintessence to convert it from normal terrain to difficult terrain, or from difficult terrain to arduous terrain, or 3 Quintessence to convert directly from normal terrain to arduous terrain, and vice-versa. The effect ends immediately when the affected area is no longer inside your Absolute Territory.

Yetzirah Emanation The second sphere is Yetzirah, the sphere of energy that resonates in every movement. Creatures within your Absolute Territory add your Hubris in meters to any movement they take... but if anyone takes advantage of that extra speed, they lose kept dice equal to your Hubris on attack tests until their next turn.

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Atzilut Emanation Atzilut is the sphere of spirit, resonating throughout the Warp. Gain Aura 3. You may spend Quintessence in order to use any ability requiring the use of resource points possessed by a creature within your Absolute Territory as if it were your own. You must spend Quintessence equal to the normal cost of the ability +1; if this makes an ability cost 2 Quintessence, you may use it regardless of your Hubris.

Da'at Emanation Da'at is the light in which all spheres are equal, resonating in every mind throughout existence. You may spend Quintessence on behalf of an ally within your Absolute Territory, and may spend Quintessence to treat the result of one kept die in a test as 5.5 for each Quintessence spent, rounding down the final result.

Font Hero Assets Mighty Hero Unerring Hero Indomitable Hero Mystic Hero Exemplary Hero

You don’t need weapons to fight – you are a weapon. You prefer the shooty methods. You’re more durable and harder to keep down. You’re better at casting spells and face fewer repercussions. Your power burns twice as bright – twice as fast.

Font Hero Assets Mighty Hero Some heroes prefer to fight with fists and feet, or other extremities. While in Avatar form you gain gain a +1k1 bonus to damage with unarmed attacks. Unarmed attacks are always considered valid for use with your martial maneuvers. While in Super Mode, your unarmed attacks gain and additional +1k1 damage, and can do E damage if you so choose. By spending a Drop you can add the Power Field property to your unarmed attacks for one round.

Unerring Hero Some heroes punch evil in the face or charge their enemies with sword in hand, but you prefer to rain justice down from on high. While in avatar mode, add your channel to the final result of any attack you make requiring a ballistics test. While in Super Mode any such attack also gains the Proven property with a value equal to your channel. While in Avatar mode you may spend a drop to give your ranged attacks the shocking and tearing properties for one round.

Indomitable Hero Cool heroes don't look at explosions, and many claim to have seen Fonts walk unflinchingly through seas of gunfire. While in Avatar form, you gain +1 AP to all locations and +1 Aura. This bonus stacks with any other source of armor or Aura you have. While in Super Mode

the armor and aura granted by this asset are both equal to your Channel. You may spend a drop as a free action to negate any nondamaging effects from one attack made against you.

Mystic Hero Some heroes' power is more than just strength or accuracy, it is pure magic flowing through them that makes them what they are. While in Avatar form, reduce the TN of Focus Tests by your Channel. While in Super Mode, you do not increase the results of a psychic phenomena roll if casting unfettered and pushing a spell forces you to roll psychic phenomena at +2 per die if sanctioned and +5 if unsanctioned rather than the normal penalty. You may spend a drop to reduce the final result of a Psychic phenomena or Perils of the warp roll by 5.

Exemplary Hero Some Fonts tap into a power beyond their ability to control, it threatens to drown them in power, and it is only through constant struggle that they can survive the torrent. While in Avatar mode you gain +1k1 on all tests. You can spend drops outside of Avatar form. Transforming into Avatar form does not cost a drop, but you must spend 1 Drop at the beginning of every turn you start in Avatar form or immediately return to normal. Once per scene you may restore all spent drops as a free action. When you do, roll for psychic phenomena with +5 for each drop regained this way.

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Force Sensitive Teachings Assets Guardian Teachings The Force helps you guide your attacks and evade blows. Consular Teachings You can use your powers more often. Oh, and lightning bolts. Always lightning bolts. Sentinel Teachings You’ve worked a bit of Force trickery into your combat style. Sith Teachings Having tapped into powers best left untapped, you’re capable of some new magic.

Force Sensitive Teachings Assets Guardian Teachings You’ve put your powers to use in a more physical aspect. Add your Discipline to your Static Defense. For a point of Focus, you can also add your Discipline to the final result of attack rolls until the end of the scene. When you gain Your Eyes can Deceive, you add your full Discipline as rolled dice to reactions instead of half.

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

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

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

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

Kryptonian Branding Assets Brand of El This Brand is shaped like a shield. You may treat your size as 1 larger for calculating Resilience. Kryptonians with the Brand of El start with Shooting Star, which is upgraded to moving three times your ground speed at Luminosity 4. Add the Guardian feat. Brand of Zod This Brand is shaped like a Z. Add your Luminosity to Command and Intimidate tests. Branded of Zod are natural leaders, and can increase Social Characteristics with Man of Steel. By spending a point of Radiation, you may add your Luminosity to your weapon attack damage.

Brand of Grey This Brand is shaped like a flamebird, in honor of the high priestess of Krypton. By spending a point of Radiation, you may gain a raise on any Focus Power test, provided that the magic school being used is the one you purchased with Burning Heart. Once per scene you may restore all spent Radiation as a free action. When you do, roll for Psychic Phenomena with +5 for each Radiation regained this way.

Once per scene you may restore all spent Radiation as a free action. When you do, roll for Psychic Phenomena with +5 for each Radiation regained this way.

Brand of He'stan This Brand is shaped like a dragon. The sons of He’stan are forged in fire, and are tempered by its heat. Being hit by Energy damage (or anything with the Fire Quality) allows you to regain Radiation equal to the damage taken. You still take damage as normal, and your Radiation cannot go above its normal cap.

Brand of Joestar This Brand is shaped like a star, heart, ladybug, butterfly, horseshoe, or any other bizarre thing that could possibly form on your body. You can use Overdrive with melee weapons, in addition to unarmed attacks. The stunning effect of Overdrive will spread through liquids in contact with your initial attack.

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Nephilim Shard Assets Slayer Shard Malefactor Shard Defiler Shard Scourge Shard Fiend Shard

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

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

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

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

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

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

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

Phoenix Aspect Assets Aurora Aspect Meridian Aspect Gloaming Aspect Eventide Aspect Penumbra Aspect

The power of the Sun infuses your magic. Such is your radiance that few can stand against you in debate. Your radiance can calm the chaos of the Warp to a degree. Like the Sun, nothing can keep you down for long. The heat of the Sun is evident in your unarmed strikes.

Phoenix Aspect Assets Aurora Aspect You are twin to the dawn, formless incandescence as the sun ascends the heavens. You can add your Luminosity to damage dealt by your Evocation spells, and channel an Overdrive through damaging spells. Spells cast with Overdrive deal E damage.

Meridian Aspect You are twin to the sun at its zenith, a grand star whose will must be immaculate. You can channel Overdrive through a Social Attack, sapping an additional point of Resolve if successful as your radiance cows those who would argue against you.

Eventide Aspect You are twin to the night, a restive flame in wait for the sun to rise once more. Once per scene, when the Hero spends Heat for any effect (or just to activate this, though it's a bit of a waste), she regains a number of Hit Points equal to her Luminosity.

Penumbra Aspect You are twin to the solar eclipse, a black shadow shrouded in a halo of fire. Your attacks deal an additional +1k0 damage when channeling an Overdrive, and you can spend 1 Heat to give your unarmed strikes the Power Field property until your next turn. You can Parry weapon attacks using your unarmed strikes without stunting.

Gloaming Aspect You are twin to the twilight, the tranquil light of a setting sun. You may spend 1 Heat to force the roiling Warp to ease around yourself when you cast a spell, adjusting the results of a number of rolled dice equal to your Luminosity by a single point, or a single die by an amount equal to your Luminosity, in either direction. Make this adjustment before determining if your spell has caused Psychic Phenomena.

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Sage Mantle Assets Mantle of White Light Mantle of Blue Skies Mantle of Black Shadow Mantle of Red Flames Mantle of Green Vistas Mantle of Golden Samsara

Mantle of Clear Mists

Your powers are those of protection and guidance. Putting the ‘power’ in “Knowledge is power.” Morality is for the weak, and you certainly aren’t weak. Much like a bonfire, your spirit burns bright. Technology shouldn’t be required, and you remind people as much. By their powers combined, you try to represent all Mantles. Sometimes, nothing really is greater than something.

Sage Mantle Assets Mantle of White Light It is the privelege of the strong to protect the weak, and the duty of the enlightened to educate the unwashed masses reliant on their worldly ways. You no longer take a penalty from Dispassionate Oracle on Command or Persuasion tests against non-exalts. As a Reaction, you can spend Mana to increase the Resilience of a character within 5m by the same amount.

Mantle of Blue Skies Knowledge is power, and curiosity the greatest virtue. Wisdom is next to godliness, and so divinity flows through you like air or water. Gain a +1k1 bonus on Focus Power tests when casting spells of the school chosen with Enlightened Mystic. As a Reaction, you can spend Mana to increase or decrease the TN of a spell or Spell Combo cast by someone else by the same amount.

Mantle of Black Shadow Ethics and morality are lies that people tell themselves in an attempt to conceal the bitter truth: Everyone is out for themselves. "Taboo" is a dirty word invented by the weak to subjugate the strong. You have no problem lying like a dog to get what you want; take no penalty on your Deceive tests from Dispassionate Oracle, and gain a static bonus on Deceive tests equal to your Enlightenment when you spend Mana to reduce penalties to your Social skills. You may use twice your Enlightenment in place of your Devotion, and are immune to Degeneration as a result of failed Alignment checks.

Mantle of Red Flames Mortals have emotions for a reason; don't suppress them, but act on them! The freedom to do so is your right as a sentient being, so take that fire and burning stone within your soul and don't be afraid to let the world see it. When you enter a Spirit Trance, you become a spirit of stone and fire, gaining Armor

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Plating (4) on all body locations, -2 Dexterity and +4 Speed. When your Spirit Trance ends, it does so in a burst of pyroclastic material, dealing 3k2 E damage to everything within a number of meters equal to your Enlightenment.

Mantle of Green Vistas Life is for living, and every living thing has its place. Technology is nice, but should never be required. You can spend Mana equal to an item's artifact rating to cause it to overgrow with vines and plants that gum up important moving parts or sap whatever magic causes it to function, essentially bricking it (in the case of powered armor or guns) or nullifying any properties it has that don't affect its damage or balance (use your common sense with melee weapons). While in a Spirit Trance, you can also substitute your Enlightenment in place of any of your Physical Characteristics.

Mantle of Golden Samsara All that exists does so in a cycle, changing beliefs and philosophies over time. Seas evaporate and islands become mountains, mountains grow forests that are razed to create new plains, and plains are flooded to become swamps. Death begets life, and emotion uncovers knowledge. So, too, does the Sage accept that all is one. You can spend 1 Mana to gain the benefit of any Sage asset except for the Mantle of Clear Mists until your next turn.

Mantle of Clear Mists Civilization, intelligence, self-interest, emotion, spirituality... all constructs of the mortal mind, all supposed paths to power that cloud the truly empty heart that enlightenment seeks. As long as you have meditated during the day, you gain a bonus to your Mental Defense and on Social tests made against spirits and denizens of the Umbra equal to twice your Enlightenment. Gain the Mental Fortress feat, and you are instantly aware of failed attempts to read your thoughts or Scry spells targeting you, and can spend 1 Mana to reverse those attempts on their casters, using your Enlightenment + Wisdom for any required tests.

Strigoi Scion Assets Sengir Scion Bloodriver Scion Scarlet Scion Dracula Scion Brando Scion

You’re even harder to put back in the grave. Such is your might that spells falter against you. Insanity is just the beginning. Versatility is your game. Surprisingly, you’re able to ignore the sun for a time.

Strigoi Scion Assets Sengir Scion Gain +1 Resilience. During your Red Thirst, gain Armor equal to your Blood Potency on all body locations.

Bloodriver Scion Gain one rank in the Dark Messiah Sword School. You can purchase ranks in this and one other sword school of your choice as if they appeared in your class progression. During your Red Thirst, gain Aura equal to your Blood Potency.

Scarlet Scion Gain one minor derangement and one rank of Evocation magical power. You are not removed from play at 100 Insanity, though you continue to gain derangements as normal. During your Red Thirst, your attacks with natural weapons deal E damage and gain the Incendiary property, and your Evocation spells deal

additional damage equal to twice your Blood Potency.

Dracula Scion Gain the Peer and Good Reputation feats with a group of your choice. When you enter your Red Thirst, you can spend 1 additional Vitae to gain one of the following traits during it: Amphibious, Crawler, Flyer (equal to your base land speed), Quadruped.

Brando Scion You can spend 1 Vitae to ignore the effects of sunlight for 1 round. Doing so grants your unarmed strikes and natural weapons the Snare property for that round. During your Red Thirst, your natural weapons gain the Snare property, and you are affected by sunlight only every other round.

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Symbiote Vector Assets Blood Vector Breath Vector Flesh Vector Marrow Vector Soil Vector

Your tenant is better at dealing with others than you are. Your tenant tries to hold back the weird things in life. Your tenant provides such wonderful means of disembowelment. Your tenant makes an effort to keep you – and itself – hidden. Your tenant can read the ebb and flow of destiny.

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

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

Flesh Vector Flesh represents lust, hunger and thirst, madness and rage... it's the core of identity and the vector of change. The tenant housed within his host's flesh sings in ecstasy as you rip and tear and gouge at your foes. When

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you use Living Weapon, your natural weapons gain Penetration equal to your Integration, and you can spend 1 Synch to give your natural weapons the Razor Sharp and Balanced (R only); Two Hands, Volatile and Unbalanced (I only); or Reach and Flexible properties for the remainder of the scene.

Marrow Vector Marrow represents secrets buried deep within the flesh, the power of dark and hidden places. The tenant secreted deep within his host's bones wants little more than to be left in peace, and offers his help by aiding the host's attempts at skullduggery. Gain the Back Stab and Sneak Attack feats, and a static bonus on Stealth and Larceny tests equal to your Integration.

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

Sword Schools

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Aphonic Wind When you gaze into the Abyss, the Abyss also gazes into you. Aphonic Wind maneuvers corrupt the mind and body, stripping the inhibitions off the user's mortal mind and making possible the maddening blight of the Immaterium. The user melts senses with tuneless humming, learns to use the angles of time and space to her own advantage, all from the counterintuitive first lesson of gaining initiative by giving it up. The key skill for Aphonic Wind is Forbidden Lore, knowledge of the Warp and the corrupted weapons found within. Corrupt, Daemonic weapons whisper the secrets of Aphonic Wind special attacks into their user's mind, laying bare to her the secrets of the universe blinded by mortal ignorance. The fighting style was last seen during the War of Monster's Fall, employed to terrific effect by the Aboleth's twisted minions. A character entering the first level of any class progression that offers the Desert Wind sword school can choose instead to gain access to the Aphonic Wind sword school from that class. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward. The character must possess a Daemonic weapon in order to do this. Name Cost Effect Level 1: Apprentice Use Daemonic weapons with your martial maneuvers. Weapon (Daemonic) Action (Opportunity Attack) Level 2: Initiate

-

Use Opportunity Attack actions in martial maneuvers

Tabula Rasa

(-2)

After making this attack, you can't use any special attacks, trick shots, or spell combos you know during the next round.

