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Interior lllustrations:
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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
to
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.
in the
SenZar
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
<
Y*&*
Todd King
Johnny Bruner
PC Generation
both costly and time-consuming.
(See
more info.)
Scenario
Single Character
Small GrouP (2 or 3)
Large GrouP (3 or more)
Campaign
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.
afinot weapons'
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
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
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
easy,
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 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
Attribute
Strength
Speed
Dexterity
GenMin
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
"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.
GenPoints
PC Qeneration
ATTRIB
Pownn (POW):
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):
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
,,
3
4
6
7
8
9
10
11
11
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
20
CoNsrrruuoN (CON):
Wrr,r,pownR
(WILL):
is a composite measure
of
PnnsnNcn (PRE):
the
7
8
9
l0
13
t6
t4
20
25
t6
t7
31
38
46
55
o5
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.
\-
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.
Hit Points:
difii-
RAISING ATTRIBUTES
Raising Attributesi Attributes within
of
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
10
12
l3
t4
l5
t6
t7
18
19
To Go To
2-tt
122
133
144
ls5
166
177
188
199
20
10
Note:
Iffor
again if desired.
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).
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:
Attribute) on d100
PC Cieneration
Percentile Saves: Those who
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-
Normal Minuses:
Fate Pointsi
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
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
PC Qeneration
EARNING FATE POINTS
How Are Fate Points Earned?
against impossible odds" for them; see "Creeping Death" for more
The Reward:
Scenario
(optional)
reward!)
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
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.
creative
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.
same
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":
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
place.
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
damage.
This may be done after the fact. Time limitations are as per "The
Damage:Yz
sec-
tion.
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
COIN
VALUE
COMPOSITION
Led
Kop
Star
Crown
1/r00
Eagle
Minimization Result
Damage
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
Silver
10
Gold
100
1,000
10,000
w/seal of Zengara
Platinum
w/seal of Zengara
PQ Generation
Fame:
\
il
more likely
Connections:
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.
Now that she knows who we are, the Bitch Queen of Thrax wants
our stulf. Stupid Bitch! (Kallysto)
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,
of Mort's.
PC Qenerafion
Funny how much juicy gossip your average barmaid can overhear
on any given night in Thieves'Quarters...
in earnest.
Perhaps the nobleman can supply information on the whereabouts
nobleman, and then the "connection" can begin
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-
ly free...
I
2
3
4
5
6
7
I
9
10
If
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.
1010001000
XP!
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
XP Categories:
XPCategory Explanation
Simple
Easy
Average
Difficult
Deadly
Opponent
Opponent
Opponent
Opponent
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
ttl.eveltt
is %PC's level
is % PC's level
the
"Difficult."
XP For OpponentSi
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
"And
Scenario
XP Value
Defeating 66monsterstt
PC Qeneration
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.
ooPersonal
When Is XP Awarded?
when Connections
share in the fun, we suggest that these "non-player characters" receive an equal share of the total XP rewarded-but
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.)
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-
>-_
PC Generation
DOWN TIME
DT (Down Time):
There eventually comes a point during the game session when both PC and Creator will need
considerable
Creator-if
he
wishes-can
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.
question. It's in the city that the PC has the best access to
ll^
t/r
W,
'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.
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:
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.
Skill Duplication:
"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<nge,youshouldpickitup during DT at the earliest possible convmience.
Free Weapons!
of
Races with unique weapons must choose one from their specific
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
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
TlpeThre
'' -^^---^---D companions.
--;l-------{'
-"^-^r-^^^---"'
the&
howeverffiLst su
stigma of being agry{afled with
slave-ffiffig ki
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.
the
timber halls
mountalns;
many thousands of
of
may explain their innate resistance
are to "normal" cold, Akir still
cold.
".
rtheq l{i
{fou$d ifu
of
resistant they
**r'-*-'
The
SenZar,
hills, on the
Races
pre$ation
onl$the fi
out$itfu wor
'iH$
ffi$89*
wl
Creatoue" have the
pe with'bYper types
16
g
,"
.l!tv
t6
t4
14
u" q{..t$$
&
,r._1$ 9,
rr4
t
&_
'lelffit
green.'The
ftoS
brp.and-fr
:#iil$*{3d,4qT'$
ry
U-g$iJ<e sol
nenl
t$eir pigm
lt*fe
ural c616fr,
'i4ycholog
,sica
"Pfuffi1Ja
Despite the
ift, with i
*.'*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.
j:,
,.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 possss 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#
.11,. :r::i,
for cine
Qle:''
DUI ror
tlrere but
a'itheJ:s
SenZar are
who stallt
stalRSetzar
Those few Demonians whci
:l
,
,,.
'
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.,,
j;,
't':lriii:!i!{rrtl:,,
j;1
r,,
...
t
"
t,
l;r,
.itt:r.:iir;ljiil
;"'
.:..:
'
l'
.j.
.:
. i. "i" j ,;
; !,:',,jlj1f
:. ,:: i;. lill!!
fiiiliiiiit
1tli i,rr ti$1i1;
"::"':
.'.
,....
lt,l.ll*ii
t.
"'
rj
l;ri-rr,,,
",..
