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Roland Paris MONKEY BOY STUDIOS, Baton Rouge, Louisiana, Wade Ricqj Manon Williams, Todd Krg, The Briine, TaFd Brunero.Joe ,,,'l:'.,,n ;. :., .. Toler, Joseph Giacone Graphic Design &;Arf: , Dave Catoire :il : "i .r. The Briine, Tqdd King, Dave.Catoire, & Joseph Gid6ii6 j$ Graphic Layout: , ,. .: ,:. K0tantl Roland rarts Paris Cover Art: ,:. :::i:: 1. ("Sparkly") of Meridiari. Meridian Designq;f]reel{Fh Line Edits: Designs Freelance Group Millheim ("Sparklyil) ;',.,r''\ Donna .Millheim tt',.,, ,i,,..
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King, Joseph & Rebbcia Giacone, The Briine,..Shyltir fr,gtinahda Heroman, Trent St.
Pierre, Pierre. Joe Toler. trrtetoiir-p UoOge, David David Holliman, Holliman, Toler, Carolyn trrtetodfuinicHgy;$4l Christopher, Jason:Juneau. Jason;Juneau, Lee Barlow. Adinirai A.dinirai Qodg DqriE Hodge, Dennis Alleman, Warren Ber, Ber. Thgnrt LoSro;Rqn fle-gnder. Thoiri:',Hhi4ilton,-Sean & Jae Sherlock. Shannon t-o}ro;Rqn Thoiri:',Hh'rnrltorr,'Sean Hemgn'dez. Rogie Casama, Bill Kropog. Ken Chris McNeese, Jeff Penton. Edwin &'Donn'a Mitltrtjlrir; Srad" llai1,.!la.y Smit*ii iVe"lariie Smith. Brandon Case, Chuck Scianna, Kr Scianna, Hoofar Tabari, Hootair Tabari;B'i5r;{$poi,Itui}.tff Cairhgnli;DiieBogerdq"jim,Fdtichild, Tim Evans, Chris Craigy, Jay Bourgeois, Paul Miano, Leroy 51. Pierre, na# earq,fie,. Miep4" $-gue;i;i'nliri"-r{,fi.umUi,'w"t waits, Eddy Franz, ClarkBrady, Scott Wilson, Billy Lovetro, Jeff Leeper, Chris Fillastre, KeViti'**o*lii**n'{***'tH9'&Iokarr he rode in on!), The Dudes From Zaemon
(Rick, Oscar, John & Brefit), & last, but not least, The Briie Criie (Dinci, Seno Evil, Paul & Doug). Special Thanks: B.K. King, Bill Bruner, and our families, wlthouj whom none of this would have been possible. ''r
.,'
First Edition O 1996, 1997,1998 by Nova Eth Publishing, Inc.':,Sdcond Printing. All rights reserved. Visit SenZar Online at vrvrvy.senzar.com for Character Sheets, FAQs, SenZar updates, and other freebies. Nova Eth Publishing, 1339 Charwood Drive, Bogalusa, LA. 70427. Published in USA. The Dark is your friend... rsBN 0-9656145-9-X
CONTENTS
An Introduction To The SenZar System We created the SenZar System because we had to.If you are from the "old school" of FRP games, just like we are, then you proba-
bly know why we had to.
The New Millennium In Role-Playing! The SenZar System represents an intensive effort to change the established face of "conventional" fantasy role-playing games. SENZAR contains all of the Races, Professions, Magicks, and Things Magick within the game, as well as the various rules necessary to run both the "mortal" and "immortal" versions of the game. Additional Campaign Builders will include various new game and campaign scenarios, new monsters, new magicks, and new things to hoard. SenZar, therefore, is the foundation for the
campaign, while the Campaign Builders are additional tools for expanding and embellishing the campaign.
The Underl]'ing Theme The underlying theme of the SenZar System is that nothing is impossible when imagination is concerned. In most so-called FRP games, the PC begins unable to survive even the most basic encounters. Those fortunate few who do manage to weasel their way through encounters then are rewarded with slow, demeaning
"level-making"; fixed and often immutable statistics which remain with them for the life of their character; and shoddy, effete magick items. Progression is slow, often torhrous, as they struggle
achieve the upper ranks of their chosen professions. And, once-and if-they manage to reach that apex of power, they very often have little or nothing to look forward to; no pot of gold at
to
the end of that long, black rainbow.
sets the scene, moderating the interaction between the PCs and
their fantasy-world environment; acting in a sense as the "computer brain" acts in the software parameters of a standard computer game, except with the warmel more "fuzzy" guidelines of the Human imagination to guide him. There are no hidden agendas, no secret schemes ofmental subversion, nor any clandestine attempts at world domination secreted within the term "Creator" or within the SenZar System as a whole. In the SenZar System, the only things we promote are Imagination, Creativity, and Fun. ...and anyone who thinks otherwise is entitled to his opinion, no matter how wrong it is.
Words Be Nimble. Words Be Quick We use the male pronouns "he, him, and his"
in the
SenZar
System to represent the he/she/it pronominal spectrum (otherwise known as the "he didwhat?" scatological spectmm). Occasionally the use of the authoritative "we" is employed, but this is not intended to promote some Ayn Rand-esque nightmare of "one-
or "selflessness" as in her thought-provocative opus, "Anthem." "We" use "wgo'because more than one "he" wrote this
ness" bookl
So Now... So now that you've got the gist of things, and now that all the politically correct BS is done, we would like to formally welcome
you to the SenZar System.
Welcome To The SenZar System! ....now go have some fun...
Role-Playing In God Mode Well, that's not the case at all in the SenZar Systeml Players have the prerogative to determine their PC's attributes, without the humiliating "random die roll" to determine them. Fate points can be used to "edit" poor die rolls, such as failed saves or missed hits, or to boost the PC's attributes. Players are encouraged to make their PCs as detailed, realistic, and playable as they can. And, perhaps, as powerful as they can, for only then will they be able to progress as far as the ranks of the immortals, when an entirely new "game" will begin-that of "The Dragon's Game," wherein immortals contest one another for ultimate power.
A Word To The Wise In the SenZar System, we freely use the term "Creator" (known in other FRP games as the "GM," "Game Judge," "Dungeon Master," or "Keeper"). The term "Creator" is not intended to be blasphemous. There's enough ignorance, prejudice, and fear in "The Real World" as it is, and we do not intend to perpetuate such idiocy in any way, shape, or form. Instead, we use the term "Creator" in its most basic, elemental sense: one who creates. In the SenZar System, the Creator is the person who "creates" the "world" in which the Player Characters (the PCs) "adventure." He
<
@
Y*&*
Todd King
Joseph V. Giacone, Jr.
Johnny Bruner
PC Generation both costly and time-consuming.
(See
the "Fute Point" sectionfor
more info.)
STEP L: Choose Your PCos Race. you wish To generate a Player Character' first choose which Race
to ilay. Each race has a different GenPackage based on that race's particular strengths and weaknesses. within each race's to build GenPackage are 100 Fate Points, or points that you use your PC. bxample: A Human PC would start out with 100 Fate Points' TheseFatePointswouldbeusedtopayforthatPC'sAttribute to make Scores, as well as any Special Powers he might desire his PC unique. campaign is the same' and it camcertainly wouldn't be fair to assume that every PC in every some are Here Points' Fate 100 game with paign should begin the if ttt" "Cu-paign Bonuses" that we've used in our own campaigns. Feel free to employ them in yow own (if the Creator
Generation Options: Not every
approves the use of them, that is).
Scenario Single Character Small GrouP (2 or 3) Large GrouP (3 or more)
Campaign
PC Gen' Bonus Points +10 Fate Points +5 Fate Points none
STEP 4: Embellish Your character! You'vegotyourPC'srace,profession,attributes'skills,martial
time arts, speiial powers, karma, and codes determined' Now it's (or hend) hero the your PC make that to determine the little things
that he truly is. The Creator will help you to determine some things, like your new PC's Birthplace, Birthdate, and Zodiacal initial Sign. Also, the Creator will help you determine your PC's Money, Connections, and Fame.
Next, you'll confer with The Master Table (located in the eppeniix; to determine your PC's Saves, CV Bonus' Base lamage C tvtu* Lift. These go on your Character Sheet in the uppropiiut. places. You'll then get all your AV and DV info' Action Phases, Power Points, XP, Hit Points, etc', etc'' which the math again the Creator will help you calculate' Now, after all stuff, it's time for some more fun.
STEP 5: Time to shoP! Time to hoard! As a newly created PC you'll have at least 1,000 Stars to spend (unless yorr'u. taken the Special Power "Status,o' in which case you'll piobably have more to bum; or unless you and the Creator you'll Lurr" oih", ideas about how little money you start with), and to has Marketplace The need to equip your PC with whatever spare. Here, you br.ry your
STEP 2: Choose your PC's Profession'
I if you really plan ahead), you should you intend your PC to be' Many of these Profession choose which qualify for, as their GenMins are not to easy be professions will even with 100 Fate Points' achieve, to exceedingly difficult which are diffrcult to qualiprofessions some are However, there If you can't get what more' or Points Fate 100 fl, for, even with & Codes' Karma are suggest we what you want, then
Next (or before Step
afinot weapons'
and basic adventuring
actually begin their adventuring
equipment. (Some races will with one free "Racial Weapon," selected from the "Racial gets "ui..r, Weapons" Table in the Marketplace' For the specs on who section') whai for free, check out the "Races"
Karma & Codes: A good
Again, choose wisely what you buy, and keep an eye on your ,nln"y. Many wicked Creators just love to start a campaign offby havin! ,o*" thi"f swipe your hard-earned money' just so you'll be molivated to do some financially-inspired adventuring' Note: If you want, you cqn do this the cut-and-dried way' andiust pick what you want for your PC out of the book without actually
and "Codes" in Chapter 5.
and that can finish the PC fleshing-out iust as well' Choose
way to flesh out a one-dimensionFate al PC, Karma and Codes are easy ways to increase your PC's any game as Points up to the point at which you can start off the to burn to profession. If you find that you don't have the points "Karma" ,turt off as the profession oi your choice, then refer to
STEP 3: Assign your PC's Fate Points' Once you've decided upon your PC's race and profession' it's time to assign your Fate Points and flesh your PC out' Diwy up your Fate Points amongst your attributes, making your chosen
profession's GenMins, and also leaving enough Fate Points iemaining in order to get some potent Special Powers, if desired' After doing this, leave at least a couple of Fate Points hanging need around after your PC's creation-just in case you happen to
some Fate Points to make that Save that could save your life' Note: Choose wisely- The only conventional way to boost attribcan be utes after PC creation is by burning Fate Points, and that
-starting
to adventure. This also works for the magick using types' who cin select their beginning spells the same way' Or' Cteator willing, you can just use the here's your graduation present" routine, on alternately, the "hereb your inheritance, Junior" routine' whichever method suits you. Any of them are acceptable'
Ready your weapons' prime your spells, warm up those dice and go have some fun!
LAST STEP:
PC Qeneration An Example Of Character Generation Now *'e'11 step you through the process of generating a PC. To kill t*'o avians with a single igneous projectile, we'll generate a profession *'hich has elements of both warrior and wizard in it. Step 1: Create a concept of the PC you wish to play. Obviously, you will need to get together on this step, for both of you must be in perfect agreement before proceeding. Step 2: Choose a race and a profession. For the purposes of this example, we'll choose a Silestion Witch Hunter. Step 3: Creation Time. We have 100 free Fate Points, plus any additional Fate Points that we generate using Karma, with which to and the Creator
build our PC. Just to make things
easy,
we'll initially assign
10
points to each and every one of the eight sections of Karma (which will give us 80 Fate Points; it'll also keep us from having to define our Karma, too. Also, we'll make our Witch Hunter a generic "10" on each of the two "good" Codes, the Good Earth Code and the Cause (which will give us an extra 20Fate Points). Thus, we have our basic 100 points, plus an exha 80 points for Karma, plus an exka 20 points for Codes, for a total of 200 Fate Points with which to build our Witch Hunter. Not too bad for starters (and we can always go back and assign more points in Karma or Codes if we need it).
Step 4: Meet your professional GenMins (but don't exceed your racial GenMaxes). Consulting both the "silestion" and "Witch Hunter" descriptions, we find that meeting all the GenMins for the Witch Hunter will be tough, but not impossible, for our Silestion PC. For your information, the Witch Hunter's GenMins look like this:
Step 7: Now that you've loaded your skills, martial arts, magicks, and other such, you can take some Special Powers and/or boost your attributes! Let's do a little of both: We'll hoard the Special Powers of "Mind Mastery" and "Toughness" because we think our Witch Hunter will be much tougher with them than without. They cost us a total of 20 Fate Points, which brings us down to 69 Fate Points. Since we have so many points remaining, we'll boost up our CON Attribute up from the Witch Hunter GenMin of 12 up to the Silestion GenMax of 16. This will cost an extra 18 Fate Points, which will leave us with 5l Fate Points. Step 8: Let's see just how far our 5l remaining points will go: First, let's raise our STR from 12 to 15 (it costs 12 points), our SPD from 10 to 15 (it costs I 5 points), and our DEX from 1 I to 15 (it costs 14 points). We now have the maximum physical attributes for a Silestion, and we still have 10 Fate Points left! Step 9: At this point, you could continue to take attributes, or you
could take more Special Powers, or you could boost up your Karma and/or Codes and take even more attributes and/or Special Powers. Or you could even keep all those Fate Points around for bending the game to your will. Get the drift? It's easy to generate the points to build a character, but it's far more difficult to truly create and define a unique character, which may require a few attempts before you get it right. Q{ote: It's true that we've done nothing more thqn to create a "generic" Silestion Witch Hunter with no true "karmic deJinition" to speak of, with Fate Points left over, and with no true Connections, Backgrounds, or prior history to his name. True, we could have gone crazy with a Wtch Hunter and his Karma-there are so many great possibilities there! These things will vary from PC to PC, andfrom Creator to Creator, and we donT want to spoil all thefunfor you. We do suggest that youflesh out your characters
with Karma and Codes-they make PCs much more
Attribute Strength Speed Dexterity
GenMin
Fate Point Cost
12
13
(10)
10
11
11
Constitution
Willpower
12 14
20
Presence
11
l1
(10)
10
Power
12 10
13
Intelligence
Perception Total =
111
13
10
Fate Points
Step 5: Math Time. Consulting the table above, we find that we have to satisfu GenMins in STR, DEX, CON, WILL, INT, PER, and POW. Consulting the Generating Attributes Table, we find that it costs 13 Fate Points to raise his STR up to 12. (Why? All attributes start at 0, and cost one Fate Point to raise one point up to ll. To raise it from 11 to 12 costs two Fate Points, for a total of 13 Fate Points.) We've taken the liberty of calculating all the Fate Point Costs for you. The information in parentheses are simply generic "10's" in the two non-GenMin attributes. The total so far is 111 Fate Points, which leaves you 200 - I l l : 89 Fate Points remaining. Step 6: Consult the "silestion" and the "Witch Hunter" Generation Packages, and take them all for your PC. Consult the appropriate racial and professional descriptions for more information.
"real"-
though both Karma and Codes may be modified after the PC begins his adventuring career, and need not be totally, strictly deJined at the start of the campaign.) Step 10: Remember to keep a few Fate Points after Character Generation just in case you need them to survive. We suggest that you save at least three Fate Points. Why? Even in the easiest campaigns, having a few extra Fate Points around to modifi your rolls or to boost your atlributes above their racial GenMaxes is a wise move. Consult the "Character Generation Proving Formula" for total accuracy.
Character Generation Proving Formula GenPoints (100) + Karma Total Points + Codes Total Points Attributes Total Cost - Special Powers Total Cost (dTotal Cost for Mods, if any) = Fate Points (at start of lst level)
GenPoints
& NPCs: The Creator can allow or disallow his
NPCs to be generated like PCs. We like to create an NPC exactly how we want it to be, with little regard for the conventional rules of character generation. If such freedom balks you, then create the NPCs as if they were PCs themselves.
PC Qeneration
ATTRIB
Pownn (POW):
force one may apply to one's environment. Higher STR means higher Base Damage and higher Max Lifts.
Power is a measure of the magickal essence which the character is able to command. More Power means more spells; more Power means more resistance lo spells. Unlike the other attributes, Power progresses on a one step basis after "20" (from 20 to 21,21 to 22, and so on). Despite the apparent "magick-user" bent of this attribute, it's actually a good idea for even the "fighter" types to invest a few Fate Points in it. Why? Higher Power grants you better resistance to "damage" type magicks, and eventually even the "fighter" tlpes must reach a Power Attribute of 100! Check out "The Immortal Rules" for the reason.
Spnnn (SPD): Speed is the measurement of combat reaction time-reaction time, pure and simple. Higher SPDs go first in
Generating Attributes
ES
There are nine Attributes in the SenZar System. Attributes normally range from "1" to "20." After "20," every attribute with the exception of Power follows the progression on the Master Table.
SrnnNcrn (STR):
Strength is the measurement of how much
combat.
Attribute Score
Dnxrnnrrv (DEX):
Dexterity is the relative measure of handeye coordination, accuracy, and bodily control. The higher the DEX, the easier it is to make a hit or avoid a hit in combat. Because high DEX scores grant a Combat Value Bonus, higher DEX scores result in better Combat Values-both AY andDY.
Generation Cost
I
1
,,
2
3 4
3
5
5
6 7 8 9 10
6
11
11
Willpower is the measure of one's essential mental resistance to outside influences. WILL is ego, and it is all that the concept of ego implies: I. Those with high WILL
t2
13
scores will be able to set a course of action and stick to it, no matter what the cost. They will be able to resist many forms of mental attacks and influences better than those of lesser self-convic-
15
tion.
18 19
INrnr,r,rcnNcE (INT): Intelligence
20
CoNsrrruuoN (CON):
Constitution is a composite measure sheer toughness. The higher the CON, of endurance, stamina, and more the Hit Points are awarded per level, and the tougher your PC becomes.
Wrr,r,pownR
(WILL):
is a composite measure
of
a multitude of mental factors, including cognitive reasoning, long
and short-term memory or mnemonics, "1eft" and "right" brained
characteristics, imagination, and the ability to think clearly and rationally in times of extreme crisis, such as when in all-out combat.
PnnsnNcn (PRE):
Presence is a combination of charisma, aura and physical appearance. Those with a high PRE can usually influence people by merely walking into a room, or scare them by striking a dramatic pose and gritting out a dramatic soliloquy:
"Now you die!"
Note: Refer to the section on "Pr€sence Attacks" in
the
"Combat" sectionfor more info.
4
7 8 9
l0
13
t6
t4
20 25
t6 t7
31
38 46 55 o5
"Attribute Score" = the numerical value of the attribute "Generation Cost" = the number of Fate Points required to generate the attribute Note: The Power Attribute ignores this progression, and moves at a simple one Fate Point to one Power Attribute Point pace all the wayfrom 0 to 100.
Fate Point Cost:
The Fate Point cost is cumulative; that is, in
order to raise an attribute from 0 to 2, one must first raise it from 0 to I (at a cost ofone Fate Point), and then from 1 to 2 (at a cost of one Fate Point, for a total of two Fate Points). A11 attributes are set at 0 at the start ofcharacter generation, and must be bought up separately. All Fate Point costs are cumulative (with the exception of Power, which is a simple l:1 progression from 0 to 100).
PnncnprroN (PER):
Perception is a combination of the physical and mental senses. Average PER scores take into account the five basic senses (sight, hearing, taste, touch, and smell), while the higher PER scores ("16" and higher) also bring the so-called "sixth sense" into the mix.
All Attributes are 0 at start of Character Generation All Attributes must be bought up separately All Fate Point costs are cumulative (except for Power, which is one-to-one all the way up to a max of 100) Example: Wundarr the Warrior wants a Strength Attribute of 12. Since he starts at 0, he'll have to buy his STR up to 12 from scratch. To buy it up to 10 is easy, as the steps are all by I's. This costs l0 Fate Points. (You'll probably find it easier to figure out the
\-
PC Qeneration costs from 0 to 10 first, since it adds up to a very easy 10, and then do the rest in steps.) Now that we have the steps from 0 to l0 done, we add in the steps from 10 to 11, which costs an additional one, and then from 11 to 12, which costs an additional two. We have l0 + I + 2 Fate Points, for a total of 13 Fate Points. Thus, it costs
utes, after a score of "20" the Power Attribute progresses on a oneper-one basis (to "2I," then"Z2," and so on up to the maximum of
"100.') Creutor's Note: You might want to limit the number of Fate Points the PC can invest in his Power Attribute at anv one time.
Wundarr 13 Fate Points to rise from a lowly 0 STR to a decent 12 STR.
The GenMax Limit: All
races are assigrred a GenMax, or a as a "ceiling" for the beginwhich functions Generation Maximum, this GenMax at the time higher than ning PC. No attributes may be of character generation-with the exception of a few rule-blasting Freaks (see "Freaks"). Once adventuring begins, however, attributes may be raised through magickal means, or by means of burning Fate Points (see below).
Hit Points:
The more Hit Points a character has, the more
difii-
cult it is to kill him. Basically, Hit Points are a way of quantifiiing the amount of damage one can withstand before dying. All PCs begin the game with Hit Points equal to their CON Attribute X their Level ofExperience. This progression continues at 2nd, 3rd, and so on, up until l00th level.
RAISING ATTRIBUTES Raising Attributesi Attributes within
the "Mortal Realms"
of
"1" to a20" can be raised by
means of Fate Points. The process is simple: Once your PC actually makes a level, simply state that your PC's goal is to raise a single attribute a single point. Your PC then must "bank" the requisite number of Fate Points to raise the
attribute in his "Fate Point Pool." Once your PC makes his next level, the "banked" Fate Points are spent, and the attribute is raised a single point. (Only one attribute may be raised per level by means of Fate Points, and then by only one point.) ATTRIBUTE
From 1l
1
-
10
12
l3 t4 l5 t6 t7 18 19
To Go To
2-tt 122 133 144 ls5 166 177 188 199 20
Farr PorNr Cosr
I
10
some reason the PC must "break the bank" and spend even one of the Fate Points in his Fate Point Pool, then he'll have to forego the process until next level, when he can do it all over
Note:
Iffor
again if desired.
