Guild Houses of Blood
…Amid the Shattered Stars…
©
2001 - 2004 Kyrinn S.
Eis
Installment 02
Rules
Additions-
Introduction-
These are some of the 'House Rules' I
use in character creation to add campaign-flavour
to the Player Characters.These additions need not be used,
but the adventurous group may wish to give them a try...
CHARACTER
CREATION
Standard Startup
Characters are generally young folk of
several races (Humans, Aelbaan,
Urdvone,
Qobrin, Qemrin, and a few
hybrids) who are fortunate enough to have been admitted into
one of the Heroes’ Guild and
College of
Wizardry
schools.
Applicants are chosen from a great number
of entrants, and are selected based on their backgrounds,
prior experience, and the ratings of a triumvirate
interview. For most, transportation to the school, as well
as room, board, and tuition have been absorbed by various
Guilds and generous donations from successful alumni as well
as a few nobles.
ADMISSABLE RACES
(General List
RACE |
AFFECTED ABILITIES |
Racial EDGES |
|
Aelbaan |
ST: -02; DEX: +05; INT: +04; LK, or
CHR: +10 |
Enhanced Sense: Hearing |
01 Rank |
½-Aelbaan |
ST: -01; DEX & INT: +02 each; LK,
or CHR: +05 |
Attractiveness |
01 Rank |
½-Abbekgorru |
CON & ST: +04 each |
Enhanced Sense: Smell |
01 Rank |
Human |
Six points to distribute; no more
than 03 ea. |
Aptitude |
01 Rank |
Qemrin |
CON & ST: -02 each; DEX & LK, or
CHR: +05 each |
Night Vision |
01 Rank |
Qobrin |
--- |
Fast Healer |
02 Ranks |
Urdvone |
CON & ST: +10 each; LK, or CHR: -03 |
Toughness |
01 Rank |
Rather than using the standard T&T races,
and method for rating them, the modifiers are simply added
or subtracted.
Any score that is reduced to 0 or less instead has a rating
of 01.
Racial Descriptions
Aelbaan
(Ay-el-Bay-an) [Ectomorph Only]
Aelbaan
are tall (5’6 min. – 8+’), thin, and powder-white skinned
and haired. Their eyes show great variety, including
luminosity, and swirling colors. Their bodies have little
hair, though their head-hair is long and luxuriant.
They bleed a watery, low-hemoglobin,
blood, and respire at one-third the human rate. Extremely
long lived, they are distant from short-lived races.
They are Amoral and are delighted by
notions of morality. Aelbaan
politics, as it exists, is beyond human comprehension.
Their representatives to a given race are specialists in
that race, and are trained to mimic familiar emotional and
body language forms of communication as well as the
language.
Insular and secretive of their own
culture, it is even rumored by their cousins, the
Va,
that the language the Aelbaan
speak amongst others is a secondary, coded language and not
the racial tongue.
Their fighters tend toward Fencing and
Archery, and many are consummate Cavalry. Their technology
is superior in many divergent ways from human standards, but
there are some paths that they never seemed to have
contemplated let alone mastered when it comes to the
industrial sciences.
Most structures are grown from fast
maturing trees, with living reeds and vines as additional
materials. They have mastered the technique of live
planking, making even their human-style architecture living,
and green.
Metalworking is rare among the
Aelbaan, and then most are only
artists in leaf, or etching. This means that their metal
goods are purchased from outside sources.
Humans are capable of interbreeding with
the anatomically identical Aelbaan.
Hybrid births are uncommon (20-30%), but are capable of
breeding with either race, but curiously, always producing a
Half-Aelbaan. This has led some
Alchemists and Biomancers to
conjecture that the Aelbaan may
be an altered branch of Humanity.
Half-Aelbaan
[never Endomorph] are outcasts
from Aelbaan society, and often
the same in human areas. As a result, large Half-Aelbaan
neighborhoods sprout up in every major human city which
tolerates them. Many humans are violently opposed to
hybrids, and humans who couple with
Aelbaan. Prejudice is very common.
These ‘Haelbean’
(Hail-Be-an) are never ‘fat’ nor ‘short’ by human standards,
though they do take on the human ethnic features blended
with the long, sculpted features of the
Aelbaan, and coloration is either extremely fair
within the ethnic tone, or albino. Unusual, but not
bizarre, eye coloration is a Haelbean
trademark.
The Half-Abbekgorru
(Abb-ek-Gore-ew) [any Body Type]
which exist on Blood are an
Alchemical creation from over a thousand years prior.
Rather than dying out, they have begun to thrive as the
human presence weakens.
The Abbekgorru
from which they were created are a burly, dog-like race of
space raiders – uncommon even in the Thousand Spiders. A
large contingent were marooned on Blood, and enslaved by a
Wizard. Through his Alchemy and
Biomancy, he created a line imbued with more
human-like traits. That was his undoing.
Spreading out from the far northwest, the
natural pack-raiders quickly mastered the air sleds and
other craft owned by the Wizard, and have since split off
into at least eight distinct ‘nations’.
Violent amongst themselves, order is
maintained through dominance assertion and displays of
strength. Naturally fascist and bloodthirsty, the Half-Abbekgorru
are terrible adversaries.
Yet not all are mad with distemper. Many
are fond of Human and Urdvone
company, and quite a few are
Mechanists by trade – tracing back to their star-roving
ancestry. Some are even Punks.
If Haelbean
are discriminated against, the Half-Abbekgorru
is the theme of warnings to naughty children. Of all the
known ports on the
Oerean
Ocean,
only the Federated Cities of Svaarn
are comprised mainly of Half-Abbekgorru,
and this lack of interaction serves to exaggerate the
already gruesome reports of their cultures and conquests.
Of the Human cities, only Funders’
Moor even allows H-A’s within their walls, let alone to
allow them to attend the Heroes’ Guild at the original Grand
Hall.
Seen as true monsters (along with the
Qemrin and
Qobrin), it is believed that tales of were-wolves are
to be attributed to the Half-Abbekgorru.
It is uncertain whether they are capable of interbreeding
with Humans, Haelbean, or
Aelbaan.
Humans [any Body Type] are mostly
harmless.
Well, if only it were that simple.
There are basically five main human,
ethnic groups on Blood: Durn,
Vrunx,
Yaesh, Yirim, and
Xadokir. Each is given a basic
description and overview.
Xadokir
(ZadoK-Ear) [Normal
Body Type most common]
Females - 5'08"; 140 Lbs.
The average Xadokir
woman is of Ecto-Normal Body
Type, and the most-favoured
Blood for brides is Earth. The
Lightnings, Steam, Silt, and Glass are seen as most
unsatisfactory Bloods for marriage, and as such, women
possessing those bloods often find their way as Adventurers,
Military, or Wise-Women (the latter, especially the Glass
Blooded). A Reserved Nature is most appreciated,
culturally.
Males - 5'10"; 150 Lbs.
There are remarkably few Endo body types
among the Xadokir, male or
female, however there are a few Meso-Normal
males in every one hundred. The most esteemed Blood Type is
either (+) Lightning, or Earth. Males with Glass Blood are
usually separated from the common crowd, and trained as
Zoomantics. In this case,
Reserved or possibly even Reserved-Detached Nature.
However, the preferred mainstream Nature for males is
Active-Detached
Colorations
Skin: Coppery-Bronze
Hair: Black or Dark Brown
Eyes: Black through Amber
Handedness
01 - Left Handed
02-04 - Right Handed
05 - Partially Ambidextrous
06 - Fully Ambidextrous
The most populous of the human
ethnicities, the Xadokir are
attractive, dusky-skinned, and dark haired and eyed.
They are very focused and
honour-driven, and do most
things for reasons the Vrunx
rarely understand.
Their love of the land and the minimal
impact they leave on the fragile environment has made them
excellent conservators of the few remaining forests and
jungles, and they make extensive use of the marshes created
by the receding oceans.
They are located across most of the face
of the planet to some degree, and they are kin to 80% of the
world.
The Xadokir
have no written language outside of
magickal notation, and so, have adopted the
Urq alphabet used by most of the
world's cultures.
