In addition to being exceedingly useful out in the galaxy, the type of equipment a character buys reflects on personality, role, and goals. Some of the items contained in these lists contribute only to the role-playing experience, providing the opportunity to further explore and define them, while others are situationally critical to success and survival. Within each section is a table with all the items available and a brief description of each.
This include any worn item that is used to contribute to a wearers outfit, whether as fashion or utility, and includes common items such as: jackets, hats, gloves, belts, jewelry, timepieces, sashes, cloaks, capes, tabards, shawls, scarves, etc. Most such items weigh less than .5 lb and do not contribute to carrying capacity, but when carrying instead of wearing items, they will take up .25 utility space. These purchases are most often made to customize an outfit in order to stand out in some way. In addition to the durability of material, quality costs also reflects factors such as preciousness, rarity, and branding.
Weight: | * lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 3 digits |
Good: | 7 digits |
High: | 17 digits |
Best: | 41 digits |
A necessity for travelers, as their name implies, these packs are worn on the back (utility position 8), and are typically composed of a lightweight mesh covered in a durable cloth, with a pair of sturdy shoulder straps. They are designed with lots of space to carry things, offering four inside pockets (IP), two side pockets (SP), one front pocket (FP), and straps, hooks, or fasteners to lash up to three items onto it (L), for a total of eleven Utility Positions. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 3 lb |
Utility Positions: | 2 |
Availability: | 1 |
Poor: | 14 digits |
Good: | 33 digits |
High: | 79 digits |
Best: | 191 digits |
A handy device that allows characters to carry a large number of small items that are easy to draw, it is a long belt worn across the chest (utility position 7) that has three full pockets (1 UP each), and four half pockets (.5 UP each). The belt is typically composed of a durable leather or cloth with mesh pockets, and may include a clip or hook at the hip to attach a weapon sheath or rucksack. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 2 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 11 digits |
Good: | 25 digits |
High: | 61 digits |
Best: | 149 digits |
Also referred to as a hip bag or fanny pack, these pouches are available in a variety of styles, colors, and material, and may be affixed to an ordinary belt (utility position 5-6), offering the ability to carry additional stuff (2 UP).
Weight: | .6 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 5 digits |
Good: | 11 digits |
High: | 27 digits |
Best: | 66 digits |
Also referred to as a belt pocket, these pouches are available in a variety of styles, colors, and material, and may be affixed to an ordinary belt (utility position 1-6), offering the ability to carry additional stuff (1 UP). In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | .4 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 3 digits |
Good: | 6 digits |
High: | 16 digits |
Best: | 39 digits |
Light and loose fitting in a broad range of colors, styles, and cuts, casual clothes include a shirt, pants, shorts, or a skirt, and comfortable shoes. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 3 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 9 digits |
Good: | 22 digits |
High: | 52 digits |
Best: | 124 digits |
Fashion varies greatly across the galaxy and there are countless designs and styles available, dress clothes are considered a general style of dress for those in business and government and special occasion clothes for commoners that includes a dress or shirt, pants, and coat, as well as appropriate shoes. In addition to the durability of material, quality costs may also include a number of accessories and can reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 4 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 13 digits |
Good: | 31 digits |
High: | 75 digits |
Best: | 179 digits |
While color and style vary greatly by race and planet, these are often tailored suits with frills such as sashes, buckles, and some specialty buttons, or elegant gowns adorned with jewelry, and includes a dress or a shirt, coat, and pants, as well as appropriate shoes. In addition to the durability of material, quality costs may also include a number of accessories and can reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding. Among the wealthy, formal wear is often decorated with the colors or crest of one’s family.
Weight: | 4.5 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 18 digits |
Good: | 43 digits |
High: | 104 digits |
Best: | 249 digits |
Specialty garments worn on the feet outside of those that are typically included with clothing sets, these can have specific functions such as steel toed boots, riding boots, or running shoes, or may have a stylistic or name brand association of some type. Quality costs directly relate to durability, features such as dirt/water resistance, and branding. These items do not offer skill bonuses.
Weight: | 1.5 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 5 digits |
Good: | 12 digits |
High: | 29 digits |
Best: | 69 digits |
These are common items aesthetically enhanced with technology, i.e. holo-displayed chrono worn on the wrist, lens with a news feed heads up display, biomonitor tattoo, luminescent fabric, etc. While it is possible that gadgetwear can aesthetically work with or enhance the usability of existing gear, it cannot mimic the qualities of that gear, and does not offer skill bonuses. Purchased as a single item, the quality costs determine durability, usability, and longevity.