Distracting Harmonies

1/3

For 1 point, the target takes -1k0 to Dodge or Parry this attack. For 3 points, the target takes -2k0 to Dodge or Parry this attack.

(-1)

As part of this attack, make a Forbidden Lore check against the static defense of the target. If it fails, the attack fails.

Level 3: Journeyman Skill (Forbidden Lore)

3

The attack is treated as if it were magic, and gains the Orgone Array quality.

Mastery (Alien Geometries)

-

Reduce your Size penalty to Static Defense by your martial adept level.

Negative Inertia

3

Move up to your Speed instead of making an attack. Other advantages and restrictions on this attack take effect on the next standard attack you make.

2*

You may take this advantage up to five times on one attack. You may only apply this to actions that include an attack with a weapon. This attack deals no damage. Instead, the target loses 1 hit point for each time this advantage was taken.

Reminder of Frailty Level 4: Master

Level 5: Grandmaster

Memento Mori

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

-

Use Multiple Attacks actions in martial maneuvers. Any advantages applied to this attack are applied to the first attack of the Multiple Attacks action.

(-2)

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

Level 2: Initiate Agony’s Crucible Ebon Lightning

1*

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

(-1)

As part of this attack, make a Intimidation check against the static defense of the target. If it fails, the attack fails.

2*

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

Level 3: Journeyman Skill (Intimidation)

Ravening Maw

Level 4: Master Mastery (Void Avatar Prana)

-

Your attacks gain the Tearing property.

Illustrative Overkill Technique

3

If the attack kills the target, each creature within 3*your martial adept level meters must immediately test as if you had a Fear rating equal to your martial adept level.

4

This attack deals a point of critical damage in addition to its normal damage.

Level 5: Grandmaster Artful Maiming Onslaught

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Eldritch Advent There are those who regularly seek to mix martial prowess and mastery of the Warp. These people, through countless eons of continued experimentation and practice, sought to create a school of fighting unlike any other. Some would channel it through weaponry, others through their own bodies, but the overall effect was the same – the Eldritch Advent Sword School had been created. The favored skill of Eldritch Advent is Arcana, for no other school possesses such mastery of the arcane as the practitioners of this. Indeed, for some, this school is the next in their mastery of the Warp – for them, those chaotic energies are naught but a natural extension of their own being, channeling it through themselves or their weaponry. Name Cost Effect Level 1: Apprentice Weapon (Ordinary OR Brawl)

Action (Focus Power)

-

May use Ordinary OR Brawling weapons with maneuvers, chosen when first learning this Sword School.

-

May use Focus Power tests with maneuvers. Any advantages that would apply to the special attack apply to the spell cast instead, though no advantage or restriction specifically referring to weaponry may be used in the maneuver. You can only cast a spell with the Attack and Touch keywords. After the test – but before any magic-specific feats are applied – the spell is treated like a weapon attack of the appropriate type.

Level 2: Initiate Warp Resonance

Elemental blade

(-2)

You may only use this maneuver if you cast a spell during the last round.

3

You may cast a spell up to your Initiator level as part of this maneuver. The spell loses any Blast or duration to its effect it otherwise would have had, and has its Keywords replaced with

Attack, Somatic, Combo-OK.

Level 3: Journeyman As part of this maneuver, make an Arcana test against the target’s Static Defense. If it fails, the attack fails.

Skill (Arcana)

(-1)

Chaos Blade

3

This maneuver gains the Orgone Array quality, and attacks using it are considered Magic, bypassing armor.

-

After casting a spell with the Touch or Ranged Touch Keywords – but before rolling the attack – you may choose to keep the spell as a charge in a free hand. By doing so, you may choose to release it within a number of rounds equal to the Characteristic used to cast the spell. If not used within that time, the spell is wasted. You cannot cast another spell while holding a charge, though you can make Focus Power tests.

Level 4: Master

Mastery (Controlled Release)

Warp Aegis

1*

For the next round, you can choose to gain points in Armor or Aura (chosen as you see fit) up to the number of times this advantage was taken.

5

A foe hit by this maneuver rolls Perils of the Warp, as if they had cast a beneficial spell on themselves.

Level 5: Grandmaster Armageddon Blade

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

-

Use All-Out Attack actions in martial maneuvers.

(-2)

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

2

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

(-1)

As part of this attack, make a Intimidation check against the static defense of the target. If it fails, the attack fails.

3

You can move up to your speed toward the target before making the attack.

-

While you are using Frenzy, you gain an additional Reaction each round

4

If the attack hits and deals at least 2 points of critical damage, you can choose to assign any amount of that critical damage to any body location on the target. You must still deal at least 1 point of critical damage to the original hit location.

5

You can use Frenzy as part of the action to use this attack. If you do, each ally within 5m can also enter a Frenzy as if they had the feat.

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

Grind Your Bones

Level 5: Grandmaster Untamed Apocalypse Shintai

116

Infinite Choir All of reality moves to the same fundamental rhythm – an interplay of thoughts and deeds that colors who we are and what we do. Nothing expresses this great truth better than the sonorous sound of the Infinite Choir. The practitioner can hear the very resonance of the battle around them, and understand better than any how to exploit it. The first lesson of the Infinite Choir, then, is that if violence is music, then battle is its dance – and one can achieve certain victory by simply following the steps. As such, the key skill for Infinite Choir is Acrobatics, as the adept weaves dizzying circles around their foes. Because of its emphasis on quick, elegant movements, the favored weapons are compact and easy to maneuver – of the Fencing and Ordinary variety. A character entering the first level of any class progression that offers the Diamond Mind sword school can choose instead to gain access to the Infinite Choir sword school from that class. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward. Name Cost Effect Level 1: Apprentice Weapon (Fencing OR Ordinary)

-

Action (Half Move)

-

Use either Fencing or Ordinary weapons with your special attacks, chosen at the time you take your first rank in Infinite Choir. Use Half Move actions with your special attacks. The benefit from this special attack applies to your next standard attack; that attack may not be a special attack.

Level 2: Initiate Lose Yourself to Dance Infinite Tempo

(-1) 2

You cannot use this maneuver without first moving at least your full Speed this round. If an attack modified by Infinite Tempo hits, move your Speed. This movement provokes attacks of opportunity, and if it does, you may take another standard attack against that target, which may not be a special attack - it resolves first.

Level 3: Journeyman Skill (Acrobatics)

Infinite Cadence

(-1)

3

As part of this attack, make a Acrobatics check against the static defense of the target. If it fails, the attack fails. If an attack modified by Infinite Cadence hits, move your Speed - this movement does not provoke attacks of opportunity from your initial target, but provokes from others as normal. If you end this movement within reach of a different enemy, you may take a standard attack against them, which may not be a special attack.

Level 4: Master When you succeed at a Dodge or Parry reaction action, you may move up to your Speed. This movement does not provoke attacks of opportunity.

Mastery (Dance to the Choir)

-

Infinite Crescendo

1

Move your full Shift before making your attack – if both your starting and ending position would engage the same foe in melee, you count as two people against them for the purposes of Ganging Up.

4

When you hit an opponent with an attack modified by Infinite Waltz, take a move action. Your target moves in the same direction and at the same speed. Neither of you provoke attacks from one another for this movement, but you both provoke from others as normal. Should this movement force your victim into something hilariously lethal, they are permitted a TN 25 Acrobatics test to end their movement as close as they can be to the hazard without suffering harm.

Level 5: Grandmaster

Infinite Waltz

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

-

Use Multiple Attacks actions in martial maneuvers. Any advantages applied to this attack are applied to the first attack of the Multiple Attacks action.

(-2)

You may not use this maneuver if you moved since your last turn.

Level 2: Initiate Memorizing the Arena Ricochet Mastery

2

You may ignore the effects of cover on your enemies, and your weapon returns to your hand.

Level 3: Journeyman As part of this attack, make a Performer check against the static defense of the target. If it fails, the attack fails.

Skill (Performer)

(-1)

Inscribe Red Soul

3

Your first hit on an enemy is actually two – roll for damage twice. If the attack hits multiple targets, apply this advantage to only the first target hit.

Mastery (Four-Dimensional Armory)

-

You never run out of knives, especially when you don’t have any to start with. You have an arbitrary number of thrown weapons of Common or lower availability at all times.

Illusional Misdirection

3

If a thrown attack is dodged, you may attack a different enemy within 5m with that attack.

2*

Make an attack against every enemy within 5m for the number of times this quality is taken.

Level 4: Master

Level 5: Grandmaster The World

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Raging Locomotive A Sword School that eschews any sort of disciple or grace, Raging Locomotive channels the raw force of a pissed off war machine to get you from Point A to Point B in the fastest way possible; a straight line. Though there are much subtler means of roaring into the heat of battle, none are as effective at striking terror into the hearts of your foes as seeing a Raging Locomotive practitioner mow through their conscript ranks and deliver a fatal blow to their commanding officer. The key skill of the Raging Locomotive school is Athletics, as the demands of constant running and hitting things require peak physical ability. The ideal Raging Locomotive weapon is often your body, but a good shield can provide ideal defense against bullets. It should be no surprise that this Sword School has roots in the hilariously violent sport of Blood Bowl. A character entering the first level of any class progression that offers the Stone Dragon Sword School can choose instead to gain access to the Raging Locomotive Sword School. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward. Name Cost Effect Level 1: Apprentice Weapon (Shield OR Brawl)

-

Use either Shields or Unarmed weapons with your special attacks, chosen at the time you take your first rank in Raging Locomotive.

Action (Charge) Level 2: Initiate

-

Use Charge actions in martial maneuvers.

Gotta Go Fast

(-1)

You cannot use this maneuver without first moving at least your full Speed this round.

Gentle Shove

1/3

At 1 point, your attack knocks your opponent back 1 meter for every wound dealt. At 3 points, your attack knocks your opponent back 2 meters for every wound dealt.

Skill (Athletics)

(-1)

As part of this attack, make an Athletics test against the Static Defense of the target. If it fails, the attack fails.

Speed Booster

1*

Level 3: Journeyman

Every time you take this advantage, you gain (half your Strength + Dexterity) speed until your next turn.

Level 4: Master Mastery (Unstoppable Juggernaut)

Hard Landing

-

You may charge through a number of opponents or obstacles (equal to your Strength + Constitution) without being slowed down or stopped. Units that do not dodge the charging character become prone, and obstacles are assumed to be destroyed when walked through.

3

Your opponent must roll for falling damage after being hit by your attack. Add the difference between your maximum Charge distance and the distance you made contact with your enemy to their fall.

3

Instead of being limited by two dimensions, you may move while Charging as if you were assisted by a Jump Pack.

Level 5: Grandmaster Shinespark

119

Gun Kata

120

Blazing Sun Created by an ork with the vision of riding a motorcycle on a violence-packed streak throughout the entire Astral Sea, the Blazing Sun Gun Kata is all about going fast. It is not a subtle school – unsurprising, considering its creator. Practitioners of the style tend to view their vehicles and weapons less as tools for the task at hand, and more as extensions of their body and soul. In this way, Blazing Sun grandmasters are less people on motorcycles firing guns, and more sound-barrier-busting engines of destruction and exhaust fumes. And the ork who made Blazing Sun would have it no other way. Unsurprisingly, the key skill of Blazing Sun is Drive, as being able to aim your armored death machine is rather important. Just as important is the ability to use that death machine’s weaponry, which is why the preferred action of Blazing Sun is Fire Mounted Weapon. Name Cost Effect Level 1: Apprentice You gain a static bonus to Ballistics damage rolls equal to Force of a Chimera the current Momentum of your vehicle. Action (Fire Mounted Weapon) Level 2: Initiate Speed Demon Da Red Wunz Go Fasta!

(-X) 1

Use Fire Mounted Weapon actions with Trick Shots. This Trick Shot can only be used if your vehicle’s Momentum is above X multiplied by 2. As part of this Trick Shot, you may use the Speed option of the Punch It action.

Level 3: Journeyman Skill (Drive)

(-2)

Tokyo Drift

2

You need to be driving a vehicle as part of this Trick Shot. As part of this attack, make a Drive test against the static defense of the target. If it fails, the attack fails. As part of this Trick Shot, you may use the Turning option of the Punch It action.

Level 4: Master Quick ‘n’ Angry

-

Asphalt Assault

2

Once per turn, you may use any option of the Maintain Control action as a Free Action. If this Trick Shot deals damage, then the enemy must test their Strength against a TN equal to the damage rolled or be Knocked Down. If the enemy is instead a vehicle, they must instead make a Control test against the same TN.

Level 5: Grandmaster MAXIMUM OVERDRIVE

121

4

If this Trick Shot deals damage, you gain an additional number of Ballistics attacks equal to half the Momentum of your vehicle.

Burning Love

The Key Skill for Burning Love is Intimidate. Few things are more instinctively feared than a wildfire, but adepts of Burning Love like to consider themselves to be one of them. Add this Gun Kata to the Heavy Weapons Guy and Cleric class progressions. Name Cost Effect Level 1: Apprentice Use weapons with the Flame special quality with your Trick Shots. Restrictions that would decrease attack rolls Light Up The Night may not be applied to Trick Shots with those weapons.

Action (Move)

-

Use Move actions with Trick Shots. Any attack-related advantages applied to this trick shot are applied to your next standard attack instead if you use a ranged weapon that you were wielding while moving. That attack may not be a trick shot of its own.

Level 2: Initiate Great Balls of Fire Push It To The Limit

(-1) 1

This attack may only be made with Flame Weapons. This attack does not deal damage. Instead, those hit are moved to the end of your weapons range. Apply this Advantage only to attacks with the Flame special quality.

Level 3: Journeyman Skill (Intimidate)

(-1)

Set The World On Fire

2*

Level 4: Master Greased Lightning

-

Reckless Fire

1

As part of this attack, make an Intimidate test against the static defense of the target. If it fails, the attack fails. Increase the range of this attack by +20m for each time you use this advantage. You can unjam and reload any weapon as a Free Action. If this attack could hit multiple creatures, you may choose who is and is not targeted by the attack.

Level 5: Grandmaster Ring of Fire

-

Whenever you make a ranged attack, you may choose for all characters within 10m to make a Dexterity test (TN is equal to your Dexterity * 5) or be lit on fire.

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Crimson Sickle There are those who work for their own benefit, and there are those few philanthropists who share in their spoils with their compatriots. Crimson Sickle was created for use by the latter, and as such the original users of Crimson Sickle techniques are thought to have been a group of Tau revolutionary laborers fighting for the Greater Good. The key skill for Crimson Sickle is Politics; it’s all about knowing who are your worker allies, knowing who are the bourgeois oppressors, and then taking the initiative to lay on the sweet, sweet, vengeance. This Gun Kata is available to the Peasant class and the Guardsman class track. Name Cost Effect Level 1: Apprentice You may Opportunity Attack anyone who attacks an ally within 10m. Your opportunity attack takes place after Second Strike Capability theirs is resolved. You may only do this once per round. Action (Opportunity Attack) Level 2: Initiate Overzealous Viva la Proletariat

(-1) 2

Use Opportunity Attack actions with Trick Shots. To use this attack, you must have a reaction action which the attack can consume. If your attack hits, all allies within 10m may heal a lost point of health.

