Table Of Contents
Guild Houses of Blood
One Small Detail
T. R. O. K. Awards
T&T Handler II Update
Graphical Dungeon
Poetic War
Trollhalla Coinage
 

 

 

 

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 DurnKittijen 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

 


January 2004
May 2004

 

Graham Buckingham