Nor do the Xadokir
erect any manner of free-standing structures, dwelling only
in the ruins of former settlers. Most of the buildings in
Funders' Moor have been built by
Vrunx engineers and construction
teams; the rest by the remaining ethnicities/races. Many
Xadokir still live on the open
land, and they consider city-dwellers to be crazy
daredevils.
The fact that
Funders' Moor was all but abandoned over a thousand
years ago, and only the dwelling of the
Xadokir within its shell brought it back to the fore
in all things is testimony to the adaptability of these
people.
Very conscious of the natural cycles and
rhythms, the Xadokir have
mastered Aqmlk where the
Vrunx have only fought among
themselves.
On good terms with their cousins, the
Yirim, Mountaineers of the Far
North, many cross-cultural individuals can be found.
They tend to be characteristically
spiritual in a private and personal manner, without any form
of extensively organised
religion.
Vrunx
(V+Run+ks) [Ecto,
Normal, and
Meso Body Types more common than
Endo]
Females - 5'08"; 140
Lbs.
The average
Vrunx female has a pale tan with
very smooth complexion, mid-back-length light brown hair,
and hazel eyes. Her Body Type is
Normal; her
Blood, Steam through Silt; her Nature either Active or
Reserved.
The Sexual Ideal is:
Ecto or Ecto-Normal Body
Type; Air, Water, or Glass Blood; and Passive Nature.
The Warrior’s Ideal is:
Normal,
Meso-Normal, or
Meso Body Type; Fire, Steam,
Water, or Earth Blood; and Active-Detached Nature.
The Woman’s Ideal:
Ecto-Meso Body Type; (+) Lightning Blood; and
Active-Reserved Hybrid Nature.
Males - 6'0"; 175
Lbs.
The average Vrunx
male has tan skin with a fair amount of body hair,
shoulder-length or longer braided tails of black or brown
hair, as well as braided moustache and beard, and green or
steel eyes. His Body Type is
Normal; his
Blood, Fire, Steam, or Earth; his Nature is most often
Reserved-Detached.
The Sexual Ideal is:
Meso-Normal Body Type; Earth Blood; and
Active-Reserved Hybrid Nature.
The Male’s/Warrior’s
Ideal: Meso Body Type;
(+) Lightning-Earth Hybrid Blood; Active-Detached Nature.
Colorations
Skin: Pale Tan, rarely very pale
Hair: Black or Dark Brown, rarely very fair
Eyes: Black through Blue, rarely Grey or Ice
Blue
Handedness
01 - Left Handed
02-03 - Right Handed
04-05 - Partially Ambidextrous
06 - Fully Ambidextrous
The Vrunx are
an aggressive people in all their dealings. This does not
mean that they are necessarily more evil than others, but
rather that they are more intense in their approach to life
and all that entails.
Their culture is one of exploration and
glory. Their history involves great travel in all means
conceivable. It seems, at least in their
telling, that they were the
masters of the homeworld. Their
exploring spirit spread them not only throughout that
ancient, forgotten world, but also through time and space
themselves.
Their religious writings predate and
corroborate the Imperial archives of the Emperor’s
terrestrial exploits and thus lend credence that their
numbers on Blood date back to the very first missions to
Aqmlk. Their alphabetic system
is clearly the ancestor of Imperial Urq,
and there are hints at archaic Imperial terms in the old
folklore of the Vrunx.
The most famous tribe of the
Vrunx in the Southern
Oerean region
are that of the
Marharnam Barbarians of the
Silt
Seas.
Though labeled barbarians, they are very well equipped with
all manner of technological craft used in their raids.
Their air-deployed assault troops are feared and renowned
mercenaries, and they alone possess the secrets of Force or
TeleKinesis weapons. They do
not sell these or their secrets for any price. Rumor has it
they stole this knowledge from the alien invaders to the
system.
Often stereotyped as swaggering, surly,
and dim-witted, the Vrunx are
highly technologically gifted, and excel in all manner of
symbol-based abstractions. As a result, there are far many
more Vrunx in the Heroes’ Guild
and
Wizardry
College
than the dominant Xadokir.
Indeed, much of the staff and faculty of both are at least
partially Vrunx themselves.
One cultural curiosity native to all the
Vrunx clans so far encountered
is a deep-rooted disdain for left handed women. They are
seen as untrustworthy and contentious. Oddly enough,
ambidextrous women do not suffer that stigma.
Another is their intense cultural war
with the Durnish peoples of the
Southern Polar region. This war predates the migration, and
is integral to their ancient religion that views the Emperor
as savior. Much bloodshed has been committed in his name,
much of it during his time on the
homeworld…
Yirim
(Ih’Ear-eehm) [Ecto
if Red Haired/Green Eyed, Meso
otherwise, or Normal if a mixed-lineage]
Females - 5'06"; 140
Lbs.
Most females tend to be Either
Ecto-Normal or Normal Body
Type. The Romantic-Ideal Blood-Type is Air, followed
closely by both Glass and (-) Lightning.
Khemesh women are popularly
characterized as being Fiery-blooded.
Both males and females are often of
partial Xadokir ancestry (see).
Males - 5'08"; 150
Lbs.
Most males are
Normal or
Meso-Normal Body Type, though
Khemesh males tend to be either
Ecto or
Ecto-Normal. The cultural Ideal for males is that of
Meso-Normal, Active Steam, Silt,
or Earth.
Both males and females are often of
partial Xadokir ancestry (see).
Colorations
Skin: Pale Olive to Pale Cinnamon
Hair: Black or (rarely) Red
Eyes: Blue through Violet; Green if Red Haired
Handedness
01 - Left Handed and Partially
Ambidextrous
02 - Right Handed
03 - Right Handed and Partially Ambidextrous
04 - Left Handed
05 - 06 - Fully Ambidextrous
The Yirim are
an old and learned people. Well traveled on the
homeworld, the ancestors of the
Yirim dwelt in frigid conditions
nearly identical to the Aqmlkean
Northlands – a vast wooded area covering valleys, hills, and
the red mountains.
The great majority of
Yirim dwell within the multiple
cities of the
Grey
Knights
Mountains.
The mountains receive their name from gargantuan figures
carved out of the rock, and plated in some unknown metal.
Also, a mysterious geyser heats the seven cities, though it
is assumed the planet has long been geologically dormant and
incapable of producing such an effect.
Krotha
Poaal is the unified Nation,
comprised of nine Major Houses, and seven Minor Houses. The
cities are gloomy subterranean marvels of architecture.
Picture the most Gothic Victorian city you can, and then
place it in an abandoned mineshaft. Many of her citizens
have never seen the sun’s rays.
The Yirim,
treasure lore, tradition, innovation, and, peace and quiet
above other qualities or achievements. They are the second
of three nations to have their own Air Fleet, though they
surely are the least of the three, with
Kunsterland now a close second to
Funders’ Moor.
Krotha
Poaal warred against Kunsterland
five hundred years ago, when she first allied with
Funders’ Moor, and now, the
nation trades openly with both.
Kunsterland, Krotha
Poaal, and the
Yaeshan Empire abut each other
in the far northeast of the
Oerean
Ocean.
The culture of
Krotha Poaal is clearly
in its decline, with more and more of the citizenry either
entering into a dreamy existence of drugs and sex, or
leaving for the other two super-power nations. Domestic
terrorism has dramatically increased in the last twenty
years, and many neighborhoods have ceded to Gothic Punks not
aligned with House Dusk, and often headed by a Necromancer
or Sorcerer. There is a mandatory two-year military term
for all citizens.
The Yirim are
cousins to the Xadokir, and
these two are cousins to a very small population of mystics
found only within the deepest halls of the Seven Cities.
Additionally, a separate ethnic group, the
Khemesh, or ‘Red
Yirim’ dwell among them, much as
‘Gypsies’ from
Europe’s past. The
Khemesh are known for their
witches and duelists. Most of the terrorists in
Krotha
Poaal are purportedly either
Khemesh, or Khemesh-supporters.
The ‘Stormhunters’
are the non-city dwelling, traditional lifestyle
Yirim (also quite a few
Xadokir and mixed lineage) who
dwell amid the snowy-silent forests. Fantastic prey animals
are still plentiful, and their corresponding predators are
quite fierce and unafraid of mankind.