Level 3: Journeyman Skill (Politics)

(-1)

Camaraderie

1

As part of this attack, make a Politics check against the static defense of the target. If it fails, the attack fails. If your attack is successful, you may transfer one of your unspent hero points to an ally within 10m.

Level 4: Master Human Wave

-

United Front

2

Whenever you take damage, you may spend resource points to share your damage with an ally within 10m. The damage transferred is equal to however many resource points you spend. You may perform an Aid Another action in addition to your attack.

Level 5: Grandmaster

Iron Curtain

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3

If your attack is successful, all allies within 10m gain free points of armor equal to the number of raises you got to all their body parts for the rest of the scene. This effect does not stack with already extant armor; take the highest armor. It also does not stack with itself, but if used multiple times, take the highest amount.

Daemon Trigger The origins of the Daemon Trigger Gun Kata have been lost to the sands of time and memory impairing recreational drugs. As the story goes, the Gun Kata was created by a Tiefling (or Human with Tiefling blood, depending on the translation) who was so stylish, he could show even the Prince of Pleasure a good time. The validity of this tall tale is unknown, but you can understand how people could come to that conclusion after seeing Daemon Trigger in action. They key skill for Daemon Trigger is Performer. It’s a skill that pushes (if not exceeds) the limit of how much fun one should have during a fight, like any good Slaaneshi art form should. Daemon Trigger is a Gun Kata that thirsts for constant momentum and action, so Shift actions are used to travel around the battlefield in style. A character entering the first level of any class progression that offers the Clay Pigeon Gun Kata can choose instead to gain access to the Daemon Trigger Gun Kata. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward. Name Cost Effect Level 1: Dull You may Dodge a number of times per turn equal to your Trickster Gunslinger Level. -

Use Shift actions with Trick Shots. Any attack-related advantages applied to this Trick Shot are applied to the next attack you make after shifting.

Devil Arms

(-2)

This attack may only be made with Daemonic Weapons.

Rain Storm

1

Action (Shift) Level 2: Cool!

This attack can be performed midair and reduces fall damage by half.

Level 3: Bravo! Skill (Performer)

(-1)

Twosome Time

-

As part of this attack, make a Performer check against the static defense of the target. If it fails, the attack fails. When dual wielding firearms, you may attack two different targets at once and roll for each separately as a Half Action.

Level 4: Absolute!

Honeycomb Fire Level 5: Stylish!

2

This attack cannot be performed unless you successfully attacked your opponent in melee the previous turn. This attack ignores Armor and the Daemonic Trait.

Absolutely Crazy

4

If this attack is successful, your opponent must roll on the Shock Table as if they failed a Fear test.

Crazy Combo

(-3)

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Divine Flame The Divine Flame refers to the energy born of the stars, the potential within every atom to create life and light and burning hellscapes... a power conceived with the very first fission bomb detonated in a crystal sphere, researched and refined until the advent of plasma weaponry allowed men to hold the very Sun in one hand. It goes without saying that the only difference between a Divine Flame adept and a teenage pyromaniac is that the former still has both her original hands. The Divine Flame's key skill is Tech-Use, learning to enhance and maintain the delicate machinery that allows the nuclear power to work. Originally developed for use with plasma guns, Divine Flame trick shots heavily favor energy weapons, providing very little for their solid projectile cousins. Add this gun kata to the Tech-Priest class progression. Name Cost Effect Level 1: Apprentice You can declare Standard Attacks to be triggered by the Shooting Sun conditions of your Overwatch actions. Action (Overwatch)

-

Use Overwatch actions with trick shots. Any attackrelated advantages applied to this trick shot instead are applied to the attack triggered by the Overwatch action.

Level 2: Initiate Melting White Flare Up

(-1) -

This attack may only be made with Plasma weapons. Your Ballistics attacks that deal E damage gain the Incendiary property.

Level 3: Journeyman Skill (Tech-Use) CAUTION!! CAUTION!! Level 4: Master

125

(-1) 2

As part of this attack, make a Tech-Use check against the static defense of the target. If it fails, the attack fails. This attack gains the Volatile and Overheats properties.

Hell’s Tokamak

-

Sunburst Cannon Level 5: Grandmaster

3

Whenever you take E damage, you may instantly reload a gun in your hands that deals E damage. If that gun has the Recharge property, it is also primed and ready to fire on your next turn. This attack gains Blast (5)

Atomic Fire

4

This attack ignores Armor and halves Resilience (rounded down).

Last Line Many know of Cadia, that fortress built on the only safe entrance and exit to the Abyss. Standing as the only thing between the Astral Sea at large and the daemonic hordes held within, it goes without saying that the Cadians must always remain vigilant, both for themselves and those around them – after all, nobody knows when the next major attack might happen, and the minor ones before then certainly don’t help to lessen the mood. Countless years of this mentality has led to the creation of the Last Line Gun Kata. More a way of life than a true fighting style, the Last Line school emphasizes the use of teamwork to turn the tide against seemingly insurmountable odds, allowing the Cadians to stand against daemonic incursion and hold the goddamned line. The key skill of Last Line is Command, as coordinating tactics is one of the most important parts of teamwork. Of course, another one is the willingness to actually work together. As such, the preferred action of Last Line is Aid Another, to give your allies the edge they need to win the day. The Last Line Gun Kata is part of the Guardsman and Heavy class tracks. Name Cost Effect Level 1: Apprentice Helping Hand

-

You can use the Aid Another action up to 10m. Furthermore, you gain the same benefits from using the Aid Another action, including any advantages from Trick Shots. However, you also suffer the disadvantages of any Trick Shot.

Action (Aid Another)

-

Use Aid Another actions with Trick Shots. Any attack-related advantages applied to this Trick Shot are applied to the ranged attack you aided in.

Level 2: Initiate We Die Standing Covering Fire!

(-2) 2

You may only use this Trick Shot on the turn after you or an ally was dealt damage. Any enemy dealt damage by this Trick Shot is incapable of making Opportunity Attacks until your next turn.

Level 3: Journeyman Skill (Command) Hold The Line!

(-1) X

As part of this attack, make a Command test against the static defense of the target. If it fails, the attack fails. Any enemy that is hit by this Trick Shot has their Speed reduced by X until your next turn.

Level 4: Master

Righteous Fury

-

So long as you’re wielding a gun, any enemy that manages to deal damage to an ally while within the Short Range of that gun provokes an Opportunity Attack from you, using that gun. You can also make an additional Opportunity Attack every round, but only to use this ability.

Look Out Sir!

-

You may make the Dodge action on behalf of an ally you are adjacent to. If you have the Evasion feat, you can also pull them along.

4

When you use this Trick Shot, any ally within 10m and wielding a ranged weapon can make an Opportunity Attack – which can’t be a Trick Shot – on the same enemy as you. Any attacks made this way that connect – including yours – add their damage together into a single attack on one Body Location.

Level 5: Grandmaster Concentrate Fire! (AKA “A Whole Lotta Diddely”)

126

Equipment

127

GUNS Name

Type Ordinary

Damage Pen ROF Range Clip Reload Proficiencies: ‘Basic’ or ‘Ranged 1’

Avail

Special Twinlinked Breacher, Melee Attach II

Double Rifle

Heavy

3k3 I

4

S/-

120m

4

2Full

Rare

Lancer Assault Rifle

Basic

3k2 I

S/-

40m

12

Full

Rare

Handcannon Machine Pistol Room Cleaner Shotgun Masher

Pistol Pistol

3k2 I 2k2 I

4 0

S/S/10

30m 30m

6 24

Full Full

VRare VRare

Basic

3k2 I

2

S/3

20m

9

Full

VRare

Pistol

2k2 I

S/-

25m

6

2Ful

Rare

Las

Big Frakkin’ Gun

Storm Scatter, Breacher Reliable, Scatter

Proficiencies: ‘Basic’ or ‘Ranged 2’

Gatling Lasgun

Heavy

2k2 E

2

-/10

60m

80

Full

Flare Prism

Basic

3k2 E

2

S/-

30m

30

Full

Mythic Rare Rare

Plasma

Reliable, Storm Reliable, Scatter

Proficiencies: ‘Ranged 2 Blast (3), Overheats Blast (1), Recharge, Overheats

Plasma Cannon

Heavy

3k3 E

8

S/-

120m

4

4Full

VRare

Splatgun

Basic

3k3 E

8

S/-

25m

5

4Full

VRare

Mini Rocket Gun

Basic

3k2 X

S/3

40m

12

Full

Bolter Cannon

Heavy

4k3 X

6

-/10

60m

8

2Full

Ravager

Basic

5k2 X

6

S/-

30m

5

Full

Rare Mythic Rare VRare

40

Full

Near Unique

Volatile

Bolter

Proficiencies: ‘Ranged 1’

Syrneth BFG

Storm, Blast (5) Scatter, Tearing

Proficiencies: ‘Ranged 2’ Heavy

4k4 E

Exotic

2

S/-

60m

Proficiencies: ‘Ranged 1’

Musou Saber

Pistol

2k2 I

Sonic Arrow

Heavy

3k2 x

Flamer Fire Baller

Blast 3

S/3

30m

6

Full

Uncommon

Fencing Weapon (See description)

4

S/3

60m

40

Full

VRare

Melee Attach II

40

Full

VRare

Blast (5), Incendiary

Proficiencies: ‘Ranged 2’ Heavy

2k2 E

Daemonic

2

S/-

60m

Proficiencies: ‘Ranged 2’ Accurate, Reliable, Toxic Blast 5, Incendiary, Recharge, Artillery (See description) Tearing, Volatile

Anguish

Pistol

2k2 R

2

S/3

30m

9

2Full

Rare

Earthrender

Heavy

6k4 E

S/-

120m

4

2Full

MRare

Fracture Cannon

Heavy

4k2 X

8

S/-

90m

8

Special

VRare

Glaive of Eden

Basic

3k2 E

4

S/3

30m

20

Full

VRare

Twinlinked, Melee Attack II, Reach

Salvation

Heavy

4k3 E

12

S/-

40m

7

Full

VRare

Twinlinked

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Guns Ordinary Double Rifle – Otherwise known as the ‘Double Deuce’, as its bullets are about the size of a human’s middle finger. Lancer Assault Rifle – Imagine when a machine gun is not enough, and you are too damn busy shooting to pull out a chainsword. This is for you: A weapon designed for close in, down and dirty fighting. Handcannon – Firing armor-piercing bullets the size of a man's fingers with enough force to stop a transportation truck – and exit the other way. It uses big bullets, which leaves big holes in your enemies. It is, however, relatively slow in its rate of fire, requiring both hands if one wishes to fire more than one shot anywhere near their original target. Unless both hands are used, this gun may not fire more than one shot per round with any form of accuracy.

129

Machine Pistol – Bringing true meaning to the phrase ‘quantity over quality.’ While smaller caliber than some pistols, but with a rate of fire to rival most rifles – even if the actual magazine is rather short. Reliable, deadly and very good at tearing holes through people. Room Cleaner Shotgun – With a large magazine, actual magazines instead of loose shells and the large shells actually included, this gun is a nightmare to go toe-to-toe against. If your foe is holing up, accept no substitute. Masher – Yet another simple application of oddball logic. In this case, revolvers are cool, and shotguns are cool, so why not modify your revolver to fire shotgun shells? (The opposite has been attempted, but never successfully.)

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

Flare Prism – A favored weapon of Githyanki raiders. Somewhat stockier than most laser weapons, the emitter is actually fitted with a beam splitter that refracts the beam in several directions at once when fired.

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

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

Ravager –Fact: Shotguns are awesome. Fact: Explosive bolt rounds are awesome. Conclusion: A shotgun firing explosive bolt rounds is double awesome. The ravager is a massive beast of a shotgun, with four barrels sheathed in metal to form a device as thick around as an Ork's thigh. Firing what amounts to explosive buckshot, the ravager is a terrifically loud and singularly terrifying shotgun with enough explosive power to rip through most spelljammer bulkheads before getting halfway through the clip.

Syrneth Splatgun – Yet more proof that some berks just shouldn't be allowed to design guns, but damned if it isn't awesome to see it in use. Rather thicker than normal for plasma guns, and with a strange design that makes it painfully obvious it's supposed to be a shotgun of some kind (albeit one with three barrels), it seems to reinforce the usual technologies involved with plasma weapons, compressing its charge into what can only be described as an energy grenade launched in a high arc, that splatters on impact... whence the name.

BFG – One of the biggest and baddest guns around. If you’re carrying this monstrosity, than there’s little you need to fear out in the void.

Exotic Musou Saber - A common class of gunblade that's short on gun and long on blade. While it blows through most of its ammunition within seconds and is only a modest close combat weapon, it's easy to use and requires no shifting of grip between forms, making it a common sidearm. Its reinforced gun barrel allows it to be used to catch enemy swords much like a basket hilt; the musou saber can be used as a fencing sword in melee. Sonic Arrow – A more exotic and deadly weapon, the Sonic Arrow consists of a boltgun encased in the shape of a bow and arrow, with cartridges loaded into a slot on the side and the

130

draw serving as the trigger. Both top and bottom of the bow are equipped with vibrating blades, allowing it to be used as a melee weapon in both forward and reverse grips simultaneously. While some power is lost over a traditional boltgun, its flexibility as a weapon is unparalleled.

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

Daemonic Daemonic weapons are hideous corruptions of other weapons, crafted of metal infused with so much Warp energy during the forging process that it oftentimes counts as a daemon in its own right. Such weapons often have a horrific, halforganic appearance, featuring flesh and eyes where there should only be metal and jewels. Anguish – Relatively simple – by the Warp's standards. A mutation of the more common revolver, featuring a distinctive triple-barrel design and, strangely, an eye nestled in the middle of those three barrels, to aid in locating the target. While it can use ammunition interchangeably with the revolver, when fired the bullets resemble Human teeth, with no change to the casing. Earthrender – A marvel of daemonic creativity. Not truly a personal weapon so much as a weapons platform, the earthrender consists of what one might be forgiven for thinking is a pulse rifle, with a human eye placed over the end of the barrel, attached by a rope of human hair to a mobile unit made of what looks to be humanoid body parts, bearing a focusing disk at its top and walking on a number of hands and feet as it follows the rifle's bearer. The disk focuses energy in the direction the eye is pointed, causing a geothermic eruption or similar catastrophic event. Using it effectively, however, requires the earthrender to be braced,

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not its wielder; as such, it is vulnerable to effects that knock it over or off-balance, requiring a full action to get back up and into firing position. It also cannot be moved and fired in the same round. The platform tends to trail behind its user, showing a slight intelligence as it stays anywhere from 6 to 10 meters back... far enough that it would be spared a shot from another of its kind targeting the user. Fracture Cannon – A bulky monstrosity similar in design to a heavy bolter, though notably lacking the belt mechanism. The fracture cannon fires barbed rails that resemble red-hot bone, that puncture and stick into the target before detonating. It seems to actually grow its ammunition... the rails simply generate from the ether attached to the drum that feeds the chamber, by some mechanism of the Warp. Starting when the clip is emptied, the rails regenerate at a rate of 1 per round. This unfortunately means that, while it employs solid ammunition, the fracture cannon cannot be outfitted with artifact rails. Glaive of Eden – A distinctive combiweapon given to Cuthbert's justicars. It features a long haft of bone and hide, tipped by a device resembling a fair-sized las rifle sheathed in a vibrating, pearlescent blade. It accepts most forms of rifle ammunition, with distinctive magazines breech-fed through the "counterweight" on the butt end of the haft, and converts these into brilliant blue lasers when fired. Salvation – The favored longarm among servants of the Blessed Order, a magazine-fed heavy rifle typically crafted of an odd pearlescent material, with stock and grip coated with what seems to be white rabbit fur; users have reported that the stock seems to tense up as the rifle is fired, as if helping the wielder to brace for the recoil. It accepts any sort of rifle ammunition that can fit into its distinctive magazine, which is then converted into a burst of blue energy when fired. Spent magazines are ejected automatically, dropped by the tiny paws holding them in place.