Raising Attributes Above s'20t'' With the notable exception of Power, this is not possible by means of Fate Points-at least for mortals. It is possible, however, by means of potent magicks, artifacts, divine intervention, and Primal Power. (These things may also be used to raise attributes up a notch otfvowithoul Fate Point investment. Refer to the sections on "Magicks," "Things Magick," and "The Immortal Rules.")
Note: Should the PCb CON Attribute change, either through Fate Points or by magicks, then his Hil Points will change as well. The formula is inclusive of all levels earned by the PC, and should there be a need to recalculate his Hit Points, then the calculation will be made as if the PC began the game with his new CON (so il reaches all the way back to lst level).
What is a Save? A Save is a contest
which pits the PC against some force, either natural, unnafural, magickal, or what-have-you, which he must overcome in order to succeed. Each Save is unique, and stresses a particular facet ofyour PC's persona (specifically, his attributes and their corresponding Saves). Each of the eight Attributes (STR, SPD, DEX, CON, WILL,INT, PRE & PER) has a corresponding Save, which is found on "The Master Table" (see the Appendix) across from the stat. This is the number on a d20, or twenty-sided die, which must be equaled or bettered in order for that character to make his Save. Failure will result in a variety of effects (most of them probably ill), while success will result in something good. The standard Save for the eight Attributes can be generalized as follows: To make Attribute Save one must equal or better (21 -
Attribute) on d20 This generalization applies to all attributes under 20. Once you get an attribute of 20 or higher. you make a quantum leap and begin to get percentile Saves (see below).
The Power Save: Unlike the eight normal attributes, the special attribute of Power requires a special Save. This Save is always rolled using percentile dice (d100), not the standard d20. The generaltzed formula is as follows: To make Power Save one must equal or better (100 - Power
Raising Power:
Each Fate Point spent raises the PC's Power Attribute by one point. Unlike the other attributes, this may be done at any time during the game. (As soon as you get a Fate Point, you can "bum" it to raise your Power Attribute immediately; there's no Fate Point Pool necessary in other words.) Unlike the other attrib-
Attribute) on d100
PC Cieneration Percentile Saves: Those who
are fortunate enough to have an
Attribute of 20 or higher will enjoy a unique advantage: they will no longer be restricted to a mere 2O-sided die to roll their Saves. Instead, they will be able to use a d100, or percentile dice, with which to roll their Saves. It is much more probable that one will make a Save of 5% if one is allowed to roll a d100 than, say, someone who has to make a roll of 3,4, or even higher on a d20. Some scenarios in the game reward the PC for making his Save or
Skill Roll (or whatever else) by more points than, say, his opponent. Obviously, if a PC gets the fulIrange of a percentile die with which to make his Save (a 5% Save can be made by up to 95o/o, mind you) and his opponent is stuck with a roll of 2 or higher on a d20 (which is good, yet still allows room of a mere 18 points), then the PC is probably going to defeat his competition. (Please bear in mind that "2" is the Save for a 19, while "5oh" is the Save for a20; stats which are20 andabove are excellent, and gain some appropriately excellent bonuses. The jump in Saves isn't lineaq at least so far as the possible range ofSaves is concerned, though the Fate Point cost for raising an attribute up to 20 is. This same mode of rolling Saves applies also to Skill Rolls, which is why those of "Master" status (those with a percentile Skill Roll) can make their rolls by such a large number, relatively speaking. For more infor-
mation, see the appropriate sections for skills.
If you happen to roll a l, there are always
Fate Points (see below).
skill, or whatever). Of course, if someone else just happens to have an asterisk in the exact same Save, then the circumsiances can change.
Group Rolls (optional): There may be some circumstances wherein more than one character is searching for something, or multiple characters are applying their Skill Rolls to something, or doing something in concert which defies the normal procedure for making Saves and/or Skill Rolls. What we suggest is a special "Group Save," which allows the participating characters to all make their rolls, then apply their total success to the action at hand. The Group Roll is entirely optional, if only because it's so easy to make rolls when more than one person is involved (not to mention those great cheaters, Fate Points, which are covered next). Should you choose to employ it, then it is best expressed by an example which can be expanded and applied to a number or similar situations:
Example: There are three PCs searching a dungeon door for traps. All three PCs have the "Traps" skill, and they decide to comb the door in concert. The Creator sets the "difficulty" of the trapped door at a hefty rating of 20 (which means that the person who set the trap on the door made his set Traps roll by 20 places!). Between the three PCs, they must make their Traps Skill Rolls by a combined total of 20 points. If they do make it, then they can detect and./or defeat the trapped door as a team. If they fail, then it's up to the Creator to spring the trap upon them. (As a "team.")
Saves At Minuses! Sometimes it happens. The Creator will make you roll one of your Saves, then heap some hefty minuses on top of it. If such is the case, then simply refer to the guidelines below, taking the math with a grain of salt, and a healthy dose of common sense.
Normal Minuses:
For example, if you have a STR of 15, your Save vs. STR is 6 or higher on a d20. Ifyou have a -4 to your STR Save, then you'd have to roll a l0 or higher to make it.
Percentile Minuses: Let's
imagine you have a STR of 20. Your Save vs. STR is 50lo, or .05 or higher on dl00. That same -4 to your Save would result in having to equal or better .09 (9%) or better on d100. Why? Your range is much greater with the percentile Saves. You're still effectively reducing your Save by 4 (that's -4), but your range is now from 0l to 100.
The Save Of loh: If you have an attribute of 75 or a Power of
Fate Pointsi
Fate Points allow the PC to write his own destiny. Fate Points are awarded to the PC by the Creator for solving par-
ticularly sticky problems, for destroying particularly nasty monsters, for completing involved quests, for saving the world, and sometimes even for good role-playing. Fate Points can be used by the PC to "edit" poor die rolls, raise attributes, minimize damage done to him, and maximize damage done by him.
The Fate Point ttCarry Overtt: Any Fate points that
the
Player manages to save when creating his Character are carried over once the game begins. From then on, the PC must earn his Fate Points.
99, then you have a Save of lo/o, and you cannot possibly fail your Save (or Skill Roll, or whatever), and you don't even need to roll
it, unless your Creator is mean and makes you roll it at minuses. you are competing against someone else who has the same exact Save, it's up to the Creator to call for a special contest involving the highest roller on a dl00 (or d20, or whatever fits the
If
bill; it doesn't really matter, as long
as there can be a winner) in
order to see who prevails.
The Asterisk (or, The Perfect Save): If you have an attribute or a Power of 100, then you have a Save which is indicated by an asterisk (*). This simply means that no one or no thing eanever cause you to invoke a Save vs. that particular attribute (or
Lord Vintor of Arcturus swears an oath to see me united with the one
I
"love." Stupid Rellian! (Silverdancer)
PC Qeneration EARNING FATE POINTS How Are Fate Points Earned?
against impossible odds" for them; see "Creeping Death" for more
Fate points are eamed by
PCs who solve sticky, tricky, deadly problems; by PCs who destroy, best, vanquish, or banish monsters or opponents; by PCs who complete long, involved quests; by PCs whose actions "save the world"; and sometimes-but not very often*-even by those who role-play their characters well, despite the cost of their actions.
The Reward:
The actual numerical award of Fate Points is reserved for the Creator to decide. We do suggest a few guidelines, however:
Scenario
Fate Point Reward I (Creator's discretion)
Solving a deadly problem Victory oYer an equal opponent 1 Victory over overwhelming odds 1, possibly 2 Victory over ttimpossiblett odds lr 2, or up to 3 Completing a Quest upto3 ttSaving the World" ooSaving the Universett
Defeating Big Bad NPC
(optional)
reward!)
Death & Fate Point Awards: If for some reason the pC dies during an encounter in which Fate Points are eventually awarded (usually only in '(group" adventures, for obvious reasons), then the PC is still entitled to his fulI Fate Point reward. Why? The PC died while trying to do the right thing (we hope), and he's eamed them!
Note: This may sound bizarre, but the above only applies to cases in which the "dead" PC can be brought back to life. If he's "permanently" dead, then by all means ignore the Fate Points.
NPC Fate Points: In the SenZar System, NPCs are not awarded Fate Points. Why not? Simple: NPCs are not "Player Characters." No one but the Creator controls NPCs, and the
from 3-5 up to 10
InventingiCreatingsomethingnew that dramatically affects the PC or campaign
information on Mortogolems), then don't split the "up to 3" Fate Point award between the two of them-simply give each of them 1,2, or 3 Fate Points. They've both definitely eamed it! (And in this case, they would definitely deserve the full "3" Fate Point
take his Fate Points 1
Creator can do what he likes with them so far as raising attributes, boosting Poweq or whatever else is concerned. NPCs are simply "things." PCs are not. Actual Players put their emotions, thoughts, and a little portion of their own essence into their own Characters. As such, to protect such an investment, they get to collect and use Fate Points. That's the PC's "edge" in the SenZar System.
Note: Your PC has
Scenarios: "Solving" refers to the PC employing
creative
thinking to resolve a dilemma, solve a fiendish riddle, or just about any other creative use of brainpower that actually makes a substantial impact on the game. "Equal opponents" means a single opponent or group of opponents who are of comparable power/experience to the PC or the combined powers/experience of his adventuring group. "Overwhelming odds" is similar to the aboveo except that the powers/experience ratio may be up to 10X the PC's or his group's. "Impossible odds" means anything more than "overwhelming." "Quests" are multi-game session endeavors that are never easy to complete. "saving the world" means just what it says-the PC's actions have directly contributed to the sal-
favorite Connection who s just failed his getfried to cinders. Connections are NPCs, and as such get no Fate Points with which to "Edit" a Save. However, if you're a kindhearted Creator, then we suggest that you allow your equally kindhearted PCthe option to burn a Fate Point in defense of his Connection. Remember: This is only an option, and itb up to the Creator to decide if it s acceptable. a
Save and is about to
NPC Fate Points (Optional): If
the Creator decides that
it's called for, then the Creator has the option to "grant" his NPCs a Fate Point (or two or three) to throw the PCs for a loop once in a while. This option may be employed only for the biggest "Bad
thing, only on a much more "cosmic" scale. Both "Saving" sceharios are more often than not multi-game session endeavors. Some of these awards can and often do "overlap" with the others. It's not at all uncommon to see multiple Fate Points awarded per gaming session-but only if the PCs really impress the Creator.
Guys" that the Creator decides to use in his campaign. We suggest that anywhere from l-3 Fate Points be used in this fashion, per "encounter" with the NPCs. That'll keep those PCs in line! Note: Creators be warned that if NPC Fate Points are used, then the PCs will gain the NPC's remaining number of Fate Points (as in "if he starts with 3 and burns 2, they get I") if they somehow manage to defeat him!
"Defeating" is covered later on, while "Inventing/Creating" refers
When Are Fate Points Awarded? Like Xp, Fate points
vation of the world. "Saving the universe" refers to the
same
to the invention of something new (such as a new spell, skill, or martial arts discipline) that dramatically affects the PC or the campaign. This may also apply to any "Doom Machines" or other similar contraptions or creations that the PC creates or invents that are truly great. Again, we emphasize that these are merely guidelines.
are awarded during the game session at the Creator's discretion.
Unlike XP, however, Fate Points do not necessarily have to
either PCs must have Fate Points in order to thrive.
Group Fate PointAwards: If more than one PC is involved in the actual encounter, then feel free to award all those PCs involved with a Fate Point. For example, if two 1st level PCs successfully team up to destroy a Mortogolem (which is a "victory
(
be
awarded for every single encounter. They are only awarded when the encounter actually merits the potent reward of Fate Points. Creular's Note: DonI be stingt with them, but donl be a "MonSt Haul"
PC Qeneration BURNING FATE POINTS The 66Edit":
Fate Points can be used to "edit" any personal die roll that a PC doesn't like. For instance, if the PC rolls a "l" on a
d20 for his Save, he can bum a Fate Point, edit the rol1, and automatically boost that ro11 up to a perfect "20." This may be done with any CV roll, Skill Roll, Special Power, or Save. This may be done after the fact, but only if the PC immediately states his intentions to do so. Edits cannot be done after another action has taken
Should your character be forced to face the Reaper, even though no amount of Fate Points will suddenly, mysteriously bring him back to life, it /s possible to "resurrect" your character by means of powerful magicks. Typically, these magicks are extremely difficult to employ (and extremely difficult to convince someone else to use them). Note: Refer to the "Combat" sections for more information on how to avoid death.
MONEY MONEY. MONEY
place.
The Edit makes any personal die roll o'perfect"
The ooMaxtt: Buming a Fate Point to land a perfect "20" on an AV roll will automatically cause the maximum possible Critical damage for that particular attack on the victim, with no die rolls necessary. This allows the character to hit DVs that are "unhittable," as well as to inflict max damage without being forced to roll it. Sure, it's truly heroic, and you get what you pay for, but the victim still gets all applicable AP and stuff-and the smart villain
can always attempt to dodge, if he's saved his action for that Phase. (The kind Creator might consider giving the PC back his Fate Point
if the villain dodges his Fate Point attack.)
The Max makes "perfect" AV roll for maximum possible damage
The ooMinimizet': Fate Points can be used to minimize the effects of any single damaging attack. For any attack or attack form that gets a "range" of damage (such as from "10-100" or "1d8"), the PC can burn a Fate Point to ensure that the damage he receives from the attack is the minimum possible for that particular range of damage. The "10-100" would become "10," and the "1d8" would become "l." Critical damage will be reduced to the minimum range of damage, multiplied by the X2 bonus of the Crit. For example, if the normal range were 10-100, and a Crit was landed, the damage would be 10-100 X2, which would be reduced to 10 X 2, or 20. Minimizing "fixed" types of damage, such as the breath weapon of a dragon, or the Boosted damage from a spell,
will result in that character's taking but half of the full
damage.
This may be done after the fact. Time limitations are as per "The
Edit." Minimization is personal only. Scenario Range of Damage Fixed Damage
:
lowest number of range
Damage:Yz
Raising Attributes: This is dealt with in the "Attributes"
sec-
tion.
Dontt Fear The Reaper:
The lesser-valued Led and Kop pieces are smaller in size than the Star, much the same as dimes, nickels, and pennies are smaller than the American quarter. For some strange reason, most selfrespecting adventurer-types won't be caught dead bandying them about. One can only suppose that carrying around enough of the useless things to make them economically viable cuts into an
adventurer's hoarding potential. The Crown, or gold piece, is only slightly larger in size than the Star, defying Terran intrinsics, as gold is minted (and used) on SenZar in signihcantly larger quantities than on Earth. The Eagle, or platinum piece, is about the size of an American Silver Dollar. It is the largest, most valuable coin used in the common market. For larger transactions, ingots or bars ofprecious metal are used, as well as pearls and diamonds that have met the strict criteria of the Bank of Zengara. Promissory notes are sometimes issued in lieu of metal, usually sealed with the promisor's ring, or in blood, if the parties aren't averse to such dramatics. The relative values are as follows:
COIN
VALUE
COMPOSITION
Led Kop Star Crown
1/r00
Lead, Iron composite
Eagle
Minimization Result Damage
The financial nexus of SenZar is Zengara, and the basic monetary unit there is the Zengaran Silver Star, or Star, as it is commonly called. The Star is approximately the same size and weight of an American quarter, give or take a few dozen grains. It is, however, almost entirely pure silver in composition.
In the SenZar System, it is possi-
ble to burn Fate Points to minimize damage and to edit both Saves and rolls, in the attempt to avoid Death. The game is "PC-friendly," but "once you're dead, you're dead!" No amount of Fate
Points can bring your character back to life once he's finally blown it! Fate Points are there so that your character has every chance in the world to avoid Death in the first place! However...
Black Pearls Black Diamonds
l/10
Copper, Bronze
1
Silver
10
Gold
100 1,000 10,000
w/seal of Zengara
Platinum w/seal of Zengara
One Standard Ingot : 100 pieces of metal One Standard Bar = 1000 pieces of metal
with 1000 Stars. (Those who have the Special Power of "Status" will start out with more; see "Status" for more information. Those who desire to start with less may do so.) A11 PCs begin
PQ Generation
Fame: \
il
Fame is a composite measure of the PC's reputation as an adventurer, spellcaster, hero, villain, etc. Fame, quite literally, precedes the PC wherever he may go. The higher the PC's Fame, the
more likely
Connections:
Connections are those great folks who can make the PC's adventures a bit more interesting. A11 PCs begin the game with two Connections.
it is that those around him will recognize him.
Reputations, whether truthful or spiced with a bit of the fantastic, will stick with the PC as he progresses from lowly advenfurer to
mighty champion. Mighty Warriors may be widely known for their skill with a parlicular blade, while powerful Wizards may be known for their spellcasting skills or sage abilities. The beings that the PC will interact with in the game will have a percentage chance equal to the PC's Fame score to "know" who the PC isor at least "know" the PC by the many tales which have grown around him. Chance of being toknown" = Fame
How Famous Am I? ntt pCs begin the game with l,/oFame. (Those who have the Special Power of "Status" will start out with more; see "Status" for more info.) Fame will increase by l%o for each Fate Point earned by the PC. Fame may also increase at the Creator's discretion if the PC's actions merit it.
Character starts game with I Fame Character gains +1 Fame for each +1 Fate Point earned
The Price Of Fame: In most cases, Fame lies within the PC's name, and not his face or form. This is particularly important to professions such as the Assassin, who would jeopardize themselves unfairly if they were recognizable by face or form. Of course, once the PC's Fame becomes high, then it's quite possible that he may be recognized by face or form alone-and that can play right into the hands of the clever Assassin, should he see fit to exploit it.
The Scope Of Fame: At the Creator's
discretion, Fame may be applied to a particular city, a nation, a world, etc. It is simply an indication of one's percentage chance of being recognized or known, and the scope of this recognition may (and probably will) vary from campaign to campaign. One may even supersede the normal mortal barrier of 100 Fame, if desired, merely to reflect the larger scope of an expanding campaign (with healthy minuses to recognition in cefiain circumstances, such as tliat first off-world encounter with a totally new race, who may or may not have heard of your godlike PC). Call it as you see it, Creator. And remember that all new immortals begin their new immortal existences with one point of primal per one point of Fame earned. ,1
Now that she knows who we are, the Bitch Queen of Thrax wants our stulf. Stupid Bitch! (Kallysto)
Who Are They?
Connections might be someone "higher up"
if that's the PC's Profession, who's taken a friendly bent towards his younger, lesser experienced charge). The Connections may have nothing in the PC's profession (like a friendly old Wizard,
whatsoever to do with that PC's profession-they might just be old friends of the PC's, or perhaps just some distant acquaintance of his family. Connections may or may not have "levels" in aparticular profession. That's for the Creator to determine when he's creating them for the PC.
The Connection Discount:
Connections are those NPCs whom the PC may rely upon for a friendly "hint" concerning the way things work in the world; for some minor form of "financial" assistance or, perhaps, just for some friendly companionship when things get rough. Connections may provide their services, or sell their wares, at up to 50% of standard value. This is left to the Creator's discretion. (In some circumstances, such as having a Connection in the Collegium, the 50% reduction may not be possible, as the prices there are fixed by the most powerful Wizards on SenZar. However, if your Connection just happens to be one of the Headmasters there-right!-then who knows what sort of "discount" one may obtain...) Gossip is generally free, provided that the PC shares some juicy bit of news in retum. Hints work basically the same way.
What's The Catch?
Connections are, quite basically, the PC's friends. The more friends do for one another, the more can be expected in return.
Plain Vanilla Example: A PC begins the game as a Human Warrior named "Mort Deathhand." Let's assume that the Player wants Mort Deathhand to be a citizen of Zengara, the Forever City. Together with the Creator, the person playing "Mort" will flesh out the Human Warrior's Background information, and all the other I st level equipment (refer to "Character Generation" for the particulars) that make Mort Deathhand who he is. With all of this Background info firmly in mind, the Creator then determines Mort's two initial Connections. Of course, it helps to know the specifics of Mort Deathhand's background, but we'll assume a couple of different interesting ones. Perhaps Mort's father is (or was, if you're so inclined) a pit-hghter in one of the many "under-
ground" Thieves' Quarters locales. Mort could then have two Connections in the sleazy world of pit-fighting. Perhaps one of them, let's call him Garrok, was Mort's father's trainer. Garrok might be kindly disposed towards the young Mort, who perhaps might one day fight for him in the pits as did his father. Perhaps another Connection might be another pit-fighter, who might just feel sorry enough for the inexperienced young Mort to befriend him (and/or whatever else it is that pilfighters do with/for their young, inexperienced friends). Or, perhaps another
Connection might just be a barmaid "acquaintance"
of Mort's.
PC Qenerafion Funny how much juicy gossip your average barmaid can overhear on any given night in Thieves'Quarters...
Great Example Of Above: Let's assume that Mort's background is about the same. He's a Warrior. He's inZengara. Maybe Mort's father died while fighting in the dreaded pits for the amusement of some very jaded folks. Maybe Mort got noticed once or twice by some of those very same folks while he was there watching his father. Maybe one or two of these folks has a sudden turn of conscience, and then decides to "help" out young Mort in the future. Perhaps one of these folks is a wealthy nobleman who can "help" Mort "get back" at the men who ooset up" his father. Contact can be made, discretely
of course, and perhaps Mort can meet this
in earnest. Perhaps the nobleman can supply information on the whereabouts nobleman, and then the "connection" can begin
"world," and whatever method best suits the particular "power level" of that world should be employed. If your particular "world" is a place in which magicks, power, and potent hoardthings are few and far-between, then the Connections whom you choose will probably be generated with that particular concept in mind. If there are Demon Lords freely distributing wholesale slaughter and destruction, then it's not unseemly to have a Connection with a spare Greater Artifact or tyvo to toss into the mix-
Future Connectionsi After
befriend the potential future Connection.
of who operates the pits. Perhaps the nobleman will furnish Mort with a "loaner" in the form of a better suit of armor, or maybe even a choice weapon or two. Perhaps the nobleman has a "friend" in the Collegium, who can "loan" Mort, no questions asked, a potent potion or two. Of course, once Mort extracts his vengeance upon the folks who killed his father, the nobleman may want a small service or two in return for his effiorts. Connections, especially if they rise above the normal call of duty, aren't exact-
What About Henchmen?
ly free...