Much of the Northlands are harvested,
mined, and hunted, far from Krotha
Poaal’s mountain home. Vast
dirigible haulers are used to convey these goods to the
mountains. These transports are prime targets for air
pirates, and so, must be defended by security aircraft.
Many such haulers and their small craft have gone down in
the wilds, and rarely have there been many survivors.
Yaesh
(Yay-eSh) [Ecto
67%; Meso 08%;
Normal 17%; Endo
08%]
Blood Modifications According to
Yaesh
Elementalism-
The Lightnings
are not open for standard Blood Types (see below).
The other elements (Air, Fire, Water, and
Earth) are available, as normal.
Metal (Replaces Glass)
Hexessential
+01 to CON or ST
+01 DEX
+02 Between INT, LK, and CHR
Wood (replaces both
Silt and Steam)
+01 to CON or ST
+03 Between INT, LK, and CHR
Further,
each Blood is either (+) or (-),
as per the Lightnings, with
those modifiers kept in a separate column.
These modifiers play into the
Far East’s mysterious and
mystical nature, and are incorporated into their native
Elementalism and Martial Arts
(to appear in a subsequent installment).
Females - 5'05"; 130
Lbs.
The average Yaesh
woman is in her early twenties. She has an
Ecto or
Ecto-Normal Body Type; Air, Earth, Fire, Wood, or
Water Blood (Metal Blood is generally grounds for killing
the female child at birth, due to ill omens); and
Active-Passive Hybrid Nature. Females are seen as having a
(-) Lighting Aspect. Those with a (+) Lightning Aspect are
seen as supernatural troublemakers or worse.
The Fair Maiden Ideal:
Ecto-Normal Body Type; Air
Blood; Active Nature.
The Warrior Maiden Ideal: Ecto/Ecto-Normal/Normal
Body Type; Hexessential* Blood;
Active-Passive, Active-Reserved, Passive-Reserved,
…Detached.
The Matron
Ideal: Ecto-Normal Body Type; (-)
Earth Blood; and, Reserved Nature.
The Wise Woman: Ecto
Body Type; (+) Metal Blood; Reserved-Detached Nature.
Males - 5'08"; 145
Lbs.
The average Yaesh
man is in his late twenties to mid-thirties. He has an
Ecto or
Ecto-Normal Body Type; any Blood; and any Nature,
though the preference is for Reserved.
The Knight Errant Ideal:
Ecto-Normal or
Normal Body
Type; (+) Water or (+) Metal Blood; and Reserved Nature.
The Philosopher-Sage Ideal:
Ecto Body Type; (-) Air, or (-)
Wood Blood; Passive Nature.
Colorations
Skin:
Pale-Bronze
Hair: Black or Dark Brown
Eyes: Black through Amber
Handedness
01-02 - Left Handed
03 - Right Handed
04-05 - Partially Ambidextrous
06 - Fully Ambidextrous
Little is known of the remote lands of
the Yaeshan Empire.
Their capitol is reported to be a city
the size of
Rome, surrounded by
bonsai'd woods (Pygmy
Forest).
The buildings are all carved, treated and polished to
resemble Ivory, though little if any is actually used. Gold
decorates everything, even if only in gossamer thin lines on
street lampposts. There is gold thread in the paper
currency. And, gold-brushed Jade coins on white and gold
strings. The name of the city is Qavd
<'Wisdom's Throne'>
The armies of the Celestial
Court are outfitted in white
lacquered wood, bone, and enamel (think white samurai armor)
gilded and filigreed. Masks according to their
order/division, and rank distinguished on armor and helmet.
Weapons vary by troop type and division.
Heavy cavalry account for fifty percent
of the Yaesh forces, and some
cavalry units are reported to live on kite-bases where they
can be hauled in to action by any of four surrounding
bases. The Yaeshan Air Force is
quite small, with one medium battleship, the
Haqetaka, and a few hundred one
and two-man fighters and scores of paratrooper drop craft.
Yaesh troops still use
para-wing gliders in their
operations, as polarized cord has yet to be developed there.
Firearms of a crude nature requiring
cased ammunition and constant upkeep are the norm for troops
of the Yaeshan, and with these,
they do remarkably well. In exploratory missions into outer
Yaeshan territories, GFCFM
troops have repeatedly been defeated and their weapons and
equipment captured. It is rumored that tunnels run beneath
every square mile of land, and more in the cities.
The rare Yaesh
woman distinguishes herself in any way, but there are no
prohibitions on females serving in the military, or taking
any other profession, for that matter. There are nunneries
that resemble Amzanaus in basic
premise, but tend to have a religious or philosophical theme
to them. Both males and females alike practice martial arts
for health and for self-defense.
Their diet consists mainly of swamp
grains, fish, crustaceans, and small domesticated animals.
Avid collectors of exotic and colorful birds and fish, the
Yaesh often have elaborate
public gardens displaying such creatures. Temperatures and
terrains vary with location and latitude.
Durn
[Any Body Type]
Females - 5'08"; 150
Lbs.
The average Durnish
woman is in her mid-twenties. She has
an Normal Body Type; any Blood, though Fire and Earth
are very common; and any Nature.
The Chaste Princess Ideal:
Ecto-Meso Hybrid Body Type; Air,
Water, or Glass Blood; Reserved Nature.
Males - 6'0"; 185
Lbs.
The average Durnish
man is in his late twenties. He has
Meso-Normal Body Type; any Blood (though Air, Steam,
and Silt are fairly rare); and any Nature.
The Ebony Prince Ideal:
Meso-Normal Body Type; Water or
Glass Blood; Active-Reserved hybrid Nature.
Colorations
Skin: Pale-Brown to Blue-Black
Hair: Black or Dark Brown
Eyes: Bright Green through Hazel, Golden-Brown
Handedness
01-02 - Left Handed
03-04 - Right Handed
05 - Partially Ambidextrous
06 - Fully Ambidextrous
Vrunx-featured,
though with dark skin colouration,
these folk have largely confined themselves to the southern
polar region of Aqmlk, and their
religious purity laws are so strict that very few visitors
have ever been permitted to enter their Kingdom,
Esoq Vael
<I am watered by Glory’s Spirit>.
The Durn are
defined by their ancient religious beliefs and traditions.
They are the centuries-old de facto enemy of the
Vrunx, and more often than not,
poorly received by the other, fairer-coloured
human ethnicities. Insular and guarded/xenophobic, the
Durn are more than content as a
culture to exist in isolated anonymity.
Their God, known by a multitude of
titles, is most often referred to in their holy writings the
D’Hallan
Q’Har <”Containing the inviolate holiness attesting
to the accuracy of the holiness”> as
Shr.d <The Burden and Bearer>. He is the creator of
all existence, and though seemingly silent, watches,
knowingly, the affairs of humanity and the other species,
and tends to his chosen, through providential
interventions. Faith in his existence is seen as an obvious
fact in Durnish writings,
supported by the rationality and orderliness of nature, as
well as the illogic of human emotions in light of a cruel
and uncaring universal environment. Spirits of both evil
and good intent are also described in these religious works.
The Por’rah
are holy Warriors that defend the borders, while their
Hamnshedar are ‘Purity-Judges’ –
men, and very rarely women, who dedicate their lives to
rooting-out, condemning, and destroying –evil- from the
lands of the Durn.
Kittijen are their ‘bards’ and
‘troubadours’. No magick is
practiced within knowledge of the common folk, as the
Hamnshedar would soon arrive to
remove the stain from out of the camp of the people.
Those Durn
that do venture forth from their inscrutable nation are of
hardy spirits, if naïve regarding the ways of the world.
Obviously, many of those that leave,
do so voluntarily to ‘escape’ their culture.
Academics, crafts and trades, as well as
military prowess are undeniably within the
Durnish peoples’ character, and
their love of literacy has produced several great works in
these areas – the main body of knowledge of their culture by
the other nations of the planet.
(Kem-Rin)
[Any Body Type]
The Qemrin
are a race of scaly, upright-walking, cat-like creatures of
questionable sanity, and odious personal habits.
They exist in a patriarchal society that
constantly flings its princes off to form their own prides,
or kills them to maintain control. Though seemingly insane
by human standards, they are capable of enormous genius, and
when in their personal element, quite competent.