OTHER RANGED WEAPONS Name

Type Grenades

Sonic Grenade Warp Grenade EMP Grenade Cluster Frag

Damage Pen ROF Range Clip Proficiencies: ‘Throwing’

Thrown Thrown Thrown Thrown

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

6 10 (15) 0

S/S/S/S/-

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

-

Reload

Avail

Special

-

Rare MRare Rare Rare

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

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

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

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Melee Name

Type Ordinary

Arm Claw

Melee

Damage Pen Avail Proficiencies: 1k2 R

Parrying Jitte Hidden Blade

Melee Melee

1k2 I 1k2 R

Melee

1k2 I

Arm Mounted

0 3

Uncommon Rare

Quick Draw Arm Mounted, Combat Sheath

Proficiencies: ‘Melee 1’

Syrneth Mage’s Blade

Rare

Flexible, Reach

Proficiencies: ‘Melee 3’ Melee

2k2 E

Melee Melee

3k2 R 3k3 R

Melee Melee Melee

2k2 R 2k2 R 1k2 I

Melee Melee Melee Melee Melee

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

Chain

4

MRare

Balanced, Power Field, Magic Enhancement (See Description)

Proficiencies: ‘Melee 3’

Chain Weapon Eviscerator

Unarmed Chainfist Power Klaw Pile Bunker

4 8

Rare VRare

Tearing Two Hands, Unbalanced, Tearing

Proficiencies: ‘Basic’ or ‘Melee 2’

Daemonic

8 4 4

MRare VRare VRare

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

Proficiencies: ‘Melee 3’ 4 8 3 3 7

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

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

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Uncommon

Proficiencies: ‘Melee 2’

Flail Meteor Hammer

Hellblade Manreaper Staff of Change Lash of Despair Warpsword

Special

VRare MRare Rare VRare MRare

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

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

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

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

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

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

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

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

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

Manreaper – A terrifying corruption of the otherwise beautiful Syrneth grimscythe. Rusted, pitted and so thoroughly imbued with Nurglite energy that it drools horrific toxins at all times.

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

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New Magical Material

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

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

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Special: Proximity to adamantine interferes with magic. Any character casting a spell within 10m of exposed adamantine (a weapon, armor, or cybernetic arms or legs, but not special ammunition or a bionic heart) takes -2k1 on the Focus Power test. Melee Weapon: The weapon ignores the Daemonic trait. It also ignores magical defenses against attacks (such as the Shield or Mage Armor spells) unless the target succeeds on an Arcana + Willpower test opposed by your attack roll. Ranged Weapon: The weapon ignores magical defenses against attacks (such as the Shield or Mage Armor spells) unless the target succeeds on an Arcana + Willpower test opposed by your attack roll. Special Ammunition: Adamantine strands are woven tightly around a lead slug and compacted by the casing. Adamantine ammunition ignores the Daemonic trait. Armor: The Max Dex of adamantine armor is increased by 1. Adamantine armor provides only half the normal penalty for wearing it, and no penalty at all for heavy armor if proficient. Armor that isn't primarily metal can be made from Adamantine, and generally resembles normal clothing. Bionic Arm: The arm ignores critical damage caused by magical sources. By spending a Resource Point, the user can gain the benefits of an Adamantine melee weapon on unarmed strike attacks made with the bionic arm, and change the damage type from I to R if desired. Bionic Locomotion: Gives the user +2k0 on Athletics and Acrobatics tests, and ignores critical damage caused by magical sources. Bionic Heart: An adamantine heart bolsters its wearer's magic resistance. You gain the Magic Resistance asset. If you already have it, increase the TN of all spells targeting you by your level.

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

New Vehicle Drive

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

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Vehicles Note: Vehicles shown here were made using the vehicle creation rules in Book 2. You should look there if you want to make a few of your own!

Tracked APC First fielded by mechanized infantry units on lower tech planets, variants of the tracked APC are still utilized by larger military forces for their stalwart performance and amphibious drive capabilities Accel 2, Speed 3 Size 10 Maneuver 0 Tracked Drive Miniaturized co*ckpit, Miniaturized Variable Drive (Naval), Light Hardened Armor, Miniaturized Passenger Space x4 (8 people), Miniaturized Copilot, P-Weapon Mount Special: May ignore the Islandhome rule of Naval Drives. Total Cost: 122

Cigarette Boat Designed as a fast smuggling vessel to get you from pickup to drop off as quickly as possible over water, the Cigarette Boat is designed to do just that. It has a nice big engine, large storage for its size and a sensor suite designed to help it stay hidden. Accel 4, Speed 6, Size 12, Maneuver +0 Naval Drive Miniaturized co*ckpit, Composite Frame, Passenger Space, Hidden Space x2, ECM, Partial Wing 2, Sensor System, Open Topped Fragile Total Cost: 153

Thunderbolt When you're hunkered down behind a sliver of cover taking heavy fire, there is no more reassuring sound than the twin engines of the Thunderbolt screaming in from the distance. That's what you think anyway, until you hear it begin to unload its heavy ordinance. Then you know the most reassuring sound you'll ever hear. Accel 5, Speed 10, Size 16, Maneuver +5

Aerospace Drive co*ckpit, Heavy Ferro-Fibrous Armor, Environmental Seals, Ejector Seat, Reinforced Frame, Basic Equipment Light Punisher Gatling Cannon Total Cost: 275

Hover Bike The Hover Bike is the pinnacle of irresistibility for teenage boys looking to impress girls and middle age men having a mid-life crisis. Accel 3, Speed 5, Size 4, Maneuver +5 Hover Drive Light Standard Armor, Miniaturized co*ckpit, Cargo Space (.5 cubic meters), Open Topped Total Cost: 75

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LRM Carrier The LRM Carrier eschews all other weapons for a pair of Long Range Missile launchers. To make room for the extra ammunition the already barren co*ckpit has been slimmed down even further. Accel 2, Speed 5, Size 12, Maneuver -7 Tracked Drive Miniaturized co*ckpit, Copilot Seat, Medium Hardened Armor LRM Launcher x2 Overheating, Fragile Total Cost: 100

Dreadnought A large, walking tank which carries both powerful guns and lethal close combat weaponry, armored to withstand all but the most powerful of firepower. Each Dreadnought contains a living being, permanently interfaced with the machine through a form of Mind Impulse Unit. Dreadnoughts are surprisingly agile, able to walk and balance with the ease of a living creature. Accel 2, Speed 3, Size 13, Maneuver +5 Walker Drive Coffin, Medium Hardened Armor, Environmental Seals, Reinforced Frame, Manipulator Arms, +3 Strength P-Weapon Mount x2 Interred: Having nearly died, little of you is left. The parts that are only survive via the systems built in to a Dreadnought. Total Cost: 162

Magitek Armor Magitek Armor is a vehicle specifically developed for channeling the Warp. The vehicle offers impressive amounts of protection for the passenger and an ability for them to put their mind bullets to use with an excellent view of the battlefield. Accel 1, Speed 3, Size 8, Maneuver +0 Walker Drive Miniaturized co*ckpit, Light Hardened Armor, Light Hexagrammatic Wards, Void Shield 10, Basic Orgone Antenna, Open Topped Total Cost: 91

Land Speeder The Land Speeder is a light anti-gravity vehicle which serves as the primary reconnaissance, scouting, resupply and fast attack vehicle. Accel 4, Speed 6, Size 12, Maneuver 0 Hover Drive co*ckpit, Copilot, Light Hardened Armor, Open Topped Personal Weapon Mount (Manned by copilot) Total Cost: 158

Main Battle Tank Most races have some variation of a main battle tank. While aesthetics change, the overall functionality remains the same – a heavily armored vehicle capable of dishing out damage as well as it takes it. Accel 4, Speed 3, Size 18, Maneuver 0 Tracked Drive co*ckpit, Miniaturized Copilot Seat x3, Heavy Hardened Armor, Reinforced Frame Turret-mounted Autocannon/5 Forward-mounted MP Lascannon Total Cost: 257

Heavy Combat Bike Well-armored and well-armed bikes, used by those who wish to tear up opponents as well as asphalt. Accel 3, Speed 7, Size 9, Maneuver +3 Wheeled Drive co*ckpit, Medium Hardened Armor, Reinforced Frame, Open Topped Personal Weapon Mount x2 Total Cost: 92

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Gun Drone An unmanned aerial vehicle (UAV), colloquially known as a drone, is an aircraft without a pilot on board. Its flight is controlled either autonomously by computers in the vehicle or under the remote control of a pilot elsewhere. Accel 4, Speed 5, Size 3, Maneuver +10 VTOL Drive Remote Uplink System, Light Standard Armor, Cargo Space (.5 cubic meters) Personal Weapon Mount Total Cost: 109

Stinger BattleMech A light BattleMech built for roles such as reconnaissance, scouting, raiding, and more. With a light but varied armament and jumping capability, it’s suitable for several roles. Accel 4, Speed 6, Size 15, Maneuver +5 Walker Drive co*ckpit, Light Hardened Armor, Manipulator Arms, Standard Jump Jets, Sensor Suite, Basic Equipment Omnimount Personal Weapon Mount x2 Total Cost: 217

Rifleman Battlemech Designed as an anti-aircraft BattleMech, the Rifleman mounts a wide array of long-ranged weaponry. Its targeting system makes the Rifleman excellent at its designated role, but light armor and poor heat management make it a merely adequate solution against earthbound opponents. Accel 2, Speed 3, Size 20, Maneuver +5 Walker Drive

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co*ckpit, Medium Hardened Armor, Standard Sensor System, Basic Equipment, Onboard AI w/ TAPS/4 Ballistic Chip and RAM/3 Array Ultra Autocannon/5 Multilas Personal Weapon Mount x2 Overheating Total Cost: 189

Cyclops BattleMech A heavy assault BattleMech for use by field commanders. A decent mix of weapons provides the Cyclops with both long- and shortrange firepower and a sizable engine to keep up with mobile operations. More importantly, a holographic battle computer allows for easy commanding of brigades, while a built-in comm suite allows for planet-wide communications. Accel 2, Speed 4, Size 23, Maneuver +0 Walker Drive Miniaturized co*ckpit, Ejector Seat, Medium Hardened Armor, Advanced Sensor Suite, Manipulator Arms, Environmental Seals, Basic Equipment, Copilot Miniaturized Autocannon/20 LRM Launcher Multilas SRM Launcher Only One Ejector Seat: The copilot best trust the person behind the wheel – in the event of the Cyclops’ destruction, only the primary pilot is ejected. The copilot must claw their way out of the wreckage. Total Cost: 356

Blitz Aerospace Fighter Aerospace Fighters are designed to work in atmospheres or in the void; they fill a number of niches, from reconnaissance, escort and assault. The Blitz model is designed for lightning strikes and quick retreat. Fly in, do the damage and get away. The LRM rack and PPC provide a respectable punch at varying ranges and the rear mounted Ultra AC/2 is an effective deterrent to pursuit. Accel 4, Speed 13, Size 20, Maneuver +0

Aerospace Drive co*ckpit, Medium Harden Armor, Environmental Seals, Basic Equipment Particle Projection Cannon LRM Launcher Rear-mounted Ultra Autocannon/2 Total Cost: 255

Stealth Bomber Designed to avoid detecting use all sorts of advanced technology, stealth bombers have the simple goal of flying in unnoticed, unloading their ordinance, and then getting the hell out.

Mobile Medicae (Floating Bandage) In the Great Wheel there are endless ways to become hurt, maimed and killed. Modern military forces cannot treat all injuries on the front lines and those forces compassionate to offer more than a mercy killing to their wounded generally have some form of armored ambulance. The Mobile Medicae is a high tech example. It featured a stabilized hover drive to give the injured and their attendants the smoothest ride on the way to hospital. Those forced to provide overwatch to the vehicle derisively call it the Floating Bandage. Accel 4, Speed 5, Size 15, Maneuver +5 Hover Drive Miniaturized co*ckpit, Light FerroFibrous Armor, Passenger Space x4, Cargo Space (2 Cubic Meters), Basic Equipment Medical Stocks: The Mobile Medicae has ample supply to treat most any injuries seen on the front lines. All Medicae skill test are at +1k0. Total Cost: 163

Accel 2, Speed 10, Size 23, Maneuver +0

Aerospace Drive Miniaturized co*ckpit, Light Hardened Armor, ECM, Environmental Seals, Thermoptic Camo, Advanced Sensor System, Basic Equipment Homing Arrow IV Launcher Total Cost: 188

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

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

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

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

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

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

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

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

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

New Torpedo: Spore Dam 0k0

Dis 0

Crit N/A

Acc -10

Rng 15

Arc Narrow

Cost 6

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Setting, Creatures, and Additional Rules

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Locations The Umbra The Umbra is a kind of shallow end of the warp, an intermediary between the full chaos of the warp and the real universe. It is something like a shadow, not really a true place or thing, just an image of the real universe that exists alongside it, separated by a thin barrier. The geography of the Umbra is a dark mirror of the real universe, warped by the emotions and history of the place, empty of people and changing to reflect the real world when no one is looking. Many supernatural beings and spirits can cross between the Umbra and the real world. Ghosts and weaker daemons can use this shadowland to cause havoc. Damage done to things in the Umbra does not cause immediate harm to anything in the real world, though there are some odd parallels – something being destroyed in the warp tends to give it bad luck in the real world, as an example. The Umbra shows more material traits and is a more direct reflection of reality the closer one is to the Materium within it. It is in this region that most spirits dwell, it is here that mortal mages most commonly tread, and it is here that you see the most recognizable reflections of the material world. But delving deeper into the Umbra, taking strange and twisted paths, leads to realms that are less recognizable, in which the natives of the Umbra live lives scarcely related to those of the spheres that mortal mages suppose they reflect. Few ever journey here that aren't native, and many who do never return, afoul of some bizarre hazard. Fewer still go further, but those who do find a bizarre and chaotic realm where it is not the Materium that is most accurately reflected, but the Warp. Some mages who study the Umbra term these to be the inner, middle, and outer layers, but most think only of the inner, the Umbral's material periphery. Warp-Trods: Deep within the Umbra, space may be as warped as the Warp itself. In the middle region, if one knows the right paths it's possible to walk on foot from one planet to another. In the deepest portion, with a good knowledge of the paths and even better luck, it

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is possible to talk all the way from one crystal sphere to another, though for denizens of Materium it's usually faster and always safer to stick to the conventional methods.