I 2 3 4 5 6 7 I 9 10
Solutions: You have the names, perhaps even the professions, of the particular Connections which you intend to use. You've even got the "reasons" for these particular Connections. Now, you need to determine what level, if any, to make them. Here are a
couple of possible solutions that we have found to work well in the game;
One way to solve this to the satisfaction of both player and Creator is the "high/low" method. The Creator takes an arbitrary number (we like l0), and then transforms this number into "levels," which are then divided (as the Creator sees fit) between the two Connections. Perhaps one Connection is a relatively skilled Wizard, and you determine that, in order to at least appear relatively skilled, that this Wizard should be, say, 9th level or so. That makes for one powerful Connection, and it may just be the kind of "relationship" which finds the player character at a distinct disadvantage for a while (at least until the PC is powerful enough to
'Just say no" to the Wizard, who'll no doubt probably try to weasel out a favor or two over the course of their relationship).
If
the initial two Connections (or
more, if you've taken the "Status" Special Power), in order to attain more Connections, the character must actually meet atd
Connections are Henchmen.
EXPERIENCE POINTS (XP) Level
XP t-9,999
Level 11
10,000-24,999 t2 25,000-49,999 13 50,000-99,999 t4 100,000-199,999 15 200,000-299,99916 300,000-399,99917 400,000-499,999 1g 500,000-749,99919 750,000-999,999 20
XP 1,000,000-1,499,999 1,500,000-1,999,999 2,000,000-2,999,999 3,000,000-3,999,999 4,000,000-4,999,999 5,000,000-5,999,999 6,000,000-6,999,999 7,000,000-7,999,999 8,000,000-8,999,999 9,000,000-9,999,999
Experience Points:
Experience Points, or XP, are the governing factor for increasing the PC's level of experience. All PCs begin as a lst level whatever with naught but 1 XP to call their own. From then on, the PC will begin to accumulate XP for most things that are encountered, solved, defeated, or destroyed during a Game Session.
you decide to go with the "high/low" Connection generation method, then you may or may not decide to give the other
Wtren and if your PC finally gets to this plateau, then consult "The Immortal Rules," for it no doubt will
Connection any levels at all.
be time to become an immortal.
Another method to deal with Connection generation is to 'osave" the choosing of the Connections until the character has actually role-played meeting and befriending Ihem. This method plays a bit more "realistically" than the above method, as it provides some underlying "foundation" for the Connection. It should be noted, however, that this method seems to work in favor of the more experienced player, and against the novice. Neophytes need a friend or two in an admittedly cruel world such as SenZar in order to become more experienced Players, after all... Note: The actual determination of the Connections' "levels" is best left up to the individual Creator. After all, itb the Creator's
XP Value: For defeating "monsters" or other "characters"
1010001000
XP!
(NPCs), the character receives XP. (Although we give a brief primer on doling out XP for "monsters" and "characters" in the SenZar Rules, the specific XP Values for the "monsters" are found
in "Creeping Death," the first SenZar campaign builder.) Actual XP awarded is based on a "sliding" system in which the Creator judges the PCs combat abilities/relative skills compared to the opponents, and awards the XP based upon the relative difference between the two. The categories are "Very Easy," "Easy," "Average," "Diflicult," and "Deadly." In other words, a 20th level
PC (leneration opponent may not be worth the same XP to two different PCs. While a PC of comparable level may receive only an "Average" judgment from the Creator, a PC of half the level may receive a
"Diffrcult" or even a"Deadly" XP judgment.
Kill Factors: This is the "level" for non-professioned Monsters. It roughly, but not exactly, corresponds to the level of any of the normal races and professions. The Kill Factor is dealt with in more detail in "Creeping Death."
XP Categories:
Although the actual XP Category is decided by the Creator, there are some general guidelines to go by:
XPCategory Explanation Simple Easy
Average
Difficult Deadly
Opponent Opponent Opponent Opponent
is roughly PC's level is 2X PC's level Opponent is 4X or more PC's level
There may be times when "level"
ARE YOU X.PERIENCED? Level Simnle Easv
1 2 3 4 5 6 7 8 9 10 11 t2 13 14 15 16 t7 18 t9 20
250 500 750
500 1,000 1,500
1,000 2,000 1,250 2,500 1,500 3,000 1,750 3,500 2,000 4,000 2,250 4,500 2,500 5,000 2,750 5,500 3,000 6,000 3,250 6,500 3,500 7,000 3,750 7,500 4,000 9,000 4,250 9,500 4,500 9,000 4,750 9,500 5,000
Avg. Diff.
Deadly 20000 4,000 4,000 9,000
1,000 2,000 3,000 6,000 120000 4,000 80000 16,000 5,000 10,000 20,000 6,000 12,000 24,000 7,000 140000 28,000 8,000 16,000 32,000 9,000 19,000 36,000
100000 20,000 400000 11,000 22,000 44,000 12,000 24,000 49,000 13,000 26,000 52,000 140000 29,000 560000 15,000 30,000 60,000 16,000 32,000 64,000 17,000 34,000 69,000 180000 36,000 72,000 19,000 39,000 76,000 10,000 200000 40,000 90,000
ttl.eveltt
:
Opponentts level of experience, or Monsterts ttKill Factorto
is %PC's level is % PC's level
will not suffice for
the
purposes of awarding XP. For instance, if the opponent and the PC are the same level, yet the opponent is armed with an artifact blade and the PC has nothing but a rusty dagger,
then some discretion on the Creator's part will probably boost the "Average" scenario here to at least
"Difficult."
XP For OpponentSi
Each opponent, whether a single Goblin or an entire Goblin horde, counts for XP purposes. Sometimes a "multiple" number may be enough to coax the Creator into awarding a higher XP Category for the encounter than he normally would. While a mere single "low-level" Goblin may only rate a 10th level PC a "Simple" XP award, a horde of l0 of those same "lowlevel" Goblins could merit an "Average" award for each Goblin (their total "levels" add up to the PC's own, after all), and a horde of 20 or more could merit the "Difficult" award for each Goblin. Conversely, a whole squad of highlevel PCs slaughtering a horde of Goblins may merit only an "Easy" or even a'oSimple" XP award for each Goblin. It depends on the circumstances of the conflict. (The final judgment is up to the Creator, in any event.)
Misc. XP Values : For solving "dungeon
puzzles" and "dungeon riddles," or for defeating "tricky tricks" and "tricky traps," we suggest a reward of from 1,000 - 10,000 XP, depending on the
complexity and/or destructive capability of the scenario. For rolling a "perfect" AV roll in combat, or by making a "perfect" Skill Roll or Save, we suggest a reward of 1,000 XP. "Perfect," of course, means a natural "20" on a d20 or a natural "l00" on percentile dice. (Burning Fate Points wonot earn you a free 1,000 XP, in other words. The "perfect" die roll has to be natural.) For flrnding "treasure" or'omoney," there is NO XP reward! (We believe that the "reward" lies within the monetary value of the treasure itself.)
"And
"I'm the Archimage of Krystallmyst!" (Dannan) I'm the Overlord of Zengara! Are you trying to pull rank on me? " (Memnok)
Scenario
XP Value
Defeating 66monsterstt
var., refer to table (usually 1,000 per level or Kill Factor)
Solving riddleq tricla, and traps
var, ft,om 1,000 - 100000 depending on the complexi-
tyldfficulty of the event
Rolling a "perfect" roll 1,000 Finding ttmonetary treasure" 0 Using "magick items'o 0
PC Qeneration
"Training" & XP:
Training, either alone or with others, is not true combat-but at least training is a step in the right direction. As such, "Self-Training," or training done by the character alone, merits an XP reward of 10 XP per level of the character per day of training. Self -Training
:
1OxP/level/day.
Conversely, "Personal Training," or one-on-one training, works a bit differently. For instance, if a 1Oth level character is training a 1st level character, the 1st level character will receive the lOth level character's "Self-Training" XP reward for the day, while the lOth level character will receive only the lst level character's "Self-Training" XP reward for the day. Why? While the lst level is learning a lot from the mighty 1Oth level character-and thus earning more XP than he would normally ever think of earning out-
side of combat-the lOth level character is actually "stooping to the level" of the lst level in order not to go completely over his head. in essence, by wasting his time on the 1st level character, the 1Oth level character is depriving himself of his own personal "quality" training time. He's elevating the lst level up to his own level, at least temporarily-but he's sacrificing the majority of his own training XP in order to do so. (That's why "professional" trainers command such high wages for their services-essentially, it's almost a waste of their time.) Training" : Lower level gets higher level's "Self-Training" XP for the day, and vice versa.
ooPersonal
Group Training, or multiple characters training at once, is sheer folly in most cases. Why? The higher level gets only lhe lowest of the lower level's XP for the day, and the lower levels have to equally divide the higher level character's XP among them! Note: There's nothing like actual combat so far as XP is concerned.
When Is XP Awarded?
That's up to the Creator. The Creator can decide whether to award XP after each indi-
vidual encounter, after each adventure (or series of encounters), or at the end of a single game session. As long as the "flow" of the game is not interrupted, any time is a good time to reward the characters with XP.
Group XP: loling out XP when there is more than one PC involved is simple: split the total XP earned in the encounter, adventure, or game session between the PCs who participate in the encounter, adventure, or game session. The Creator can optionally keep track of individual XP within a group, and award it when he sees fit. Finally, just as with Fate Points, we suggest that PCs who "die" during an encounter get their full share of the XP. 6sNPCtt
XP: For those adventures
when Connections
share in the fun, we suggest that these "non-player characters" receive an equal share of the total XP rewarded-but
only if they make a positive contribution to the encounter! (
In other words, if one of the PC's Connections is on the adventure with him, and does nothing but get in his way, then the Creator can feel free to forget about the Connection when it comes to rewarding the XP.
Making Levels:
once the PC has accrued the necessary minimum XP to advance to the next level of experience, then that PC "makes a level." This is particularly good because after making a level, the PC always gains new abilities, and possibly even new stats, skills, or powers. At 20th level, strange things can happen once-or make that if-the PC advances. (Please refer to "The Immortal Rules" for more information on post-mortal progressions.)
Absolute XP: xp is retained in an "absolute" manner; that is, if the PC gets more XP than is necessary to make his 1eve1, then the extra XP is "carried over" and applied to his next level. Example: Let's say that a 5th level PC who already has accrued 125,000 XP is subsequently awarded 100,000 XP. That 100,000 XP bonus will easily qualify him for 6th level, which requires a mere 200,000 XP to reach. He'11 make it with 25,000 XP to spare. In the SenZar System, that "extra" 25,000 XP will be applied directly to the next level-with no penalty-giving the PC the full benefit of those hard earned Experience Points. So instead of stopping at 200,000 XP, rhe PC gets his full 100,000 XP, and is now at 225,000 XP-already progressing toward that next
level of experience! There will be times when the system for giving Absolute XP may give a PC more than one level at a time. Instead of jumping more than one level, we suggest that a "Rank" be granted to the PC. The Rank will effectively boost the PC to the next level, and an additional number of Experience Points equal to Yz the amount of XP necessary to reach the next level. Example: Let's stick with the example from above (5th level PC, 125,000 XP, needs 75,000 XP to make 6th level). Imagine that the PC kills 5 Shadar Lords-all by himself. This most miraculous event is worth about 100,000 XP per Shadar Lord. Obviously, the resulting 500,000 XP reward would boost the 5th level PC to 9th level. While this may indeed be fair (he did eliminate 5 Shadar Lords all by himself), the game will flow a little better if a Rank is granted instead to the PC. The Rank will propel the PC to the middle of the next level (from 5th to 6th level), and will grant him enough bonus XP to land him in the middle of this level (250,000, or roughly halfway between 200,000 and
Rank:
299,999).
IYote: The use o.f the Rank makes figuring out the XP for such entities as Shadar Lords (or divine beings, demonic lords, and the lot) irrelevant. After such a cosmic battle-
and if the PCs are still standing-just say "Rank," and save yourself a few minutes of XP frustration. When employed wisely, Rank actually improves the flow of the game session, and rewards the Players just as much as it rewards the hardworking Creator.
>-_
PC Generation
DOWN TIME DT (Down Time):
There eventually comes a point during the game session when both PC and Creator will need
some quality Down Time. This typically occurs "in between" active adventures or scenarios within a campaign. Down Time is the stretch of non-combat, noninvolved, non-adventuring time when it's assumed that the PC can freely go out and purchase needed sundries; train in new skills or martial arts disciplines; learn new spells or begin to research new ones; put out notices in Towne Square or "feelers" within the underworld community and actually wait around for responses; or construct strongholds. castles. keeps. sanctums. or cities.
How Much DT Is Okay? DT may take up a day, week, month, or even a year or more in actual "game time." It's all up to the Creator and what his plans are for his campaign. During the actual game session, DT actually serves a dual purpose: It allows the Player to explore some of the PC-developing options available within an actual game session-type environment without having to worry about constant death and destruction hounding him; and it grants the Creator time during the actual game session to kick back, take a breather, and look over his notes.
that the more experienced PCs can't go to the city on their DT, though! Many of them do just that, only to watch their precious DT transform into actual PT (Playing Time) when their enemies finally recognize them as they stroll along the streets !
Why Use DT? It's
the easiest, quickest, smoothest way to solve sticky "time" problems within the FRP game system. With skills, it makes acquisition virtually painless. The Player can simply make an agreement with the Creator that his PC is going to learn a particular skill during his DT; once play resumes it can be assumed that the PC has acquired the new skill. (It may take a week, month, or several months of "game time," but instead of actually laboring through each and every single "game day," the acquisi-
tion can be made quickly. This saves a
considerable
amount of time, stress, and frustration both for the Player and Creator.)
With spells or any other type of magickal research, DT actually gives both Player and Creator time within the actual game session to properly consider the ramifications of the new research. DT also gives the entire group some "real time" to take a break, chat, eat, go to the store for some munchies, etc., while the
Creator-if
he
wishes-can
deal with each Player on an individual basis.
Group DT: pf is particularly helpful in a "group cam- Final DT Note: It's up to you whether or not you want paign" environment where the Creator has to deal with to use DT. We do, and it saves us a lot of time-especially multiple PCs at once. For example, assume that the group has just fought and vanquished a major foe. Perhaps more than one of them has made a level thanks to the XP from this conquest. After making a new level, the PC will want to obtain all the new abilities, spells, and equipment that he possibly can. If there's a logical "pausing point" in the campaign, it's acceptable for the Creator to call for DT so that the PCs who've just made their level can buy equipment interfering with the flow of the campaign. Also, the use of a "fluid" DT system is easier to employ in a group campaign than a "fixed" system because the fluid DT allows multiple PCs to obtain their new abilities in a quick, easy amount of time-rather than one PC finishing his training a month earlier than the rest of the group, or the rest of the group having to wait because one lagger is slow when it comes to learning new abilities.
When's The Best Time For DT?
The best time is usually after the PC makes a level. Of course, at the more extreme levels, DT is fine at any reasonable time.
Where's The Best Place For DT?
The city, without
question. It's in the city that the PC has the best access to
training facilities, shops, libraries, and bars. (In case you're wondering, DT is highly unlikely in a "dungeon" type environment, even if PCs make their levels. Once
they return from the "dungeon," though...) Note: For the more experienced PCs who possess their own strongholds/sanctums/cities, the best place for DT may actually be within their own homes. That's not to say
in campaigns with large numbers of PCs!
ll^ t/r
W,
J
l
'rll
Races multiple to express it. (The Drakkan's CMR is 4, while his flight is at 5X his CMR, which equals a Flying CMR of 20.)
RACES Races are chosen by the player to express his PC's particular racial, cultural, and genetic background.
Choosing A Race: The player may choose his PC's chosen race from any of the following races. Each race, from the towering Viking-like Akir to the fierce humanoid feline Tygor, has its particular strengths, weaknesses, advantages, and disadvantages.
Balance: Ideally, the races are "balanced," with no one
race
enjoying a particular advantage, either in attributes, special abilities or powers, over another. Of course there are some subtle and not-so-subtle differences among the races. The enterprising player may eventually be able to exploit these "subtle" differences to
his advantage. But the point is that all races-each and every one-begin with the potential for greatness. It's up to the player to take advantage of the situation, and make his PC great!
GenMax:
This is the maximum possible attribute with which a particular race can staft the game. It is not possible to PC of that supersede the GenMax barrier until the character actually begins adventuring, and "saving" his "Fate Points" to raise his attributes.
Average Adult Size: this is the "middle range" for
the
majority of the race. As you will note, the ranges for both Height and Weight are "spanned" by a convenient number which can be randomly determined on conventional dice. If desired, the Player may select his PC's Weight and Height, or use dice to randomly determine them from the middle range. Conversely, if desired, the Player may choose to ignore the middle ranges, and choose to make his PC taller than, shorter than, heavier than, or lighter than the middle range of his particular race-within reason, of course.
Average Lifespan: As with
the Average Adult Size, this is nothing more than a "middle range" expression. In all probability, the PCs will never live to reach old age, or will become immortal before ever nearing that point. It's merely a convenient guideline, or campaign-flavoreq for potential PC-expiration.
GenPackage: This is the "basic starting package" of skills, Special Powers and abilities that the race begins with. They are all FREE and COST NOTHING-even the Special Powers! This means that if the Special Power is listed in the GenPackage, then you don't have to pay for it! In order to learn new skills, spells, or martial arts, the PC will have to spend DT (Down Time) in between or during advenfures.
Skill Duplication:
Races that have a skill that is duplicated within their chosen profession may take a fiee Mod to that skill.
Fate Points: All
races begin with 100 Fate Points. These are used to pay for attributes, Special Powers, etc. (See "Character Generation" for more information.)
Language: This typically
is the native tongue of the race, and the PC is considered to be fluent in it, with "reading" or "writing" skills if applicable (see "Languages" for more information). For races, such as the Starin, who have multiple language skills, simply consult the "Languages" section to see which one is their
"native" tongue. Note: " Common" or " Common hryaran" is the most popu.lar ktngnge spoken on SmZar and is almost a necessiQfor advenh.tring in the "civilized" areas. Ifit's not in the race's GenPacl
Natural AP: fhis is the measure of the race's innate, natural AP, or Armor Protection. This AP can never be taken away, as in taking off a suit of armor. But armor can be worn over Natural AP (in most cases), and the resulting total AP will be the total of the two numbers. Thick hides, scaly or horny epidermis, or simply sheer physical toughness are factors in determining this.
Body Weaponry: This is the
expression of the race's claws, fangs, wings, or whatever else that acts or can act as natural weapons. Normally, only a +1 DC is added.
Free Weapons!
The PC is entitled to one free racial weapon
of
(Creator's approval required) to begin his adventuring career.
the typical combat-related movement rate of the race. This includes normal walking, running, jumping, and most other forms
Races with unique weapons must choose one from their specific
CMR (Combat Movement Rate):
This is the measure
of "ground-based" movement. This measurement is almost exclusively for the use of tabletop miniatures, where "Hex Paper" is used to give Player and Creator a more firm idea of where everyone is during a combat. Each hex equals about 6 feet, or roughly 2 meters. (Feel free to translate I hex into l0 feet. It works just as well, as long as you stay consistent with one measurement or the other.) The majority of races have the standard 5 CMR, with the extremes having typically I more or I less. A PC with a CMR of 5 could move up to 5 hexes in a single Action Phase. The specifics are dealt with in "Combat." Some races, such as the Drakkan, will have the ability to fly, or move in ways other than "normal." This movement rate is based upon the race's CMR, typically with a
race's weapon types: i.e., Demonians and Hatefangs, or Golgothans and Punishers, etc. The weapon must be one specifically designed or named for his race.
Races Occasionally, some particularly ruthless Akir tribes will take it upon themselves to capture other races and force them into slavery. The Akir prefer to enslave Azaar, particularly female Azaa4 though they by no means take only Azaar slaves. They will take whoever is there for the taking, as they are truly opportunistic when it comes to tuming a profit. Certain Akir are notorious for selling their captives to the highest bidder. Contrary to popular belief, not all Akir are mercenaries, villains, pirates, or slavers. Those rare few who choose another course of life generally are known by their comrades as loyal, magnj@nl fe1v, ly fearless w#riors: trg#ddventuring Tlpe€Thre '' -^^---^---D companions. --;l-------{' -"^-^r-^^^---"' the& howeverffiLst su stigma of being agry{afled with
slave-ffiffig ki
t l-- ,lr ll I I I =>---
The ed in
lized" cul
t6 14 14
16**' Half-human, half-giant, the Akir race pre-First*ge HumanS'*.iiiif ilie aborigi frozen realms of."the great northern 5sts. Sirqfu lines whie&.lead back to the aborisi I giants ffi may claim what few other races of ;vorld ma$ they are native to SenZar, not s
M'*"$
Death Horde.
Akir usually hail from where
the timber halls
mountalns; many thousands of of may explain their innate resistance are to "normal" cold, Akir still
cold.
".
d
rtheq l{i {fou$d ifu
of
resistant they
**r'-*-'
Physically, the Akir are tall, musc than mere Humans. Therr turn a bit red from exposu hair is generally red or reddish-blonde, and their eyes blue*though there are, as with everything else, e rule. lrg--
Akir are excellent seafarers, known for their often extremely bloody conquests. Their great d longships may be found in any clime as they
The
rough and rowdy adventure.
SenZar,
hills, on the
Races pre$ation
onl$the fi
out$itfu wor
'iH$ ffi$89*
wl Creatoue" have the pe with'bYper types
j
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ry
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nenl t$eir pigm lt*fe ural c616fr,
'i4ycholog ,sica "Pfuffi1Ja Despite the ift, with i
whojs not ski
' --'+;-i?q:e*-.i,* u.i' x s:_. *r' The ,\2aar's artisticrskill$ Hib-rivaled o-?ilfo*bgi{heir lffpi:ng skills"-l} and t$ese are matched by few other races-&fu8ffi2ar. Azaa{ war;'il-\'*. rior$, hunting in concert and armed withthdr fifu$ty'four-hbnded i bowsrand four-h3nded swords, are a match even f'd
*.'*r#ji;l'" s
.;!;!i
{i*-
{a'\
Races Demonians are not nice. Perhaps that is why no other race on for SenZar will willingly have anything to do with them, save the Mokarr themselves, who have had and will continue to have dealings with them.