Races
/1
'*K
\--)
<\ I
^\
/'J
Jq_
J)
r{
/\
rr
/t)
itw
g
EedW
an be surprisingly mild-natured. even\hs"
who
Thus,
will
ing
Death Horde
g
(-o'l
\ /\
L
%,
&.*@
1q
D$teri
.-----=
l4
C&nstit
L
The mighty Drakkans
d&**
&1aMf
on/humanoid combi
of
endless persecution
Drakkans'gradual w
society to placgx&r
.,eri
Jr
Wrth iep"exceptrons,
in lffi*{y
inacffiible
foffi
high
atr
rarnlffilfuffi*ffiSffi'
and
ns
infreffi,
and huma
traveled.
ffi *#s
#
will frake their small settlem6r!
'w
-distance
nts. Fly at 4X
Body Wea
lRe
flyi
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
{2
v l^--'^' ., 4
it, because
ir many faults,
Despi
a sharp sense of
are
l(
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
10
a
are a
say
not be
lq
ftires*ffttrei
hu
the
t4
t2
of
an aw
easier
Goblins
that's
it makes it only t
th those who fear them.
their
llv
fact that t
mW'e
.ffir
Bodv
dAou
"i
'#0
-*
tu, "p
t*H
;fl
rude,
remoJffin
adequate
mfs*
[pg Mongol
of
R@pd just
.t'
&s{#
f'&N
4
d,ffi
.s
gd
d,@
ffi
ffi**--'-*
Poo!
rm S idrt.
Races
..' \
5*t\d
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
ply
. rir"
com bat,
.i
ost
va
uictor.. A I I G ol gothan s w i U
.:'
.{al
hqnbs'tfliT,$Si1t"
a
GOLGOTHAN
Of
a1l
*"t.
'ffi
f<"o*"-tp.ti.s.
il;;;i;
I${-1{
''
,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
Races
S
urrwrt6"Y*';i; ;!.
,,.
Speed'"'*iu.3;::
l6
.*j:
h.
t6
t6
--
,l
s.-*Si.ii'
rffisfi
u*ulJ6
lry'
tligbn0e
"'l3
1r:
Il
er
'e*'
.rf'
,l
a
.i
b'{t
-'t3
,,i$
r.'".E.
tealth.
gua&e:
ffi
G'rr.
erforme.{.thefu .,sole ff
&
I i
-*._,:.:,,,,,,
'
.L' ",
':
,,'
"l
''\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
:*7
-2
=,
at the "Cosmology" sectionfor a more inof the many different Human cultures which
or refer to
which
in detail.
)r /
\--
-7/
5
5
5
5
i-
The H
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
Fir*ffiryh
retffitlffiffi&Death Hffi
f*^
tne,@ffiiwgwn ru."; t6*ffi :
in fact. nffig moff thffi
75 years
CMR: 5
Natural AP: n/a
GenPackage: 100 Fate Points
and dialect sp,ec1fic
^r? lt3:
ng
fss
&
ry"
#Sfl
u$'
t
j
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
.$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
.^-.,.
."...
',';j
ibs
250
0 - 250l'qs"",,,,
;1,-F;ffi$fiffiehtj 150
,i
,,,,,,ii
,i,
'*
;
.'dwarves.'bytheignoran,.u,.fu."d.weilers.havealsoma"oM.;;;l'.ffifu;'s
to keep their tlgft"knit, clannish-minded social order in@ct
Oeffi"nre:many thousan{s"of years which have passe-d$i
ffii;;i:#*dnrral
A3inia
,,:,
.:,,
."-;;;;;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$iilll
r,t
:;;
nf their
rheir
nar-+^ a
of
r'e' par^ slngle
name
tlarus ur
^j-_r^ .,^+^
the
lrls nqmc
in +lro
ln
vote ivole
P@rsingle
membds next casts
of the members
.,.,!::=:::':,,'
r:
,',r*
"
l
:
vote'
'
x-.. ''*i:i:::'".i
'
ticular Kaza for the new Ka, who must win by majority
:':.
"
."'
"'1
' _;:::-..
1
.:
,:
,.
"
hi66ilu)'
,i
'
,.
' ..,:'.,
.-:
';;..
!';r:i;iii:rli:ri::
,i
lill'r, ,:','
Races
,Ji
,/)
1L{
\s
tst;!a
?'
';,-rf
".4\&-
industri<
ic Khoboltbconsider
Khobcil@gasider their industrious
di
prudes w
be uptight,
uptight. riifuick-fearing
rii*gick-fearing prude
little reward. Tf&.Khobolds cons
be absol
+eqiuses leven thofoS they're mr
zaki\and the KlobolSs will sl#
grumpy
little hoard
their means to get
magicks. As for everyone
're
Strengt!
S
ii."*,,
'!!
prefer tgdwell
n. Unli{e the .
[ze in t{g.5-nagr
As #iththe driven
Gloom
ess by the
majority of people
gof
d who,
'r,. !l
'sf,&"e4 ql*"""
*'.:s:"5: r:d4- '- '.-'E:i3:
_"q@!6:
Races
combination of photosynthetic and chemosynthetic effects. To
survive, the K'ryI need not "eat," at least by Human standards. A
simple sunbath, in addition to an occasional drop or two of
water, will do just fine for the average K'ryl. When conditions
forbid both sunlight and water, the K'ryI may attempt to "root"
itself into the ground, if such is possible, and may draw its nutrients directly from the soil.