Weight: | * lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 25 digits |
Good: | 60 digits |
High: | 144 digits |
Best: | 345 digits |
Specialty garments that cover the hands outside of those that may be included with specific clothing sets, these can have specific functions such as magnetic fingers for holding things securely, touch sensors for determining temperature, secure access tech, etc, or may have a stylistic or name brand association of some type. Quality costs directly relate to durability, features such as dirt/water resistance, and branding. These items do not offer skill bonuses.
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 4 digits |
Good: | 10 digits |
High: | 23 digits |
Best: | 55 digits |
Head coverings which are worn for a variety of reasons, including: weather protection, fashion style, ceremonial situations, or symbolically to denote rank, nationality, professional or social status, etc. Quality costs directly relate to durability, features such as dirt/water resistance, and branding. These items do not offer skill bonuses.
Weight: | .4 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 6 digits |
Good: | 14 digits |
High: | 35 digits |
Best: | 83 digits |
Tactical outfits that consist of a short sleeve shirt, long sleeve coat, and trousers made of a tightly woven thin alloy mesh and covered in a light fabric, with a pair of durable boots. Fatigues are used by both military and law enforcement personnel, and on spacecraft to protect against minor accidents. Quality costs are reflected in the durability of he material and specific features such as dirt/water resistance, degree of comfort in a variety of environmental conditions, etc, as well as the degree of accuracy for replicas.
Weight: | 3.5 lb |
Utility Positions: | .5 |
Availability: | 3 |
Poor: | 15 digits |
Good: | 36 digits |
High: | 86 digits |
Best: | 207 digits |
Most often consisting of a long sleeve shirt, coat, trousers, and boots, these tend have a similar coloration and style to the common military fatigues used by the organization, but with a more conservative appearance. In addition to the durability of material, quality costs may also include a number of accessories and can reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and the quality of symbolic frills, as well as the degree of accuracy for replicas.
Weight: | 5 lb |
Utility Positions: | 1 |
Availability: | 3 |
Poor: | 20 digits |
Good: | 48 digits |
High: | 115 digits |
Best: | 276 digits |
These outfits typically vary slightly by environment, but feature durable garments, including shirts, trousers, boots, belts, and vests or jackets, that are often worn by outdoor sportsmen, surveyors, explorers, scouts, field scientists, and anyone else who works or plays in the wilderness. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 7 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 11 digits |
Good: | 26 digits |
High: | 63 digits |
Best: | 152 digits |
A medium-sized bag composed of a lightweight mesh covered in a durable cloth, with a sturdy strap that wraps around the shoulder, chest, and back, and sits on the hip. Up to four Utility Positions worth of gear can be carried in the bag, which can be accessed with a single action. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 2 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 12 digits |
Good: | 30 digits |
High: | 71 digits |
Best: | 167 digits |
For those who carry some type of weapon or ammo pack their back, this pack can be worn over one shoulder and dropped with a free action when combat begins. It is typically composed of a lightweight mesh covered in a durable cloth and has four inside pockets (IP), two side pockets (SP), one front pocket (FP), and straps to lash up to three items onto it (L), for a total of eleven Utility Positions. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 3 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 10 digits |
Good: | 25 digits |
High: | 59 digits |
Best: | 139 digits |
Recreational outfits that consist of a short sleeve shirt or tank-top, and simple shorts or pants made from a lightweight fabric, with a pair of exercise shoes. used for exercising and light recreation, they are designed to allow freedom of movement. Quality costs are reflected in the durability of he material and specific features such as dirt/water resistance, degree of comfort in a variety of environmental conditions, etc.
Weight: | 3 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 14 digits |
Good: | 34 digits |
High: | 80 digits |
Best: | 193 digits |
Aesthetically diverse clothing that is available in numerous styles, transitionwear is capable of changing colors or displaying patterns based on a programmed series with changes that can either be timed or initiated manually. The cost is per article, i.e. shirt, trousers, shoes, etc, and the quality cost affects the complexity and number of programmable options as well as the durability of the material and branding.