Umbral Arcadia The Umbral Arcadia, or just Arcadia to the folks of the Umbra, is a reflection of the crystal sphere of Arcadia. Even at the shallowest parts, it differs more than usual, however. One barely needs to go deep at all, step backwards through the wrong doorway, perhaps, and one is in the Hedge, an enormous and carefully cultivated maze of hedges. These mazes are the front garden and huntinglands of the Sidhe courts, which dwell beyond them, in the middle layer of the Umbra. The Sidhe are a great Youma Kingdom (or perhaps two, or four) who are bound even more tightly by contracts and laws than is typical for the Youma. They are also among the most active and famous of the Youma, because of an incursion hundreds of years ago, when dozens of Sidhe stagships streamed through the Great Mirror. The official stance in Material Arcadia is that these forces were repelled easily, which is why the Great Mirror is still intact, but straight answers come out from Buxenus even less frequently than people do.

Scarytown By journeying through a long and convoluted warp-trod from Shadowfell through Shadowdark, then Darkbad, then Shadow Shadow Bo Badow and finally Double Hell, an umbral voyager may arrive in Scarytown, the Umbral reflection of the no less remote sphere of Nostramo. Scarytown, especially in the inner layer, is home to the largest known civilization of Dusklings, who build quaint slums and great fell temples, but the area is more notable for another reason. Each temple is built to one of the Ghoul Stars, orifices that connect the Umbral and Material worlds. Dusklings pass through regularly, and they are as plentiful in Nostramo as they are in Scarytown, though few make their homes there. Spirits and ghosts sometimes also pass through, after making the long trek in the Umbra, to enter the material realm.

Nostramo Nostramo has but one planet and no true sun, so it is filled with darkness. Space stations are built around most ghoul stars, filled with dusklings in transit, umbral researchers, and even the occasional trader, though few find it worth their time to come so far out of their way. The planet is largely barren. Daylight 13: The ironically named research outpost is the largest and most popular station for mages in Nostramo. It circles the thirteenth largest ghoul star, which leads to the deepest point in the Umbral of any known gate. The station itself passes through the star on occasion and the research mages are always delighted to see what happens, though the station passes close enough to the Warp that casualties are far from unheard of.

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Factions Expanded Doomguard Less than 30 years ago the Doomguard – otherwise known as the Sinkers – was nothing but a loose collection of paranoid cultists predicting the end of the Wheel. Today, it is an economic and political powerhouse, with almost total control over weapons manufacturing and distribution within Sigil. The core tenant of the Doomguard is that entropy is a desirable force within the Wheel but how this idea is expressed varies wildly between members of the Faction. Many see it as a means to an end; to create change, advance technologically or simply a way to make money. Others see it as a purpose unto itself; something that will bring ultimate peace to the Wheel. Some just want to see worlds burn.

Bases of operations The Armory is a powerful Megacorp, with a sprawling complex of factories on the border of Sigil’s Lower Ward. The Doomguard use it to build weapons of every description; from swords and guns (and guns that shoots swords) to Battle Tanks and Bio Titans. Armory brand weapons can be found across the known spheres. Outside of Sigil, the Doomguard control five ruined Syrneth citadels in a desolate Crystal Sphere called the Forbidden Zone. They are known as Exhalus, Alluvius, Sealt, Quietus and Cineris. Within each of the citadels resides an ancient and terrible Wraith known as a Doomlord. How these beings came to serve the Doomguard is a closely guarded secret.

Alignments Nurgle represents the Doomguard best but worshippers of Tzeentch, Khorne, Malal, Sigmar and the Raven Queen are also common.

Internal cliques Street Preachers: Most Street Preachers where around before Zorg gentrified the Faction. They serve the Doomguard by shouting unintelligibly on street corners and committing random acts of petty violence. Most

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new Sinkers pretend they don't exist or otherwise marginalize them. Punch-clock Sinkers: The vast majority of Doomguard are simply members to keep their jobs in the Armoury. In general they agree that entropy is a thing and that they should keep an eye on it but don't go any deeper into Sinker philosophy. Watchers: This group of wealthy Doomguard and Armory investors are avid voyeurs of battle. They seek out places of conflict across the wheel just so they can go and watch the violence. They like to place a few bets on the outcome and although they swear they don’t intervene, it’s not uncommon for caches of bootlegged Armory weapons to coincidentally turn up on the battlefield. They also sponsor several of the most brutal teams in the Sigilian Blood Bowl league.

Prominent Members John Baptiste Emanuel Zorg is the owner of the Armory and is almost solely responsible for the Doomguard being a successful Faction. Before his conversion to the Sinkers, Zorg was a well-respected but low level member of the Fated. However, he’d long found his personal philosophy was better served by the Doomguard and saw an opportunity to really take charge. He contacted Pentar with a proposal; in exchange for the resources and manpower of the Armory she would fast-track him to Factor status. She agreed, so Zorg severed his ties to his old Faction and told his employees that anyone who wanted to keep their jobs where going to follow him to the Doomguard. Since the Armoury employed over 60 million people, the Sinkers became a fullyfledged Faction overnight. Due to his contributions, Zorg sees himself as the rightful Factol and fully expects to be named as such the next time The Lady of Pain selects the council. He truly believes that entropy is a positive force in the Wheel. Destruction always leads to creation, conflict leads to evolution and death to rebirth. The money from arms dealing doesn't hurt either. Mr. Torgue is an Ork. Some say he's the Orkiest Ork to ever crawl out of the ground. He would say that he is in fact awesome and then play an extended air guitar solo. He

considers his greatest accomplishments in life to be growing a rocking mullet and handlebar mustache in blatant disregard for Orkish physiology and designing a line of nuclear charges that detonate in the shape of various rude gestures. He also runs a gladiatorial combat show on one of the distant borderworlds. Torgue has a very straightforward interpretation of Sinker philosophy. Explosions are awesome, why isn't everything exploding? That's squigsh*t! Blow it all up! Mad Stan is an extremely proactive member of the Street Preachers, going to any institution or service that offends him and blowing it right the zog up. He believes that destroying anything that makes life difficult or complex will help everyone return to a simpler and more fulfilling existence.

Factol: Pentar Pentar is a well-known mercenary, terrorist and weapons dealer, although she limits her activities in Sigil itself. She appears to be a slightly built human woman around the age of 30, which is odd because records show she has been active in the Wheel for longer than humanity as a whole has been in space. She’s been Factol of the Doomguard for a very long time, her personal conviction and natural charisma the only thing holding it together enough to be called a Faction in the first place. Pentar doesn’t much care for politics and leaves most of the actual running of the Faction up to Factor Zorg. By all accounts she preferred the simple days when the Sinkers where all about sowing random violence and deeply regrets selling out. On the other hand she does see the value in having a more prominent presence in the Wheel and is glad that her Philosophy is getting attention from more than dirty barmies standing on soap boxes. She believes that the only path to true understanding is through destruction and conflict, whether it be through the annihilation of self or of others. She sows chaos and destruction not for personal gain but in hopes that others will reach enlightenment. That isn’t to say she doesn’t enjoy it, just that as far as she’s concerned she’s doing the Wheel a service.

House Dimir "Eat your vegetables, or the Dimir will take you!" "Yeah, if that's a real likeness of the Lady, I'm a Factor at Duskmantle." House Dimir is, at its core, an utter fabrication, a fiction meant to communicate scorn and to scare rebellious children into line. They are said to have been founded by one of the first Vampires ever to stride across the Wheel, to deal in secrets and cross-trading among other not-quite-legal activities. If this is true, why have their leaders not been uncovered, and given the rope? How can an organization that supposedly sprawls across the Wheel be kept secret since the days of Khaine? The simple answer is that House Dimir does not exist. If someone approaches you claiming to be one of the Dimir, you are being lied to. There is no geas enforcing these words. We are not magically and contractually obligated to obscure this information. But, hypothetically, if House Dimir does exist, the following information is not accurate.

Base of Operations The guildmaster of House Dimir can supposedly be found in Duskmantle, which is supposedly built in the center of Sigil. Naturally, asking for directions is a sure way to be laughed right out, as the guild that doesn't exist meets only in a manse that was never built in a location that can never be found. The signets allegedly carried by true servants of House Dimir are said to be gate keys keyed to its location, but as no such signet has ever been found, this is impossible to verify. Outside of Sigil, House Dimir does not operate in small, decentralized cells, which in turn do not rely on dead drops and synchronicity to pass on information.

Alignments House Dimir is not a clandestine organization, and it is not built primarily on secrets and cross-trading. Thus, its members assuming there are any - would not be nigh uniformly aligned to Acerath, and they certainly wouldn't pretend to fly the banners of other deities including Tiamat, Chaos Undivided, Sigmar, and the Raven Queen.

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Internal Cliques Insurrectionists: Ranging from disillusioned teenagers to real antisocial berks, these dumbasses tend to get crudely-made spider signets in the post and assume they're Dimir. House Dimir does not use these idiots as distractions for their own tasks. Informants: If the vast majority of alleged Dimir activity comes from the last group of barmies, most of the rest comes from people approached by someone in a dark alley bearing what is described as a sapphire set into a spider. These people are given a specific task, usually something as simple as delivering a package, or placing a letter in a drop box, and are paid for their aid without anyone being the wiser. There is no need to be concerned if you are approached this way! The Inner Circle: House Dimir does not exist. If it did exist, its high-ups would most certainly not be primarily inclined toward scheming creative ways to accomplish their goals by using catspaws and dupes. Not a single actual member of the Dimir would know the identity of more than one of the Inner Circle, and that individual would most assuredly not be the one that he directly reports to. For that matter, none of the Inner Circle would know which of them is the guildmaster, either.

Prominent Members "Handsome" Jack Harper is known to be a functional sociopath, however funny and charming he might be to speak to, and that's how he went from lowly code monkey to CEO of one of the most successful megacorporations on the Wheel. He has a compulsive need to be in control at all times, and isn't above plying the cross-trade to keep it that way. He does, however, keep very strange hours, and an equally strange insistence on privacy... and exact words. To be fair, nobody believed him when he claimed he learned about that mother lode of Orichalcum in the borderworlds from Szadek himself... There are some who say that you should never trust the words of a serpent. They may be thinking of Sesha, the black-scaled Ophidian who staffs a black market in Sigil's Hive Ward. He's got anything and everything you can think of for sale, and if you can't find it

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in his shop, he can acquire it for you within a week. Just don't ask where it came from, or why it smells like blood... and don't question him when he says he'll cut the jink you owe him if you do him a favor. Nyx is a fairy who can be trusted to know anything. She can get into any place, find out any information, all for the fantastically low price of two stingers and what you're going to do when she tells you.

Parun: Szadek Szadek is not among the oldest Vampires on the Wheel, and does not have his fingers in every criminal enterprise in Sigil. He is allegedly an albino arachne male, though those claiming to have met "Szadek" in the flesh are notoriously dishonest or drunkards and thus not to be trusted. There is, however, a notable coincidence in that a "Baron Sengir" matching this description makes appearances in Sigil's politics, especially in Council meetings or other affairs that might have an impact upon criminal activities. This is, however, only a coincidence, as no albino arachne are registered as inhabitants of Sigil. This Szadek, if he exists, must therefore have goals as inscrutable as the movements of the stars themselves. Exactly what he might gain by not running a non-existent guild remains to be seen.

Individuals of Note Elder Dragons of Sigil Hestaby Though the Draconic Empire is no more, the title of Draconic Empress still exists, and carries great prestige among dragonkind. It is now more akin to a religious position than one of true power, but Hestaby takes her role seriously, and sponsors draconic convocations in times of dire circ*mstance. She also is the official steward of the Great Wheel under only Bahamut himself, in the eyes of those dragons who still care about the old Empire. In this role, she is conservation-minded and acts and counsels against squandering natural resources like indigenous flora and fauna, and mortal beings. She manages relations with mortal beings fairly astutely, and is often in media. She also holds an honorary position on the Council of Sigil, in which she is entitled to appear and to speak, though as she isn't a Factol she has no vote.

Lofwyr The rival and rumored lover of Hestaby, Lofwyr controls the number one megacorporation in the Great Wheel. SaederKrupp has arms and subsidiaries in almost every known crystal sphere, and Lofwyr is known for micromanaging them all. He has no official authority, but his incredible wealth doesn't need to be official to lend his words importance, and he is also prestigious among even dragonkind as the oldest known dragon remaining.

Nicol Bolas Though he completely lacks any apparent temporal power, Nicol Bolas maintains a stately lair in Sigil. The lair itself, however, is merely a glorified lobby for the gate to his true home: A crystal sphere he keeps entirely for his personal use known in recent centuries only as Nicol Bolas' Meditation Sphere. Though he holds few assets directly, he is known to hire, employ, and manipulate exalts and other runners of the shadow as both a means to an end and as a hobby.

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Dramatis Personae The Old Made Anew: Book 1 Redux General Noncombatant The Wheel contains countless billions of men and women, from the hab-workers trudging to and from factories day after day, to the ratings that blister their hands working impossible hours onboard military ships, to ore miners providing fuel and raw material to fuel the galaxy's lust for wealth. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

2

2

2

2

2

2

2

2

2

Speed 5 Size/Resilience 4/4 Static Defense 12 Mental Defense 15 HP/Resolve 10/4 Feats Weapon Proficiency (Ordinary, Parrying) Armor Leathers (2 AP; Arms, Body, Legs) Attacks Knife (4k2 R; Pen 0), Autopistol (30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full) Gear Threadbare clothing, leathers, 2 autopistol clips, a few coins. Level 1

Skills

Common Lore 1, Perception 1, Craft 1 Speed 4 Size/Resilience 4/4 Static Defense 14 Mental Defense 15 HP/Resolve 8/4 Feats None Armor None Attacks Unarmed Gear Drab garb, a few coins Level 1

Green Troops/Common Outlaws The lowest of the low, these men represent barely trained conscripts and thieves. They present little threat to anyone armed or ready for them, preying upon the weak and afraid. Every day, wars and hardship drive more people to these extremes - many are not even bad people, just hungry and not able to see any other way out. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3

2

3

2

2

2

2

2

2

Skills

159

Acrobatics 1, Perception 1, Common Lore 1, Intimidate 2, Scrutiny 1, Weaponry 1, Ballistics 1.

Regular Troops/Rebels A common, every day soldier, armed with standard service weapon and armor. They've gone through basic training, unlike conscripted soldiers forced into service, and can present an actual threat if there are enough of them around to concentrate fire. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3

3

3

2

2

2

2

2

2

Skills

Acrobatics 1, Perception 1, Common Lore 1, Intimidate 2, Scrutiny 1, Weaponry 2, Ballistics 2. Speed 6 Size/Resilience 4/4

Static Defense 17 Mental Defense 15 HP/Resolve 12/4 Feats Weapon Proficiency (Ordinary, Parrying, Las). Sound Constitution x 2, Jaded, Armor Proficiency (light, medium) Armor Flak Vest, Gauntlets, Helmet (5 AP; Arms, Body, Head) Attacks Knife (4k2 R; Pen 0), Lasgun (60m; S/3; 3k2 E; Pen 0; Clip 60; Reload Full) Gear Uniform, Flak Armor, Lasgun, 2 Energy Packs, Micro-bead, Torch Level 2

Mortal Hero The mortal hero represents a warrior near the very peak of mortal ability, armed with some of the best equipment and training that a person can get. To a newborn exalt, they present a threat in one-on-one combat, pure luck and bloody-mindedness taking the place of supernatural power.