The
K'ryI
will
sprout
possess di
Physica
rather
from a motconstitutions
tled
allow
as
well
regene
Strength
Speed
Dexterity
Constitution
Willpower
Intelligence
t9
t6
Presence
Pe
fr;#s-'*
's me
id
commu
i
g plants
-..
,i
'!
.r 'i
Poir1$'
tffiry-# %lffiF",gfrr
ffic
#
rl:ffifu#ffi
sa*.Regeneritionu ffi ,ftit
ffi9'."*' ndffiffitrtr=iffitrffffiffiffi,.""
,i
;", ""' j
I 0O:FatF-
"/
"ryffiW&ffiS-golden
:*$g!S!f'
5!;5!;"
dry,*i
!:+-ffifr,HrfJ};ffi;ffifrffid1ffi.
:,
J"l.
&.
pminq,kq6ffiffiffiqffiffiffi q
{"ffiseh,cs fromffif,,ffffiffiffiffiffi
ffir-ery
%p
to{1"tffiffiffiery.rfi7
'ry'
s..vet''wrUil*i$i**[i[ffi]&&HHttr;$5tr#a;i5.ffi$9q,""1:
. -l:si:!:14.5!:-::-'$1*eli:t5*i*i{44q;ry?:*.t*{ii*d:;l
iderls,g;ffii:ffiffiffHffi{immWi-
Mffiffi%-\#tr,
gb
'
-;-8.!-.!'-----@.--.-i,1,.*-_-
':;:'".',
.tt'r.
e'ftppf
""
"
-*;lii-"';5i$${4*1"
"'l::"",.:
'en!-
'
"
'.
-t'rr...
_F6.
"-"str'
-t
'
'q&.
#
&
"
::
f"
" -"-.'.ff.
-d
ri
\#
temperatures of th'e'"*i'g*,Sh,
iv
-L-
'---i.ed-sH4ffis:i4,:.:.F6iielFu"@5si%'
i..
c$iol...(Ndt\
,-W "'-{.''4
-*''"*
fiffirWfrffiffSffifiS;l
ffffnlonsters cotlld'ttrfBftas"1:4sf$f-:{*e**Ffftris$"
-'".-" ---qqryfi-ffiffiffi$#mf;#$'o\ '.' -:''
e*"
$":
'\.Y
Bi;ide:d,:i{.:4:q;;q/-d,t,:*::4!!trtr,i"8{ii!-';!:;:4s;tr;isffid#trQ"r:des:-:r'-"-':
#,,
--J
',
h a
'.
ruki$-
"-.
ldll
as
Races
Though unseen (but not quite
Lords from
repro-
t a tech-
t into exis-
nomagickal "clone
n1
tence as
different
course, p
Mokarr
managed
from
the
mmed
y vaguely
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
------
-=--_
ffilTazar
Etharfurere soaw
th-eJmpd"E tern
ITIffi 6mrCl.
lse ln
of
crea
6',6"-7', w
'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
&
rnc&
&
g
*
q
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
t2
'i
;:
njn
''1j$fifp*
SAURAN
,#.
b,
14
&
ld
i:
!l
."'"*tni:.,1#J
q:::i
j'race of
wadt"dla
of
SenZar.
*Heisht:
lL
ffistu6
i.
nsfl
boring life
't6ledib
VES WE
rvm$
tail
and thick
tlty
even
i"
lts
7'-8',.
1l
---=-l--
NaturalAP: l0
---
.If
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
will be "bonded'j.to
1S
s spirit
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
1i
1). Language:
Atl Sidhe
all things
,7
Good Ea
ously
idhe.""
,i'
$
Hunters,
enchan
i!
to the
cause
Physicall
mean
which
may
r feet.,
ver-+
which
his, of co
Races
The Silestions
sun shines dow
\'e )r'
s)..1
them virtual i
suspectedJhat
,t uft
Silesti
'y'"''"qh_
t{-f /- --J-/
^_-.,
-
To the
honor,
J/27,
go
ffiusnici
It
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
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
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
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;i
il
ss
;!r
i8
.i
i!$
#if
sss
4SSr
t
l
I
$
&
t;
$t
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
\%"
Sl
1\'r;
Reghqled as
--i,
the
So\n
are
with aw&it is
Silefu
ffinable*lfl
#P-
ght as deesl]m@r
*-.%%-,:**
tu'#*".::
F*ffi*
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
*"
E 3,
iAdult Size
6'-6',_4"
&-
w' #
"'
&*
-_.
&. -r
**.q
\ @
loo$r4oi&
Lif&an:95\ear#
---.Er.F-j
ffi s
AR"nm
hile in flight
,b
trS *6fu*"
ffi#
dw
At\6X CMR.
igh Silesian
t:d
bilitiesY\
{s"
tu
Don't 1eTk'3
fal
from t
Races
"fL
"
q,ry,x
J
-lr
.,r-^"
\ nr
.')---
$N
il).
s of power.