Weight: | 5.5 lb |
Utility Positions: | 1 |
Availability: | 3 |
Poor: | -- digits |
Good: | 85 digits |
High: | 204 digits |
Best: | 489 digits |
These are the outfits of choice for those who are always on the move, whether terrestrially or plying the spaceways in search of adventure and excitement. They include a light, snug fitting shirt and trousers with a vest or light jacket, or a jumpsuit, comfortable but sturdy boots, and a thick belt that may be easily equipped with holsters for weapons or tools, and/or pouches to store common gear. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 4.5 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 12 digits |
Good: | 29 digits |
High: | 69 digits |
Best: | 165 digits |
Favored by mechanics, technicians, surveyors, and virtually any other tool based profession, this specialized belt is typically composed of a durable carbon weave or some type of leather and features four dual belt pouches (LH, RH, RL, RR) and two single belt pouches (FL, FR) for a total of ten utility positions, with four simple tool holsters (LH, RH, FL, FR) from which tools can be hung for easy access. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and branding.
Weight: | 1.8 lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 13 digits |
Good: | 32 digits |
High: | 76 digits |
Best: | 181 digits |
This simple outfit is typically worn by manual laborers and includes a long-sleeved shirt, undershirt, and trousers of a heavy durable fabric, a thick leather belt, gloves, and boots. In addition to the durability of material, quality costs also reflects features such as dirt/water resistance, type of fasteners (snaps, buckles, magnetic clips, etc), and pockets that may offer additional utility positions (0/2/4/6).
Weight: | 6 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 10 digits |
Good: | 24 digits |
High: | 58 digits |
Best: | 138 digits |
Across the galaxy, clothing comes in a variety of styles, colors, and designs, and is often planet, region, and/or race specific. Along with clothing are bags, a generic term that refers to all the containers that a character straps on, strap to, or wears to secure the things that they need to carry. The quality of clothing is typically more indicative of social status than wealth class, and can have an effect on interactions.
Name | UP | Weight | Availability | Poor | Good | High | Best |
---|---|---|---|---|---|---|---|
Accoutrements | * | * lb | 1 | 3 | 7 | 17 | 41 |
Backpack | 2 | 3 lb | 1 | 14 | 33 | 79 | 191 |
Bandolier, Pocket | * | 2 lb | 1 | 11 | 25 | 61 | 149 |
Belt Pouch, Dual | 1 | .6 lb | 1 | 5 | 11 | 27 | 66 |
Belt Pouch, Single | 1 | .4 lb | 1 | 3 | 6 | 16 | 39 |
Casual Wear | 1 | 3 lb | 1 | 9 | 22 | 52 | 124 |
Dress Clothes | 1 | 4 lb | 1 | 13 | 31 | 75 | 179 |
Formal Clothes | 1 | 4.5 lb | 1 | 18 | 43 | 104 | 249 |
Footwear | 1.5 | 2.3 lb | 1 | 5 | 12 | 29 | 69 |
Gadgetwear | * | * lb | 2 | 25 | 60 | 144 | 345 |
Gloves | .25 | .3 lb | 1 | 4 | 10 | 23 | 55 |
Headwear | .5 | .4 lb | 1 | 6 | 14 | 35 | 83 |
Military Fatigues | .5 | 3.5 lb | 3 | 15 | 36 | 86 | 207 |
Military Formal | 1 | 5 lb | 3 | 20 | 48 | 115 | 276 |
Outdoor Clothes | 1 | 7 lb | 1 | 11 | 26 | 63 | 152 |
Rucksack | 1 | 2 lb | 1 | 12 | 30 | 71 | 167 |
Shoulder Pack | * | 3 lb | 1 | 10 | 25 | 59 | 139 |
Sportwear | .5 | 3 lb | 1 | 14 | 34 | 80 | 193 |
Transitionwear | 1 | 5.5 lb | 3 | -- | 85 | 204 | 489 |
Travelwear | 1 | 4.5 lb | 1 | 12 | 29 | 69 | 165 |
Utility Belt | * | 1.8 lb | 2 | 13 | 32 | 76 | 181 |
Work Clothes | 1 | 6 lb | 1 | 10 | 24 | 58 | 138 |
A situational necessity, this small device is racially specific, typically fitting over the nose and mouth and featuring a synthetic membrane that functions as a true fish gill, utilizing a re-breather and regulator to extract breathable air from water, allowing for extended underwater activity. This device is simply a breathing apparatus and does not offer vision, depth, or decompression protection. Quality costs affect the durability, duration in hours (4/8/12/20), and additional features such as communications, timers, and alarms.