Elite Soldiers/Raiders Elite Soldiers are special forces, distinct not just in having somewhat better equipment, but also in having better training and experience. They tend to not only perform better in combat than the standard soldier, but also know when it's time to leave. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

4

3

3

2

2

3

2

2

2

Skills

Acrobatics 1, Perception 2, Common Lore 1, Intimidate 2, Scrutiny 1, Weaponry 2, Ballistics 3. Speed 7 Size/Resilience 4/5 Static Defense 17 Mental Defense 20 HP/Resolve 12/5 Feats Weapon Proficiency (Ordinary, Parrying, Las), Sound Constitution x 2, Jaded, Armor Proficiency (light, medium, Heavy) Armor Carapace Armor (7 AP; Arms, Body, Legs, Head) Attacks Knife (5k2 R; Pen 0), Lasgun (60m; S/3; 3k2 E; Pen 0; Clip 60; Reload Full) Gear Uniform, Carapace Armor, Lasgun, 2 En- ergy Packs, Micro-bead, Torch, Rebreather, 2 Frag Grenades Level 3

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

5

4

4

3

4

3

2

2

4

Skills

Acrobatics 2, Perception 2, Common Lore 2, Intimidate 2, Scrutiny 1, Weaponry 3, Ballistics 3. Speed 9 Size/Resilience 4/6 Static Defense 18 Mental Defense 20 HP/Resolve 16/7 Feats Weapon Proficiency (Ordinary, Parrying, Las, Chain). Sound Constitution x 2, Jaded, Armor Proficiency (light, medium, heavy, extreme, power), True Grit, Blind Fighting, Luck Armor Light Power Armor (10 AP; All) Attacks Chainsword (8k2 R; Pen 4, Tearing), Pulse Rifle (100m; S/4; 2k2 E; Pen 2; Clip 40; Reload Full) Gear Flashy clothing, Light Power Armor, Pulse Rifle, 2 Energy Packs, Micro-bead, Torch, Rebreather, 2 Frag Grenades Level 3

160

Sabbat Thug The Sabbat is a kind of vampire mafia, an organization whose tendrils reach into many major planetary cities and with political influence that stems from simply being around for over a thousand years and gaining lots and lots of wealth. The lowest members of the Sabbat are thugs, soldiers and enforcers who are at the bottom rung of the organization with nowhere to go but up. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3

3

3

2

2

2

1

1

2

Skills

Acrobatics 1, Athletics 1, Ballistics 1, Brawl 2, Drive 1, Intimidation 1, Perception 2, Weaponry 2 Speed 6 Size/Resilience 4/4 Static Defense 14 Mental Defense 15 HP/Resolve 11/4 Feats Sound Constitution, Weapon Proficiency (Ordinary) Armor None Attacks Bite (4k1 R, Pen 0), Brass Knuckles (3k2, Pen 0), Hand Cannon (35m; S/-; 3k2 I; Pen 3; Clip 6; Reload 2 Full) Abilities Undead Resilience – As the Vampire power Sunlight Weakness – As the Vampire power Blood Dependency – As the Vampire power Traits Resource State (Vitae; 5), Dark Sight Gear Dark clothing, Brass Knuckles, Hand Cannon, Chrono, 5 reloads for the Hand Cannon Level 2

Sabbat Prince A Sabbat Prince is considerably higher up in the organization than the thugs they command. They have a huge amount of personal power, not just from their undead abilities, but also because they're so well connected with the local political scene. They are rarely seen alone or in any kind of vulnerable position, usually accompanied by bodyguards and hired thugs.

161

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

5

4

5

4

2

4

2

3

4

Skills

Acrobatics 2, Athletics 3, Ballistics 2, Brawl 4, Drive 1, Intimidation 3, Perception 3, Politics 3, Weaponry 4 Speed 9 Size/Resilience 4/5 Static Defense 23 Mental Defense 25 HP/Resolve 21/8 Feats Sound Constitution x3, Weapon Proficiency (Ordinary), Quick Draw, Swift Attack, Fearless, Wall of Steel Armor None Attacks Bite (6k1 R, Pen 0), Brass Knuckles (5k2, Pen 0), Hand Cannon (35m; S/-; 3k2 I; Pen 3; Clip 6; Reload 2 Full) Abilities Undead Resilience – As the Vampire power Sunlight Weakness – As the Vampire power Blood Dependency – As the Vampire power Traits Resource State (Vitae; 15), Dark Sight, Fear 1 Gear Sharp black suit, Brass Knuckles, Hand Cannon, Expensive Chrono, 5 reloads for the Hand Cannon. Level 3

Zoanoid Thug Werewolves are a divided group, and Zoanoids are the worst of the worst, changed and mutated by the powers of the Warp. They're barely distinguishable from daemons in their warforms, and it's entirely possible that they'll have abilities and traits that aren't listed here as a consequence of these mutations. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3[6]

2

4[6]

2

1

3

2

2

2

Skills

Brawl 2, Perception 3, Intimidate 2, Weaponry 2 Speed 5 [8] Size/Resilience 4/4 [6/5] Static Defense 14 [10] Mental Defense 20 HP/Resolve 12/5 [16/5] Feats Furious Assault, Heightened Senses (smell), Iron Jaw Armor None Attacks [Claws (7k1 R), Bite (8k1 R)] Abilities Shifting – As the Werewolf power. Stats in brackets are for Warform. Lycan Resistance – As the Werewolf power Silver Bane – As the Werewolf power Traits Resource Stat (Rage; 6), Regeneration 1 Gear Torn street clothing Level 2

Mental Defense 20 HP/Resolve 20/7 [24/7] Feats Sound Constitution x2, Furious Assault, Power Attack, Heightened Senses (smell), Iron Jaw Armor None Attacks [Claws (8k1 R), Bite (9k1 R)] Abilities Shifting – As the Werewolf power. Stats in brackets are for Warform. Lycan Resistance – As the Werewolf power Silver Bane – As the Werewolf power Traits Resource Stat (Rage; 10), Regeneration 1 Gear Expendable suit, sunglasses Level 3

Zoanoid Heavy More powerful than the standard Zoanoid, these monsters are deadly, sometimes simply berserk monsters that go wild in the streets but occasionally one with exceptional power or charisma will form a gang of mutant monsters and terrorize a city. Most appear as horrible abominations in their warform, a mix of insect and aquatic features that look unreal and terrible. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

5[7]

3

5[7]

2

1

3

2

2

4

Skills Speed Size/Resilience Static Defense

Brawl 4, Perception 3, Intimidate 4, Weaponry 4 8 [10] 4/5 [6/6] 21 [18]

162

Monodrone Modron Modrons. The very name causes some of the bravest heroes in the Wheel to shudder in terror. They are immortal things, battle shells of an unholy living metal. Their weapons fire beams that tear their targets apart layer by layer. They slowly and methodically seek out living things and destroy them, implacable and terrible. Monodrones are the most common Modron, simple creatures like metal spheres of skeletal metal with baleful eyes and long, birdlike legs. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

4

2

5

-

-

-

-

4

5

Skills

Weaponry 3, Ballistics 3, Brawl 3, Perception 3 Speed 3 Size/Resilience 5/5 Static Defense 18 Mental Defense HP/Resolve 20/Feats True Grit Armor Armor Plating 4 (All) Attacks Gauss Flayer (80m; S/-; 2k2 X; Pen 12; Clip -; Reload -; Tearing), Melee Attachment (8k3 R; Pen 4) Abilities Gauss Weapon - Whenever a creature takes damage from the Modron's Gauss Flayer, they suffer 1 critical damage to that location even if they have HP remaining. Frightful Presence - Whenever this creature charges or makes an All Out Attack, all creatures within melee range of it must test against its fear rating. We'll Be Back - When 'killed', roll 1d10 at the start at each of its turns. On an 8+, the creature fades away, teleporting somewhere else. After three rounds, the creature comes back to life at 0 wounds. Traits Armor Plating (4), Aura (4), Crawler, Fear 2, Mindless, Regeneration 1, Stuff of Nightmares Gear Level 3

163

Duodrone Modron Duodrones are more advanced and powerful than monodrones, capable of not only destroying life, but seeking out new targets when they have eliminated their targets. They have even more deadly weapons than monodrones, and are even tougher and stronger. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

5

3

8

-

-

-

-

4

8

Skills

Weaponry 4, Ballistics 4, Brawl 4, Perception 4 Speed 4 Size/Resilience 6/6 Static Defense 19 Mental Defense HP/Resolve 32/Feats True Grit Armor Armor Plating 6 (All) Attacks Gauss Blaster (80m; S/3; 2k2 X; Pen 12; Clip -; Reload -; Tearing), Melee Attachment (9k3 R; Pen 4) Abilities Gauss Weapon - Whenever a creature takes damage from the Modron's Gauss Flayer, they suffer 1 critical damage to that location even if they have HP remaining. Frightful Presence - Whenever this creature charges or makes an All Out Attack, all creatures within melee range of it must test against its fear rating.

We'll Be Back - When 'killed', roll 1d10 at the start at each of its turns. On an 8+, the creature fades away, teleporting somewhere else. After three rounds, the creature comes back to life at 0 wounds. Traits Armor Plating (6), Aura (6), Crawler, Fear 2, Mindless, Regeneration 1, Stuff of Nightmares Gear Level 4

Cultist A cultist is, naturally, a member of one of the more extreme arms of a religion. They're not any stronger, faster, or smarter than the average person, but they've got just enough crazy to make them really dangerous and the blessings of their gods mean that they shouldn't be underestimated. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

2

2

2

2

2

2

2

1

3

Skills

Academic Lore 2, Forbidden Lore 2, Arcana 2, Weaponry 2, Persuasion 2 Speed 4 Size/Resilience 4/4 Static Defense 11 Mental Defense 15 HP/Resolve 10/5 Feats Lucky, Powerful Charge, Weapon Proficiency (Ordinary) Armor None Attacks Hand Weapon (5k2 R; Pen 0) Traits Resource Stat (Favor; 6) Gear Tattered Robes, Hand Weapon, Heretical Writings, Charm Level 1

Arch-Heretic A dangerous and fanatical champion of their god, typically the leader of a radical sect. They might even worship a daemon directly. Regardless of their cause or master, they are dangerous, not just because they have magical blessings but because they cannot be reasoned with.

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3

3

4

3

4

4

3

3

5

Skills

Academic Lore 2, Forbidden Lore 4, Arcana 3, Weaponry 3, Persuasion 3, Ballistics 3 Speed 6 Size/Resilience 4/5 Static Defense 20 Mental Defense 25 HP/Resolve 20/9 Feats Lucky, Powerful Charge, Weapon Proficiency (Ordinary, Flail, Flame), Armor Proficiency (Extreme), Sound Constitution x2, True Grit, Divine Ministration Armor Plate Armor 8 (Arms, Body, Legs) Attacks Dire Flail (5k3 I; Pen 3; Two Hands, Flexible, Unwieldy), Hand Flamer (10m; S/-; 3k2 E; Pen 4; Clip 3; Reload 2Full, Flame) Traits Resource Stat (Favor; 8) Gear Ornate Robes, Dire Flail, Hand Flamer, extra fuel tank, Plate Armor, Heretical Writings, Charm Level 3

164

Heretek A Heretek is a failed promethean, a being more machine than man and often driven insane by the bionic upgrades and surgeries that they've suffered in their attempt at immortality. Some are the poor victims of mad scientists, others are the mad scientists themselves, men with the will and drive to experiment even on themselves. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3

2

4

2

2

3

4

2

3

Skills

Academic Lore 3, Ballistics 2, Drive 2, Forbidden Lore 3, Pilot 2, Tech-Use 3 Speed 5 Size/Resilience 4/4 Static Defense 14 Mental Defense 20 HP/Resolve 14/6 Feats Weapon Proficiency (Las, Ordinary) Armor Subdermal Plating (2, All) Attacks Laspistol (30m; S/-; 2k2 E; Pen 0; Clip 30; Reload Full; Reliable), Wrench (4k2 I) Abilities

Man of Iron - The Heretek ignores critical effects that would cause death except for effects resulting from critical damage to the gizzards or head. Traits Armor Plating (2), Stuff of Nightmares, Resource Stat (Pyros, 3) Gear Tattered robes, Combi-tool, Data Slate filled with illegal data, Chrono, Laspistol, 2 power packs, Heavy wrench Level 2

Dark Mechanius A powerful and dangerous opponent, the Dark Mechanius is almost everything the Heretek wants to be, merely the barest traces of flesh remaining inside a machine shell. Nearly every part of them has been replaced with bionics, and many are little more than a few scraps of brain tissue controlling a machine.

165

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

5

3

6

3

2

4

5

2

5

Skills

Academic Lore 3, Ballistics 2, Drive 2, Forbidden Lore 3, Pilot 2, Tech-Use 3 Speed 8 Size/Resilience 4/5 Static Defense 17 Mental Defense 25 HP/Resolve 25/9 Feats Weapon Proficiency (Las, Ordinary, Plasma), Crack Shot, Sound Constitution x3, Iron Jaw Armor Subdermal Plating (4, All) Attacks Integrated Plasma Gun (90m; S/2; 3k3 E; Pen 8; Clip -; Reload -; Recharge), Power Sword (9k2 R; Pen 4; Power Field) Abilities Man of Iron - The Dark Mechanius ignores critical effects that would cause death except for effects resulting from critical damage to the gizzards or head.

Mechendrites - The Dark Mechanius has a number of extra mechanical limbs. These allow him to take an extra half action on each of his turns that can only be used for something those extra limbs could do, such as a ready action or attack. Traits Armor Plating (4), Stuff of Nightmares, Resource Stat (Pyros, 9) Gear Tattered robes, Combi-tool, Data Slate filled with illegal data, Chrono, Power Sword Level 4

Incarnate Lesser Demon A daemon brought from the warp and into the real world, the incarnate daemon presents a deadly threat. They're almost impossible to kill by normal means, made more out of warp stuff than any real matter. A lesser daemon is little more than an animal, clever and dangerous but not truly intelligent or with much magical ability. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

3

3

3

3

1

3

1

3

3

Skills Perception 1, Arcana 2, Brawl 3 Speed 6 Size/Resilience 4/4 Static Defense 20 Mental Defense 20 HP/Resolve 15/6 Feats None Armor Daemonic Toughness (3, All) Attacks Claws and Teeth (5k2 R; Tearing) Traits Daemonic, Dark Sight, Fear 1, Resource Stat (Essence; 7) Gear None Level 2

Incarnate Greater Demon Where the lesser daemon is essentially a wild animal, the greater daemon is an intelligent opponent that uses its abilities to their all. With its massive size and sheer toughness, the Greater Daemon can shrug off all but the most impressive attacks. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

6

4

6

3

1

3

3

3

5

Skills Perception 1, Arcana 2, Brawl 4 Speed 10 Size/Resilience 8/7 Static Defense 15 Mental Defense 20 HP/Resolve 28/8 Feats Frenzy, Swift Attack Armor Daemonic Toughness (6, All) Attacks Claws and Teeth (8k2 R; Tearing), Warp Fire (50m; S/-; 4k3 E; Flame) Traits Daemonic, Dark Sight, Fear 2, Resource Stat (Essence; 14) Gear None Level 4

Beast of Burden This stat block represents a great variety of creatures. From oxen to heavy horses or grox, the Beast of Burden takes as many shapes as there are worlds. They're hardly dangerous, but they're usually stubborn. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

4

2

4

1

1

1

1

3

2

Skills Speed Size/Resilience

Perception 2, Athletics 2, Brawl 1 12 8/6

Static Defense 9 Mental Defense 10 HP/Resolve 12/3 Feats None Armor None Attacks Kick (5k2 I) Traits Quadruped Gear None Level 1

166

Flying Creature

Ferocious Creature A predatory creature much more dangerous than the simple beast of burden, the Ferocious Creature is typically cat- or wolflike. They tend to be much less fearful than most animals, and many are not afraid to hunt people for food. Or sport. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

4

4

3

1

1

1

1

3

3

Skills

Perception 3, Athletics 3, Acrobatics 2, Stealth 2, Brawl 3 Speed 16 Size/Resilience 4/4 Static Defense 23 Mental Defense 10 HP/Resolve 12/4 Feats Heightened Senses (Scent), Step Aside Armor None Attacks Bite (6k3 R) Traits Quadruped, Dark Sight Gear None Level 2

167

From large hawks to severely pissed off swans, there are plenty of things that fly around that might give a Hero some trouble. They are more dangerous because their mobility and agility makes them difficult to hit than because of their low damage potential. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

2

5

2

1

1

1

1

4

2

Skills

Perception 3, Athletics 2, Acrobatics 1, Brawl 1 Speed 7 Size/Resilience 3/3 Static Defense 31 Mental Defense 10 HP/Resolve 8/3 Feats Swift Attack Armor None Attacks Claws (3k1 R) Traits Flyer (14) Gear None Level 1

Slithering Creature

Combat Servitor

Most worlds have some form or another of sneaky ambush predator that uses poison and stealth to get to its prey. Snakes are a surprisingly common type of creature, with variants throughout the stars. This stat block represents something like a large rattlesnake or viper with a dangerous enough bite to prove toxic even to a Hero.