'''4
ag$*tW
cavali
$arin's
ffi
resolve to fssffflin
_,_.
."t'.
.,,.,'-"|--..,,^"P''
-*---'"'-"c""'
Itisa
that t
sl
N s'-o'
\^N\'
Dexte
Consti
wilt
Intelli
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
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
*rlr\
,\\
16"'3-,,
\--------:-
16
/:a
\_
-_
1b'.
G-OUO
i *"1-
TA
djr!si!Ii1!!
lii!.
pud
$-de
;i:i
cif h
...n.;ii!i!Ei!f
i.$'who
tps.qmbl%s"r
,ds#ifri;dsig
fibiggt anil"immensd
il bulfliTo'tuet
lre extremelv #ijabldas w*rrid$,
z$$'
::
iq-i"rin*#*i$'dqfllE
j,.,i.
:L
'i*u
'i
!
'!'
ho oltdn
lt
F
'ff
(r
vds, H
f courie,rbheir migfi
are aKo highLy_soughtl
i.
I,ilO
,t'
jronal
i
"ii*"
"'4tr"
nd the
$M*rati
ru.S$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
H'
,"'
qpm
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;;;,,
tr.:{":!:i:!
.--r:
kiSj
_,._i;
,-
;;l':.-;!,
::;.' l,
slry rnf
cleansl
.r
i!
ntEsp
rthattht
qo',If
!n:i
f;&tto
q"ry'?
u,,
repro$ffiSfu,1
-dl
,_#;%
..".3,*e" :
t"
,r.' #
t, ,,it
.'
3"{
se Ie
,Y;
,t"*' ;
,.Hl* xq...,''
i,$!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
",.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_*
ti ::"'
':p
t{&u..
*W,
-"-':.;:'--:jffi{u,
;ffi.."
afuh,
$s
!fu
lt
)>-
1,
li
$i
In the mi
re
.b',
r.ffidd
On
often
I)L-{i({,
\-\
n to
of shipwrecks;
they are sequest-
ffpq
ered in
healed
\/l
until
T'
the
shipw
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
with.
GrNMax
I
15
Often mistaken
"mermaids," the
with whom they
itious seafarers as
are in fact distantly
living in the
sea,
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
Races
3nd1m
\l
7'4
ffiqan-like
rbtrbct their c
with #ickQd,
fority
rAser,irble
t-
'alth
q4
g, as
l't
!f
1A
1
suspeqted to'
by the Death
is has
Ii,:i
,,1',n
6##
-tra"
f
//t
1"
{e*
"-&y
-1
'/,*,
x
rb"S
aq
resence
ryco&
.to
Jd
Unlike the
'i
pffiuq
t
other'ir&t"
iffil
i ig i
tigdfl
:,nla i\
l
L1
!itt
dj
s
ffi
as the
ffi'd
ffie'great
#f
ff
slaugh- f
r"e
often
thiet we
t
r not dev,;og
d\
=m
4
.t"s
1n
zealous
tobec
along qul
tfe
fi?*+*1
1'qd
as
Wihard o
the_*ffiiivalu
vili
uod).
,.-"*4",
rlqc
I
ffir'#
"real"
1l
,i'
:r
the
,n
Tvsor
"d
d'
'dB
{"''
s
Professions
PROFESSIONS
PrOfeSSiOns are chosen by the player to exprcss his PC's particulm lifepath or professional interest.
Choosing
A Professioll!
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
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.")
in stone, and
the
Time To Learn:
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
This
takes effect at
with Professional Magick begin the game with 7 free spells from
within their field of study.
Hit Points:
Professions
should this not be enough to satisfu him, he can always create new
-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
employ
Alchemy
Sense.
Horticu
Langua
Exotics.
Weapon.
).
ny1
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 fm 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
\w.
.S;sassins are capable
ialArts" seclffi,
may be
St16n
Speed
uDex$ri
Co
Iftell
":
\*
are mem@s of clandestine
d*d
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
12
13
)),
t2
10
Astromancers
the moons, the
which the
Practitioners
rs of the
one). Semipro
rology. Divi
xotics. Lan
of
derived fi
led in divination
the skies for
lnatorv
court
powers, As
ing horoscopes
Due to their
often sought
men.
*,\
\1
bns, the
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
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),
l'i
t\'
Battl
sis, or
moment, he
battle
gramming
ning of
every
becomes
an
n&ito
C,
Battle
and to
d
4
stitution
Trained
in the
in
in no other
iding. Exot
efhcient realm
extre
al
mass warfare
iron a wide
ing realm.
upon the distr
directly
ge is a highly
Batt
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
do$tl$ffi
fine
degree,
many other
specificalof all-out
under con-
'Battlemasi$#ffilff#$ffi
Hawk
Histori
far
ph
as
plify
no ma
lunat
an{*the
produce
"i{ili!3;
y're trained,
thep"d
&
" just to
o$er
il"q'
Professions
ffi
)Crtl
S""$:N
I'r
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$'".""....:!i,,,
i
- ^tt!
r
,:;'::'r: "
11
11
;i
ii:r.
.,
deterrence
recent tlmes
t ?1lii?.,liFqi"k
i!