Unfortunately most of the race is
dedicated to an unhealthy combination of mayhem and bizarre
and dangerous machines.
Qemrin
spacecraft were some of the first of the monstrous races’ to
land on Blood, over three hundred years ago. Since then,
the craft have been completely stripped down, and found
assembled into their own beam-power stations,
Hawkwind vanes, and teleport
network.
What keeps the devices from
self-destruction seems to be the innate
psionic ability of these creatures, for nearly any
mechanix produced by a
Qemrin will fail if taken out of
their presence, but mysteriously operate again in their
presence. The radius of this effect increases with the age
of the creature, roughly one yard per year. If the object
is passed to another Qemrin,
there is a fifty percent chance it will continue to
function. Checked per Qemrin
who handles the device.
Their affection for each other is often
great, but they are also extremely territorial,
temperamental, and quite frequently, briefly lash out at
each other if harried only to make up moments later with
nuzzling. This affection seems to run unfiltered for
various individuals of other races, many of whom can not
stand the creatures. Apparently in the mind of the
Qemrin, everything is one of the
following: Qemrin, Food, or Fun.
Fantastic hunters of small game, most
hunt alone or in tight groups, but rarely coordinate very
well. Military endeavors are laughable except for their
deadliness, as individuals storm
about, frequently inflicting wounds on friendly units, and
generally destroy the place with any- and everything
available. Subsequently, their neighborhoods are little
more than weed choked junkyards and smoldering ruins.
There are quite a few Punk Courts in the
Qemrin sector, but they are
almost exclusively monstrous in constituency, and have
little contact with
Punk
Town.
In general, Qemrin-Qobrin
relations are strained at best, but individuals often pair
up for lives of knavery.
Most
Qemrin attending the Heroes’
Guild are Creepers, Mechanists, or Punks. The constabulary
heavily persecutes them, and many innocent
Qemrin are killed by human gangs
and miscreant patrolmen simply for being
Qemrin. Meanwhile those
Qemrin outside the HG often
berate those who attend for being race-traitors, etc.
Qobrin
(Koh-Brin) [Ecto
females, Meso Males]
Qobrin
stand nearly three-quarters average human height, both for
females and males the proportions remain consistent. They
are nearly hairless, except for bushy eyebrows, and tufts of
dark scalp-hair. Skin coloration is a
mustardy-grey, or medium olive. Eyes, frighteningly
human, tend toward the green-blues, and blue-violets. They
have slightly more paw-like hands, though still possessing
four fingers and an opposable thumb (all
taloned).
Qobrin
society is clan-based, and patriarchal. Fathers and sons
share all the women in the clan, many of whom are not of
their own clan, but peace-wives offered to settle disputes
between patriarchs. Women have little freedom throughout
ninety-percent of the Qobrin
lands and boroughs. Only military service allows freedom
for the women-folk. As a result, there are many female
Qobrin soldiers and bandits.
Their central belief revolves around an
ancient method of resolving all questions, a sort of
cultural divination/scrying
ability. Each patriarch opens the household day as seer,
and based on these divinings,
allots a course of action or chore for each family-member.
If asked about religion, most Qobrin
laugh-off the mere mention, yet this cultural divination is
completely ingrained in the individual that each student or
traveler-abroad carries a diving kit with them to guide them
through life. Military groups have their leader perform
this duty.
Capable metalworkers,
Qobrin alloy techniques produce
a superior cutting blade, but they require great care to
maintain and deform easily. These blades have a natural
yellow-orange sheen quite unlike bronze, brass, or copper.
These blades are guardedly handed to prospective buyers in
stalls throughout the Cedar Wash Market.
Qobrin
bladesmiths fulfill many of the Punks’ Switchblade
orders, though only their own
Punks are known to ever use these non-traditional
spring-work blades.
Few Qobrin
become Wizards, but a great number of dedicated
Psionics exist.
Urdvone
(Oor’d-VON’eh) [Only
Meso-Endo hybrid Body Type /
Earth or Glass Blood / Detached-Active, Detached-Passive, or
Dormant Natures most common]
Three-quarters the height of an average
Human, these grey/slate, vein-work skinned creatures are
surrounded by an aire of danger
and potential disaster. Males are bald with thick beards,
often tightly knit into stiff chin pieces, while females
have short, bristly head-hair that never grows longer than
an inch or two. Black or infrequently, Brown hair for both
sexes. They are otherwise humanoid and rather human-like in
all physical ways. Perhaps they represent a modified
version of Humanity early in the pre-Imperial Era. They are
not prone to discuss anything so intimate with outsiders.
Belligerent, isolationistic, avaricious,
and power-hungry in general, they are masterful
warrior-architects, and were the first race to pose a threat
to human stellar expansion in the pre-Imperial Era (over
1,300 years ago). There were five brief, but costly wars
with them. Ultimately, they triumphed. They welcomed the
Human delegation as comrades, and celebrated their best
opponents. They swore to defend Humanity as long as the
Imperium acknowledged their
victory and glory in those wars.
The
dichotomous nature of the Urdvone
creates friction between them and any other race with which
they come into contact with, and even friendship is a mixed
blessing. Everyone is an enemy, but the bitterest of
enemies is more trusted (battle-tested) than any unknown
race. If necessary, enemy clans will
band together temporarily to defeat a mutual non-Urdvone
threat. This also extends to their ‘Freu’
(pronounced: Froo), their
sworn-allies.
However, it
must be understood that these pledges of alliance are not
hastily made, and it is a cause for fury if an
Urdvone’s word to any ally is
broken through another such oath, which they, through innate
obligation, must honour. In
such cases, the result of such a forced betrayal of a
Freu for another is often
sabotage against both groups, combined with glorious
self-extermination (berzerking
in combat while on fire and laden with explosives, for
example).
King Glory, and, Lady Doom are their
gods, and few can understand the depths these forces exert
upon the Urdvone’s psyche. It
is a terrible and mighty thing to have the friendship of
these creatures.
They are the premier installation
builders of the former Imperium,
and many now embrace Mechanix
with great fervor and genius.
Other Races
Breh,
Sroll, and
Va
[Subsequent
Installment]
CHARACTER
FACTORS
The following four factors of Body Type,
Blood, Nature, and Race, determine the core of the
character’s abilities. These four provide the beginning
attribute scores.
There are four basic Body Types, based on
metabolism and fat/muscle distribution.
If Body Types are averaged, the GM should
determine the decimal rounding procedure.
Body
Type |
Base Scores |
01-02 Ectomorph
(Lean and Lanky) |
CON: 10
ST: 09
CHR: 12
DEX: 11
INT: 13
LK: 12 |
03 Endomorph (Soft and Husky)
|
CON: 13
ST: 11
CHR: 10
DEX: 09
INT: 11
LK: 12 |
04-05
Normal
|
CON: 12
ST: 11
CHR: 10
DEX: 11
INT: 12
LK: 11 |
06 Mesomorph
(Tall and Muscular)
|
CON: 11
ST: 13
CHR: 11
DEX: 13
INT: 11
LK: 11 |
The scores that player characters (PCs) get are
a bit above average based just on their Body Type.
Next is the Blood of the character.
Mystical Blood
In this setting, Blood is a term used to
denote the metaphysical aspects of the character's makeup.
In many ways, the Blood of a character is like its
Astrological sign made manifest in its ability scores. The
magick system incorporates these
nine 'Bloods'.
BLOOD DESCRIPTIONS
· Positive people
tend to be dynamic and inquisitive.
· Airy people tend to be docile
creatures interested in quiet observation of life.
· Fiery people tend to be short tempered
and passionate active participants in life.
· Steamy people tend to flow through
life following the extremes of life.
· Fluid people tend to go with the flow
of life’s progression, though they can be forces of change.
· Gritty people tend to find their niche
in life, and spread out from there...
· Earthy people tend to remain rooted,
and life whirls hurriedly about them.
· Focused people tend to singly dedicate
their lives to a few pursuits.
· Negative people tend to be
self-absorbed and callous.