It is this dark alliance which allows the Demonians to traverse freely the Mokarr-held regions of the Midnight Realm' The Demonians' intentionally bred resemblance to the Mokarr's dread Shadall;ords also grants them no small measure of freedom to' aet as tfiey"wish while in the presence of the Mokarr' who stil{i:reeal!,,ihe,hateful glory of their Shadar Lords' Fourlh Age dortlinalion of SenZar.
j:,
";::'t,'tij:iiLl t:ti:i:t,,r,t,:li,rr ,:t:
,.ir,
i;
:
ru DEM The Demonians are a genetically enhar.rced race of.htii.n&*qids;i B who no longer quite resembLe.the origihal'srCI{k ci,f s.ri*e*tions :i:r a from which they were Ured b'V,thg Deg.$',I{orde''}V}tqlem the:':!rr: l:. C Silestions are golden-hued and almost flar.yless in physiqal .:. f{ appearance. th-e Dernonians poss€ss ind.igo skin and.diabolically ; *i.lea features, such'as nasty claws, fangs. and an occasional \J f d."p4arapteri stie' iov #om,11*i,!lduat,io Y R individuat, though i€@Sil,r5s raie.gei*onlauwfio iiossessds "diabolical"' i*b1i, DarkSpeak. t".h no such 'i ,!t '*'
;;;;**;; ;; ;;
:
pn1':i*cai''quariti"s; "diabolicalil#
,;';:;' .";':,:a:!l;i!::r;r::r i,,;.!:::.1 Originally bred to belrhO,:$ th Ho,i'de€l #,imt-line shock trob,p$; pllygical,!.,.ir:1 of stress i":,,.,i::: ::::: thebernonians are well d!ryxipped tghlndte1fh. combat. The Death Hordelred ti.. Dg$qMs frotn Silestipn : ,!il,i!i' ':'i: "iii: stock that was bom to battle, and imrribvd,Yastly upon thq{, ,,1', ,l ..li ;.;.ll,l*t, ,+,,,,,,,,,,,, original genetic template fot dgst.uclid,f;l ,ii,, ,,. . ,!, . :,,,,
.11,. :r::i,
for cine Qle:'' DUI ror tlrere but a'i€theJ:s SenZar are who stallt stalRSetzar Those few Demonians whci
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il
.
ctJ,' '&vilt" 1:1 '': "ti'" ""':.i!
reaSon:tocovertlyi*pl;;;;.h.-"*"1,direcrivesoftheirDeath
' " Horde rnasters, who are eternally watchin$ and waiting lor the :iii othorlrl l!l: , ,ll:',,'lll'',,i opportunity to exploit that oi$ O{ug*Vd,,'Shiilkr$A,S$nEAr's lr1!: 1.:' wise impenetrable defensesi As su$h, the Derno*iasii,,are inler*:ly :,15;; galactic (and interplanar) "sleepbr qggglts" who fonqg,lt insut- r, r:ll, ,i ., ' thb Deatli lency, create insurection, disperseiq$1e c{$ lv) .'l',';i,, ,,,.,,,- :,,. as,rnuch.,,
rtori.'r "Anti-Life" propaganda,
"-O Ci,,S:*t$il lreqfe behind-the-scenes havoc as possible in orderto 'prepare invasion " of- the tri. ea'fu Horde':: SenZar for the inevitable'^^'
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it does have a thick leatSery hid$s* Mtural Armor Protectiohq*Qffi an as are the bony ridges which f its great leathery wings.
itw
d
g EedW an be surprisingly mild-natured. even\hs"
nd harbors a deep resentment for those
who
ld hunt their kind out of ignorance, prejudice rkkans 6'ill hold no trust for those who serveffl, nor y sentient being who takes pride$n the huntkin, whom the Drakkan hlV€ come to the long centuries since t_ lson-
Thus,
will ing
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L The mighty Drakkans
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of
endless persecution
Drakkans'gradual w society to placgx&r .,eri
d
Jr
Wrth iep"exceptrons,
in lffi*{y
inacffiible
other non-flg{ng creat may be sheer d**r*"
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atr
cliff walls whi
rarnlffilfuffi*ffiSffi' and ns
infreffi,
and huma traveled.
ffi *#s # will frake their small settlem6r!
which are nearly impossible for enter. Thus, Drakkan settlements d ing rW**n;*ffiestled a lon daunt eveffiffi most agile clffi
'w
Wfth their superior Drakkans are by no should they not wish it.
-distance
rckage: 100 Fate 1 Mod). cloog#
nts. Fly at 4X
Body Wea lRe
flyi
its way to civilization, srm-
ply to adventure and sge-the attribuffiibb well as their ability to them highly valuable as scouts and Drakkans are by no means lim Their men c1a
Eat a sheep. (Abubika)
Eus$
Races man has yet dared willingly venture there and return with news
of its location. Alas, the same may not be said of the wandering Goblins, who, being as fecund as rabbits, have found their way into nearly every nasty, ill-lit nook and cranny and scummy backway of every city on the face of SenZar. And yes, Goblins have even established themselves in Arcturus, the Holy City of Rel-if only in the sewers beneath the city, but that's a start. Physically, Goblins vary in appearance from one to the next, much the same as do mongrels. One may have bright green skin while the next one has an off-shade ofbright puke-green; one may have a whopping pair of tusks jutting from his prognathic lower j4y while another may have an otherwise normal set of teeth, sal$B for a pair of two-inch incisors. The sole identif ing factor which the Goblin sharesgffth its fellows is the inescapable fact that Goblins stink. Even ths Goblins themselves will admit
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it, because ir many faults,
Despi
a sharp sense of
are
l(
g, sturdy, and tough. intended), and are most Humans groping
GOBL The Goblin race is perhaps the most vili SenZar. When wells dry up and crops alwry automatically blamed for it; r faqpL animals are fpffi the herd, Gobli found ted, or are mysteriously automatically bl ffi it, etc., etc. no Goblins w;[thin were Neverrqind the
jusffiout # -&*-& ry*
theffiob[ins for
everything.
Not tha exceptior{
t6
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are a say
not be
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and she6?ffit-and-out mir
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Goblins that's
it makes it only t th those who fear them.
their
j
GenPackage: 100 Fate Points. Weaponry +1 DC (Claws* F Mod). Language: G
llv fact that t
about the l#mMikeMrd$H hordes), then itfua eefFinty that the about everyew*el Se, forft$*+mattffi) ry demolished thHr citiese"ffrnt them to t land with sa$ just t6 get thggpiell out. f31s5 tMGoblins fargglffiob I in s affi*ffi&drned-wh a.^wru*, drned-whrat affi"iemoved fror
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Races
tire Golgothan to that pprticular victlm-even Golgothan.ls direct line;of sight' ' i
..' \ 5*t\d
if the prey is in the l
g lq{Aont of s s op eratbg, Endet ti--.nl e---'- . ..',Y : .:" , .1;''!:if, .r^ n^r^i+t l;'f"ll i;r.erqonal u"tor,., $-rrffi411e cotgbttrpn fall -rn personal il.rt -$p$sesston forfeited to the :^:;:;,+" *l* ,,*t'rahle pe$g luab I e ners&*$l:itr*session.,ls war, lmo s[ Gb l gbtlains pt'efer
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Go'lgothans hdve no Permanl ,,iitiidr f.tt$lr, hPnieworld, G$} . ::"$6$ofiiad$.ir*rould rather P6!
enZar. The locasecret that hans come to the Death
GOLGOTHAN Of
a1l
*"t.
the mq*til races-,''{.1e Golgethaqq a*e the most feargd i"a."a j;*tned: cotrgothans prey uno*r . "i,rrtili"u.,'is stalking all things living wrrh extreme prejudice' '
'ffi
f<"o*"-tp.ti.s.
il;;;i;
il;i.tr'e r*lir and c laim th the hapless victims.
e
ir "tro phie s"-1he'
I${-1{ ''
I
rnys1g,g.l]v gruesome. hv.."y*, Ss " lQQ$fu,rr&ib *'al1;' n",*"i: tt ignffi-t"tu11n3id Cotg'ffiinJnt are towering, rgn-!i'};i:ln gs fan dii hetab';titrstiaeioi'il two p aii€lwfsr{iax-€t&';Glfstia *"g:-ft1-{'. fung.a maws. Their hardened hides, which typically . yeilowish-green' grgvrce'$f a sickly to *oi=tt.d brownish-green ;: :inch longilBl*'$i with fairly adequate armor protection' The'tw and stso4g&s which jut frorn their fingers and toes are razor-sharp
,i:- .l6s!,sjiit{lli!li!,fj'f::}t
Weaponry +1 I HP/day. (Jungle).
steel.
bdir (The
which aliow Golgothans possess true infravisual capabilities' even undbr rrnpunity with prey them to stalk their watm-blooded extreme produce which conditions of pitch darkness. Conditions heut, o, sudden bright fl ashes'oi tjgttt,
will temporaril;"'blind"
the
its prey to blend Coigotn"n. Also, clrtain conditions wllich enable "blind" effectiveiy will into the ambient background heat-clutter
Races
S urrwrt6"Y*';i; ;!.
,,.
Speed'"'*iu.3;::
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tealth. gua&e:
ffi
G'rr. erforme.{.thefu .,sole ff
&
t m?chines. Yd!- throilgh 4flny of tire abandoned G'rru.sougfil'tffl with the qffiwffiffiEffifnEy &gverted to a fiEar-bestial near-bestlal qtate;rririning qta.tei'mnnlng wlth so much resembled. Otheis&upded loose tribal sdCietiij$ry which they have lived for centuri-63 b{.,peace with the eart$ f&r 1 ,, 'r removed from the paths of men.
I i
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'
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:
,,' "l
Despite the attempt to remove themselves from sight of ryan, I 'i,lu; however, the G'mr have often found themselves. ironicai{y ' i , ". enough, to be the targets of patterned, systematic stalking'aa1d . extermination by the Tealous forces of Rel. Practicing what ii*.ir$, 'i t,,, i *,,. effect genocide upon the peacefirl G'rru, the Rell!3ns have in 'r Th$'' t recent times hunted the G'mr near to the point of extinction. The! result has'o;t;dir a marked change upon the once peaceful G'mr, i i who now have taken it into their hearts to tui:ii the tables on the t, h, Rellians-and upon any who would dare to hunt them down and 1 t&, ,,n*,, murder them like dogs.
''\il i" i
,
Races After the requisite period of total chaos, interracial wars, and mindless bloodshed, the Humans established the first permanent settlement: Zengara, the Forever City. In short order, the Humans spread like wildfire across the surface world, establishing their many different cultures and subcultures... or, to be more precise, reestablishing their many different pre-SenZar culhrres.
\r\iF
I
ln any event Humans, who never were entirely homogeneous in
:*7 -2
=,
days, have been steadily diverging ever since; there is such a profusion of different cultural ideals that to summarily list them all would be nearly
at the "Cosmology" sectionfor a more inof the many different Human cultures which or refer to which
w
in detail.
€)r / \--
\
5
-7/
5 5 5 5
i-
5
The H
1
Unlike the at all ho
10
nryW.difMt
different
difrerent i may convenieffflY embraiffienti ay not be said of the Human 1hce; nafure, chaotic to the extrede.
While Human
its own
Like SenZar
ry
f,rrst
and slaves.
Horde could EX
#
the other races, Human, Humans areffiknat ur"& usaffiM"before the :
Fir*ffiryh
retffitlffiffi&Death Hffi f*^ tne,@ffiiwgwn ru."; t6*ffi : in fact. nffig moff thffi
100 - 200+ lbs
75 years
CMR: 5 Natural AP: n/a GenPackage: 100 Fate Points and dialect sp,ec1fic
^r? lt3:
;a lactic cofi centratioQ campd. ted{gserve the DeaS Horde of affirmbffitrrnetffitr @n natedlf #fl "@h I " -.'SS$H
ng
fss
&
ry" #Sfl
u$'
t j s
s
&
*
!
'L
Races 'r'
Politics aside, the Khazak peOpfe are among the most highly educated on SenZar. They specialize in the engineering disci-
\iN !seta onto the surface world in slneers
ar€
:
4 i"i.:. .i, t t
Dexterlty ; ,;
16 Constitution,l, . 15' The Khazak people are rhe proud descendants of the Khazak-Ka,ri, W:lho ii illtiil"1:*-{F ,",, . 'r in SenZar to imported originally were who ineka. 16 or people of i lnteffig*tei:' :j., the pre-First Age days as slaves of the Death Horde' p.f.r3'nef'6 li' ,,ulilrt"'riliffilfp ."..
,"..,t
''1$
Uegip-riffercepfion ":'i'|' :; i,*,g*iilt$' "1ir'lilitl*li
Unlike many of their contemporary races, who chose to anew in the new world of SenZar,the Khazak people *un*$#
.$ipowefi'.
tokeepthemajorityoltheirlormergloriouscultures9ystoms:.;i'l;"',* proud custorns which include the art'of the v-a{c1n Fo;ee deey;,,,i-A#Uug. +Ooit bire ':it: dwel1ingengineering,and1ifeinharmony,'w1ththeofte4hu'$'{..$$1"m,'.:1 oweillng srrgrrserlrB, dlu rrru ur lor[rurrrr!].1 ""'1 "*,,tr"1";lrr#:ffigE , _ 5, ',,,,,, ,,,,.,. elements of the subterranean realms....
,,i.
,il
T he sturdy Khazak p e op le,
s
o
.^-.,.
."...
',';j
ibs
250 0 - 250l'qs"",,,, ;1,-F;ffi$fiffiehtj 150
,i
,,,,,,ii
1€
,i,
'* ;
I
espan: 100 }e&s Yaefs
m"eliile s erudneou s ly rbftne d
.'dwarves.'bytheignoran,.u,.fu."d.weilers.havealsoma"oM.;;;l'.ffifu;'s to keep their tlgft"knit, clannish-minded social order in@ct Oeffi"nre:many thousan{s"of years which have passe-d$i
,
ffii;;i:#*dnrral
A3inia
,,:,
,
.:,,
Pbints. Gloom Sight. theirforcedintersJB11arixodus.Theclan,otKaza.isthe.seattjf':-".}+ry{d!s:r4a'l Englnebr, sryllli:g, or Son of ,bens€',Ddep social order in Khazak society. rhe Kazarr I.aqsuage: Khiz
."-;;;;;i"ig"';,i*i:n
Hlhffil'r;ii,il;'i,i"o"iorX";;;;;;;tui;Htfij .:.- " ,j':.-,,:
"
"':.':
"fitql'l1seieet&o)
'.,;. a the Ka, or Underking ler:ditary ..:.;... .5;,. ......,:. .j . Jh.^olfiq":,:1jn.-5: new l::ot chosen is Ka position-JAfter the dB#ih of the'&trd Ka' the "'''' Vry;8rr-"-brn*...'"1Ah'"nymous) the *ck,at ":;;, from the ranks of thb.leaders of the many Kazas. who meet rn .'"'',:,::lllltli1i]llL$lii]iiilry :iijitiiitrtil: .,: i;;;r-:.,I:. i:,,.,'rli;:l::i:1:-:!..-:'I,:,'il:....'": :,::-''. :i ,:jlitl,-^-^^ rl^--,ifi';a-.,,L^ hoc hecf "..,....,..,.. best has who thems;lves 'i :. dectd'bmong uvlrsv tt.,e,., lrtvrr private councit, luulllll, i , -: -'.'.1_..i9 -llr Plrvdtg '" .:. ii;,.: ' rgix:r'rr;g; : ':," served the old Ka, After the ."q.ririt.'fih"eting and dealing, each ''iiq,, i{illi,,$ir$iilll r,t :;; nf their rheir nar-+^ a of r'e' par^ slngle name tlarus ur ^j-_r^ .,^+^ the lrls nqmc in +lro ln vote ivole P@rsingle membds next casts of the members .,.,!::=:::':,,' r: ,',r* " l : vote' ' x-.. ''*i:i:::'".i ' ticular Kaza for the new Ka, who must win by majority :':. " ."' "'1 ' _;:::-.. 1 .: ,: ,.
"
:
hi66ilu)'
,i
.
'
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';;..
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,i
;
lill'r, ,:','
Races
,Ji
,/)
The sprawling, chaotic Midnight Realm cities of the Khobolds are governed by a loose confederation ofthose proud few Khobolds who have hoarded the greatest (and most powerful) ieks. Socially speakingnothing much in the way of is ever achieved, foiqe Khobolds are too enraptured
1L{
'dinguto change the stat[rhqp'; -"'
\s
tst;!a
?'
';,-rf
".4\&-
industri< ic Khoboltbconsider Khobcil@gasider their industrious di prudes w be uptight, uptight. riifuick-fearing rii*gick-fearing prude little reward. Tf&.Khobolds cons be absol +eqiuses leven thofoS they're mr zaki\and the KlobolSs will sl# grumpy little hoard their means to get magicks. As for everyone
're
o
Strengt! S
ii."*,, '!!
F
prefer tgdwell n. Unli{e the . [ze in t{g.5-nagr
As #iththe driven
Gloom
ingrained tradition, while co , is looke&down.gpon by
ess by the majority of people
gof
d who,
'r,. !l 'sf,&"e4 ql*""" *'.:s:"5: r:d4- '- '.-'E:i3: _"q@!6:
Races combination of photosynthetic and chemosynthetic effects. To survive, the K'ryI need not "eat," at least by Human standards. A simple sunbath, in addition to an occasional drop or two of water, will do just fine for the average K'ryl. When conditions forbid both sunlight and water, the K'ryI may attempt to "root" itself into the ground, if such is possible, and may draw its nutrients directly from the soil. The
K'ryI
are asexual creahres. Near the end of its lifetime, the
" and upon the K'ryl's death,
K'rylwill find itself ';gj new K'ryI wil
will
sprout
a
parent's body. The new months, and will
possess di
Physica rather
nce, yet are
from a motconstitutions
dv fcir their sizei
tled
allow
as
1
well
regene
Strength Speed
Dexterity Constitution Willpower Intelligence
t9 t6
Presence Pe
: the so-called "little reclusive, the K'ryl depths of their lon to t
fr;#s-'*
's me
id
k
commu i
g plants
-..
i
I
,i '!
.r 'i
Poir1$' tffiry-# %lffiF",gfrr ffic # rl:ffifu#ffi sa*.Regeneritionu ffi ,ftit ffi9'."*' ndffiffitrtr=iffitrffffiffiffi,."" ,i ;", ""' j I 0O:FatF-
t
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temperatures of th'e'"*i'g*,Sh,
i oftraveling"fi4ely$e entiie sur--,.'-
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#,,
--J
',
h a
'.
c
i
ruki$-
"-.
ldll
as
Races Though unseen (but not quite
two lhousand years, the collective consciousness Seventh Age, spreadi known corners of the
the balance ofnearly back into the century of the uence to all their race and
Lords from
the world for the
the clutches of the
Although they are
repro-
duce. Each new M
t a tech-
t into exis-
nomagickal "clone n1
tence as
different course, p
Mokarr managed
from the mmed
y vaguely
cally "proir lifespan is,
of
second. Ral for they have
Races the once idyllic isle to harass forever the isle's inhabitants. Where
the people once were immortal, now were they mortal, yet immune to the natural aging of the body. All Nazar Ethans will retain physical beauty throughout their long lives, yet they will still die like other mortals when killed. (So they could live forever if kept from harm, yet they will die just like the other mortal races if subjected to enough damage.) And where the peoples' skins once were uniformly golden, now were they a bright, shiny copper hue. The final compromise was the introduction of a warp upon the isle itself which effectively phases Nazar Eth out of the normal continuum and makes it impossible for anyone to enter or to depart the isle without divine assistance (or at least 1 point of primal). Impossible to enter or to depart, that is, at least so far as the surface world is concerned-it's quite easy to come and go via the Midnight Realm, if one is inclined to risk one's eternal soul to try
it,
_-=
And then,
- :=-
.ethgr& s
world is
*_=_
at shock most
get
t that theRon
once they
ed "Lor,
f the
------
-=--_
Yet another " latter half of the Thi all the rules (and process), Gabriel caused
ffilTazar
Etharfurere soaw
th-eJmpd"E tern
a
ITIffi 6mrCl.
lse ln
Stars, dubbed it "Nazar immed entire race of superior golden-skinned immortals to new playground.
of
crea
6',6"-7', w
Pleased with his new creation, Gabriel once more Eternal brethren, only to leam that Chthon, the Dark Earth herself, had taken an immediate dislike to his "blasphemous
I
ation and had caused it to "vanish" from the face of SenZar. #
In a major tiff, Gabriel roared back to SeMar and conflonted
'Poin
Chthon, who calmly pointed out to him that since he had broken the rules of the immortals by violating her divine right to create new immortal life, she had simply turned the tables and had destroyed his new creation to "keep the balance. if
&
After the requisite puffing and posturing, and rather
rnc&
another costly God War, Gabriel and Chthon decided mise, and thus the isle of Nazar Eth was once more.
The Primal Pact which the two lunatic beings several notable divergences from Gabriel's original for his island paradise. Now, Nazar Eth was surrou ing sea, as well as a towering maze of sheer formed a nearly impassable barrier between the the island itself. Tenible Chthonic monsters
& g
* q
a
i
tibil-
cliffs which iling sea and
$ g
Magick
Sense.
Races signatures of other creatures, yet retain their full "normal" spectrum vision even under blazing bright high-noon desert conditions. Like some species of snake, the Saurans possess a pair of special heat-sensitive "pits" which are set between their eyes and their aural apertures (their "ears"). While their eyes provide them with normal spectrum vision, the Saurans'heat-sensitive pits may be called into play whenever infravisual capabilities are necessary. Saurans can switch between their normal and infravisual perceptions at will or, if they are so inclined, employ them simultane9lJ--$.1J.,_....-,.,.
".. -
.
.
Saurans typically mate ibr'l.|fe, and bear their young live. The young Saurans grow quite raliidl.y, and are capable of joining
their parents in the endless task ciFtending the herds by the end
of their
ttffi'.*.
'j. 'c
!.