,| .!- tt ,i ,,
-::
nse. 'Ri.uthg;(,
hypocrisy
Theology. Divine
marid:xfi$
either. The
rhorse)'."'"'"
of chi
response to
Rellians by
themselves a
ed it first). T
the Dragons
for
nstant persecut
llians wil
their ultimate
wil
religious.zE'al and
champions.
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!
:;
"!;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::.:i'
d!3*f$fii,.
'
.:::; t.
.!'F:e'
l.'
. . !;-;1
!nldj!"
*"li'::,;,=
Professions
lives by the er
ife or death duels are a
ffiwho
"pretenders"-especially
even the
pared beforehand
idable arsenal
m&d/
na'
q t
7^
a^4,,^_^.=\
-, -/',
/i+'-.
_
L2
l2
ry. Exoti
2).
ways
who
them often
entertainer loved by
-wicked) Enchanter w
highest bidder. Thus,
ts'$
feeli
fact that
eitful"
F"!
Some Enchanters may c
ing as bards or Spellsingers.
away with
it
once or twice,
make too much "noise"), but
have a thing or two to say i{
!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
Willnofher
Intelligen
Presence
Perceptioffi
Enchantment
.Any I
Discipline.
StreetSpeak. Stree
c (s'blect I Art Form or 1
atory (select 1). Scribe.
Poisons & Radiatio
for
theatrical kills.
Silent Stri
or
Acting or
ain. Traps.
Languages (any 2).
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
r thei
lt
Id
easler
ta
the
of
\"k
#&
#s
tr
. 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
Inquisilor's
of ths: Chur
nished bv' deat
ience
ffi
,:li*l'
.,i:'
of \&stici
, 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
/--Professions
Martial Artists are extremely dedicated to their training, and will
strive to adhere to their daily training routine if at all possible.
one
ATTRIBUTES
Strength
Dexterity
Constitution
Willpower
z\c
i -('\
GENMIN
t2
':rrri!,12
'-"'i'11.
l2
""dl
-i!::s
'"'"'ar,.
-'*,.
,!'1.;
!:
, Pro
=_:__!_-_!\_!>=_\Jg
.'Lan$uage
'"J
j&
unatmed combat.xTlfough
necessary in ordd
dous amounts
f&
the
of
]I
j'"J"
tSC'
stylgS;
origin of the m
the Martial Artist
core devotees of
between the Marti
for free,
he
arts maneuvers
that
to sel
one
1o
begin
Professions
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
lClSm
ick). Semi
of them a
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
the
&
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.lss, 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
\A\''/-*\_/,/
--<
t'.
/---
: , .rc
iry;hc.*99;servqnts
gi
'\!s--
I
1l)
olthe Darkdirth.
!!
-".".."{
'Ji;;i!
,.
#dF,
i
.-
\
fn)
,.t
\'r
!*6
!*
'R,
'4,-
-'i.,
:1,
/-
".
MYS
ssll$**
C
lsa
ysticism
,"..,..,)
r:
'.:
Mystic/Assassin
ble reputat
iS
s. the
of
"paint a
Harlequin exits
darkness summon
canwass of b
lition
tot
wh
Assassin's li"fe.
e"
i,!,
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 .,,,,
j'
{arev'ffr
e baclEat me
'(Silveft{ancer)
rd
,,".,""'-
,g"
!S,"'
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
Even
wa
o
,y'
-/
GENMIN
-'/'
12
ity
./
t-'r'
/'
;, i
'{,,
.-"
$ntelliffi
./
.?rese&e'
MYSTIC WARRIOR
Perceptio
#'
ine tWsti
1*,* qp4,
,ff
,S"
'
i'"r ,e*s?*
\. "!,ri.;# ,
11
tt'u
"''1,1
n!
r:eq
i,!
.;r s
u!
{a
*l
il
;"" _ord'F*'--*L"- |
It
.:r:. 'f
, '1,'.1'"^*,0 ''
\. i
;1,3*,
''.-lAiJ'\
t {..
,5
k).
Fjq ^"^^-ti" br.;,,i
--*,4
2). Shy'
2 Shy'R&lare#$'dtrt
iilag"es @ny
I forgot
1,
f'
&
monastery behi
and a poor man's clot
many myJ
J
$
s'i
]t
10,;:
leave his
, a beggar's bag,
s'
;i'
3;tr
j'
monastery itself.
.,#'
I'm
a Mystic. (Zol
Professions
*t""irl
hiv,b t'h'Luse
r-i
this $rad;{
fl-E
one o
bv
those
iiiffiar
tffiffiay
of his
tr'-i;ffi'"0."*i
i{]$i$}llf*lsffifri
t!i&fr iii!$:4!!:4i1!6il
\'
(Pro
rtifficer. Magick Se
Wav of Darkn
t$rs.
Professions
it.
l, Ponver$ion-.Luwhich id the
&al
PRIEST
rs oforgan
rel
nization
.1er
as
ATTRIBUTES
Speed
down by the Pqiest's deity. Al
in their
Dexterity
Constitution"..
Priest's spel
destructi
powers, as
"
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
iL
GENE
Divine
Artifi
^Dark
,
t'd
'1Pro
gick). Semipio
Combat.
lMa
rth Code.(slect
dmihistratr
"(select 2).