Blood Attribute |
Score Modifiers |
03
(+) Positive Lightning |
+02 to DEX
+02 between INT, LK, or CHR |
04-05
Air |
- 01 to CON or ST
+02 to DEX
+03 between INT, LK, or CHR |
06-08
Fire |
- 01 INT
+01 to CON or ST |+02 to DEX
+02 to LK, or CHR |
09
Steam |
+01 to DEX
+01 to INT or LK, or CHR
+02 to LK, or CHR |
10-12
Water |
+01 to
DEX
+03 between INT and LK, or CHR |
13
Silt |
+02
between CON and ST
+02 between INT and LK, or CHR |
14-16
Earth |
- 01 to
DEX
+04 between CON and ST
+01 to LK, or CHR |
17
Glass |
+02
between CON and ST
+01 to DEX
+01 to LK, or CHR |
18
(-) Negative Lightning |
+01 CON
or ST
+01 to DEX
+02 to LK, or CHR |
Next is the character’s Nature.
If Blood is like the basic personality,
Nature is how that personality is expressed.
· Active people do
whatever it is they do with more energy and dedication than
others.
· Reserved people rise to the occasion
when needed, then quietly step
into the background.
· Passive people just want to live and
let live; ‘don’t hassle me, and I won’t hassle you’.
· Detached people exist on their own
terms, and welcome the rebel label.
Nature
|
Modifiers |
02
Active
|
+02 to ST and DEX |
03
Reserved
|
+04 to LK, or CHR |
04-05
Passive
|
+04 to DEX |
01,06
Detached |
modifies
any of the above (re-roll, ignoring 01, 06)
+03 Skill Points
-03 to all Social Interaction |
For example, a character could be Active,
Reserved, Passive, Active-Detached, Reserved-Detached, or
Passive-Detached.
The basic personality and Body Type
variation as furnished by the particular balance of
elemental forces in the character is further shaped by its
Nature.
Spectral
Frequency |
Active |
Reserved |
Passive |
Detached |
+ Lightning |
Orange |
Orange |
Orange |
Yellow |
Air |
Blue |
Orange |
Green |
Yellow |
Fire |
Red |
Orange |
Orange |
Orange |
Steam |
Red |
Yellow |
Orange |
Green |
Water |
Blue |
Blue |
Yellow |
Violet |
Silt |
Violet |
Green |
Green |
Yellow |
Earth |
Red |
Green |
Yellow |
Green |
Glass |
Violet |
Yellow |
Blue |
Orange |
- Lightning |
Blue |
Blue |
Blue |
Green |
The index of the character’s Blood and
Nature determines its Spectral Frequency.
Spectral Frequency interacts with the
combat and magick systems, and
is more fully explained in other articles.
Character Types
T&T 5th Edition character Types are
modified in this setting.
If you do not care for the changes I've
offered, the standard types, or whatever you use normally is
likely to work just fine.
I permit (encourage) players to add
different Types to their character's portfolio of abilities.
When this is done, the player chooses to
add a new Type instead of gaining standard Ability
'level-ups' at the beginning of a new experience level.
The total APs
of the character determine their Overall Level, while each
Type they possess goes up at its own Level.
For example, a Warrior gets enough
APs to go on to 2nd Level.
Instead, he adds the Rogue: Street Guilder Type, along with
all the abilities and modifiers. This is in place of
'level-ups'. The character is now an Overall Level 02
character, but is also a Level 01 Warrior / Level 01 Street
Guilder.
Rather than needing to meet various
requirements, in GHoB, the
characters receive (mainly) bonuses to their Ability scores
to make them well suited to their professions.
The first set of
(parenthetic) values, before the |||, are the
modifiers if that Type is first taken at Level 01. The set
after the ||| are the ones applied if the Type is taken at a
later Level.
When the player of the Warrior added
Street Guilder, it was the second set, after the |||...
The Question of
Skills
I have deliberately written this
conversion to be independent of a skills system beyond the
mechanics of 5th edition T&T. All benefits either aid
combat totals or saving rolls, which is nothing out of the
ordinary for edition five.
However, I do use skills, and have a list
of skills, as well as standard skills for each Type. It is
included for those GMs that do use skills in their T&T
games. I'll include it in a separate article.
Spells
All the T&T 5th Edition
are available
Additional Spells are forthcoming.
ROGUES
There are five varieties here:
Creepers (DEX:
+05, LK: +03 «» DEX: +02, LK: +01):
Stealthy,
nimble-fingered, and prone to getting on the wrong side of
the law. They are
slipperier than eels.
Creepers lose the automatic Magick
ability of standard Rogues, but gain 04 plus their Level
number in d6 as SR bonuses to do sneaky,
thiefy stuff, and acrobatics.
These dice are rolled after the SR results are known. When
rolled, they are simply added to the result, and are not
subject to DARO or TARO, etc. The dice are rolled after the
standard 2d SR proves not to be a 03 or 04 fumble. The
total of the SR and the Sneaky dice are used to determine
the SR’s success or failure.
Creepers may use any one-handed melee weapon, as well as all
bows and crossbows. No armour
heavier than Leather Suit.
Dilettantes
(CHR: +05 «» CHR: +02): No magick
inherent.
There is an apparent natural tendency for
hierarchy in most humanoids and animals. The leaders have
traits that the followers hold in high esteem, or they won
their followers in war, etc.
Dilettantes frequently have children that are not likely to
be chosen as heirs in the continuity of rulers. Whether
these offspring are illegitimate or simply not favored,
their circumstances are relatively the same.
Tended to better than most commoners could hope to attain in
as many years of life, the Dilettantes – the children in the
background – are too important as back-up heirs to simply
dispose of (though this frequently occurs when siblings take
the ‘throne’), but too troublesome to worry about.
This means that most are entertained and educated, trained
in basic military matters through athletics, and of course
kept out of scandal. As a result, many find their way into
either the Heroes’ Guild, or more rarely, the
Wizardry
College
(as Wizards or for undergraduate studies).
Due to their cultured aire of
superiority, (Dilettante-Levels x3) are subtracted as a
penalty from all SRs of 'lessers'
of the same culture if they act in defiance of the
character's wishes. One-half Rank when dealing with 'lessers'
of similar or friendly cultures. Instead each level may be
used as a 3x bonus to Communication SRs
with anyone or -thing.
Dilettantes receive (3d6 x50) GP for starting funds, rather
than the standard x10.
Mechanists (INT
+05 «» INT +02):
The requirements for manipulating
mechanical gadgets and gizmos are far less stringent than
those of working the aether in
magick.
All the T&T 5th Edition Spells have been given
Teqnological equivalents, as
well as other Utilities added
Constructing a device requires a store of parts, often
referred to as one’s Apparatus Pool. It is equal to (LK +
CHR) /2 (round up). The cost in Pool Points is equal to the
listed ST cost for the equivalent Spell.
Assembly takes nd6 ‘Sixths of a Round’ (20 Seconds each),
where n stands for Level Number. In other words, assembling
a Level 01 Device would take 1d6 (20-120 seconds) sixths of
a Round, whereas assembling a Level 03 Device would take 3d6
(60-360 seconds, or 01-06 minutes, or ½ - 03 Rounds) sixths
of a Round. Etc.
Disassembly takes half as long. Points not freely available
must come from disassembling existing Devices.
Additional information awaits upcoming installments.
Punks (CON and
ST: -01, DEX: +03, LK +05 «» CON or ST: -01, DEX: +01, LK:
+02):
More or less standard T&T Rogues, with a
general theme to them, such as '70's Punk-rockers', or
'Goths', 'Skins', or 'Gangers', etc. Their weird
magick abilities make them much
sought after for spell sales.
Punks gain the ability to create their own spells, and
actually can capture and learn a spell cast at them or
'lifted' from a magick item.
They are able to create a number of spells equal to their
cumulative (Level -01).
Punks get their Level number in Spell Ripping slots, as well
as number of additional Essence. They can not create
scrolls. But they can create Template-devices, as well as
Magic Items. A template device is a blueprint of a spell.
Since Punks can load a blueprint into one of their Ripping
slots, they can cast spells they don't 'know', and if they
desire, learn the spell if they have a spell-creation point
available.
Punks can ‘Hack’ a spell that is no higher than their Level
-01. Hacking a spell is functionally like learning a spell
via the 1st Level spell, ‘Teacher’, except that a CHR SR of
(13+Spell Level) must be made, and the appropriate amount of
ST/Essence is available. If they have a point of
spell-creation available, they are able to learn the spell.