A robot designed to kill, the Combat Servitor is a dangerous machine with an integrated multi-barrel las weapon that can put down an impressive volley of fire. It isn't a terribly intelligent machine, however, and its programming typically has it do little else but keep an overwatch over an area and fire at anything that moves.

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

2

4

2

1

1

1

1

4

2

5

4

6

1

1

3

1

1

2

Skills Perception 2, Stealth 3, Brawl 2 Speed 3 Size/Resilience 3/3 Static Defense 28 Mental Defense 10 HP/Resolve 8/3 Feats None Armor None Attacks Bite (4k2 R; Toxic) Traits Crawler Gear None Level 1

Walking Creature

Skills

Brawl 1, Crafts 1, Tech Use 1, Ballistics 3 Speed 9 Size/Resilience 6/6 Static Defense 13 Mental Defense 20 HP/Resolve 16/5 Feats None Armor Machine Toughness (6, All) Attacks Claw (6k2 I; Snare), Multilas (60m; S/8; 3k2 E; Pen 0; Reliable) Traits Machine (6) Gear None Level 3

A primitive humanoid creature like a gorilla or vegetarian, these beasts are fairly rare creatures on most worlds, but are sometimes surprisingly intelligent and capable of learning limited speech. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

4

3

3

1

1

1

1

3

3

Skills Brawl 4 Speed 7 Size/Resilience 6/5 Static Defense 16 Mental Defense 10 HP/Resolve 12/4 Feats None Armor None Attacks Fist (4k2 I) Gear None Level 1

168

Industrial Servitor

Dragon

A more modest machine, the industrial servitor is designed to work in environments where people would be put too much at risk. They have hardened plating designed to stand up to the difficulties of an industrial workplace and an arc welder that can be set to an amazingly dangerous power level if it is programmed or ordered to defend itself.

Giant killing machines made of scales, wings, and fire. They're also smarter than you are, centuries old, and with more magic in their fingernail than the typical wizard has in his entire body. The stats presented here are only representative of a fairly small and young dragon. Ancient wyrms can be far, far more powerful.

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

4

2

5

1

1

3

1

1

1

7

4

6

6

3

4

5

5

5

Skills Brawl 1, Crafts 1, Tech Use 1 Speed 6 Size/Resilience 5/5 Static Defense 9 Mental Defense 20 HP/Resolve 12/4 Feats None Armor Machine Toughness (2, All) Attacks Claw (6k2 I; Snare), Arc Welder (10m; S/-; 3k3 E; Flame) Traits Machine (2) Gear None Level 2

169

Skills

Academic Lore 3, Acrobatics 2, Arcana 4, Athletics 2, Ballistics 3, Brawl 4, Charm 3, Command 5, Common Lore 2, Forbidden Lore 2, Intimidation 5, Perception 3, Politics 2, Scrutiny 4, Weaponry 3 Speed 11 Size/Resilience 12/10 Static Defense 13 Mental Defense 25 HP/Resolve 44/9 Feats Danger Sense, Eidetic Memory, Iron Jaw, Power Attack, Powerful Charge, Strong Minded Armor Iron Scales (10, All) Attacks Claws and Teeth (10k3 R; Tearing), Dragon Fire (80m; S/-; 6k3 E; Flame) Abilities Frightful Presence - Whenever this creature charges or makes an All Out Attack, all creatures within melee range of it must test against its fear rating. Traits Flyer (22), Unnatural Toughness, Armor Plating (10), Dark Sight, Caster (Evocation 3, Divination 4), Fear 2 Gear None Level 5

Lich Not everyone can become an immortal Exalt. That doesn't mean there aren't other paths to immortality. Well, being a Lich isn't quite immortality – being an undead horror is more accurate - but it's a pretty attractive option for a sorcerer getting on in his years and feeling mortality creeping up on him. Becoming a lich is a terrible process that involves the death of someone the lich deeply cares about as a sacrifice. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

2

3

3

5

1

4

5

4

4

Skills

Academic Lore 3, Acrobatics 2, Arcana 5, Athletics 2, Brawl 4, Charm 3, Command 5, Common Lore 2, Forbidden Lore 5, Intimidation 2, Perception 3, Politics 2, Scrutiny 4 Speed 5 Size/Resilience 4/5 Static Defense 23 Mental Defense 25 HP/Resolve 14/8 Feats Wizard Tradition (All), Spell Specialization (All), Tested Armor None Attacks Unarmed Abilities Phylactery – Every Lich has hidden their death Skills somewhere safe. They cannot be killed as long as their Phylactery exists. A lich's phylactery is invariably a constructed and typically valuable item. Traits Undead, Dark Sight, Caster (Evocation 4, Speed Illusion 3, Abjuration 3, Conjuration 3) Gear Musty but expensive robes, staff, ancient gems and jewelry. Level 4

Mind Flayer Mind Flayers are some of the most dangerous creatures in the Wheel. They are evil, mind-controlling things with only simple desires. Desires like the subjugation of all living things, brains to eat, and countless slaves. They're humanoids with slick slimy skin, long fingers, and tentacles sprouting around a beaked mouth. They use those tentacles to pry open skulls from their victims and extract their brains. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

2

3

2

3

2

4

5

5

5

Skills

Academic Lore 4, Acrobatics 2, Arcana 4, Athletics 2, Brawl 4, Command 3, Common Lore 2, Forbidden Lore 5, Perception 3, Scrutiny 5 Speed 5 Size/Resilience 3/4 Static Defense 28 Mental Defense 25 HP/Resolve 14/9 Feats Danger Sense, Eidetic Memory, Strong Minded Armor None Attacks Tentacles (2k2 I; Snare)

170

Abilities

Mind Blast – The mind flayer may spend a half action to fire a 60' cone of psychic power. All targets within the cone must make a TN 25 Willpower test or else become stunned for one round. Eats Your Goddamn Brain – A mind flayer's attacks in a grapple always hit the head. While grappling, a mind flayer's tentacles gain Tearing. Traits Dark Sight, Caster (Divination 3, Enchantment 3, Illusion 3) Gear Blasphemous robes Level 3

Aboleth Aboleths come from the same blasted and forsaken place as the Mind Flayers. They're even more powerful and evil than Mind Flayers, if that's possible. They're bloated, scaled fish things with bony ridges and four powerful tentacles. They don't eat brains with them. They just poison with the barbs on them, and anyone who dies from this poison turns into a sludge that the aboleth consume. They typically have a few slaves on hand to deal with interlopers. Str

Dex

Con

Cha

Fel

Cmp

Int

Wis

Wil

5

3

4

4

1

4

6

5

6

Skills

Academic Lore 4, Acrobatics 2, Arcana 4, Athletics 2, Brawl 4, Command 3, Common Lore 2, Forbidden Lore 5, Perception 3, Scrutiny 5 Speed 4 Size/Resilience 8/7 Static Defense 18 Mental Defense 25 HP/Resolve 20/10 Feats Danger Sense, Eidetic Memory, Strong Minded, Swift Attack Armor Bone Ridges (3, All) Attacks Tentacles (5k2 I; Snare, Toxic) Abilities Mindslaver – An Aboleth can concentrate to maintain Enchantment spells as a free action, and targets do not get extra dice to resist the effects of those spells based on the orders given. Traits Dark Sight, Caster (Divination 4, Enchantment 4, Illusion 4), Crawler, Amphibious, Armor Plating (3) Gear Slime Level 4

171

Fire – Fire elementals deal E damage with their

Elemental Elementals are spirit creatures that create and inhabit bodies made of one of the four primary primal elements - Earth, Air, Fire, or Water. They're not really properly life forms, and are quite common in the Umbra and places where one of the elements is found in exceptional natural purity. They're typically not dangerous as long as they're left alone.

attacks and all targets within melee range must test Constitution against TN 15 every turn or gain a point of fatigue from waves of heat. Water – Water elementals gain Regeneration 1. Traits Amorphous, Stuff of Nightmares Gear None Level 2

The Walkin’ Dead Zombies. Shamblers. They go around biting people and eating their flesh. Sometimes they're caused by a plague or curse, but they're more often the result of evil sorcery and warp energy. While they only really pose a threat in huge numbers and to ill-prepared people, they still manage to cause a lot of trouble on more primitive or run-down worlds.

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Skills Perception 3, Brawl 3 Speed 6 Size/Resilience 6/5 Static Defense 13 Mental Defense 20 HP/Resolve 24/6 Feats None Armor None Attacks Slam (6k3 I) Abilities Elementals get one of the following, depending on their composition: Earth – An earth elemental gains 6 armor to all locations. Air – An air elemental gains Phasing.

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Skills Brawl 2, Perception 2 Speed 5 Size/Resilience 4/4 Static Defense 14 Mental Defense HP/Resolve 8/Feats None Armor None Attacks Claws and Teeth (3k1 R) Traits Undead, Mindless Gear Bloody and torn clothing Level 1

Ghost When someone dies, their spirit can linger, vengeful and angry. A ghost is just such a spirit, a warp echo of someone who has died. They're most commonly seen in the Umbra, but their influence can extend to the real world in places where the veil is thin. Str

Dex

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Cha

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Wil

3

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2

4

1

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2

2

2

Skills Brawl 2, Perception 2, Arcana 3 Speed 5 Size/Resilience 4/4 Static Defense 14 Mental Defense 15 HP/Resolve 8/4

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Feats None Armor None Attacks None Abilities Possession – The Ghost may test Charisma and Arcana to affect a target as the Dominate spell. Traits Undead, Flyer (10), Phasing, Fear 1 Gear None Level 2

Fire Warrior Fire Warriors are the Tau's standard military force, armed with better weapons and excellent training. They're somewhat shorter and stockier than the average Tau, and most are trained from birth for their expected lifetime of fighting for the Greater Good. Str

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Speed

173

Acrobatics 1, Perception 1, Persuasion 2, Common Lore 2, Scrutiny 1, Weaponry 1, Ballistics 3 6

Size/Resilience 4/4 Static Defense 17 Mental Defense 20 HP/Resolve 9/5 Feats Weapon Proficiency (Ordinary, Parrying, Las), Sound Constitution x1, Armor Proficiency (light, medium), Deadeye Shot Armor Flak Vest, Gauntlets, Helmet (5 AP; Arms, Body, Head) Attacks Knife (4k2 R; Pen 0), Pulse Rifle (100m; S/4; 2k2 E; Pen 2; Clip 40; Reload Full; Reliable) Abilities Fall Back – As the Tau racial power. Gear Uniform, Flak Armor, Pulse Rifle, 2 Energy Packs, Micro-bead, Torch Level 2

Ratling Halflings typically live their life on the wrong side of the law. They've fallen through the cracks in modern society, and Ratlings are just such halfling, thieves and pickpockets that prey on unsuspecting people to survive in the slums and gutters of the Wheel.

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2

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2

2

2

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Acrobatics 2, Perception 2, Common Lore 3, Deceive 2, Scrutiny 1, Weaponry 1, Larceny 3, Ballistics 1 Speed 5 Size/Resilience 2/3 Static Defense 22 Mental Defense 15 HP/Resolve 8/4 Feats Weapon Proficiency (Ordinary, Parrying), Sneak Attack Armor Leathers (2 AP; Arms, Body, Legs) Attacks Knife (3k2 R; Pen 0), Autopistol (30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full) Abilities Shifty – As the Halfling racial power. Gear Threadbare clothing, leathers, Autopistol, Knife, 2 autopistol clips, a few coins. Level 1

Slayer When a Squat does something truly disgraceful and dishonorable, there is only one option left for them in their society. They go to find an honorable death, taking only the most basic equipment - an Axe, their body marked with the traditional paint used to bless those who are already dead, and a grenade to give them a way out that can take an enemy with them.

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3

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2

2

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2

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Athletics 2, Crafts 2, Intimidation 2, Weaponry 3, Common Lore 2 Speed 5 Size/Resilience 3/5 Static Defense 16 Mental Defense 20 HP/Resolve 12/6 Feats Iron Jaw Armor None Attacks Axe (6k2 R) Abilities Squat Toughness – As the Squat racial power. Gear Axe, boots, loincloth, body paint, mean look, frag grenade Level 2

Living Ancestor A wise and respected member of Squat society, the title of Living Ancestor is only given to those with wisdom and ability that comes only once in a hundred years. All other Squats try to emulate the Living Ancestors, and whenever a Squat is declared a Living Ancestor, they become the head of a new noble house founded in their name. While they have no special political position save as the head of their noble family, they have great pull in Squat society thanks to the respect others give them. Str

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5

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2

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Athletics 3, Crafts 4, Intimidation 2, Weaponry 4, Common Lore 2, Command 3, Academic Lore 2 Speed 7 Size/Resilience 3/6 Static Defense 18 Mental Defense 30 HP/Resolve 20/10 Feats Iron Jaw, Armor Proficiency (Power) Armor Power Armor (12 AP, All)

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Attacks Power Axe (9k2 R Pen 4, Power Field), Plasma Pistol (30m; S/-; 3k3 E Pen 8; Clip 10; Reload 4Full; Recharge, Overheats) Abilities Squat Toughness – As the Squat racial power Gear Power Axe, Power Armor, Plasma Pistol, 2 extra plasma charges, mean look, beard jewelry, embroidered clothing Level 3

Dragonfire Adept Some Dragonborn focus on the power within themselves, training themselves in magic. Especially fire magic. And when that doesn't work, they carry a really big gun that they can use to shoot people to death. Typically one or the other will work in any given situation.