Professions
Rangers believe in freedom for all creatures, and will react swiftly and mercilessly to those who imprison or capture creatures (or
humanoids).
^^r\
J\
L-
ts,2
.."Strengt[n*,*.'**ffiffi q
.Dbxteri{y"'"r-Wmmi
GENMIN
t2
11
J
11
11
{i
,-}
t2
10
rl
';ia"'qrJ
""j"
NGER
2).Fi
strongly be
Rangers are
of natur
\.
of all things
sqP'
tions of mankfufd (
id races who
{
T
*s"'
Versed in the studi
quite adept at
often than not
patrois, which
dj_
ually
'S'
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
hold a
ple of Zengara, whom they
need. The Ranger Proving Grounds
sand acres of virgin forest, steep hills
sharp mountain peaks.
. The Rangers
'*'id\finfl
id
dEl
't4
ot
living, must$
be ready toffi
wrth- d$
&
furtheirvio- ffi_
F.arth
'n.u
"*ira,.%.qn"
:o
ffi
&*
"f '"..
ihg-3end
*!t. the
find
'\
v$ryvill soon
{:ftss{4si!i&t{:JqEs!.
.d
l':"
.",.'.:
-,*##i*ffiffiL*,q_
Professions
11
Dextenfl'
Constitution
\;{tllstrruqr|'1j,:::'
',
,,,.".,i''
.*,-*Trllpowef,,
" !'-iittrrrt'
r
...,...i:.i.
"',r'i'r'ii ''
Intelligence
.
'.
1 ... :': ,,.'r,','
: _--TT!
':' ..
'l'lil ''
;it!r:c;&..1t1;l:
':.;
;
'i:
,i:-':r', '
:i,"
,,,.,.,
;j,];:
1
'
,r;l:l
,1r,
",
,,.::
1irtl;1firi'
j{*liijlr"J:r;r'
;!;1i..{J;,r
,.'il \;111iil:i
'
'r1i,ffiii
:
ck Progression' Anv
*ffi;*-n*,*1--1';
r"r;r::l#i
i;li;T*"
*;:',,,t*-,t;,f$*
f U'wrl
:.. Power
rhe Rogue
"
,,
11
,t;,,
Prgsence
Ffg-lc[ww
'Feggption
Fgflqeption
,,,.,',.
,t L
..
oT"^o*::]
i"t:'{'*t,*itflffJll.kli,l.
il'ftff':H;:
ffi
i. jlr
l#lli$S::t
**x,:ffi::[iq.'
$t$li#H't
i$ffi
;;;i,l
rffi''fiil;t.,$r**;
iuoyl'ttte;pnf[;'.|'il';;;' '::H;;*t.sn#t*ise.
"
conrrdence*uuupr,,*ut-,ut'rgtarlrobbeqq'd"'1ffil'u'ffilH?
f$,
i3' i
!-*or:,
Speecrr'
Trabs'
rraes'
rradins'
."-' rqadine
*.
.,.- *--s.,
$*,e'is'w.'
_ ,,rj
nls pr{JrFs.rvu "r
.
lifffglDps"(lA;"D(rw!"
ilffi;#o.i,'J'*ise
in the sirbtimgms 01
rb"'r
Rogrie's
Rogrie'sq:''""y}."9T311oo*n,*lRogires.pust,Servealengthy.:y_"-..
q:::,*.T1y^.,i::H"';,l'il-rff;;l;,'J$ffiffi'
vtr c
musl
'sct
:ntial RogtleS
a "m*ter" of ttte
;.T'i tn."ft, teaming the rnanl
as theY can
yv ildr
what
DLLJ
Fers
..
rL '
i"u-"t-il*v af tt.tem
nrr'i'*''#ru'5"ffi
:
il:r
is teriri nated'
itffi ildi.i'
::..,.
il; '.;-"'.
:r - : '
.-..-.1 i,1
th'
tne
nr thc
are found tu
offfit'
ot-Rcgu-tt
matoritV
**ulr*$,,r].:u.l*t'v
"
:1.
i: :.i it
: t':',
!r4i':ir
. :,
;:.,::
-i
:i;,,i:
r:l..ari!
ship."th& *'e
;py ui a
ffi'T*ll*il:l;
'g'**$ff:
ar. gui *vr can
";":::;',,'::;:i;i2;";e
r"a
f#'g#fffir5[f'fr'***x"ffi'l*!'";t
'm'1, .r'i' eyel))one,,dll.
ona,.dtirw','ii";'7
ranrous*,**iiT""'lJ&H:;f*::"**:lm
fanrousytin*tT#Tffi;;6"0^"
ey ncecsstty
":iii:.,,:,r
riiglt
m
t9-.
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
"
kiti;t
f'r.'ir
'.'".'
,'1'a.lry3i1q:,:,
ilt$ffjl"1
i::;a,,r,:;.r;riii;,;;r;.i.;i;:'i,::;,,;;r,;;,ii.it ""'
I
jr,l
:'
"
";
':1,1
'
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
.}{j;:',:xHnHll:T[l*:"";*==ff1ffl;#[?
dawnundtn"o','..'
therewardsoftherrifi-guin"Obootylparryingtill
that mlnev can buv'
i , ...
