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Interior lllustrations:
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Roland Paris MONKEY BOY STUDIOS, Baton Rouge, Louisiana,
Wade Ricqj Manon Williams, Todd Krg, The Briine, TaFd Brunero.Joe
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Toler, Joseph Giacone
Graphic Design &;Arf: , Dave Catoire
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"i .r. The Briine, Tqdd King, Dave.Catoire, & Joseph Gid6ii6
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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
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Playtesters & Random Loons:
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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
,,
3
4
6
7
8
9
10
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 "Prsence Attacks" in
the
"Combat" sectionfor more info.
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
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
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
"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
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,
'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<nge,youshouldpickitup during DT at the earliest possible convmience.
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
TlpeThre
'' -^^---^---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.
".
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
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
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 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#
,;';:;' .";':,:a:!l;i!::r;r::r i,,;.!:::.1
Originally bred to belrhO,:$ th Ho,i'del #,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'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.,,
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'^^'
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)
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
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
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
other non-flg{ng creat
may be
sheer
d**r*"
foffi
high
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
{2
v l^--'^' ., 4
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
10
a
Height: 6' - 6'
are a
say
not be
lq
rgition-at least #hong
ftires*ffttrei
hu
the
t4
t2
other race (wifh the
of
ves) has deserved suc
awfu I reputation fojsedSe
and she6?ffit-and-out mir
an aw
easier
Goblins
that's
it makes it only t
th those who fear them.
their
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
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
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
ply
. rir"
com bat,
.i
ost
va
uictor.. A I I G ol gothan s w i U
.:'
.{al
hqnbs'tfliT,$Si1t"
a
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.
ir "tro phie s"-1he'
I${-1{
''
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 aiilwfsr{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;::
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
&
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
-*._,:.:,,,,,,
'
.L' ",
':
,,'
"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
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
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
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
&
'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,
.^-.,.
."...
',';j
ibs
250
0 - 250l'qs"",,,,
;1,-F;ffi$fiffiehtj 150
,i
,,,,,,ii
,i,
'*
;
espan: 100 }e&s
Yaefs
m"eliile s erudneou s ly rbftne d
.'dwarves.'bytheignoran,.u,.fu."d.weilers.havealsoma"oM.;;;l'.ffifu;'s
to keep their tlgft"knit, clannish-minded social order in@ct
Oeffi"nre:many thousan{s"of years which have passe-d$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
'
,.
' ..,:'.,
.-:
';;..
!';r:i;iii:rli:ri::
,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
Strengt!
S
ii."*,,
'!!
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
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
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
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,
i oftraveling"fi4ely$e entiie sur--,.'-
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
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
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
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
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
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
---=-l--
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
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
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.""
AIB ryqx brews
,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
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
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
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;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
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;
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
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
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
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
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
.4; . $:x^i"u+'t" ': " 'q;3'r--'"'-'
H'
,"'
qpm
cir;ilization.fTl*qir origins seem
ngu$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
.'
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_*
'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
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
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-
'alth
q4
g, as
l't
!f
1A
1
d the othei feral
one ofth&iace*
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
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\
=m
4
.t"s
1n
zealous
tobec
along qul
tfe
fi?*+*1
1'qd
employment (not to mention,
as
Wihard o
the_*ffiiivalu
Those few who make their way to
their superior physical attributes
vili
uod).
,.-"*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
{"''
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
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 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
of deliverifg "The Silent
term for ari'{instan!}<ill" blow. The specifics of the
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
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
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
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),
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
gramming
ning of
every
becomes
an
n&ito
C,
Round once the Battlemage
or he will
at
Battle
and to
d
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#$ffi
Hawk
Histori
far
ph
as
plify
no ma
lunat
and the Collegi
schools are dia
an{*the
produce
"i{ili!3;
y're trained,
thep"d
&
" just to
o$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
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.
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::.: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
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
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{
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
craft, for few
a... dark side.
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
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
/--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,.
-'*,.
,!'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
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'
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.
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
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.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
Thd dread Mvitic
ing machine.
When the victim
ysticism
,"..,..,)
r:
'.:
Mystic/Assassin
ble reputat
iS
Assassin shrinks back i
left, and t\-e-;rrys{erious
wicked Nfystic Assassin
chosn 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'
{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
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
,y'
-/
GENMIN
-'/'
12
ity
./
t-'r'
/'
;, i
'{,,
.-"
$ntelliffi
./
.?rese&e'
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.
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
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
;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
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
y. scrib-e. :isxdifesi- Venoms,
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
'1Pro
gick). Semipio
Combat.
lMa
b Good Earth Ccj_i1e**6,The
rth Code.(slect
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).
^^r\
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.
L-
ts,2
.."Strengt[n*,*.'**ffiffi q
Swd* ,";m -*-q
.Dbxteri{y"'"r-Wmmi
GENMIN
t2
11
J
11
11
{i
,-}
t2
10
rl
';ia"'qrJ
""j"
ick Progression. Ambush.