Talon of Tiamat Tiamat's followers have never died out. Some dragonborn carry on in her name, seeking to destroy Bahamut and avenge their fallen lord. Some rumor that Tiamat is still alive, taking a hundred centuries to recover from her wounds, almost ready to resume her war against Bahamut and forge a new Draconic Empire in her fivefold image. Str

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Cha

Fel

Cmp

Int

Wis

Wil

4

2

3

4

3

3

2

3

3

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Command 2, Weaponry 3, Intimidation 2, Ballistics 2, Brawl 2, Athletics 2. Acrobatics 2, Perception 2 Speed 6 Size/Resilience 5/5 Static Defense 15 Mental Defense 20 HP/Resolve 12/6 Feats Armor Proficiency (Medium), Weapon Proficiency (Ordinary, Fencing) Armor Flak Jacket (5 AP; Arms, Body, Legs) Attacks Fencing Sword (6k2 R; Balanced), Pump Shotgun (30m; S/-; 3k2 I Pen 0; Clip 8; Reload 2Full; Scatter) Abilities Dragon Breath – As the Dragonborn racial power. Gear Flak Jacket, Pump Shotgun, 24 extra shells, Fencing Sword, Micro-Bead, Tough clothing Level 2

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4

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Command 2, Weaponry 3, Intimidation 2, Ballistics 3, Brawl 2, Athletics 2, Acrobatics 2, Perception 2, Arcana 2, Academic Lore 2 Speed 7 Size/Resilience 5/5 Static Defense 18 Mental Defense 25 HP/Resolve 16/8 Feats Armor Proficiency (Medium), Weapon Proficiency (Ordinary, Fencing), Spell Focus (Evocation) Armor Flak Jacket (5 AP; Arms, Body, Legs) Attacks Fencing Sword (6k2 R; Balanced), Meltagun (20m; S/-; 4k3 E Pen 12; Clip 5; Reload 2Full) Abilities Dragon Breath – As the Dragonborn racial power. Traits Caster (Evocation 3) Gear Flak Jacket, Meltagun, 2 extra reloads, Fencing Sword, Micro-Bead, Brightly colored robes Level 3

Tinkerer Gnomes are generally harmless people, more concerned with playing with new technology (and fixing old technology) than hurting anyone. Sometimes, though, they have to defend themselves against thieves or, worse, saboteurs. Str

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2

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2

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3

1

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Academic Lore 3, Acrobatics 2, Arcana 2, Ballistics 1, Common Lore 3, Drive 2, Perception 2, Pilot 3, Scrutiny 1, Weaponry 2 Speed 5 Size/Resilience 3/4 Static Defense 16 Mental Defense 15 HP/Resolve 8/4 Feats Blind Fighting, Evasion, Fearless Armor Mesh Vest (4 AP, Body) Attacks Laspistol (30m; S/-; 2k2 E Pen 0; Clip 30; Reload Full; Reliable), Web Pistol (30m; S/-; Clip 1; Reload Full; Snare), Katar (2k2 R, Pen 3) Abilities Improvise – As the Gnome racial power. Gear Laspistol, 3 energy packs, Web Pistol, 2 web loads, Katar, Mesh Vest, Auspex, Backpack, Chrono, Combi-Tool, Data Slate, Torch, Void Suit, Clothing with a lot of pockets. Level 2

Feats Cleave, Crushing Blow, Power Attack, Fearless, Armor Proficiency (Light), Weapon Proficiency (Ordinary) Armor Heavy Leathers (3 AP, Arms, Body, Legs) Attacks Choppa (7k2 R), Autogun (90m; S/10; 2k2 I Pen 0; Clip 30; Reload Full) Abilities WAAAAAGH! – As the Ork racial power. Gear Charm, Heavy Leathers, Choppa, Autogun, 3 clips, Patchwork clothing Level 2

Ork Freeboota Orks love nothing more than a good fight. An Ork freeboota is a fairly typical ork warrior with little experience, almost no scars, and all his own teeth. All of which mark him as being very low on the totem pole indeed. Str

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Intimidation 2, Scrutiny 2, Ballistics 1, Weaponry 3, Brawl 2 Speed 6 Size/Resilience 5/5 Static Defense 15 Mental Defense 15 HP/Resolve 12/5

Ork Nob An Ork Nob is much larger than a mere freeboota, with the scars and a few bionik bitz to prove it. They're good at yellin' really loud and givin orders to make sure no one is muckin' about. Most Ork Nobs love nothing more than gettin' stuck in, and so they can be found in the very thickest fighting. Str

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Intimidation 3, Command 4, Scrutiny 2, Ballistics 3, Weaponry 4, Brawl 3 8

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Size/Resilience 6/6 Static Defense 16 Mental Defense 15 HP/Resolve 16/6 Feats Cleave, Crushing Blow, Power Attack, Fearless, Armor Proficiency (Light), Weapon Proficiency (Ordinary) Armor Heavy Leathers (3 AP, Arms, Body, Legs) Attacks Big Choppa (9k2 R; Pen 4), Autogun (120m; -/10; 3k2 I Pen 5; Clip 100; Reload Full) Abilities WAAAAAGH! – As the Ork racial power. Gear Charm, Heavy Leathers, SAW, Autogun, 3 belts of ammunition, Patchwork clothing Level 3

Aspect Warrior Aspect Warriors are Eldarin warriors, members of one of their great fighting schools. Many fighting schools have extremely specialized equipment or tactics - the following is a kind of baseline warrior type with standard (very deadly) weapons and armor. Str

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Academic Lore 2, Acrobatics 3, Arcana 2, Athletics 2, Ballistics 2, Common Lore 3, Deceive 2, Perception 3, Scrutiny 2, Weaponry 4 Speed 7 Size/Resilience 3/4 Static Defense 28 Mental Defense 20 HP/Resolve 10/6 Feats Blademaster, Armor Proficiency (Light), Blind Fighting, Catfall, Defensive Mobility, Fleet of Foot, Swift Attack, Weapon Proficiency (Fencing, Syrneth) Armor Mesh Overcoat (4 AP, All) Attacks Fencing Sword (5k2 R; Balanced), Lightning Gun (30m; S/2; 4k2 E Pen 4; Clip 6; Reload 2Full; Scatter, Shocking) Abilities Warp Step – As the Eldarin racial power. Gear Lightning Gun, 2 Lighting Charges, 3 Photon Flash Grenades, Fencing Sword, Mesh Overcoat, silk suit Level 3

Eldarin Farseer Eldarin Farseers are leaders in their race, using powerful divinations and other magics to see through the veil of the warp and determine the best course of action. They're really too valuable for the Eldarin to lose, but because their powers are so useful they end up in all sorts of dangerous situations. Most Eldarin have the sense to start running once they see the Farseer absconding.

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Academic Lore 1, Acrobatics 3, Arcana 4, Athletics 2, Ballistics 2, Common Lore 3, Deceive 2, Forbidden Lore 3, Perception 3, Scrutiny 3 Speed 6 Size/Resilience 3/4 Static Defense 23 Mental Defense 15 HP/Resolve 12/6 Feats Common Sense, Danger Sense, Defensive Mobility, Fast Reflexes, Foresight, Spell Might, Spell Penetration, Strong Minded, Weapon Proficiency (Fencing, Syrneth) Armor Leathers (2 AP, Arms, Body, Legs) Attacks Fencing Sword (5k2 R; Balanced) Abilities Warp Step – As the Eldarin racial power. Traits Caster (Divination 4, Enchantment 2, Illusion 3, Evocation 2) Gear Fencing Sword, Staff, Leathers, Elaborate robes Level 3

Grey Knight If the Space Marines are the best of the best, the Grey Knights are the best of the best of the best. They are issued relics and equipment that is of such value that it must only be given to those who can make the best use of it. They have training superior even to that of a Space Marine, and are sent to carry out missions with nearly no chance of success but which they cannot afford to fail. Str

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Space Marine Armed with the best weapons, the thickest armor, knowing no fear and with the sole purpose of bringing the forces of Chaos to their knees. These are the Space Marines. They are Aasimar who are part of the elite forces of the Blessed Pantheon, going out into the Wheel to smite the enemies of their gods. Str

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Acrobatics 2, Athletics 3, Ballistics 3, Common Lore 2, Perception 2, Scrutiny 3, Weaponry 3 Speed 8 Size/Resilience 5/6 Static Defense 22 Mental Defense 25 HP/Resolve

Feats Jaded, Fearless, Sound Constitution x3, Combat Master, Armor Proficiency (all), Weapon Proficiency (all) Armor Power Armor (12 AP, All) Attacks Chainsword (8k2 R; Pen 4; Tearing), Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload Full; Abilities And They Shall Know No Fear – As the Aasimar racial power. Gear Power Armor, Chainsword, Boltgun, 2 Bolt clips, Plain clothing, charms Level 3

21/8

Acrobatics 3, Athletics 4, Ballistics 4, Common Lore 3, Forbidden Lore 3, Perception 3, Scrutiny 4, Weaponry 4 Speed 9 Size/Resilience 5/7 Static Defense 22 Mental Defense 30 HP/Resolve 25/10 Feats Jaded, Fearless, Sound Constitution x5, Combat Master, Armor Proficiency (all), Weapon Proficiency (all), Blind Fighting, Danger Sense, Luck, Strong Minded Armor Power Armor (12 AP, All) Attacks Power Sword (10k2 R; Pen 4; Power Field), Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload Full; Tearing) Abilities And They Shall Know No Fear – As the Aasimar racial power. Gear Power Armor, Power Sword, Boltgun, 2 Bolt clips, Plain clothing, charms Level 4

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Chaos Marine As the Space Marines serve the forces of the Blessed Pantheon, the Chaos Marines serve the Ruinous Powers of Chaos. They are a more varied lot than the Space Marines, their armor altered to serve the various mutations each Tiefling gains over time, and covered in spiky bits and garish colors for good measure.

Feats Sound Constitution x3, Armor Proficiency (all), Weapon Proficiency (all), Frenzy Armor Power Armor (12 AP, All) Attacks Chainsword (8k2 R; Pen 4; Tearing), Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload Full; Tearing) Abilities Bloody Minded – As the Tiefling racial power. Gear Power Armor, Chainsword, Boltgun, 2 Bolt clips, Plain clothing, charms Level 3

Obliterator There is a kind of curse or magic or virus (or all three) that infects some Chaos marines. They become one with their weapons and armor, mutating to become a mass of weaponry with flesh stretched over gunmetal. They've almost all been driven insane by the torment of their condition, but serve well as engines of death and destruction.

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Acrobatics 2, Athletics 3, Ballistics 2, Common Lore 2, Perception 2, Intimidate 3, Weaponry 4 Speed 9 Size/Resilience 5/6 Static Defense 22 Mental Defense 25 HP/Resolve 18/8

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Acrobatics 2, Athletics 3, Ballistics 3, Common Lore 2, Perception 2, Intimidate 3, Weaponry 3

Speed 10 Size/Resilience 8/7 Static Defense 9 Mental Defense 25 HP/Resolve 25/8 Feats Sound Constitution x5, Armor Proficiency (all), Weapon Proficiency (all), Frenzy Armor Armor Plating (10 AP, All) Attacks MP Lascannon (300m; S/-; 5k4 E Pen 10; Clip -; Reload -; Recharge), Heavy Bolter (120m; - /10; 4k2 X Pen 8; Clip -; Reload -; Tearing), Crushing Fist (6k3 I). Abilities Bloody Minded – As the Tiefling racial power. Integrated Weapons Array – The Obliterator can create nearly any weapon from its body. In addition to the listed attacks, it can generate nearly any Ordinary, Las, Plasma, Melta, Bolt, or Flame weapon it needs to. An obliterator has effectively infinite ammunition with all of its weapons. It requires a full round action to shift weapons, and can have any two at a time. Traits Auto Stabilized, Machine (10) Gear None Level 4

Dark Eldarin Raider The Dark Eldarin have a culture of slavery, sacrifice of souls to the Daemon Lolth, and incredible decadence that would make even the most jaded whor* blush. They often send raiding parties out to capture fresh prey to bring, screaming, to their hidden dark city of Commorragh. Those that they take are typically never seen again. Str

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Academic Lore 1, Acrobatics 3, Arcana 2, Athletics 2, Ballistics 2, Common Lore 2, Deceive 4, Forbidden Lore 2, Perception 3, Scrutiny 2, Weaponry 4 Speed 8 Size/Resilience 3/4 Static Defense 28 Mental Defense 20 HP/Resolve 10/6 Feats Blademaster, Armor Proficiency (Light), Backstab, Catfall, Defensive Mobility, Decadence, Fleet of Foot, Sneak Attack, Weapon Proficiency (Fencing, Exotic, Parrying) Armor Mesh Overcoat (4 AP, All) Attacks Officer's Cutlass (5k2 R; Shocking), Needle Gun (180m; S/-; 2k2 E Pen 0; Clip 6; Reload 2Full; Accurate, Toxic) Abilities Warp Miasma – As the Dark Eldarin Racial power. Gear Needle Gun, 2 Needle Packs, 3 Smoke Grenades, Officer's Cutlass, Mesh Overcoat, spider silk suit. Level 3

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Credits LawfulNice – For making the game at all The countless sources of material used to make DtD T_A – Ophidian, Font stuff (Wellspring), Catfolk Soulblazer_87 – Original Arachne, Minotaurs, Adventurer class, Kython Stuff (Zerg), Duelist class, Overlord, Weapons, Eldritch Advent Sword School, original Youma, Original Races Feats weredrago2 – The Warforged, Kryptonian, Original Strigoi, Raging Locomotive Sword School, Daemon Trigger Gun Kata Eisenritter – The Vanara, Grappler class, Infernal Monster Sword School, Killer Doll Sword School Flavor, Lizardman, Dark Messiah Sword School, Sohei class, Psycho class, Nephilim, Phoenix, Weapons, Adamantine, Sphinx, Daemonic Weapons, Riders of Revelations classes (Blackguard, Deathknight, Dragoon, Fury), Demiurge, Aphonic Wind Sword School, Kython, Gith (Remastered), Sage, Goliath, Arachne (Remastered), Strigoi (Remastered), Divine Flame Gun Kata, House Dimir Fluff, Original Races Feats Highwind – Font stuff (Champion), Killer Doll Sword School Arcanist – Force Sensitive, Infinite Choir Sword School Mallow – Font stuff (Wellspring) Zed – Original Symbiote

Kwak – Base classes, Helmsman class Judanas – Maid class konrad13 – Goblin Divergent Reality –Weapons, Vehicles Yog-Sothoth – Ikthys, New Ship Hulls, Ship Components, Crimson Sickle Gun Kata Almaz – Revised Chain Weapons SporkMaster5000 – Font, Book 1 Dramatis Personae Redux ReptileViking – Original Gith, Doomguard Fluff Cruxador – Additional Umbra Fluff, Elder Dragon Fluff, Youma Redux Neveron – Burning Love Gun Kata Yulond – Who helped me out with plenty of work Methodia – Who helped me out with finding stuff extra stuff to put in Outlaw Star RPG – A game made using the same rules as DtD and which statted the Munchausen Drive used here. You should check it out! The forum in general. Ya’ll seem like an alright bunch. Anybody I forgot. Sorry! Anybody who actually bothers to use what I cobbled together from people infinitely more talented than I. Still, thanks all the same! ~Doc

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