:ii:itt.. ;ri"
. lili;t:;;t'i
;'
, ,
' '.
.'
'
:,:"#il;i'tr"-r'i*al
:(
>
:'
i:;t,,
],'
.
Professions
this dark path, lest he find himself immediately
set upon by the
black forces of the pit itself.
Champions of
ode,{ qrd
Sentiriel
Professions
haining to the uninitiated, and taking monetary rewards for his
services.
D\
world."
ice lasts
may
\-
SHY'R WARRIOR
n"-
', tr
'r;, I
1
\\.
a
1*
'i.
",it&u.
'R Disciplines.
ival (any
2).
y 4 Weapons.
iations. Traps,
It"gpts
t'R)
tj
a"
'*,
thff
\',"
ities
o.f people.
Professions
Shadow Hawk Gqtltl view graduatps from the othqr tw,o, schools
.:
"''',,.,....,
,,,,,,.j.
e.;:i"'
-'
lhp ,$thegm!!1$3ilitiip"
oi$el{,eve
hielity"lo#tt,$cnnom,a.Higkatr{rieifibtl*i#xLij,,,
i;*friiil,$*,n:;;,
re
n. n
ro.H g
t.r
t-,4.1t e
;ff;f"*
.-"iiriii{ili;u,"..
ptlffi-"'"*i!s"-"
The So
magick
1;,1:}''
r:r:r,,
*'''.:;i!:i:t:.
Afii
t.
:pl
o.tips.
pl CS
Radiatioi
liii'
of these.applicat
,:!r-.
Wy.. begi
tral"
wk
Gui
an
Ve (some wou
application, while
alue o
.good.
Spruni
"|,{gt.hrak
!;t
;:l:.
,:jlir
'tli,
."rt''
(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
J-2
{ffi
All
and
ical
d
I
?,-"*-
'q{fri;'--'q\i;4
ffiffillpowgr
Intellige
"!:.
,
ltg!4.
ld
ce
1ffi.bL
p
ry
.Musffis)o
3). Diplo
I ),"-f,brer(wct
""Streetrdise. Languages (sg
l.)""""*",
it.ur'li
dr,".
ti
*
,*
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',
,il
.:i
''
,1,
,r;:'
ri:
.,
..'
r
'
K
\,1
,i t.
'
:.'
''
.iir
''
,,ll'
i
ili
,"
;"---
. ':..
"",...
j;;;:
,,!*,
':.
'jt"-
'ri - -''i",.
".
:"-
":;."-4";;
"";:;:
:,'lZ
2ri*61
Strencfh ,,i, ,,,i::,,,, #'j':' $"
Strerrgfh
,,".,'
lqii,.
."
;:i,'i
't.:;';.i,. i
'
Sp5n:i:,
...';::.;" ,:. .':. :
;
,Defite#ik;,-'" 'i""... .u,. , *5; 11,. ' ''.+iji:il:,l:l!".,il
Constitr*t[o.q,,,,. ,*l:"i. 12 .,,, .-."...,i,.
:'H
,,r,
,,;,''c-^dij$,ii
,F
I
:
,"''ii!;;1,..,ii9:
,.:
:-
'',
i-:."
""'
,"-iu
'{
".,.'
".* ,j"-'".'".1
tll,fhtellig$#$M#if#t'ffiffii fir Ttu,*,'* "'i''-,',".{'..:.,,.
,Prqsen&ei.i';i;;fr$:,ijj:,ill;i;:-,,,"':.i;-....'.,i...-:'''_
""',,.,". "i
!|"'"Yf "'Y*Hli: -''rr,r;j;*i.
..ji'e:#'.-*w ti:*,. !:,.",".
,,*lffiercgptiffi$ii;::::jii:!fi$$#:ii1
't.:.. ;fr','*l$t
'-"'-,,,. i
'lVillpohdfr.j:j.:i.::;;:i:;;rq,i;:;:;l;:l;i:;*',+"'.,,,..
'fitlowefriil;rl
Powgii',..,
:;::
1\
\\
(
t
ViI
(Q!',rW
\Y
ffi ffivrr"
"":'
'iiij:,'l;!!.
lii, ':llt:
'.,_
,il;' '':i.
.ii:r"
...,
i3.
;..
!-,
'
._:"
'1_,,
;.
ibn.
'Statt<il"hg.
ll $L,?:Tfffi3il:$W"f$'ffi:trH;8'5#tfii
Basid,Martibt
:'.'.
::
"'..
i
,"
*,!- '!t,,-,**q_{
:':' $, j:*t,$_
.!.- "l;
;l!,
AFNF"RATIT.)NPAGKAr:F..- ;
r/l
iI { \
STALKER
tt
'to, i
{it:,,'!i!ii,
.,
.::r!t
_'
'',"'.
urui
i#$ll'TfT.j.ff1,:: H:ffiill,
sffii*At
trTlffil
i,_
oppo$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 rJatlVe,
SIalKer
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.!.:.:.'.
above, they.