They may even learn overcome spells cast at them, adding the
Caster’s Level to the ‘Hacking’ formula, thus: (13+Spell
Level+Caster Level).
Punk 'wands' only work LK - 1d6 times (secretly determined
by the GM), and usually, only one specific spell is cast
through the same "Blur", as they are called. Each
subsequent casting of the spell reduces its cost by 01 point
(-0, -01, -02, -03, etc.
Punks may use any one-handed melee weapon, all bows and
crossbows, as well as a familiarity with
gunnes, and more unorthodox
powder usages (improvised explosive devices). No
armour heavier than piece-armour
and buckler, very rarely any head protection.
Street Guilders
(INT or CHR: +03 «» INT or LK: +01)
Mobsters! Mobsters! Street Guilders lose
the automatic Magick ability of
standard Rogues, but gain Level number in (d6+01) in Black
Market Contacts/Thugs they can call upon when in their urban
element. These folks will aid the character in their given
areas of expertise, though compensation or CHR
SRs may be necessary to gain
their assistance.
It takes as little as 1d6 Rounds, to 3d6 * 10 Hours for all
contacts to do their bit, depending on the scale of the
action.
Calling out for assistance in a fight (Level 0)-CHR SR if
the opposition is roughly equal in strength, or (Level
02)-CHR SR if the opposition out-ranks the assistance.
Granting looting orders improves the odds by lowering the
'Outrank' SR to Level 01.
Guilders may use any weapon. They rarely wear any
armour heavier than a dueling
jacket, but if they do, it will be half-weight, twice-cost,
+1 Armour.
WARRIORS
Warriors (CON or
DEX: +03, ST: +05 «» CON or DEX: +01, ST: +02)
Warriors automatically gain familiarity
with Gunnes and Powder, and add
their Level to all Gunnes
SRs, Including
To Hit and damage. They also add
2x their Level to Unarmed Combat HPTs,
and 3x their Level to their Sword (or more rarely, other
melee weapon) HPTs
They are so tough that they automatically receive
1/3rd their Warrior-Levels (round up) in
Armour to the nude figure, and
this even applies if bound, held, or rendered unconscious.
They are seen as a Caste of society, and are generally well
received by all, in all lands they journey in their quest
for Martial Supremacy. This is very much a state of mind,
or philosophical path as a way of life.
They may use any weapon. The more
armour an opponent wears the greater his or her
cowardice. The traditional Warrior’s Battle Harness is
worth 1d6 or 03 Hits in melee, or one Hit v. Missile combat;
weight and ST are negligible, while the cost is based on its
ornamentation. Only the Yirim
use any sort of shields beyond Bucklers, and even their use
is considered shameful.
WIZARDS
College
of
Wizardry
(ST: -01, INT: +05 «» INT: +02)
In addition to creating
Magick Items, Wizards gain the
ability to create Scrolls, which operate in a manner similar
to the Teacher spell, in that the reader, if able to
work Magick,
is able to read the spell off the ST/Essence pre-paid
Scroll, at the 'level' originally cast when making the
scroll. Scrolls cost the Wizard 50 Royals (Gold) * Spell
Level cast at, and take one day
per level to create.
Wizards are able to study various areas of
Magick, which aid them in the
creation of spells. This is represented by taking the
cumulative Level number (1 + 2 = 3; 1 + 2 + 3 = 6; 1 + 2 + 3
+ 4 = 10; etc.) as the number of Created Spells the wizard
is able to make at that level.
Wizards are able to cast all Level 0 and 1 Spells. Beyond
this (at 2nd Level and higher), they receive automatic
access to spell levels equal to their (Level +01), and a
like number in additional Essence. Obviously, if they do
not meet the requirements for a given spell, even if they
have access to it, they can not cast it.
Wizards are able to pre-pay a number of Reflex Spells equal
to their Level, store them in their mind, and use them at
will. Normal cost-reduction applies to the spells costs at
time of initial casting & storage. Once used, the spell
fades from that slot.
Wizards gain a College-monitored 'Staff' upon graduation,
which reduces the cost of spells repeatedly cast through
it. Each subsequent casting of a given spell reduces its
cost by 01 point (-0, -01, -02, -03, etc.)
Wizards may use any one-handed melee weapon, as well as the
Quarterstaff. They may wear nothing heavier than Leather
Suit. They do not use Shields.
Zoomantics
(CON: +05, DEX: +03 «» CON: +02, DEX: +01)
There are also
Zoomantics who have close affinity with nature and
its children. To this end, they are able to create 'Binds'
instead of Scrolls. The advantage to Binds is that anyone
with a Naturist Background can interpret the knots, and as
they are untied, loose the energies bound therein. Non-magickers
included.
In addition, each day their 'Staves' start topped-off with
Essence equal to the cumulative Level number, to aid in
their casting, as well as providing a Level bonus to all
Spell Resistance SRs while in
contact with the 'Staff'. As an innate ability (even
without their Staff), Zoomantics
receive cost reduction as per Wizard's Staves (above).
Zoomantics
have specialised in animal, and
nature effects, and their magick
is very different than Wizardry. Punk
Magick (outlined above) is a closer relative to
Zoomancy. They get their Level
number in additional Essence, and know all spells in each
Level they are able to cast -- but only those of a
nature-based effect (GM’s determination, or LK SR at the
Spell Level+01 for those of dubious applicability). They
use standard new spell creation guidelines in 5th edition.
They may use any melee weapon. Rarely
ranged weapons of any sort, nor armour,
and then Leather Suit. Rarely do they employ the use
of a shield.
Add the Wilder Edge, free.
WARRIOR-WIZARDS
Not really known on the world as
phenomena themselves, they are merely prodigious
individuals.
Being able to accumulate different sub-types of
WizWar makes this prestigious
Type all the more enticing.
They operate as half-strength Warriors, and Half-strength
Wizards.
They gain one-half their Level (round up) to their
Gunnes SRs,
and their (Level +03) to their Primary weapon and Unarmed
HPTs. They are not able to
create Scrolls. They receive half as much benefit from
their magickal training, gaining
the cumulative value of one-half their Level (round up) in
Created Spells, and one-half their (Level +1) (round up) in
additional Essence.
They do not receive the toughness of Warriors, nor
(normally, see Blade Mage) the use of 'Staves'
Warrior-Wizards may use any weapon, but are +03 HPT with one
type of small, one-handed weapon, such as the Sax, hatchet,
or Claws, while Shuriken, or
throwing knives are not unheard of. This bonus is in
addition to their base Melee and Unarmed bonus.
***
Amazon: All standard features, except:
No magick (though Essence
increases as standard). Add 'Glamour', and Level -01 to all
Healing SRs on self or others.
Glamour: The cumulative Level in Amazon is the number of
‘Sixths of a Round’s an opponent is bedazzled and unable to
perform any action but half-speed movement. The Glamour
total may be spread among multiple targets. Range is CHR
feet, in radius. Opponents so bedazzled only inflict
(x/6ths) of their HPTs, where x
equals the remainder of the Round in question they are not
under the effects.
Amazons may expend Essence to increase their Healing SR
results at a 2:1 ratio.
***
Blade Mage: In place of Standard
features: Level +06 bonus to Dagger and Sword combat
HPTs. Able to cast only
blade/edge, general weapon-enhancing, healing, and wall
magicks of the Levels they are
capable. Level-1 in additional Essence,
and no spell or scroll creation ability.
Hir
sword is hir 'Staff' for
purposes of storing and channeling Essence. The Blade Mage
receives one half their cumulative-Level (round up) in
Essence in their blade per day. It also cost reduces as per
standard.
Add Nigh Invulnerable, and Superlative Defense Edges,
free.
***
Scout Variant: All standard features,
except: One half of (Level –01) (round up) in Created
Spells, and (Level –01) in additional Essence.
Add Zoomantic 'Bind' technique.
Add Uncanny Tracking, and Light-, and Sure
Treader Edges, free.
With the Character's Type determined for Level 01, all
ability scores determined, now it is time to choose the
character's Edges.
EDGES-
Compare the total of the character's six
Attribute scores to the number on the top row of the chart
below.