18
i
t2 'i
;:
i
njn
''1j$fifp*
SAURAN
,#.
b,
14
&
ld
i:
!l
."'"*tni:.,1#J
q:::i
The Saurans are a proud, if somewhat pri
j'race of
dinosaur-like humanoids who populate t
wadt"dla
of
SenZar.
*Heisht:
Leading a nomadic existence, the Sa wastelands with their massive herds df$ devoted yet doornail-dumb steeds, no wonder why so many of the if$fs tribes to seek adventure: smelly Slorrs, retarded Sl dred and
lL
ffistu6
i.
nsfl
boring life
for, Saurans can live a very Note: For more information look at Campaign Builder #
't6ledib VES WE
rvm$
can always regenerate the ed the extremity is not the head).
tail
and thick
gious strength, supeihuman than compensate for thei? lack
tlty even i"
lts
7'-8',.
Weiqht: 400 -.500"lbs
1l
Saurans are quite adept at'gettipg a which would leave most Humans fu Slorrs. The Saurans jrossess an extremel Infravision which has'been adapted to their ment. This adaptation allows the Saurans to
(
t
---=-l--
1
NaturalAP: l0 ---
.If
fifty years ofeven
Those grateful few lvho them will no doubt find lands, if only because S'hulans can dish out (and take) damage
i, aided by
'!,:[!
Gffihckag"e: tl*Fiday.
250 years
'*se,-- ...
I'@1mS{.e.
Redy Weap{$i{ry +J
Ba
(Claw ). Lan
,
Tdil).
SblUrs
,!
Races defines that "small" means "weak'1 maglc not physics, is the.rule.)
least
in a world
where
a
mal be male, feryale, or neutdr, ffi"may be of any race in appearancq (though most Sidhd'lwill prefer-the :
pointed'ears, exotic features, witQnafi btc.).
will be "bonded'j.to 1S
s spirit
t
will
t, and (i.e., to
iltaracteristics, we suggest difficult, iJ not impq;"si s otherwise, ofcourse
The Si eldest
their ge
it is easv Creatu a
antlent gl ac-c.g.1ding
agick
rity, far
t
1i
1). Language:
Atl Sidhe
j
all things
,7
d
Good Ea
ously
idhe.""
$
AIB ryqx brews
e
,i' $
Hunters, enchan
i!
to the cause
Physicall mean
which may r feet.,
I
ver-+ which
his, of co
Races The Silestions sun shines dow
\'e )r'
s)..1
unique ability never t tire them. Their unique ph I to all known forms of ortal Mlif&, are divi ely
them virtual i suspectedJhat
,t uft
Silesti
'y'"''"qh_
t{-f /- --J-/ ^_-., -
To the honor,
J/27,
go
ffiusnici
It
n
been
1,.0,. ,
lden-ffiIeeqd#-1q'i1
'{uu
'
there is these
dtrd,,
being. First, 96 of the Siles
is a duty to people.
ffieffi" tSf"pffirming one's du
This true Si
all actffi
ultimatel ; freedom.
ho
w
is
to the
."slrhi
there is'4p&om. asthree idealbto be the irux of selve akon, or
i'lw
js
as the grants
for one'
ofa with
t
but
&w f$b '"#r'
{
>/
\,,
ts\ 't/ \Jl
\j
\,'
,i!
titff}Qg. upon$! 'uce p liribd" tilqlly dedi<{a Like thd'@jority of
.. -.
:
rmported to pr€-l.rrst makes the Silestion the others, however
their first battle wit homeworld. Only
whi
w lv-
ilizatiorifor theii half of the survivors totally rebellious
ty Shing the
I :f
qL
I i
Therefore, the element of the mos DEftrtu.I&*dn" It's
in on!
ffffilnselves as they much to them
q'
bears.
I The Silestions'physical beauty is
hypnotic in effect to t
1r t
I
s
s
f
#
n
e
i;i
il ss ;!r
i
i8
.i
s
s
{
i!$
#if sss 4SSr
i
t l
I $ &
t;
j
f
$t
s
I
h
Races
\\
\\ \
\.
\\ \
skulking, egg-eating probqbly stems from the from eggs. This qg*ian ty though it is consffiered by Phoenix, whom ffi Solarr
f:{q-7
the divine
"gift" of the
ip affitheir supreme deity.
ysiology, as well as their goldenhowever, the Solarr's eyes are and as such are aqsharp as thfugle's.
\%"
Sl
1\'r;
w
Reghqled as
--i,
the
So\n
are
with aw&it is
Silefu
ries of the Phoerix by the led the utmost respect byfu SilestY many races regarjLlk:-an gefi c, soari
e
ffinable*lfl #P-
i
ght as deesl]m@r *-.%%-,:**
\
tu'#*".::
F*ffi*
q
I&. 'j
&
Silestio of the S nal inte
indeed from the
e16*^
rW&
i 16x" io$ kk\ '" *6'% ,, *qfu &k#*lo@ k F'*
ffi i*1rs.,q *"
q
*
q
E 3,
iAdult Size 6'-6',_4"
%
&-
w' #
"'
5
&*
-_€.
&. -r **.q \ @ loo$r4oi&
Lif&an:95\ear#
---.Er.F-j
ffi s AR"nm
c
hile in flight
,b
W
trS *6fu*" ffi#
W
dw
At\6X CMR.
igh Silesian
and may not
and serenitrib&thei &arm can pursue their and music. T funce, & orwrry, are hrghly
t:d
bilitiesY\ {s" tu
Don't 1eTk'3 fal from t
Races
"fL
"
q,ry,x J
-lr .,r-^"
\ nr
.')---
$N
I
il).
s of power.
'''4
Because the Starin adamantly stand for th+trfiitional values of "good," they are looked upon with favor by most civilized races, lian Humans, that is), KJrazaks. of course, view them much the sol deeply emotional Sidhe,s. * . '"'
ag$*tW
cavali
$arin's
ffi
resolve to fssffflin _,_.
."t'.
.,,.,'-"|--..,,^"P''
-*---'"'-"c""'
Itisa
foftet anything, and
that t
rn. Their almond-
sl
eagle's, and the would leave
N s'-o' \^N\' Dexte Consti
wilt Intelli
Rellians no particular pnmity. deceiving, and the Staiin, whr may be biding their time
Although the Starin emotionallv
Points. Tota ).Art or Music
living for their ch ducti
idrqf:*sf ith only
a;$tiiiplq-
the couple
Liv
n harmonv with t
the n to be, at
ey ql6jdie
jr
m laughs. (C,
ffi
i# $ li
f te so deep inside as the Starin themselves may
a
t'* Si
.#$ Jtrdf
#
j ;
iS,
s&
ffi,
f i
Races male Taurans will treat the members of their harem with the utmost care, and will defend them from any and all acts of aggression both swiftly and mercilessly. Female Taurans, unlike their male counterparts, often will remain monogamous with their chosen mate. The females, how, will treat their mate in the;W_fpd$&hion as do the males.
"*-$..*t
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16"'3-,,
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-_
1b'.
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djr!si!Ii1!!
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pud
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tps.qmbl%s"r
,ds#ifri;dsig
fibiggt anil"immensd il bulfliTo'tuet lre extremelv #ijabldas w*rrid$,
z$$'
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ho oltdn
lt
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(r
vds, H
f courie,rbheir migfi are aKo highLy_soughtl
i.
I,ilO
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jronal
i "ii*" "'4tr"
nd the
I
$M*rati ru.S$F$iq.rorrvw,,$lg.lwJ''\i ,.:.:*if::iii'cD4$thH$f" '!'l*;S;J;'i -.q"'"', .."tr:#ilt* t'l:- '- ']f" '1"' ',:il
ordf.t,.$ el*ie+nv--u6*'"'"
r1
.4; . $:x^i"u+'t" ': " 'q;3'r--'"'-'
H'
,"'
qp€m
cir;ilization.fTl*qir origins seem
$
ngu$ft,,_yh"l:;ffi$_lZaa and
iWiM*ffitult:
r:
"You're going ro a
e&&
!
it1'{
ffis"willcorf.$ffibetheid'Wioffi'ti.'^,nit,,,,,",,'.|,,dff;-" Rockenfieid' "well. th.qffill gl.W
u.;. ffiu ffiffiffiffiffi"ia*p#ptth*'unili* -'.]'-.'j''. ' - ' " " ':i
;"';;;;;;;;.;.
"
,$l':
if;;;,,
bring lors;pfll witffiru$":
tr.:{":!:i:!
.--r:
kiSj _,._i;
,-
;;l':.-;!, ::;.' l,
', r," 'j.,,: " ir_" ' .#tr ,necies malds must s.elect select Hu Humai*rieffilestt& '"*t" Humff?bffites'@ ies.. Tauran mal$s malffs ipecies..Tauran ".:;, proclivity to rdrnail$&r'* ikel5tielion fog..L!9-ffiuran
civilized is that the$auran cannot
slry rnf cleansl .r
i!
ntEsp rthattht
qo',If !n:i
f;&tto q"ry'?
u,,
repro$ffiSfu,1
-dl ,_#;% ..".3,*e" :
t"
,r.' # t, ,,it .'
i
3"{
se Ie
,Y;
,t"*' ; ,.Hl* xq...,'' i,$!I' --*-
E "i
,t,.+' gf'"
nlilstt select c t Hirma #. m al s Taura'n [n'fe$1r leinales al s mirs ffspring:Taurh.nle{rralesmilstselectHttm.aft'males.io.-*i;*^*ffi ffs.$ring rrine;; Tarif -n;ql '$ffiffi the It is this bizarre reppductive process whiffires the e
'll W" iust lt&ve
e
",.iffii"'{' si{Qh T $$":.rur.-'# $ j 'F .,4iff- qh t, j, *". s acts to be nothinf lessi.filfran absolute blaspheniy. Not *$u 1l&" urans give one little whi@out the Rellians, thouffi;g;,i;r u dt"",. ,Jf ".._, 'i:r' q:'. " ':Lj t as soon matewith thent'ja'*:.,with " 'i:.., "-,,ii' ,$ " '" Humaldi$ - ' other "t"''i'',',. any =t-*,.'*orffiffi .,s 'lu. T:;gli#ff "':'--'' "W" #
''i_*
'age of,the rig.hlprls nq.ltians. who consider
:
ti ::"' ':p
,,rg.ri,-iriar".iu.r*,rs.wilttfre'#:furrem rr,rib',Ih.-t like the uutis *trlctr ttr:-r-r.9,€J."&*U!il"*61e. The
(
t{&u..
*W,
-"-':.;:'--:jffi{u, ;ffi.." afuh, $s !fu
lt
,
)>-
1,
li $i
In the mi
their freedom from the concentration the Death Horde, the T'leel have spread across many known seas; founding their graceful undersea cities along edges ofthe continental shelves, where they are far enough
re
removed from intrusion enough to pro undisturbed d-d
.b',
r.ffidd
On often
I)L-{i({, \-\
dwellers, yet not deep things which are best left
n to
of shipwrecks; they are sequest-
ffpq
ered in healed
\/l
until
T'
ill spirit the
the
shipw
that the cap-
tion with the surface
rally to observe the "rules of the Sea." Yefr voked, T'leel can arykuilt4efend themselves eiSer throuft phys ic al action.q* thro"gh rit8 tra g ickal #ts-U ofr o f whilch they are quite familiar
\
N
\
with.
GrNMax
I 15 Often mistaken "mermaids," the with whom they
itious seafarers as are in fact distantly
living in the
has shaped the "er, ill capable ofbreaj gills (located i
sea,
lines. While they diminished the lower neck)
to provide better
Hrd
Like dol
l3
Height:
lel columns
- 6',4".
on.rfi
communicate.b' great didl rmryffiicate with one fltire
$'teel
cap#ty to travel
song. tances which
Note: commun
along v
fion to
16
S Pow li
hffimeans to separatgf hands and feet gS. ffi rthe secon$knuclp) in
necessary ox (the fingers
skill
nd Starin,
'
ts
tion
E&ttrer
indredible to mostdrrface the number of used as the vel.
ryors-i lers.
;;"" h
still
u'fft
ling)$rd p
ffif,
he air
ydra d. and (u
)vater
hifse
heal bonuses
ion loys 2X
will
ofI
^ 2X
the PdT-anguagel*t'
,f' Although the T' thus function water to keep T'leel will gain immerses hi ensure 1 day's rations on hi
Dependence
;rno hA
!
F$lr
,#
***g reWfrb
A
100 Fate Points. Swim at 3X (1 Mod). Gloom Sight. nonnal healing w/out i I water rations). Mus
Races 3nd1m
\l
7'4
ffiqan-like rbtrbct their c
\
with #ickQd, fority
rAser,irble
t-
F
'alth
i
q4
g, as
{
l't
!f
1A 1
l
d the othei feral one ofth&iace*
suspeqted to'
by the Death
is has
Ii,:i ,,1',n
,
6## -tra" f
//t
1"
r
{e*
"-&y -1
'/,*, x
rb"S aq
resence
ryco& .to
Jd
d
I
Unlike the
the Tygor are not a resemble humanoid
'i
pffiuq t
other'ir&t"
respan: --f/f vears
iffil
i ig i
tigdfl
:,nla i\
;
l L1
!itt
dj s
e: l00Fate Points. Body gs). dooin Sight. Bloot rvival (Select
ffi
greal cats, because their hides
as the
"real" hides do on the trading
ffi'd
ffie'great
#f
ff slaugh- f
r"e
often
thiet we t
)
r not dev,;og
d\
S
=m 4
.t"s
1n
zealous
tobec along qul
tfe
t
fi?*+*1 1'qd
employment (not to mention,
as
l
Wihard o
the_*ffiiivalu
Those few who make their way to their superior physical attributes
vili
uod).
i
,.-"*4",
professions. With the consider the Tygor to be
rlqc I
ffir'#
Socially, many Tygo: qrefer toqemain are free to roam agO n$nt withifftheir, group, or band. Li:ading a nomadic li{ herds of game upon rft{rich they prey, mistaken for actual bands ofgreat tered by hunters who reallj'€on't
"real"
1l
,i'
:r
the
,n
Tvsor
"d
d' 'dB
g
{"'' s
Professions
PROFESSIONS
the character s other professions) and XP awarded from combat (usually solo) which is strictly unique to one of the PC's professions (if the PC is a Martial Artist/Wizard, and he wins a Wzard's Duel without using any of his martial arts abilities).
PrOfeSSiOns are chosen by the player to exprcss his PC's particulm lifepath or professional interest.
Choosing
Tweaking A Profession: Nothing is
A Professioll!
The player may choose his PC's field of
expertise from any of the following professions. Each differert professiorl
from the potion-concoctingAlchemist to the arcane Wizard sfesses a particular method of Combat/Magick progrssion and Combat/Magick field of expertise; with each are4 or combination of areas, being unique to that specific profession. Therefore, even though the player may elect to play a Warrior, his PC will differ somewhat from the player who elects to play a Martial Artist Although both professions have Professional Comba! each approaches the combat method in an entirely different light. This'lmique specialization'encompasses all of the professions, even the magick-using ones, who may differ ffemendously from one another even though they may cast spells from the same realm ofmagick.
Balance: All
professions
me'balancod" with no one profession enjoy-
ing a particular advantage, either in combat or in spellcasting, over another. There are some subtle and not-so.subtle differences
PC great!
XP: All professions-even the ones with both combat and spellcasting capabilities-progress the same on the Experience Point chart. The "balance" for this seeming advantage-besides the obvious GenMin increases-is the fact that the majority of the "dual-classed" professions must adhere to a specific set of unwritten rules, or codes. As a result, they must "follow the rules" and "stay within the lines," whereas those without codes do not. (In other words, playing one of the "dual-classed" professions will really test your role-playing abilities, and the player will "get what he plays for.")
Dual & Multiple Professions:
For those who aren't quite willing to play a mere single profession, there are some dual and/or multiple profession options available. There are many possible combinations, and we suggest that any of these may be viable options, provided that there are no obvious "Code Conflicts" between the professions (as there would be with a DragonslayerA.,lecromancer), and, most importantly, that the Creator allows the dual andlor multiple profession option.
Dual & Multiple Profession XP: IfthePChasbuta single profession, then he allots his Experience Points to a single Experience Point progression. If the PC has two or more professions, then he must treat each profession as a separate, individual Experience Point progression. Note: We suggest that those with two or more professions keep
separate XP for each of their professions. Typically, any XP qwarded is divided up between the professions and then allocated equally to each one. Possible exceptions to this "equal division" are speci/ic training in a profession (at the cost ofprogressing in
(
in stone, and
the
of silence. Who knows: perhaps, in your campaign, there might be
a Shy'R martial arts-based cult of Assassins (who may serye
a
more "neutral," or even "good' cause). So feel free to "tweak" anything out there to suit your campaign. After all, we're not running your campaign-you are!
Time To Learn:
Unless stated otherwise, the time to "leam" a profession and hence make "1st level" in it typically takes from 4 - 7 years. (So if one decides to take up an additional profession after game play has begun, one had best be prepared to spend a
good amount of "game time" in doing so.)
from profession to
professiorl to be surrc. And of couse, the enterprising player may eventually be able to exploit these "subtle" differences to his advantage. But the point is that all professions begin with the potential for greatress. It's simply up to the player hirnself to take advantage of the situatiorq and make his
set
Creator should feel free to "tweak" a profession to suit his own campaign. For instance, as it is written, the Assassin, who is typically considered to be "evil" by most conventions, may choose only Black Wyrm martial arts, and must follow a fairly dark code
Combat & Magick Professional Combat: +l CV (AV & DV) per level.
This
begins at lst level, and continues on at 2nd,3rd, etc.
Semiprofessional Combat: +1 CV (AV & DV) every two levels. This begins at 2nd level, then continues on at 4th,6th, etc.
Professional Magickz +4 to Power Attribute per level. This lst level, and continues on at 2nd,3rd, etc. Those
takes effect at
with Professional Magick begin the game with 7 free spells from within their field of study.
Semiprofessional Magick: +3 to Power Attribute per level. This begins at 1st level, and continues on at 2nd,3rd, etc. Those with Semiprofessional Magick begin the game with 4 free spells from within their field of study, if any. Nomenclature Note: For sake of breviQ, we often employ the abbreviations "Pro" and "Semipro.
Action Phases: A11 PCs begin with I Action Phase-even if the PC begins the game with more than one profession. (For more info on the progression of Action Phases after lst level, take a look at the "Combat" section.)
Hit Points:
A11 PCs begin the game with Hit Points equal to their CON Attribute X their Level of Experience. This progression continues at 2nd,3rd, and so on, up until 100th level. (See "Hit Points" for more info.)
Professions should this not be enough to satisfu him, he can always create new
life by use of the Minor and Greater Creation operations.
All Alchemists are trained in "Grenades," which is the "Weapon Training" skill of hurling, lobbing, or tossing their many potent
-s+ \
alchemical vials, flasks, grenades, or whatever other forms of containers they employ to store their alchemical tricks within. The skill is in fact a necessity for any "adventuring" Alchemist. There must target a foe and tag will be situations in which the A certainly pays to be him with a vial of alchemical
'Qnn-a-
"proficient" when-and Note: For more info on t the appropriately titled
take a look at
"
ATTRIBUTES Strength
{f
rntett
i*Pxese g^"'"**
ALCHEMIS is a technomagickal scientist who pursues the metaphysical discipline of Alchemy.
$
L.,
Power
wio#"'
The Alchemist
During a lengthy apprenticeship (comparable to the amount of time necessary to achieve a doctorate in chemistry), the Alchemist is trained to harness the power of his Quintessence, which he will
to affect the many
alchemical operations. This Quintessence, or "fifth essence," is what enables Alchemists to
employ
complete the final transformations in their alchemical operations. Without this unique ability, the ingredients would never catalyze to their true potential, and the Alchemist would be left with only so much rubbish. Armed with the ability to employ his Quin-
Alchemy Sense.
Horticu Langua Exotics. Weapon.
).
ny1
tessence to metaphysically catalyze the ingredients, however, the Alchemist becomes a force to be reckoned with.
Why? While other spellcasters must limit themselves to a certain number of spells cast per Combat Round, the Alchemist, who ca prepare his potions in advance and have them stockpiled for
Alchemist, who can hoard potions beforehand in A Grenades and other such goodies, can let fly with multip effects simultaneously. The damage from such stockpiled can be, to say the least, extreme.
In addition to all the iiment aagragqpotenfal, the Alchemist gifted with the ability to prepai?! venond anilrpoisons, as well a number of alchemical goods that can"come i those dungeon adventures. At the higher levels, the Alc prepare the potent Aquas, as well as the unique Ulti
ng. (Azriel)
Professions higtmrmrcms"w$rainingqor his nbqter ffi ows,_lxtferiffiho dare fo violate this sdcred code are blacklist ffi b re threril-aiiiJ*dTH Sffi f€m a t c a I y h dnTed do w n frIted. ThiS' blacklistinq{ffiffiffi91*ffi& until the Ar destroyed his former mq ter, or until Asslssin bwg destrpyed. his
i
I
\w. .S;sassins are capable
of deliverifg "The Silent
term for ari'{instan!}
ialArts" seclffi,
may be
St16n Speed
uDex$ri Co
Iftell
":
\* are mem@s of clandestine
The majonity of Assassins govert organizations. Operating within a rigidly maintai drder, these Assassi{rs Assassifis live their li'ves in an isolated, se sec! ety; consjantly trairiing and refining t&eir skills whil their hidten master's gommands to "paint a canvag$ to a"Fisatsinate a choser&victim.
d*d
i
While thb practice of assassination is ge the majothy of civilized racq, it is Assassins are found in nearfy eg$ since secrecy is ab.solutely car$r out hi.s work, these ly difflrcu Though those willing to take cove$'.operationg, and negotiated-but only if for"the Aesass in's servi they can run qui contact between the diate termination Assassins;4ollow a secrecy: he may not
inhltratiqnr,
tion may
b&n"."
{ -^-, dearly, l^^-t-, , and pay
required price
\
(pd
iate terminatiofr of r, as well as t[e imme-
b-q
Professions In any event, the Astromancer's magickal power will wax when his sign rules the skies (a period of one 2g day month during the 36! daV year). During this time, all of the Astromancer's spells will enjoy a free piercing bonus of -l/-5% (power Saves) per ievel of the Astromancer to the target's saving throw vs. the spell. See "Piercing" in the Things Magick section under "Tomes" for more information concerning piercing. Note: The ffictiveness of many Astromancy spells varies with the current state ofthe heavens. For a complete breqkdown ofthe various effects, refer to the "Cosmology" and the ,,Astromancy,, sections.