'qi'$'lqr,*xi*,'P'r
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
Progressioq Atly'6'
Commpn Mar.tla*hrti
w''arhorae) Mount$
left
"^*lJ:*
is rewarded for his prolessional
than any othcr
11,..'
profession.
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
Fees.for
desired.
th.'
L.lo*"proriituri*.
Warrior, who
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.
Note:
,;:gs::,. ..
', ,.
We
Code" or
The Witch is bom unto
of the world. Though
tually be applied to t
essence, tends to the
f the life-force
$zst14;
to the Playe:il
and
-
,,f'
their very
;i
,,
ly are, and
all that
hich will
is required is the
"mark" the Witch
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
believed by
the Witch
obscurityifiheii secrets
k"p"k"W{ffind
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,,
,!'
il
i'!,.
,,i
I I .:il, tfirtit,
,: ttt"
wiiches.
Pow
j: !
::
.t
'r
li
"guilty.'
"
rl
:.,
i;
i: :,
"
i
l:
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,
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.
$flgnly prl
reach
lst
Wizard's arsenal
of
ientific ffiiiidigm.
nherently chaotic n
low the super-scientific
:.'Afiificer.
Cryptol@y.
Freaks
beware
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.
Yes! the Freaks are, indeed, great-but they can very easily
imbalance any nomal (or even "supranotmal") campaign. Their
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.
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.
and Pro Combat Progressions apply here. In fact, all Freaks listed
here begin the game with both Pro Magick and Pro Combat.
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-
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
fe,nn.
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
t;
,i-giiy
tiiut
ursaturs'll:rr.
creature.
' ':'
-'
WillpoWe.J
lntelligence
.."u]ltiffi.{fitr-#
fowgr
Iu
"'''''
Shapeshiiter . rr -''
' * : li'inited to
i,l,l,ilrr..Pftttnt'
''
rhe
&
::
Racial
GenMaxes
'r,
":
r:
Freaks
effects or Special Powers (such as breathing gouts
ghostly form, or teleporting about).
Shapeshifts
Shift Order MinPower Required Power Cost
2
3
4
5
6
7
8
9
10
10
20
30
40
50
60
70
80
90
100
10
1,000
10,000
attribute
Shift Order 5, Basic Monster Forms: allows shifts into any of the
classical "monster" physical foms (dragons, wyverns, etc.); the
Shapeshifter
will not
the
2s0
assuming
25
50
75
100
of fire,
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).
combination
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.
Freaks
matic success even for items with multiple powers. The Talisman
must pay for all powers artificed into items as normal.
Prov
at
within
affect
limit i
a spe
foot
I spell 9f any Order,
ir4flar tQ thrb Vt"Pgo
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
!"
1.
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
10
(Crentor$
GENERATION PACKAGE
Bending & Binding (Pro Power Progressi
Good Stuff'listed below. as well as all
too. Pro Combat. Artificing. Racial GenP
wishs
have a Power
Note;Use,ttiW;iffi
Cost
Sic.lW's'Wnth
'
to
c&sffi$to
his
Freaks.N Theffismah
fromthb item fr dneActionPhffifo any lesser
i}"xx
Weapon.
ffin
nction@
$$
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
Tlrne
footradiusofdresentientperlwel.IfdreTalisnan's
as
nairally
is dre
will
lwel
the victim's Power Point Pool as he wishes (at dre same rate as
wift
inanimate
objects). The I?rlismm may mntinue to &ain away on each ard evely srrcces-
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
offie
ftar
as
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
Ac{ion Phase
lirlimas
sentien$, pov/er nodes, and power bafferies widrout having to make a power
dodging rnaynotbepossfole atall at some ofdre exbsme radii.) The only limits
are dre nwnber of Power Points dre thlisman wishes tr expend and lhe
SlvC.
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
will
30
50
60
70
80
90
1m
Therc is
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
2500fet
3,600feet
4p00feet
6/ffifee
1o(X)0'radius &lm fet
lO,m0'radius 10,000fet
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.
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).
alimit
Limif
as trr
Magick
Sense Range
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
-//
)
,!;'!rWsffi6s6F-
4 iw
LAttribute
a superior
Fate Points on
can.r-fue$re rr
pr bbilfid by
'N-l/,
{acial"
GenMaS;d
to 20, so logg$s
set.
L
sp6-.
i
s"
.d
.-.
-.F
lSW-
"..
,:$.
i'
the
d*ug",
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,
notffi
to .nrui"
the balarr$ bi
VoidSpawn.
.,n,n*
-,,".,
.S"
-+
Darkness.
tfo&ffi
ffi
s"
d PACtrKA@ ',,
h
.
he is to act as a "Shadar"
despite the normal ru
ill
ON
d#
*r
-# '*di
s.
ru
&
it (un
j
Pro
{.f
have
*
,$
trg
choose" w
ly
t!
(and
may be
* ffi.
,;{
jffi,rJ
!;r*Js
,l$fl
j $.##'
,,1,"7
,-,'d
tr
Freaks
Power Orders
Power Order
I
2
3
4
5
6
7
8
9
10
MinPower Required
nla
Power Cost
nla
20
30
40
50
60
70
80
90
100
YAr
10
1:1
1:1
100
1,000
10,000:1
WILL.
10
10
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
to