If the six-score
total is greater than a listed column, use the next
column to the right.
The number in
red under the correct column is the number of points in
Edges the character receives.
18 |
27 |
36 |
45 |
63 |
81 |
144 |
145+ |
11 |
07 |
05 |
04 |
03 |
02 |
01 |
00 |
For Example: A Wizard
with a six-score total of 31 will
end up with 05 Edges, while his evil twin with a six-score
total of 96 gets 01 Edges point.
EDGES LIST
I highly recommend using the Edges in
this setting, if only for the variety.
Feel free to adopt and adapt them to your
campaign needs.
Anywhere there is a mention of Skill
Ranks, if the GM does not use skills, instead, substitute
the character’s Level (either total level, or the level of
the most appropriate Type possessed if multi-Typed.)
Anywhere there is a mention of Skill
Points, if the GM does not use skills, instead, 3x the
listed bonus is available to SRs
of that nature, as determined by the GM.
Edge |
Point Cost |
Requisites |
General Description |
Accuracy |
01 |
+03 to
hit in Unarmed, Melee, or Ranged combat, as chosen by
the player |
May be
purchased for any or each of the three categories |
Agility |
01
|
|
+03 to
DEX v. balance SRs, etc. |
Alertness |
01 |
INT or LK 09 |
+03 to
INT for Detection SRs, etc |
Ambidexterity, Full |
02 |
DEX 11 |
Allows
two objects to be wielded simultaneously; no penalty |
Ambidexterity, Partial |
01 |
DEX 09 |
As above,
except: -0 HPT to Primary; -09 HPT to Secondary; if
bought by a Partially Ambidextrous character due to
ethnicity, character receives Full Ambidexterity. |
Animal
Affinity |
01 |
|
One broad
type of animal is favorably inclined (+03) toward the
character |
Aptitude |
01/02/03… |
|
+01 Rank
to each of the character's Skills, except Arcane/Psi
Skills. Only actual Skill Ranks (not Knacks, Talents,
or Savant Abilities) get the increase. |
Attractiveness |
01 |
|
+09 to
CHR v. any related SR, etc. |
Bravery |
01 |
|
+03 to
CHR v. Fright SRs, etc. |
Cunning |
01 |
|
+03 to LK
v. devising plan under bad circumstances |
Determination |
01 |
|
+03 to
CHR v. Willpower SRs, etc. |
Dexterity |
01 |
|
+03 to
DEX v. manual dexterity SRs,
etc. |
Endurance |
01 |
|
+03 to either CON or ST v. Exhaustion
SRs, etc. |
Fast
Healer |
02 |
|
Recovers +02 points per
healing/recovery phase |
Flexibility |
01 |
DEX 11 |
+03 to DEX v. Confinement
SRs, etc. |
Fortitude |
01 |
|
+03 to
Health v. all pertinent SRs |
Immunity
to Natural Disease |
02 |
|
Immunity
to all natural diseases, such as the plague, or chicken
pox. |
Immunity
to Toxins |
03 |
|
Immunity
to poisons, such as arsenic, or chlorine gas. |
Immunity
to Venoms |
03 |
|
Immunity
to all natural plant and animal poisons, as well as food
poisoning |
Initiative |
01 |
|
+03 to
DEX v. Surprise, and Advantage |
Intuition |
01 |
LK 11 |
+03 to
INT or LK to choose a correct course of action, etc. |
Knacks |
01 |
|
For one
edge point, the character receives two, separate Skill
Points. One R0 Spell may instead, be taken as a Knack.
A Knack may add to the same Talent, and, or Savant
Ability (Knack + Talent + Savant Ability = 08 Skill
Points) when determining SR dice. |
Knowledge |
01 |
LK 13 |
Unlearned information (+01 Rank) in a
specific Area, such as Academics, Wilderness, etc. |
Logic |
01 |
|
+03 to INT v. puzzles, ciphers, math
problems, etc. |
Magickal
Aptitude |
02/03/04… |
|
As per Aptitude, but only for Arcane
Skills. Only actual Skill Ranks (not Knacks, Talents, or
Savant Abilities) get the increase. |
Memory |
01 |
|
+03 to
INT v. remembering vital details, etc. |
Mental
Strength |
01 |
|
+03 to CHR v. resisting confusion,
mental domination, etc. |
Might |
01 |
|
+03 to Strength v. all pertinent
SRs |
Natural
Leader |
02 |
|
Allows
2d+5 (-/+ pertinent score modifier) of ardent followers
in times of need. |
Psychic
Sensitivity |
01 |
|
+03 to INT or LK v. detecting
spirits, roaming minds, and the like |
Reflexive
Skill |
02 |
DEX 11 |
Under defined circumstances, a
character skill is automatically performed; +0 |
Resistance |
01+ |
CON or LK (CHR ?) 11+ |
Resistance to Disease (01 point / +06); Resistance to
Poisons (02 points / +09); Resistance to Interrogation
(01 / +12), etc. |
Savant
Ability |
02 |
|
05 Skill Points in a specific Skill |
Sense,
Augmented
|
03 |
|
Hearing
light; Seeing heat; Additional, not instead of |
Sense,
Enhanced |
02 |
|
+15 to INT or LK v. Detection
SRs, etc.; each Sense is
separate |
Speed |
01 |
|
+03 to DEX (or SPD if used) to move
faster in each movement type (crawl, walk, run, etc.) |
Spell
Resistance |
01/02/03... |
GM Approval |
+03 to LK v. resisting or reducing
the effects of magick on the
character |
Sterling
Health |
01 |
CON 13 |
Never check at less than (CON: 13)
for any CON SRs, even if CON
has dropped |
Talent |
01 |
|
Two Skill
Points in a specific Skill; one purchase per Skill. A
Talent may be combined with both a Knack and a Savant
Ability. |
True
Faith |
01/02/03... |
GM
Approval |
Special; +03 per Rank to INT or CHR
v. Fright SRs, Confusion,
more... See Religions. |
Toughness |
01/02/03…
per point |
|
Natural armor of the nude figure;
combines with other protection(s) |
Wilder |
02 |
|
Intuitive
understanding of the living environment: woods,
farmlands, coasts, etc. Provides +15 to any SR in
Wilderness Skill Area. |
Wits |
01 |
|
+03 to
INT to retort to an insult, etc.; +03 to DEX v. Panic. |
#_
: May _not_ be purchased more than once for added
bonus. All others may.
Expanded Edges List
Aetherality
(04):
Become ghost-like and insubstantial to non-magickal,
non-psionic attacks/hazards for
ten Turns, per Rank purchased, once per day. This is a
Weird Talent which requires no SR. Attempting to use the
ability more than once requires a L1 LK SR for the first
attempt, while the SR level increases by +02 Levels, each
attempt. Each point of failure inflicts one Hit to the
character.
Animal
Kinship (02*):
One specific type of animal (Stalking
Cats; Glacier Wolves, etc.) is always at least neutral or
more favorably inclined toward the character. This is an
Innate Ability, and can not be dispelled by
magick or
psionics, though the animal may be affected through
those and other means to a negative reaction. However, if
at all possible such a creature will do the least aggressive
or injurious action it can against the character.
Animorph
(04*):
Each animal form assumed may only be used once per 24
Hours. It takes one Turn to transform into a similar massed
and sized creature, and one additional Turn to transform
into a smaller or larger creature. This is all relative to
the size of the character. During the transformation, the
character is largely helpless. Personal equipment is not
transformed, and may thus present difficulties and
entanglements. This is an Innate Ability.
Aura of
Courage (02*):
All allies within a seven-yard radius
receive a bonus of +09 LK, or CHR v. Fear; toward Cohesion,
etc. SRs.
This is an Innate Ability.
Battle
Frenzy (01*):
If under attack, any 04 or 03 result
the character generates triggers their Battle Frenzy. This
will last 3d6 Rounds, after which the character must make a
n+3 INT SR, where n equals the number of Rounds of the
Frenzy (i.e., task # = 06 – 21). A character may voluntarily
initiate a controlled Frenzy, if they can make a Level 01
CHR SR. The character may voluntarily drop the Frenzy, so
long as no 04 or 03 results are generated by the character
while opponents are nearby (10 Yards or less). The benefit
to the Frenzy, in either case, is the addition of 3d6
Frenetic Might rolled at its start, and lasting for the
duration of the Frenzy. Each point of Frenetic Might rolled
is an additional point of damage on successful attacks. In
contrast, by expending a whole die (-06 points) negates the
worst wound received in the Round in which it is so used.