ATTRIBUTES Strength
GENMIN
Speed
Dexterity Constitution
4
12
\
13
)),
t2 10
Astromancy (Pro Mug
Astromancers the moons, the which the
Practitioners
$
rs of the
one). Semipro rology. Divi
xotics. Lan
are the celestial unlque
of
derived fi led in divination the skies for lnatorv court
powers, As ing horoscopes
Due to their often sought men.
*,\
\1
But don't let all Through the poweri explained in the "C Astromancer can call the higher casting
bns, the
f
by inscribing
him-swi Each
Power Si Astromancer most power. he selects his
domly.
15
OWn.
Si
and si
one o the llv, the sig
born nder is gn slgn ybe by t PC Gene ion),
which may
iacal the t
-t &J s# gs
ss s# #ssF
ir.g
ii
ower Sign
ick
Sense.
logy. Scribe.
Any
1
Professions to face and to destroy those of their own ilk on the battlefield. This small drawback is due to
Battle before the Battl washing),
s unique psychological programming (i.e., brain-
l'i t\'
Battl sis, or moment, he
has reservations about facing his nemeattentions elsewhere for the 'ILL in order to "deny" his proa Save '. a success Save must be made at the begin-
battle
i
gramming
ning of
every
becomes
an
n&ito
C,
Round once the Battlemage or he will at
Battle
and to d 4
4
stitution
The Battlemage is a spel of damaging spell scenanos.
Trained
in the
in
in no other
iding. Exot
efhcient realm
extre
Battlemage may dra
al mass warfare
iron a wide
ing realm. upon the distr
directly
ge is a highly
Batt
Unlike those from sublime arts
Battlemageq;fare sc
their pers.dnal
aren't honed
cog
# sffi offi
Battlemsiles do of the.,i$iure" ly trSed to
m4$ combat4;ffi dff{ons Wee"a
d con$tions, grrder$he
\vh1$|ffiffi$$ffi
y gen$rally 4#e coffihr eave miilst sword-s
do$tl$ffi
ight of ffifpir freshly sgi
fine
degree,
many other specificalof all-out under con-
'Battlemasi$#ffilff#$ffi
;
Hawk Histori
far
ph
as
(
plify no ma lunat
w
and the Collegi schools are dia
t
r
an{*the produce "i{ili!3; y're trained, thep"d
&
" just to
o$er
il"q'
his head. (Gimlet)
Professions
ffi )Crtl S""$:N
(
I'r
The sad truth of the matter is that, while Dragonslayers do have a Code (the Cause) which they must honor (yet seldom do), there is no penalty for failing to adhere strictly to it. No divine bolt will strike down the Dragonslayer who sways from the Cause; no heavenly host will appear to strip away the Dragonslayer's divinely-granted magickal abilities. As long as the Dragonslayer obeys
every command of his holy superiors-no matter how comrptall will be well. The commands issue from the top-down, and, ultimately, at the top of the chain of command sits Rel himself. Note: For more info on Rel, check out the "Cosmology" section. Despite all of the comrption, there occasionally rises to power a Dragonslayer who j back to the ancient times; who truly no matter what the cost. Of " lunatics don't often last that a society filled wi ian fanatics and mind-prob-
ins
..
lsltors.
,:l
;E;''
1'
Rf.lPggg-;s;'r-''' '.*
lt
-
;!"'t
..:l'
J :6 ;ii: gt$'".""....:!i,,, i
- ^tt! r
,:;'::'r: "
11 11 ;i
ii:r.
.,
layoi is,'the paragoql##fthivalry-hqnor
deterrence recent tlmes
t ?1lii?.,liFqi"k i!
,| .!- tt ,i ,, -::
nse. 'Ri.uthg;(,
hypocrisy
Theology. Divine marid:xfi$
either. The
rhorse)'."'"'"
of chi
response to
1
Rellians by themselves a ed it first). T the Dragons
rmind the fact
for
nstant persecut
llians wil
their ultimate
wil
religious.zE'al and
champions.
i
ran geneS::i:(99.9% ho artin't soon will hnd by th61!6'er-vigilanifu.qui of"_combht" and are irisL
Vagict.
10
;1
blished by t things evil,
Originally
ideals
P.dteption
F";fa.'i
...or so the
L2
Fresfelce
On'be.."the recnrl
mselves ii*i)
rhe
*H
in
do
ttr
" ...,:;:i,:;:;:ti:i;$$:!$:_:: _""!-, ..,r:i'!,!,!.1.:i:::.:;::.i.i.:,;l"ii i.' ' '_';.il;:'::.:.;3;i{;:
$Fesihis
"
,4{"*1lu$
rvl4g#rI
.ii!
:;
which all good souls
"!;r
i:
".:-:.
!-:.:
lrlir!*dr
ii;It+.
;ltll*!:j .ri:f!" :l:! !!i'
::::
--5:
".:':;::.;;
iiilifr$r' ;dlil" ;:,; :
..'1
!:!-i rntri
,,,i'
.,,r;.i:il;r'
r r,1.
r
r.r::.:i'
d!3*f$fii,.
'
.:::; t. .!'F:e'
l.'
. . !;-;1 !nldj!"
*"li'::,;,=
Professions lives by the er ife or death duels are a
ffiwho
I
"pretenders"-especially
ften than not treated like the scum
not like the Enchanter can't ng or if,the Enchanter is ffifck possiBkuffrom his
even the pared beforehand
idable arsenal
m&d/ na'
q t
7^ a^4,,^_^.=\
-, -/', /i+'-. _
L2
l2
ize in the magickal
ry. Exoti
2).
ways
who
t
them often
entertainer loved by -wicked) Enchanter w highest bidder. Thus,
more of their "real-worl on$ to conceal their true n
ts'$
o{e: Yes, it's true. Most fulk,
arenl too shy about '.
feeli fact that eitful"
Remember: not too with illusions, cha
F"! Some Enchanters may c ing as bards or Spellsingers.
course, we should include a
away with
it
once or twice, make too much "noise"), but have a thing or two to say i{
q
disguiselheir true nature by r those riho wish to choose l1 warning-don't. You might even multiple times (and don' mighty Spellsinger will probably r when) crosses paths with
!e
Sc
Any
of
Professions Harlequins, although free to carry out their dual existence, must answer to the same masters as do the Assassins. As such, they too are bound by a code of silence-although they, unlike the silent in. are free to taunt their-vie*i
And taunt they will...
Willnofher Intelligen Presence
Perceptioffi
Enchantment
.Any I Discipline. StreetSpeak. Stree c (s'blect I Art Form or 1 atory (select 1). Scribe. Poisons & Radiatio
The Harlequin is a True Loon: a a decidedly strange passion
for
theatrical kills.
When the situation calls for an assassination to be ly, as insanely, as possible, then the traditional ditionally operates in a clandestine fashion, is Harlequin is loosed.
Silent Stri or Acting or ain. Traps. Languages (any 2).
The more dangerous the victim, the more $m is publicly broken, h the coup-de-grace. never anticlimactic
his training as training process Only then
n, but is "weeded-
lunatic nature of lequin's true train1l as the studv of @ tc entertalnment.ds"* de the Harlequin
the
study AS
unique
ffiiated qith Due to their i often quite capa manding respect,
skills. Of course, Harlequin to the finer arts to
w s.
,
flrnmg
death. (Ragan
one
"signatffi6ffi
ln.
,tr*
. lf. f the
or pr and eSrbitar
s, artrs{gf
tl existence
m
craft, for few a... dark side.
r thei lt Id
easler
ta
the
of
\"k #& #s tr
w
. Art
Professions
l'
:,ir"
r:l:'
Magic$i
t!
Pi'Yin
ulsltorof the hdogs
l;l like ,,
i,
selv€ ai:q,.bv,:
1o,,b9'
udes thid{:a
ib'of't
the churGh. The In rd for the infidel a
Inquisilor's
of ths: Chur nished bv' deat ience
ffi
,:li*l'
.,i:'
of \&stici
arsenal of piielis w-i
rwhich include: mffi$ vinations for thoi;SHII*
, of course,
of the
mles The
ly
rqguHe$1u
do*}i.1p' ,.sl$,ii.l *tqdrt$orsl*& is $$videi$'iirt Iniiiiisitcittr$$ ffi$herCl+1itch
es-seven
number
-eight Inqui reetly -io{and
one Grand Highfather
S
/--Professions Martial Artists are extremely dedicated to their training, and will strive to adhere to their daily training routine if at all possible.
Also, Martial Artists occasionally will issue challenges to
one
another, or from one school to another, to prove whose skills are best. Martial Artists who do not respond to these challenges may lose face-and honor-in the sight of their fellows. ,
ATTRIBUTES Strength
/
Dexterity Constitution Willpower
z\c i -('\
GENMIN t2 ':rrri!,12 '-"'i'11. l2
""dl -i!::s '"'"'ar,.
L
-'*,. ,!'1.;
!:
, Pro
=_:__!_-_!\_!>=_\Jg
Semipro Magick Progresdion. Black *iWyrm or Sh R Martial Arts Basic Packagd;(selebt 1). .Any 5 Ma Combd
.'Lan$uage '"J j&
The Martial Artis,f!S
a
unatmed combat.xTlfough necessary in ordd
dous amounts
f&
the
of
not better, than of weapons at his !i
]I
Martial Artists may ranean" martial arts sty
j'"J"
tial arts style. (For more i to the section on "Martial arts-using professions,
train in the two
tSC'
M
stylgS;
styles and adding
Artist will sfudy
origin of the m the Martial Artist core devotees of between the Marti
Note: Before acqui ular sQle, the Martia Package. Since the these styles
for free,
he
arts maneuvers that to sel one
course of game play, (unless the the game
1o
begin
_
Professions
of the Void itself and "lose" all of their hard-earned magickal power.
Many Mystics-by nature aloof in their pursuit of mental perfection-don't even bother to contest the futile point. Those Mystics who once did, however, established just the cure fqgthe often
'^S^-'-$Z
fanatical magick-users who once tormented them-for nation, refer to r" profession.
N
lClSm
ick). Semi
The Mystic is a student of the esote the practice of hamessing and focusing own mind and soul. Mystics believe thatKi, orthe life-spirit, flows fi around all living things. They train for years force within themselves, and only after yea devotion are Mystics able to effectively their Ki force to cast spells of mysticism.
rol magick-not entirely, at there has been much confusion as to the powers. Since magick-users believe Mysticism is
mately derive from the
of them a
S
assume that practitioners icism, which doesn't behave at all like "pure" magic ly must derive their powers from the Void. This results magick-users' mistaken
belief that all Mystics hold as t iiltimate goal "to be One With the Void," or clear of all influences, and hence pure in their Ki. M not actually embrace
merging with the would be suicida the very Zen,
ting, forever-si.lent and foolish at;@ very mystical label
to the ideal
Ki. Many magick-users will Mystic, and some will of the Mystic, lest they
to "sink to the level" of
the
&
#
so far as to shun the very prqse
"tainted" by the looming{s
is ffi
rli$g
ffi
Professions During training, which can span many years, the future Mystic ASSaSSTn rS rerenuessl),i orllleo ln Ine ways oI oarKness, ano maxy-
,/ r\
times bBcomes b'Fcomes not\ing nothinA more than a remorsglgss, remorsq.l€ss, unfeeling instrument of purest dark'fforce. Considedrlg thii fldc.t, it is np surprise that,.Ntystic Assassins ihe considerqei"io be the most fadhful, most
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ysticism
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ble reputat
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Assassin shrinks back i left, and t\-e-;rrys{erious wicked Nfystic Assassin chos€n victims
s. the
of "paint a
Harlequin exits
darkness summon canwass of b
:
al arts talents with ext in is more than ca ', his fierce bod with the typical spel anything else that gets i the way. The Mystic Combinirlg incredible ma Mysticism, the Mystic A
Wfum martipl afis and when in concertl both i pursuit and psychic
ical skills are com
lition
tot wh
Assassin's li"fe.
e"
i,!,
Unlike the Assassin
and
u some time (unJil the Ha ing"), the Mysti'cAssassi is tratired from special'.ppwers are hich is usually birth or befo-re,,.'as the M ic Masters are qui such a prodi$y. Aftd"sinq Mysticism is usually a he tion, thesd Mystic usually wind up divining spawn as the potential Mystic Assassin-to-b€..,.,,,,u .,,,,
Intgnsive training begins esdqntiallj; grows up in
j'
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e baclEat me
J
'(Silveft{ancer)
rd
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Professions invite destruction. Atonement may be made, but any judgments will be rendered by the power of the Phoenix itselfl Until they reach 1Oth level, Mystic Warriors must possess no more material goods than they can caffy on their person. Once this milestone is reached, the Mystic Warrior may begin to accrue personal w no way
long as the accruement of this material wealth in ic Warrior's beliefs.
Even
humble wish of every Mystic Warrior to himself was taught, and the best to foil'n{*4 trur ry. This may be done only Warrior iihs s fully become "One With the al Arts" for more informa-
wa o
2
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-/ GENMIN
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MYSTIC WARRIOR
Perceptio
#'
The Mystic Warrior is an ascetic devotee of the Shy'R style.
Often referred to as a "Shy'R Priest" or
ine tWsti
Warrior leads a simple life devoted to the pursuit ideals of duty, honor, and freedom.
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Arts Basic Package. Any 4 Weapons. -:'.8${
discipline, the healing arts, and theology. For least seven years, the Mystic Warrior's skills are of Shy'R Masters, until at last the Mystic Warrior is his final test: the Way of the Phoenix, the Sign of The This mysterious test, which is rumored to last from sunset to sunrise, leaves the newly ordained Mystic Warrior with a multicolored rainbow-like brand on each forearm: the Phoenix on the left: The Dragon on the right-and with the brand, or Crest of ll6nor, of the Mystic Warrior's monastery emblazoned uponli
I forgot 1,
f' &
monastery behi and a poor man's clot many myJ
J $
Selected to join the monastery by virtue of his the young Mystic Warrior is trained in Shy'R
Once this test
s'i
$
]t
10,;:
leave his , a beggar's bag,
s'
world and experience i ,rtf
j
;i'
3;tr
j' monastery itself.
The Mystic Warrior must adhere to a,,.ptrict dogma: T 1ltully bring dishono,ffi,6-iie's self is t$irwiie the stripping I mystical nowesflio willfully dishdnor the teachings o$ y'R is to
.,#'
I'm
a Mystic. (Zol
Professions
*t""irl
hiv,b t'h'Luse r-i
this $rad;{
fl-E
those whom they
one o
bv
those
lf1*ffihces-of the uffi #ffi$#fhe;r$e path tff
il$ffi$fi t.ptsprms the tr
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tffiffiay
of his
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Wav of Darkn
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t$rs.
LanSuages (an; Z).,$ny*|
Professions
it.
l, Ponver$ion-.Luwhich id the
&al
n{grmal Experibnce Points. 1,
apt as "priests" within a particrbprs of other professions (such
not in fact rrze Priests. The ing upon his specific reli-
PRIEST rs oforgan
rel
nization
.1er
as
ATTRIBUTES Speed down by the Pqiest's deity. Al
in their
Dexterity Constitution"..
tion of any of thesco$*e*wilf iesult in the instant termination of the
Priest's spel destructi
powers, as
well as the probable
"
Willpower""
sudden
the
n and her i I legions of the Pit. Those who serve the Good Earlh typically h'fr\'e as their Code "The Good Earth Code,".' while those who sele the Dark Earth typically have as their Codei "The Dark Earth Code." Ailhqrence to these two Codes is manda: "Tlie Cal*esl,as their Code, tory. torv. Priests PriesLs of Rel also also hold hold "Tlie'Car@i:T*,ll.ir Code. though thoush
"The Anti-Life" as their Code.
iL
GENE Divine
Artifi
^Dark ,
t'd
k
'1Pro
gick). Semipio
Combat.
lMa
b Good Earth Ccj_i1e**6,The
rth Code.(s€lect dmihistratr "(select 2).
Theology. Divine bore. Pit
ealing Arts. Exbta;. Oratory. Any 1 Weaponl
Professions Rangers believe in freedom for all creatures, and will react swiftly and mercilessly to those who imprison or capture creatures (or humanoids).
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J\
Rangers often receive deferential treatment by the majority of most civilized cities' civil guards (especially in Zengara). City guards and watchmen, local constabularies, and even the highly trained Wall Watch respect the elite status of the Ranger. Good folk everywhere also respect Rangers for their selfless service and indomitable courage.
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ick Progression. Ambush.
NGER
I-.pre," H -e"aling",ArJs, Ridin g
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strongly be
Rangers are of natur
\.
of all things
(horse). Animal Training. Speech. Woodcraft. Any 4
sqP'
tions of mankfufd ( id races who
{ T
*s"' Versed in the studi quite adept at often than not
I
patrois, which
s
d€j_
ually
b
'S'
i
e i
to rescue the tl t
h poachers, and
first to take Rangers are Zengara. Ranger
as "Syl n training hg Grounds, lies
streal{s across
ters th#Yead him owperish
a
hold a ple of Zengara, whom they need. The Ranger Proving Grounds sand acres of virgin forest, steep hills sharp mountain peaks. . The Rangers
leaving a trail of gli shall inherit the earth; rnal flames*! )QabhA-xanting &
'*'id\finfl
id
dEl 't4
t
t
The Ranger candidate must vol exhibit strong character and aptmpathy possess superior stamina -adid an iron denizens dfthe devote his life to ly balance of the wild$. and to serve ho do not or reward. out need of lations,
ot
lso, he must ir,
living, must$ be ready toffi
wrth- d$ & furtheirvio- ffi_ F.arth
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find
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maintain the ffi
v$ryvill soon
who think that
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Professions
11
Dextenfl' Constitution \;{tllstrruqr|'1j,:::'
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yv ildr what
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ey ncecsstty
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evet),one Ii ridiiulo-up1y,'"ut*io,q-i*'u]u:$til*ing-rue""o^o.,*i;' p'ittl irt" *o*"t'''"'ili"0:l:l':: fame does indeed ;il
bridome utidome
that
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wil[iinehimstatus.";;;o;.lwithhis*::.#'frfll'.:i:,: th:.*.:-']" "' rlse until everv Stalker T ;t t:;;;i' him in for the reward' bringing rtr"a il ffi "t ' '' .,,,.," of their.profession; r. , side' consider that darker :
lrt'i
Rosues never really
.}{j;:',:xHnHll:T[l*:"";*==ff1ffl;#[? dawnundtn"o','..'
therewardsoftherrifi-guin"Obootylparryingtill that mlnev can buv'
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Professions this dark path, lest he find himself immediately set upon by the black forces of the pit itself.
Still, that doesn't mean that the Sentinel can,t have ..fun,,while he's_waiting to sprout horns and bat wings and fly off into the wild black yonder. All Sentinels will gladli ror_.nr, persecute, and d::,.t"{ any of the ,.good-aligned; p.of"rsions anA races_espe_ cially the holy men of these hapless ioots. fhe f,ighest prize to the Sentinel, however, is the ..breaking" of a Dragonslayer, followed closely by the "conversion" of anf and all a.'uot"., of the Good Earth. Simply d
is not always wished by the conversron are always ..more
re, to the Sentinel, the with the Good Earth Code is simply defeating the victim.
Champions of
e
ode,{ qrd
Sentiriel
Professions haining to the uninitiated, and taking monetary rewards for his services.
S
D\
Upon graduation, which is always held at high noon on the first day of Midsummer, the majority of the new Shy'R Waniors may be appointed to serve in any one of a multitude of special warfare branches within the Silestion/Zengaran alliance (see "Titles" for more information). This initial service, which may range from simple bodyguard duty for special dignitaries to behind-the-lines covert operations, lasts for a period ofone year and a day. The top ten graduates from each class, howevsr, are "frss" to choose an choice assignment or wander the world in search of adventure. The latter choice is highly desirable, as it allows the Shy'R Warrior to hone his skills to a razor-sharp point in the "real
world."
ionally, if the Shy'R War:rior desir6$' land a choice appointment in the this may put a damper on es may take up the major-
ice lasts may
\-
SHY'R WARRIOR
n"-
The Shy'R Warrior is an elite special warfare commando, trai and cross-trained in a multitude of special warfare disciplines.
', tr
'r;, I 1
Potential Shy'R Warrior candidates are appointed to the W located in the Silestion capital city of Petra, where they undergo a rigorous instruction in the arts of warfare. The Silestion ideals of duty, honor, and freedom become the focqs of their lives during this time, and those who fail to uphold th$e. virtues are deemed unworthy to continue in the program. Thoh,e'\4zho persevere are deemed worthy to bear the Honor Crest of RWanior. This Crest, which resembles a jet black tattoo, is a lized brand (selected by the Player) which represents the-- infr'q essence, or spirit, of the newly appointed Shy'R Wanior. It is,wo4on the chest of the warior, and may never be obscured by armgr (ilnless the Shy'R Warrior receives special dispensation to cov"er"it,-' may be the case on covert missions or operations). t",,,
I
\\. a
1*
'i.
",it&u.
\
'R Disciplines.
ival (any
2). y 4 Weapons. iations. Traps,
The Honor Crest embodies the ideals of the Shy'R Warrior. It requires the Shy'R Wanior to uphold the ideals of duty, honor, and freedom at all costs. Any combat deemed as "personal combat" by
the Shy'R Wanior absolutely must be fought by the Shy'R Warrior himself, with no interference or assistance from anyone else. Any interference, whether from friend or foe, will force the Shy'R Wanior to forfeit the combat, lose honor, and more often than not seek vindication from the fool who interfered. Personal combat which is successful is worth 2X the normal Experience Points for that particular opponent. Finally, the Shy'R Warrior must refrain from boasting, bragging, revealing the secrets of his
,
It"gpts
t'R)
tj
a"
'*,
thff \',"
ities
,
1
o.f people.