NGER
I-.pre," H -e"aling",ArJs, Ridin g
2).Fi
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
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
leaving a trail of gli
shall inherit the earth;
rnal flames*! )QabhA-xanting &
'*'id\finfl
id
dEl
't4
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
'n.u
"*ira,.%.qn"
:o
ffi
&*
"f '"..
ihg-3end
*!t. the
find
'\
maintain the ffi
v$ryvill soon
who think that
{: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
Rosues never really
.}{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.
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
ode,{ qrd
Sentiriel
Professions
haining to the uninitiated, and taking monetary rewards for his
services.
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",,,
\\.
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
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.
e.;:i"'
-'
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,,,
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
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:.
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,
."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
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
and
ical
d
I
?,-"*-
'q{fri;'--'q\i;4
ffiffillpowgr
Intellige
"!:.
,
ltg!4.
ld
ce
1ffi.bL
p
ry
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(wct
""Streetrdise. Languages (sg
l.)""""*",
void the Spellsinger.
it.ur'li
dr,".
ti
*
,*
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',
,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
_'
'',"'.
.Arts Package- (select l)",AoU z, nr.scipliness'.ho*ils$tedfiom;seleqt-
urui
i#$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 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.!.:.:.'.
!lie.o19nc" ,i:ii: if:*f
(travel expenses. etc.). Failure to'.Oetri{ii#::":6$f}':.4;'.,6cntru.r :will.
.:'l
underwqrd qommunits aiid qrrite
above, they.
will frnd their
'qi'$'lqr,*xi*,'P'r
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$iiifi
FleBence
Pbrce#ior
Prdw,,,f,J,.,,',,*
riiji' :l;!n
ra,hen compared
to
are more Fate pciints
Progressioq Atly'6'
Commpn Mar.tla*hrti
w''arhorae) Mount$
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:
$ervidb.
mercenary behavior is
.lt*"..
ofren. frow4eil upon by
feels ir lo be a sreir jusr
th.'
L.lo*"proriituri*.
Warrior, who
i "
lrtr:;r,i
!;
,i ..
.;il
rii,,'
,1,.,
-,1. li
ilr
"!!li'
,,!::r.:'
!,
.,;.,
'
'"::
ri
Professions
most elemental of magicks and the most complex. One facet of
this unique duality is that the Witch is the most gifted of magickal healers. Another facet is that the Witch is granted the abilities
of Magick Sense and the Sight.
The Magick Sense of the Witch functions as the Special Power of
the same name, and is always of two varieties: normal sight, and
"sixth sense." The Sight acts as does the Special Power of the
same name, and is always at the behest of the Witch's patron
(either The Dragon or Chthon), serving to guide and direct the
course of the Witch in times of consequence. As per the Special
Power, Magick Sense allows the Witch to see all Spirits and
Spiritual entities.
The most devastating facet, however, is that Witchcraft has no
magickal defense, save for Witchcraft itself. (The awesome
effects of Witchcraft are explained fully in the "Witchcraft" sec'.{19n of "Magicks.")
Thoug,fr Witches may be "ev1l" or "good," not too many consider
this faclbefore they trapfothem"tteW*, judge them, and burn them
at the stbke. Ignora.g&, preiudice. hb{ fear rule the souls of the
ignorantj and itnissihe"lWitch who pay$;"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,,
,!'
il
i'!,.
,,i
I I .:il, tfirtit,
,: ttt"
wiiches.
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
"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.
$flgnly prl
reach
lst
Wizard's arsenal
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
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
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:',
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
''
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
2
3
4
5
6
7
8
9
10
10
20
30
40
50
60
70
80
90
100
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
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@
$$
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
PowerAttibrfre is gtater 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
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
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:
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
qpellrtrects This Natr-ralAP wod<s only againstpower, and nodring else. It
not interfercwididre Talisman's attenpts tcBfld& Bind
will
30
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
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
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.
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
-//
)
,!;'!rWsffi6s6F-
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
a superior
Fate Points on
can.r-fue$re rr
pr bbilfid by
'N-l/,
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GenMaS;d
to 20, so logg$s
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set.
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sp6-.
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final dcfision to allow
he left to the Creator.
fun, and can be
t-tester" or
absorb
inger" in the gama" The Voi
and v9rqfl6hen is the I
fight, Tlpdonly drawbacks are the fact t
idlffirm{-s to becogle" n immortal
i'
the
d*ug",
standing after hellish
of the
the eventual &sti
sense
ich can destroy
fact
The
" for the rest ofthe parfyl
is doomed to a life di
o.ih.
childr"Mlight.
The Dri
ni6re than to perpetui
i
gle, for the very ndi.re
nffire of the stuggle lends itsqlft
Anshadar,
the world. wants
notffi
The Dragon's own power.
to .nrui"
the balarr$ bi
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forces-the "black' and "white" pieces gp"ils great
board-The Dragon has caused 3.1iev" piece
VoidSpawn.
.,n,n*
-,,".,
.S"
-+
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
d#
*r
-# '*di
s.
ru
&
(Pro Forl&r $rrogSssion). .ffoid$nu*4
it (un
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ly
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(and
may be
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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