Once the Frenzied character no longer
has dice/points to use, the Frenzy ends. The
character is exhausted after their Frenzy, and does
everything at -09 for a number of Rounds equal to those
spent under the Frenzy. This is a Weird Talent, its use
governed as detailed.
Death
Touch (02):
3d6 + Total Character Level as T3
damage, at
Touch
Range.
Each Rank provides one use per day. This is a Mantic Skill,
which does not require a SR to operate.
Detect
Enemies (02*):
Detects the presence of hostile
creatures, etc. within a ten Yard radius. This is an Innate
Ability. If the character must make a SR to Detect, the
cost of the Edge is reduced to (01*).
Dimensional Slip (03):
Allows the character to briefly
disappear into another realm, thus allowing impossible
dodges, etc. The character does not actually travel a
spatial distance, and so, can not slip beyond a door. Each
Rank provides one use per day. This is a Weird Talent with
no SR.
Elemental Defense (01):
+09 per Rank v. minor
alkemikal manifestations (Bolt,
Naiad, Salamander, Lech, Sylph,
Grue, Gnome, Vision, and Void),
and a +03 per Rank v. personal manifestations (Thunder
Prince, Wave Princess, Prince Wick, Pant the It, the
Moon-Faerie Sisters, Lord Worm, Prince Tremor, Princess
Vain, and Lord Shadow). The respective bonus applies to
both action and resistance rolls or
factors. This is either an Innate Ability, or the results
of an Arcane Ritual.
Elusive
Intellect (01):
+03 v. Mind Control, Silver Tongue,
and Telepathy. This is an Innate Ability.
Focus
Animal (01*):
Once the animal is secured and the
bond is made, both the creature and the character each gain
+03 Hits while the other is alive. The character may only
have one Focus Animal at a time.
The character may use the animal as a remote sensor, with
full access to the creature’s sense faculties. The animal
is still under its own will, but the bond only occurs with
compatible pairs. The animal will do its utmost to perform
given SRs, with the character’s
INT replacing the animal’s for
technical purposes. Additionally, a mage is able to cast all
its known R0, and spells whose Rank do not exceed 1/3rd of
the character’s Spell Use Rank (Spell Level the character
can cast), through the animal (using the caster’s ESS).
And, the character can communicate through the animal to
others of its’ kind. This Edge is the result of an Arcane
Ritual, and can not be dispelled.
Force
Bolt or ‘The Gaze’ (02):
Each Rank provides 1d6 added to the
fixed base value equal to the character’s CHR modifier upon
a successful basic Ranged attack (the damage is T4). Range
is 06 * CHR Yards.
Fluttering Petal (01*):
Slows fall if near a vertical
surface. The distance from the vertical surface starts at
one Foot, and increases by one Foot as the character's Level
increases. In any case, if the character is able to
actually touch the surface for the duration of their fall,
they take no damage. Within their distance, they take
one-quarter damage and any subsequent effects (Breaks,
Sprains, etc.) are likewise diminished, while any fall from
a greater distance from the vertical surface results in
half-damage.
Healing
Wind (03*):
Total Character Level in 1d6 Killing
Damage healed; only if no Arcane activity used prior in that
day. The character may choose the number of dice out of
their total to use in the healing. Range is three Yards,
and the healing may be spread among as many as six
individuals per die in the healing. This is an Innate
Ability with no SR.
Heal
Others (01):
Each Rank provides 1d6+02 in Killing
Damage-healing upon touch and one Round of concentration,
once per day. This is a Mantic Skill with no SR.
Heal
Self (02*):
3d6 Hits; and n*10 Stun recovered once
a day. This is a Mantic Skill with a L0 CHR SR.
Immunity to Unnatural Diseases (04*):
Complete protection against
magickal diseases as well as
alien infections or diseases from other realms. This is an
Innate Ability.
Light
Treader (02*):
Does not leave tracks. This is an
Innate Ability.
Mask
Visage (03*):
May alter any and all: Sex, Age, Race
– all within same Height and Weight. This is an Illusion,
and any changes require a L0 CHR SR.
Nigh
Invulnerability (02*):
1/3rd the character's Ranks in a Melee
or Unarmed Combat Skill are automatically applied as points
of armor (which may be combined with all other Armor and
Armor-like protections) while using that Skill. This is
a Mastery.
Quirky
Fate (01-03*):
At the (01*) point level, the
character may re-roll and take the better of any one roll,
per game-session. The (02*) level allows re-rolling, as
above, or to simply take half-effect. The (03*) level
allows the character to automatically succeed at any one SR,
or generate maximum effect on a successful damage (etc.)
roll. This is an Innate Ability.
Remove
Disease (03*):
The character provides an opportunity
for a living victim of a natural (non-magickal)
disease to re-roll their Resistance SR at their original CON
+12. This is an Innate Ability.
Shadebane
(03*):
1/3rd Total Character Level in number of zombies that are
repelled; more powerful undead creatures each simply count
as two or more ‘zombies’. This is an Innate Ability.
Spectral Nemesis (03*):
Opposite colour
opponents take extra damage equal to the Total Character
Level of the character. The bonus applies to either
colour-mode the character may
take if ‘Detached’. However, if the opponent is dual-coloured,
and one of their colours is not
opposed, they may operate thus, and not receive the Nemesis
damage. This may be taken as any variety of Edge-types, as
the GM permits.
Starwind
Aura (03*):
Whenever the character is imperiled by
damage that has not been stopped by any other defenses, an
aura of superheated plasma forms as a field that surrounds
and protects. The Aura automatically reduces any incoming
damage by ten points. If there is any damage remaining, it
acts as 3d6 of Armor, with a bonus of +03 per die to
resist. An opponent or other individual caught in the Aura
automatically takes 3d6 Subdual
Hits, unless they have their own
Starwind Aura active as well, in which case there is
a great deal of light and odd discharges between the Auras,
but neither takes damage from this.
This may be an Innate Ability, a Mastery,
or a Weird Talent. If an Innate Ability, the cost is
unchanged, and it requires no SR. If taken as a Mastery,
the character must make a L0 CHR SR; the cost is reduced to
(02*). Taken as a Weird Talent, the character must
concentrate for one Round prior to use, or make a Level 01
CHR SR; cost in this case is (01*).
Steadfast Resolve (01):
+03 v.
Ensorcelments, Illusions, and Mind Control. This is
an Innate Ability.
Stout
Leap (01):
Each Rank adds +09 to Leap
SRs. This is a Weird Talent
with no SR.
Superlative Defense (02*):
Full defense on Flanks, ½ for Rear.
This is a Mastery with no SR.
Sure
Treader (01*):
Does not slow through rough terrain or
conditions. This is a Weird Talent that requires no SR.
Unaging
(03*):
The character never leaves the prime of their life, and is
untouched by the passage of time. No aging rolls are ever
made once Prime has been reached. If attained after Prime
has passed, the aging process is reversed back to Prime.
This is an Innate Ability.
Uncanny
Tracking (02*):
This ability allows the character to
intuitively predict the condition of travel and its
direction based on extremely sparse information left in the
quarry’s wake. The character may get into quite a jumble,
but is still ever keen on the trail. Uncanny Tracking is
worth a bonus of +45 to all Tracking
SRs.
Wizard’s Tongue (03*):
Comprehend spoken languages and
converse as a native. This is a Weird Talent. The
obscurity and unlikeness to the character’s native language
may pose a small difficulty (SR 0 or 01), tested against INT
(and any pertinent Language 'Skill').
Wounding Wind (03*):
Total Character Level in d6 Damage;
only if no Arcane activity used prior in that day. The
character may choose the number of dice out of their total
to use in the wounding. Range is three Yards, and the
wounding may be spread among as many as six individuals per
die used. This is an Innate Ability with no SR.
*: May not be purchased more than once
for added bonus. All others may.
(c)
2001-2004 Kyrinn S.
Eis, all rights reserved