Professions Shadow Hawk Gqtltl view graduatps from the othqr tw,o, schools
with contp,!$p$*+*:il' .;;,ji ::;r;:nj:4a -'''!i:*:1lj:ii:l:''"'
.:
"''',,.,....,
,,,,,,.j.
-
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S'brcerp;-s",follory no sp-e"oitic code. They do tend, howevei;*o. stic! application'q{ to''"tbeir to''"tbeir respectiVe ssfiools' views on research and applicatiori'Qf pringlp@;1$lso, it comes to when tend bg.q&ffbnUbbilh , $icerers
(that is. all nsih-Sarc-erer) sfipllcasters. They ffi{iit$i$:rrr$thods, if not rg!!iltg:S;Pe inferitlr to their own
lhp ,$thegm!!1$3ilitiip" oi$el{,eve
hielity"lo#tt,$cnnom,a.Higkatr{rieifibtl*i#xLij,,,
j
i;*friiil,$*,n:;;,
r a s . o n, ul t^,; ts..fo r pi'$ffi w,6 i. r-' inv oke "ina g$-ckal " q$nu,u" 8tir. .a, or sonrpl ei a$v ic e'#ffi lffi p or, trAjll;{l-c. l. f h e i r u n i4ue sorcs;fr$N*,&bb I s an d $ gica I *lis*$ilh"a dr e m sqfi p e s.to p roj ee$ p I t h j l*. Li$ji$ri*sft{ ;it i s t he,lare S o hcffi ;i&h o 1E$Fib qh the
Sorc ere rs.,a
re
n. n
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r
1;,1:}''
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The Sorcerer approaches hi poiq,$.!sf view. There are no "mysteri
Afii t.
:pl
o.tips.
pl CS
Radiatioi liii'
gravity, time, arid
of these.applicat
:
,:!r-.
Wy.. begi
n theii " i]'dueauioti'.
:
i"'on SenZm-offtr this advdr of Witchhold; the Shadpw-* ium in Ebngara. As losophica] vie school
tral"
wk
Gui
an
Ve (some wou application, while
alue o .good.
Spruni
"|,{gt.hrak !;t ;:l:.
,:jlir
'tli,
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(V,ain)
Professions the same as he himself did. Though mortal Spellsingers do not truly tap into Primal Power to cast their spells, they do affect a unique hybridization of magick/mysticism which can affect both magickal and mystical defenses with equal impunity (see the section on "Magicks" for more information on this potent equalizer).
a/_r.,lr
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All
Spellsingers live by "The Rules of the Road." This compels Spellsingers to accept musical or vocal challenges from other Spellsingers (or any other musician). These duels, as they are called, usually are fought in public, so that everyone can judge who is the better bard. The winner gets to stake his claim to the best bars and locales, while the loser must move along to seek his
M
and
ical
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t
ld
ce
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p ry
t
I
t power around him like a ma!,i essence into himself and tra or instrument into a mystical expression of power is unigile iri the mortal realm of and is quite often viewed as fantastic or even impossible of the other spellcasting the Spellsinger absorbs th through the medium of vo
spells. Fear of this possible than total hogwash) often magick-users both, to
.Musffis)o 3). Diplo I ),"-f,brer(w€ct ""Streetrdise. Languages (sg
l.)""""*",
void the Spellsinger.
it.ur'li
1
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ti
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!
Kiril Spellsinger could draw his spellcasting power "Primal Power" itself, which is the primal essence of a// from immortal,
power, magickal and mystical. Kiril's tampering with "things that should not be" evenfually resulted in the breakthrough discovery that some rare mortals were indeed able to "break the rules," much
1\ !ri1: ,iq. t'" ,,u.,
lr"
Professions Once hired, the Stalker usually prefers to work alone. It is not the Stalker to hire assistants when in pursuit.,ef"''t""dafrgerous r'e'covery, nor is it uncommon for the Stalksi to pass his time in bptry"een jobs as a mercenary-for-hire, or.ev"en as a lreela.ncp assaspin. '., uncommon,,-]3gwet'tli;3r:$p;
:t$'l 7,K1',
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i#$ll'TfT.j.ff1,:: H:ffiill,
sffii*At trTlffil
$ery offii:r' ehqgse 1). Streetrvisei"'Sffi rhe Stalker is a high,y specia,ized &'fr;:1.$'fuiff ilejlt Sfusth sells his lormidable "recovery talents tqthh..$!gt'.t, bidder. r Wedpons. nny ry $rWeffions. .'Venoms. Poisons A 4,Wedpons. .i'';: .:,,f.qnp.iV.noms. RaAidi-tions. Any"4 ,:'j-.;.:i!ii.:;. Q.R,adiditions. f,.ffiff"',bidderili:1"",'*miffiii};_:';..::;,rury;_;,.*,*anl '':-i-! 3:' '-;: r. .:.:.i-.i. 'i:i '' ;,' i i::,". .i.i;;:". ' ,i.r.-.-- -"" ": ,:..... ...;.....: , ,o*.,r.r.i.. ! ;..: .:'-!.:.:-:.': i.:.,. :.1'"-'i' 'Fi.'.*. r'Fi.' ":"r*.;{.;'j.' " :'"'"'i :: ,,i.:.:l ": "' ,. ;:i.i.il:' g"I.'S.Sralkeris.well Stalker islsvell ;lli' Whetherhiredtotrackdounorto,qeitiver-qr9"y.'$eStalkeris.well hired to track down or tQg$"U'tlve*,pffiy,'the Whether .'''";-';.i , ii,! .": . ,. ';"-14 ^,.i;,'-jr.'". t ."":i''t';.'-'4. ' ..: the ';":l't ol, qtalking. the Skilled"in tlg,ur,ts r,al,ts ol,qtalking. equipped to perform the task. Skjlled-in j;,r." " .j .i";; i ,.1;:i." ..' i" the!"V.ery en$$r: en1 ol qlre or ihe eaFmj"*I.,_ll9cesX banh"il- neces* , track nls his prey to ineff.ely Stalker can tracK StalKer .., . , iii ",1_i
,
i,_
oppo$enl:+r makes him truly a dangerous oppoiienlj+np't nntenriol.lnro^''i^lzl.illh.,moq^onPaQilanrQtrilue:,::: potential'lor a.quick kill by means of$ Si
jlS. ... ."j',. r"..,.''. -..._'i'i,,. .-..i::'
skills iliif eusn considqiing the ,: ,.
nd c..S 6&str;i[nlF]ersoa&tr'€s$sb@{r,$ho.$ta}$gf 's c..Si'X*lnand 6&str;,i[n',F]ersoa&tr'€s$sb@{r,$h€.$ta}&,bi's
combat of combd
- . :; '. ".!:',i:i.'."..',!!li'; j.
;s.,._;_
..:
:i;" ':':.'. *!:1:s-.1r._ le$$iffii'th.(1lr recovery ._;:Li:i:.;.,
. -:'"
-.,:_
.-
.,i ..1.
'..'.*.i:' ...':'' ; ' "
'.;' Stalkers may command some rat[aer"s,tpep,: ";';':':.i' . o1 liil: Th:e.fpes'fb-r"rece.rrery'varyii4 abcQt{antgSffiith ihe nature of 15!{'o'ii: duties. Th:e fpes' fb-r"recerrery'varylig a0cqldant , " "": """, " u hile lji; ipes. whiie the recovery. Simple tracking duieJ warr**t th thi'f6*.st;t'&.es, itt.db;ni.it tnow: iommand ',i;,t"',,,",,,, ."" ""fr;* tni..nA&t recouery_work recovery work comma"9"ryiql fiiees:i:fsills ciii$mand rrue r:.9l:ry.york t'rue commands reuqh higher feed;!'{iitr1s .,,..1.|Som the .pA'&frij.u; 3omrlands''rau'&h lligher from 1.000-1d.000 Stars per lev{tof,.:the vicrim(si;':rynite bring.uE ... :, .t' ' ; ffild:t*ici:ireygliw:{i*idhilqiai}if$;O r.#i-}Qx that piiciii:.::::'."'';' 'i':: ''.:'.... . ..,"'':'
.: ',.. .: ' '.'*.::' : .i' '
F.
' relative Stalker r€JatlVe, SIalKer
:.-;' ':-' -."{
I
i ,or the ":r],. l:|. prey nql tg",gmngb*:*hg'ievel Io to nls his prPy-nQF W..,,#1ffiiffi9-ffi:Wp;!i,revel of me
however. it is customary
to;
put up
..:;,,
:.:,
,;:.i.....L!!;.;";...
:
,-
..i
:i"
""-.,
-.,,.- -'- :. :
. . ". "..i:.": ,'i.:i .:': "'. ...,
'
.,,
:.
-1'":
,ili;:,'lil;l:.;1;t,.i#*i;ijl!i
".::".;j:;";1.;.i.!.i!3.!.:.:.'.
:
!lie.o19nc" ,i:ii: if:*f (travel expenses. etc.). Failure to'.Oetri{ii#::":6$f}':.4;'.,6cntru.r :will. .:'l underwqrd qommunits aiid qrrite
above, they.
will frnd their
p
'qi'$'lqr,*xi*,'P'r
u
reputations. and quite possibly
(
n$w jrl;ii#i' .,-*;$i{{iiliif:l*#is$1iliiii;};#i,i:liit*'Silis,ii;*r;if$ii i
their
;' :
.: : .i.:.1
i:
i .:!:,:s:,!;
;';;;;;';';';, :{; :-:. ! !
.
,,'ii;,ii','',::.;.,;;i;,;';11;1:.;;;;;U';;iilltlf,:;;ll*i;;l;ll::;ilii;i
\-_
i:
Professions
$trertgth Speed
Oexterity $onstitut W,$ryid'We
rntetli$iiifi FleBence
Pbrce#ior Prdw,,,f,J,.,,',,* riiji' :l;!n
ra,hen compared
to
s
are more Fate pciints
Progressioq Atly'6' Commpn Mar.tla*hrti w''arhorae) Mount$
l,':ff'?'one-s,'l,hr" Papkagp (ieteciill*
left
sions. From front-rine
"^*lJ:* is rewarded for his prolessional than any othcr
11,..'
profession.
r"ur-*.i*d'#i.;;., rffi,ilff;f .,,.,t'' 'i_,u,-..'':' .rprUlilri*,i.rnro, ,".. urL!(r -" t'-"'-r- rrrvr! oni"
ri ;,""
i,
:
"a't,..
(".
i;.';l' ; o*.on ';;;_ ','trri, pr"l.'*lrrr_ x*v, oi $p".tur ror..r'gf "i.. , io,,pr.te wiih the l# t, :::1_1t approprlaterankandariyoralltitlesand.b.enefits*ni.nu..o-:.... ",.,...,,',, If the^wa'ior
desires r." a.rirnu,.d$f u ber of royalry. or orher organrzarion). he rrray
1;
panyit. (Formoreinfb*q..,ion
i :
,",tn.Ei iion;;.+;;,;.,:;"""'- .a ,. 'i,,,,.,.,,. l,tt--""" v' .lirrsr. ) ;,,",,r. ;gl,tii ,;t ,,,tiii ,,iit
The wa.rior can hne li'im.serf out .the ro highest bidder if
Fees.for
desired.
-"...nufy sdlvi&rwryrihough-th"re seems to be an unwritten standard fee$f at tein *fl Soi p". f"u"l of the Warrior, f3r sych It shsdld u. no,"i,rr"r this sorr of fildry: $ervidb. mercenary behavior is .lt*".. ofren. frow4eil upon by
feels ir lo be a sreir jusr
th.'
L.lo*"proriituri*.
Warrior, who
t
i " lrtr:;r,i
!; ,i ..
.;il
rii,,' ,1,.,
-,1. li
.
ilr
"!!li' ,,!::r.:'
!, .,;.,
'
'"::
ri
Professions most elemental of magicks and the most complex. One facet of this unique duality is that the Witch is the most gifted of magickal healers. Another facet is that the Witch is granted the abilities of Magick Sense and the Sight. The Magick Sense of the Witch functions as the Special Power of the same name, and is always of two varieties: normal sight, and "sixth sense." The Sight acts as does the Special Power of the same name, and is always at the behest of the Witch's patron (either The Dragon or Chthon), serving to guide and direct the course of the Witch in times of consequence. As per the Special Power, Magick Sense allows the Witch to see all Spirits and Spiritual entities.
The most devastating facet, however, is that Witchcraft has no magickal defense, save for Witchcraft itself. (The awesome effects of Witchcraft are explained fully in the "Witchcraft" sec'.{19n of "Magicks.") Thoug,fr Witches may be "ev1l" or "good," not too many consider
this faclbefore they trapfothem"tteW*, judge them, and burn them at the stbke. Ignora.g&, preiudice. hb{ fear rule the souls of the ignorantj and itnissihe"lWitch who pay$;"the ultimate price for the sins of tbe igndiirhr. ,;.
Note:
,;:gs::,. ..
', ,.
We
Code" or The Witch is bom unto of the world. Though tually be applied to t essence, tends to the
their magick simply
f the life-force
il" may even-
$zst14;
to the Playe:il and -
,,f'
their very
;i
,,
ly are, and all that
hich will
is required is the "mark" the Witch
and set hei
Stren S
Those marked Dragon itsel
Mother), t why. So
tion in magic to pe
that t
gli
a' ascri
tal
"
ew the
wi
1S
of the
tirely up
ts magicks elemental
ri
its magicks
itself.
me time the
bat.
Professions The true or!.!ing'of the mysterious.'Witch Hunter are lost in time _ (and no pre'bedt Witch Hunter wil$ever reveal his true origins, on .,.- paiq,9.Fdbutlil. ft is rumored, hog'ever, that in the First Age an 'Org**iu"tl"ri of mystics known si*foty as "The Order" resurrected, the ancient profession of the Witph Hunter in respopse.*to a vendetta against an unknown magic&-,using organizSlon. Those Witch Hunters that "The Order" trainedkqre schoolbd in the arts
of
Mysticism, martial arts, stalking, and'''"Assc*ljiination. It is t, once the vendettai;was complete, ds b{btd froni;},gg6e Order" and di'sappeared into
believed by the Witch
obscurityifiheii secrets
k"p"k"W{ffind
them alofo , for no one
leliir. Othdgp'beli Othdrs'believdq{ffiffiffiMffi.b'Hunters turi}c.d the lormer m&Hters rs""anll eliif
else to
Whate
the
v1g1
gure.:
hearts
wJrrfHuNrEnj,:",1: , ,
;
*:
The Witch Huqfrer is tdht most lfare of souls who chooses not "to make a differe6ge,1 but "torm&e r/ze differenqe"-:-ivhateiiil the
cost.
ri
i;u,,
i
,!'
il i'!,.
I
,,i
l
I I .:il, tfirtit, ,: ttt" wiiches.
P
Pow
The Witch uuhtei doesn't Lecessarily &unt name "Witch Auni'ui" itself is a misnomer-the true Witch Hunter will single-mindedly hunt down and destroy any and all. spell; is "F"ly ,..,, casrer or not,.iviteh witeh o.,,n?,, or.not. -nl who ir .
j: !
:: .t
'r
li
i
"guilty.' "
;
rl :., i;
i: :,
"
i l:
Thi$modomdfniacal Rg"r$uit ofkhe $Ui$f i,isdn fact the creed of.the | , !r irl ,., rl r 'i'lr ^ !,. they may be; wheriwitih H{dt*: Witch H{d{* ,.-"Punisfi the Guhltyi'rt*hoevqr ',, ever wher eveqffi wherever the guilty niay appear oi -jlliii 1,..
ffi
j;;i:-*'f.'
;i
act. ,
"i,.*'fi
"guilty." thev Asforthe "euiltv." the".Witch they are..at are."at least by bv the rltandards of the..Wjtch pgrsecuto$'olthe Hrgrterj Hqhtefi those who are Violatbrs olthe the innocentj innocent. pprsecuto;$''of Violators of *@t, anO--diqof ul4$r" true prize of the Wilcb'Hunpi-t
: -.. 6irites.
:.
t,
The Witch Hrurter will stop at nothin$ to whom he deilains as "guilty," an@heaven
me those
or anythi
guilt beliefs
sion:of puni5hment. ;
is
sty
Trr
orlglni
on their
Professions
7',,,. Note: see
GENMIN
) ( sel
gr
Sffill$ltnakothe
filulfffiSrt',will1
K3"t$i'rilng.
S
$flgnly prl reach
lst
Wizard's arsenal
I
of
word, making a gesture, Sign or Power Symbol in the air before h cy of spellcasting speed-being able to in a single Action Phase, despite the the Wizard a truly desirable companion adventure.
Like the Sorcerer, with whom they scientific nature of magick, Wizards Unlike the Sorcerer. however, the Wi though expressed in certain scientific
follows no true, easily explainab
ientific ffiiiidigm.
Wizard ascribes this phenomenon to of magick, and he is quite willin
nherently chaotic n low the super-scientific
(
:.'Afiificer. Cryptol@y.
Freaks beware
The three following racelprofession combinations are too bizarre to be labeled as any of the existing "normal" races or professions. Thus, the term "Freaks," which fits them quite well.
Who Are They?
The Shapeshifter, Talisman, and VoidSpawn. The Shapeshifter is a unique shapeshifting being that can assume nearly any form imaginable. The Talisman is a living Magick Power battery-projector, able both to absorb and project power. Finally, the VoidSpawn is a walking forlress of mind over matter powers whose ultimate destiny is to destroy immortals.
of any professions that rely upon
For the Talisman, other professions are optional, though the same "amor" warning applies. The fact that most "evil" spellcasters would prefer to enslave the Talisman and keep him around for a living power battery might just cast a gloom over your Talisman's magickal training.
For the VoidSpawn, playing another profession will provide a "cover identity" that may just come in handy should any of the endless VoidSpawn-snuffing megalomaniacs just happen to wander by.
Yes! the Freaks are, indeed, great-but they can very easily imbalance any nomal (or even "supranotmal") campaign. Their
Exceptions To The Rule:
attributes, Powers, and Special Abilities are enough to make even the most deranged Creator cringe with horror as they sow destruction and damnation upon all who oppose them! They are in every way superior to the normal races and professions, and they can usually (about 99% of the time) mop the dungeon floor with any of them in fair and even unfair combat.
Playing The Freak!
Then Why Play Anything Else? Why
A
quick glance at their descriptions, however, may cause some Players to think twice about dooming themselves to a world of hurt. The Shapeshifter is doomed to suffer the mental anguish of Multiple Personalities, while the Talisman is highly restricted in what items he can wear on his person. And the VoidSpawn... He's doomed from the stafi. After all, his inescapable destiny is to hunt down and destroy immortals! As such, we cannot recommend playing any ofthe Freaks unless the Creator specifically, absolutely, 100% approves of allowing them in his campaign. Even then, we strongly suggest that only the most skilled Players be allowed to take on the challenge of playing such warped lunatics. Novices and neophytes need not apply. indeed.
Character Generation: The rules for generating the Freaks are a little different than the normal rules for Character Generation. First and foremost, the nomal limitations for racial GenMaxes and professional GenMins are tossed out the window. For instance, when generating the VoidSpawn, the WILLAttribute of 20 (which costs 65 points, regardless of race, and is slightly impossible to get at generation time anyway) is freel Once that extremely costly stickler is satisfied, then the Player can buy the rest of his attributes up as normal.
While this may not seem "fair".at all to the rest of the Players who aren't playing the VoidSpawn (and who didn't get to break the rules and get a WILL of 20 for free), the VoidSpawn's hellish VoidSpawn Code more than compensates for this seeming unfairness. The doomed VoidSpawn will more than pay for what he allegedly got "for free" for the entire life ofhis character.
Multiple Professions! lf you're into pain, then feel free to play another profession in addition to the "profession" you're playing with the Freak. For the Shapeshifter, feel free to play it alone or add another professionjust to smooth out the edges. Just
annor, which the
Shapeshifter normally abhors, and any professions that have exclusive codes or precepts which would prohibit a Multiple Personality Freak like the Shapeshifter from training in it.
There are always exceptions to guidelines, that we've established above. Nothing is the nrles, or playing other or multiple professions goes, set in stone so far as and we wouldn't have it any other way. Just remember that the final word ofapproval or disapproval goes to the Creator. The same rules for all of the Pro Magick
and Pro Combat Progressions apply here. In fact, all Freaks listed here begin the game with both Pro Magick and Pro Combat.
Campaign Play: Allowing or
disallowing the Freaks in
a
campaign is entirely up to the Creator. For the typical "low-powered" campaign, the Freaks may not fit in, and more than likely will chew up the worst Bad Guys and spit them out, laughing all the while. The Freaks fit in better in the "higher-powered" campaigns (as well as in the "Loon" campaigns), and they may actu-
ally complement a group with their unique abilities. (Like the VoidSpawn, who makes one of the best pit- and trap-testers in the business.) In "solo-campaign" scenarios, the Freaks are perhaps the best equipped to handle the role, and very often work quite well. Why, you ask? There aren't any other "non-Freak" PCs around to complain about how the Freak is killing all the Bad Guys and spoiling all their adventuring fun!
Freaks I retain his nte and ,,1];i
that
(i
ing a multitude of ultiple Personalities." lu$acy. take a look at the t is also notable that
race is, of'coursei,.the Shapeshifter'$i'i.inatura1" or "true"
Nd/e:::ThA use of Armor ift e r ntus t b e'dir.
fe,nn.
.
fomn-confining irery by.,.tha aitd hv t h e C re at oii Th e+eqc it mighr be wisc'to employ"ti the fier b for@s, tf
S kap e*h
:lorui'shblrrttt be
dilJbrent Chcu"acter o nty' /br go,uittplau
r.llii'
"ot ",d1
j:a
.t'
..tt:'
.;:t !li4'
rvt. ^D ruLrri:::,t f'11,,.:4,Uiru lU pIUgIeSS tO fealms.OI Sn&pesnlttlng Dl"ItsllBtlf powqr that no riere "normal'i,,mutant could ever hope to attain. Speed .,:,:,iii;:,:,
^ i',t'.
:
..its Dq;terity ;' Consfitution
With a successful Power Save.'the Shapeshilrer can .'projcct"
t; ,i-giiy tiiut
psycne upon a creature and can add thar .r.u,rrJlr".rl;;:'; repertpire ofihapeshifts. Thereafter, the Shapeshiit.. 1;un "shift'' its own fonn to become an exact physicaf duplieate of
ursaturs'll:rr. creature.
' ':' -'
WillpoWe.J
lntelligence
.."u]ltiffi.{fitr-# fowgr Iu "''''' Shapeshiiter . rr -'' ' * : li'inited to
'J,lr'l::] the lollowing alrributes: ::"'1.::Action ].T-':"::::: ln:l'9ing ture's Phascs. CVs. and :,TT:i"l'li:',
J
i,l,l,ilrr..Pftttnt'
The Shapeshifter will assume rhe combat.upubl'iti", or,rr. '-- - Though cenajn cornbat capabilities.'l ture whose lonn ir assumes. such as magickal attacks, are excluded until the achieves a certain level of proficiency (see the e_xplaiiatiohs below). he will assulue. as closely as is possible lor hinr {o
''
J
rhe
&
:: Racial
GenMaxes
'r,
":
r:
crea- GEN ERArroN pACKAGE :!. ,|1. r,:!: (Pro Shapeshilting Power Progressiori). eroiection ,
Freaks effects or Special Powers (such as breathing gouts ghostly form, or teleporting about).
Shapeshifts Shift Order MinPower Required Power Cost
I
2 3
4 5 6
7 8 9 10
10
I
20 30 40 50 60 70 80 90 100
5
10
1,000 10,000
the number of Power Points that each
ofcolor, apparent age, and apparent race.
Shift Order 2, Advanced Humanoid Forms: allows changes, as
attribute
well as gender transformations. This Shift Order allows the
Shapeshifter to assume a virtual racial form, indistinguishable from the true racial form. Height and weight now become the same as those of the "projected" form; i.e., despite the level of the Shapeshifter, his abilities will allow him to assume the proper size and mass of the projected form. In order to "steal" the form ofanother humanoid, the Shapeshifter must match or better that being's Power Attribute. (It's not possible to steal the form of any being with a higher Power Attribute score.) The Shapeshifter assumes the humanoid's STR, SPD, DEX, and PER Attributes while in that form as well as the standard special abilities ofthat race,s generation package.
Shift Order 3, Animal Forms: allows
the Shapeshifter to assume the
form of any "non-magickal" or "common" animal (hke a grizzly bear, a coq an octopus, a spider, etc., but not a dragon, wyvem, or the like). The Shapeshifter's attack forms (claw, claw, bite, or whatever) now do the same amount of damage as lhe form assumed (even poisons or venoms unique to the creature). The Shapeshifter's CV will modulate either up or down as his natural DEX changes from form to form (that is, if the Shapeshifter's natural DEX is 10, and the form that he assumes has a DEX of 11, then his CV will go up by 1). The Shapeshifter's Action Phases are limited to those of the creature's.
Shift Order 4, Plant Forms: allows
shifts into any "non-magickal"
or "non-sentient" plant forms.
Shift Order 5, Basic Monster Forms: allows shifts into any of the classical "monster" physical foms (dragons, wyverns, etc.); the Shapeshifter
will not
the
tion into any element, metal, compound, or mixture, provided that it is neither a unique alchemical compound or mixture (made by means of Quintessence), nor any Exotic (which he can't replicate until he leams
Shift Order 1, Basic Humanoid Forms: allows shifts of +/- 1 Inch ofheight andlor +l- 10 pounds per level ofthe Shapeshifter, as well as changes
Shift Order 6, Advanced Monster Forms: allows true magickal monster shifts. The Shapeshifter may reproduce any innate magickal effect or ability, or Special Power (with the exception of spellcasting) which the creature possesses.
Shapeshifter to assume the form of any inanimate or inorganic form (1ike a door, a chest, a sword, or even a golem). This also allows transforma-
2s0
:
assuming
Shift Order 7, Inorganic/Inanimate Forms: allows
25 50 75 100
"Shift Ordero' : the relative Order of the Shapeshift. ooMinPower Requiredo' : the minimum PowerAttribute which the Shapeshifter must possess in order to "project" upon the form, and thus affect a shapeshift. '6Power Cost" Shift Order costs.
of fire,
be able to reproduce any of the creature's magickal
9th Order Mix & Match). The Shapeshifter may, for example, transform his own physical form into a bar of gold, but not a bar of Shadar Steel nor a dose of Phlogiston. Altemately, the Shapeshifter may choose to transform only a small portion ofhis form (or any form of Shift Order 6 and below) into an inorganic form (such as transforming only his arm into solid steel in order to reach into a blazing fumace).
Shift Order 8, Energy Forms:
a1lows the Shapeshifter to assume alchemical, magickal, and mystical energy forms of 8th Order and below. In order to affect such a shift, however, the Shapeshifter must actually be subjected to the spell in order to "project" the form and thus reproduce it. During each Combat Round that the Shapeshifter chooses to employ his energy form, he must expend 250 Power Points. The Shapeshifter does the same "damage" (and "area of effect" if desired) with the energy form as if he were a spellcaster of equal level, casting the spell-and he may do this as many times per Combat Round as he has Action Phasesl
Shift Order 9, Mix & Match Forms: allows a "mix-and-match" of lower Order shifts. For 1,000 Power Points, the
combination
Shapeshifter can shift into any combination
ofhis other Shift Order
8 and
lower forms, and may wreak havoc and destruction as long as he wishes (unless he's knocked out or killed, that is). One moderate example is shifting into a "non-magickal" cow form, then adding Vermix homs, venomous w).vem poison glands, and the Elemental Bolt, which shoots from any available orifice. Also, the Shapeshifter can now replicate any ofthe Exotics, save for Silverstuff. It is also possible to keep a single physical form, and merely shift any applicable attributes and/or abilities to this form.
Shift Order 10, Unique Forms: is the upper tier of Shapeshifting. By expending 10,000 Power Points, the Shapeshifter may transform himself into anything that suits his fancy*and keep this form for as long as he wishes. Limitations are that he cannot assume the forms of any immortals; anlhing of planetoid size or larger (approximately the mass of the Teran Moon, that is); nor any Silversfuff, primal spells, or primal spell effects. Also, it is possible to shift into the form of any non-primal, nonartifact item (or thing). (Please note that all possible Projections at this tier of power are automatic, with no need to roll a power Save.)
Freaks matic success even for items with multiple powers. The Talisman must pay for all powers artificed into items as normal.
Bending & Binding: This ability, unique to the Talisman, allows the Talisman to act as a living focus of Magick Power. With a mere expression of poweq the Talisman can quite literally grab a spell out of the air, "bend" it to his will, and then either "bind" it within himself to replenish his own Power Pool, or send it back the way it came. He can absorb power from both animate and inanimate sources, as well as direct his own raw power upon victims with expl
Action Phase to burn, he can into contact with him, or
Prov at
within affect
limit i a spe
of him. Though the Bend can
foot I spell 9f any Order, ir4flar tQ thrb Vt"Pgo
is a certain "safe" limit. This uired for a spellcaster to cast
30 or below spell
of 30 is
ance,
inPower of Order or 11 or ng to $p&*qy n's Talj the than igher
requl
i&
ngsSavd $-ece r.t*ut%mffi i
tof
fuu.i. intursd-l the
l of that
meets the
TALIS Bending any
could
spell-efrect
normally cast requiggfi-a successful Save vs.
The Talisman is a being who possesses ability to "Bend & Bind" Magick Power. Any Talisman, provided they pay for the GenMins racial GenMins are null and void for the Freaks, any race to Bend & Bind the rules a bit to
!"
1.
'4i"Once the Bend is,successful, the Talisman
pell at a
power from
absorb
io of
1:
s own lt came
-then
ATTRIBUTES
GENMIN
ted
Once the
ffects as.
Strength
"
Speed
Dexterity Constitution Willpower Intelligence
of the Points
and
unless he
informa-
"-,{i$aq":,,*.
S;ffi ;ry'q:..
15
Binding Inani
15
Presence
15
Perception Power
15
simple forthe mighty rththe itemorwithin a rfential as he
10
(Crentor$
GENERATION PACKAGE Bending & Binding (Pro Power Progressi Good Stuff'listed below. as well as all too. Pro Combat. Artificing. Racial GenP
wishs
v
have a Power
Note;Use,ttiW;iffi
and work tumfuhe&.
!
Cost
Sic.lW's'Wnth
'
to
c&sffi$to
his Freaks.N Theffismah fromthb item fr dneActionPhffifo any lesser
i}"xx
Binding Range = co&cg orffiin a I fo$ a{ Binding requiie\ asuccffi Save Phase"*'%m l,ninding requt$s r BWOing Limit = ug*o Talisman's riwn to{ffirmal Powei item in I :
Weapon.
Artificing: The Talisman may use his Artifici having to make the normal Power Saves invol
;
ffin
#
nction@
$$
g
t&-
i"
%
from the
Freaks Binding Senlients: Binding sentiurb (which is as twisted as it sornds) is abit trickier, not to merfion a bit riskier. To afierpt a Bind fiom a sentien! tre Talismanhastrbewithina
1
Tlrne
footradiusofdresentientperlwel.IfdreTalisnan's
PowerAttibrfre is gt€ater than dre victim's PowerAflnbtfre, ften drc afierrpt afiomatically succeeds. If tre victim has a PowerAtfihle *nt is equal tr cr greater ftan drc Talisrnran's PowerAttibute, tlre Talisran mrst force a special "mntest" ofpowerwidi dre chosen victirn Bodr Talisnan and victim then must make POW Saves; dre'
Power Pool L;imit = Talisman's PowerAthibuG X Talbman,s orm power point Pool
hinrier' of dre "mntest" is dre one who
by dre most poin8. If dre Tirlisnm wins, dren he can drain
as
makes his Save
limit: I Phase per point of Talisman's powerAttribute
Power Regeneration: This
nairally
is dre
will
mnnber ofPower Poinb drat dre Talisnm
rcgenerafe as he leeches raw Magick Power
fiom fte environment
aborf hirn The Talisrnmwill afomatically regmerate I Power point per ofexperience atthe end ofeach ard wery CornbatRornrd
lwel
much powa finm
the victim's Power Point Pool as he wishes (at dre same rate as
wift
inanimate
Power Regeneration Rate
:
1
Power Point per level per Combat Rormd
objects). The I?rlismm may mntinue to &ain away on each ard evely srrcces-
siveAction Phase, onnrtil tre victim
Vctinrs offtis
Power Reflection: Once flre Bend is successfi.rl rpon a danage-rype qpel, fte
flreywill be abletoregurerateflresenannally. Ifdrevictimsomehowmanagestowinthe mn-
T?rliman has dre option tc send it back whence it came, or to rcdilet it as ifhe were casting the qpel hirnsem This can take place on dre sameAction Phase in wtrich drc spell was abnorbed or may be delayed for rp to I Action Phase per
qpecial
is reduced to 0 Power Poinb.
mrtestwill notbe slain oncebrought to 0 PowerPoints,
test, dren he can steal as many
offie
Talisnran's Power Points as he desires! The
mte is limited as is the Talismai's (see above). Thevictim
any morc power
ftar
as
willbe mable tc steal
lwel ofdre Talisnan
he muld natually mntain widlin his orm Power Point
PmL
Power hojection: The lblisrnan can inflrct daxage by projectng his stCIred I Hit Point per 1 Power Point basis. Power Projection aftacls rpon
po\ /er at a
BindingRange:contact, orwithin a I foot radius perlevel Binding"Contesf'requires a successful Save ls POW, dwinnertake all Contest requires lAction Phase BindingLimit:up toTalisman's orvn total normalPowerPool fiom thevictim in
l
Ac{ion Phase
Nodes, Links, and Power Batteries:
lirlimas
may link widr otrer willing
sentien$, pov/er nodes, and power bafferies widrout having to make a power
an area ae made as ifdrq,werehrgeted at aDV ofQ wtrile penonral afiacks re nnde at nonnal AV rs. DV values. (Ihe Talivnan cm easily defeat dris by br-
geting a'ladius afiacli'rpon a single victin! bunrs anAction Phase to do
wtn can only dodge away ifhe so-*nd dror only at the Crcator's discretioq as
dodging rnaynotbepossfole atall at some ofdre exbsme radii.) The only limits are dre nwnber of Power Points dre thlisman wishes tr expend and lhe
MinPoweroftlre Talisnaq u&ich will affect tre Power Prcjection'sAOE and nngeasbelow:
S€lvC.
MinPower
TheGoodStuff
10
m Natural AP ls. Magick Power: This is tlre Talislun's inrnte, alwaysorl unconscious abilifztrc defydre damage fiom damages,pemagcks, qpells, and
qpellrtrects This Natr-ralAP wod
will
30
4
50 60 70
NafuralAPre" Magick Power:Talisman,s PowerAttribute score
80 90
NafiralAPls. MagickPowerBoosf TheThlismarcanboosthis ownNatral APvs. MagickPowerby a sinple e4penditrc ofPowerpoinb fiomhis power
1m
Point Pool. He can reduce
Therc is
1
point of danrrage per I Power Point expended This
requires no Action Phase. This is limited only be tlre rurnber ofpower poins dre
Talisnan is willing
trr
bun
MaximumAOE MaximumRarEe
Personal S'radius l0'radius 25'radius s0'radius 7s'radius lfi)oradius 2s0'radius
100feet
4Ofeet 900feet 1,600feet
2500f€et 3,600feet
4p00feet
6/ffifee 1o(X)0'radius &lm fe€t lO,m0'radius 10,000f€et
a Power Save fo redrce all damage by hafardAP wilheduce dre damage as usual. The lhliman always has dre option to "slrink" dre power hojection strch *rat it will affect a lesserAOE, yet will still have ib rnaximurn
rdnge.
NaturalAPw Magick Power
Boost = 1 exta point reduced per 1
powerpoint
eryended.
MagickSense: This abilib/is likedre Spec,ial Powerofdre samename; ib etrective range is equal to 10 feet per level ofdre Tirliqnan
Power Battery: The Thlisnan can store temendous amours ofpower widrin his Power Point Pool (see below).
The Power Pool drerc's
alimit
Limif
as trr
The T?rlisnan can hoard power like no one else, but how mrrch wenhe canhomd, andhow longhe cankeep it
withinhimbefore exploding like a magickal srpemor.a The Talisman can only store a finite amor.urt of stolen powe4 and any time he exceeds his ovm natrual
'bun" flre power wittrin a certain time limit, or he'll e4plode fiom wifllr1 causing darnage trr himself (and all around him) at a 1 Hit Point per 1 Powu Point (total) raio. Power Point Pool trrfil he must
Magick
Sense Range
=
10 feet per level
TheBad Stuff None of the Talisman's fantastic powers will work while he is subject to or under the influence of The Pulse (see "Magicks"). Also, the Talisman camot wear any armor and expect to Bend & Bind. Armor is simply too encumbering. Bodysuits (see "Armor") are acceptable, for they are not encumbering in the least.
Freaks called upon by The Dragon to destroy other immodals. And it is a command that he cannot possibly disobey.
a-2 # -r
This unwritten, unspoken "Code" (to serve the Will of The Dragon) is called "VoidSpawn." While the VoidSpawn is, in essence, abalance of both Good & Evil, Light & Darkness, Source & Void, the of The Dragon" destiny merits the darker nafure of negatr connotation of "VoidSpawn." (In rather dark. or epithet of the character
-// )
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4 iw
Qualifying&-Slay: Any race qgggpaliff.
yes, though the pawn," he still He gains that
(
character's "Race" is trulu,nediTil"s otfihn than to be bom unto a "
LAttribute
M
a superior Fate Points on
can.r-fue$re rr
pr bbilfid by
'N-l/,
{acial"
GenMaS;d
to 20, so logg$s
,.. H.'ll n""d'iuerv
set. L sp6-. i
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final dcfision to allow he left to the Creator. fun, and can be t-tester" or absorb
inger" in the gama" The Voi and v9rqfl6hen is the I fight, Tlpdonly drawbacks are the fact t idlffirm{-s to becogle" n immortal
i'
the
i
d*ug",
standing after hellish of the the eventual &sti sense ich can destroy fact The
" for the rest ofthe parfyl
is doomed to a life di
o.ih.
childr"Mlight.
The Dri ni6re than to perpetui i gle, for the very ndi.re nffire of the stuggle lends itsqlft
Anshadar,
the world. wants
notffi
The Dragon's own power.
to .nrui"
the balarr$ bi
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forces-the "black' and "white" pieces gp"ils great board-The Dragon has caused 3.1€iev" piece
VoidSpawn.
J
.,n,n*
-,,".,
.S"
I
-+
The only "grey" piece on a b"dard of blac$Otfit white,
exists solely to balance"{he Gamej$o ensure tf; riod of time imbalances the other for too "crop" of Shadar and Anshadar will arise at t a new 'Spawn (the "common" term for betu,tien the forces enforce and maintain
Darkness.
tfo&ffi
%
ffi
s"
d PACtrKA@ ',, h .
VoidSpawn: Essentially, since the VoidSpawn exists to ing forces, he exists etemal balance between the replace or to destroy the t sion" or "Race" to be desti tion and death, depending course, the VoidSpawn must tal. But, once to that point,
in his "immortal destinati (see
"The Immortal Rules")
he is to act as a "Shadar" despite the normal ru
ill
ON
e
d# *r
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s.
ru &
(Pro Forl&r $rrogSssion). .ffoid$nu*4
it (un j
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have
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choose" w
ly
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(and
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Freaks
Power Orders Power Order
I 2 3
4 5 6
7 8 9 10
regeneration functions the same as does the Special Power of the same name.
MinPower Required nla
Power Cost nla
20 30 40 50 60 70 80 90 100
YAr
10
Power Order 4, Mind Over Body: allows the VoidSpawn to temporarily boost his own Physical Attributes (STR, DEX, SpD, & CON) by sheer Mind Over Body. Quite simply, he can raise I attribute by 1 step on "The Master Table" by making a WILL Save and buming 10 Power Points. This requires I Action Phase, and costs an additional l0 points to maintain on each and every Action Phase after the first.
1:1 1:1 100 1,000
Power Order 5, Mind Over Spirit: allows the VoidSpawn to temporarily boost his own Mental Attributes (INl WILL, PRE, & PER) by sheer Mind Over Spirit. This works the same as does the Order 4 Mind Over Body. WILL can be used to temporarily raise
10,000:1
WILL.
10 10
ttPower Order" : the relative Power Order. : Requiredo' the minimum PowerAttribute 'oMinPower necessary for the VoidSpawn to employ the power. "Power Costt' : the Power Point cost of the power.
VoidSpawn Power Descriptions
Power Order 6, Mind Over Matter, Levitation: allows the VoidSpawn to defy gravity by sheer force of will. The VoidSpawn must make a WILL Save. Levitation will allow him to move up or
down, forwards or backwards, at
a rate of I CMR. The
VoidSpawn can maintain this at a cost of 1 Power Point per I minute thereafter. This requires 1 Action Phase to activate.
Power Order 7, Mind Over Matter, Telekinetic Flight: allows Power Order 1, Natural AP: grants an Innate, or Natural, Armor Protection value of 5 Points per level of the VoidSpawn. This "damage-resistant aura" is an unconscious mental ability that is in effect at all times, whether the character is conscious or unconscious. This does not make the character's physical form any "harder" or "tougher" than would be normal for his race.
Power Order 2,Damage Reduction: grants the ability to boost his own natural powers of Damage Reduction. When hit for damage, the VoidSpawn can reduce this damage by making a WILL Save. Whatever the WILL Save is made by, that result is then multiplied by the VoidSpawn's level. This total is the total number of Hit Points of damage that he can reduce per attack. Each Hit Point of damage that is reduced is subtracted from his Power Point pool on a 1:1 point basis. Each separate attack will require a separate WILL Save. Action Phases are not a requirement for this; for game pulposes, it is practically instantaneous. Once he runs out of
the character to fly by means of Telekinetic Flight. This method of flight is extremely rapid, and allows the VoidSpawn to move at 5 CMR per point of WILL. He can maintain this at a cost of 1 Power Point per I minute thereafter. This requires 1 Action Phase to activate.
Power Order 8, Mind Over Matter, Teleportation: allows the VoidSpawn to will himself to any location on the current plane which he has seen before. The caster may make "line of sight" transports, as well as even attempt "blind" transports (like "1 mile, straight up"). This is a "personal teleport," and no others may be taken along. This requires I Action Phase, 100 Power Points, and a successful WILL Save. Failure of the Save will result in no transport, though 100 points are still burned.
Power Points, however, he's subject to normal damage.
Power Order 9, Planar Travel: allows the VoidSpawn to ply the planes of reality. He must be familiar with his planar destination, or he risks a "blind" transport. This does not enable him to move
Power Order 3, True Regeneration: allows the VoidSpawn to Regenerate lost Hit Points as if he had natural powers of True Regeneration. This power automatically kicks in once he falls
from point to point, only from plane to plane. This is "personal" only, requires 1 Action Phase, 1,000 Power Points, and a successful WILL Save. Failure of the Save will result in no travel, though the 1,000 points are still burned.
below "0" Hit Points. If he has no Power Points remaining at this
point, then this ability will "keep him going," stabilizing him at that point until he begins to regenerate his own Power Point Pool. Once at least 10 Power Points have regenerated, then the "active" part of the regeneration will kick in, and he will regenerate 1 Hit Point per Combat Round. Each Hit Point costs 10 Power Points. For positive Hit Point totals, the VoidSpawn must make a WILL Save in order to "jump-start" this ability. He may regenerate as many Hit Points as he wishes to pay for (at l0 Power Points per I Hit Point). Since this is a conscious effort, he may choose to burn as many Power Points as he wishes in order to quickly regenerate. This takes 1 Action Phase. For all other pu{poses, this form of
Power Order 10, Primal Balance: This ultimate VoidSpawn ability allows the VoidSpawn to act as a living focus for primal energies. With it, he may "convert" his own Power Points into Primal Power (see "The Immortal Rules" for more information). This conversion is not very efficient, and cannot be used for the standard "Wish" (see "Primal Magicks" in the "Magicks" section). HoweveE with a successful WILL Save, the VoidSpawn can convert 10,000 Power Points into a I Primal Point "Primal Bolt"
to attack, or a 1 Primal Point "Primal Shield" with which defend.
to