[one_half]
Weight: | 3 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 14 digits |
Good: | 33 digits |
High: | 79 digits |
Best: | 191 digits |
[/one_half][one_half_last][/one_half_last]
This device is specifically fitted by race and features specialized air filters that protect the user from airborne chemical agents and contaminants, such as smoke, gas, and most toxic inhalants. It does not have a self-contained air supply, so the filter mask is of no use in an environment that contains no breathable air, i.e. a nitrogen only atmosphere, space, underwater, etc. Quality costs affect durability, duration in hours the filter will operate (2/6/12/24), and additional features such as communications, timers, and alarms.
[one_half]
Weight: | 1.4 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 8 digits |
Good: | 19 digits |
High: | 46 digits |
Best: | 111 digits |
[/one_half][one_half_last][/one_half_last]
This specialty jumpsuit is worn buy those who are subject to high levels of acceleration force, it has g-sensitive bladders that are pressurized to compress around the lower limbs and torso to restrict blood-flow and prevent it from draining away from the brain. While most vehicles have built in gravity compensators to keep pilots from experiencing g-related blackouts, stunt and combat pilots often prefer having these as a replicate backup. Quality costs affect durability as well as the type of bladder (air, liquid, etc) and adjustment sensitivity.
[one_half]
Weight: | 5 lb |
Utility Positions: | 2 |
Availability: | 2 |
Poor: | 16 digits |
Good: | 38 digits |
High: | 92 digits |
Best: | 221 digits |
[/one_half][one_half_last][/one_half_last]
A must for the urban climber, this is an advanced micro-suction cup system that can be affixed to the hands and feet, typically worn as gloves and socks that allow the character to climb up flat or smooth surfaces with no handholds at no penalty modifier. All standard move rates apply, though a missed climb check will typically result in a wasted move action rather than result in a fall. Quality costs affect the durability and type of surface that can be effectively climbed, i.e. Poor - metal or glass, Good - stone, High - wood, Best - ice.
[one_half]
Weight: | .8 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | -- digits |
Good: | 24 digits |
High: | 58 digits |
Best: | 138 digits |
[/one_half][one_half_last][/one_half_last]
Although it may take a variety of forms, this device typically consists of a backpack and fuel cells capable of producing powered flight for a period of time. In addition to durability, quality costs affect speed per action (10/20/35/50), maneuverability rating (-2/0/+2/+4), flight time in hours (1/3/6/9), and available modification slots (0/0/1/2).
[one_half]
Weight: | 26 lb |
Utility Positions: | 2 |
Availability: | 4P |
Poor: | 46 digits |
Good: | 110 digits |
High: | 265 digits |
Best: | 636 digits |
[/one_half][one_half_last][/one_half_last]
These specialty suits are composed of a variable-state material designed to alternate between a loose, open weave and a tight, sealed protective suit. The HEV is intended for use with contamination hazards and in environments that contain toxic atmospheric elements, extreme temperatures, or dangerous levels of radiation, it includes connected boots, gloves, and helmet with integrated filtering capabilities and a self contained air-supply, but is not intended for use in space or underwater. Quality costs affect durability, duration in hours (2/4/7/12), and additional features such as communications, sensors, timers, and alarms.
[one_half]
Weight: | 8.2 lb |
Utility Positions: | 2 |
Availability: | 2 |
Poor: | -- digits |
Good: | 50 digits |
High: | 121 digits |
Best: | 290 digits |
[/one_half][one_half_last][/one_half_last]
Intended for use in deep water or high gravity environments, these specialty suits are composed of a variable-state material that adjusts its external locus to maintain a consistent internal pressure and temperature. Specially fitted by race, it is a flexible single piece suit that covers the torso, limbs, and appendages, and includes a helmet with a self contained air-supply; it is not intended for use in space and does not protect against radiation or extreme heat. Quality costs affect durability, duration in hours (2/4/8/16), and additional features such as communications, sensors, timers, and alarms.
[one_half]
Weight: | 4.6 lb |
Utility Positions: | 1 |
Availability: | 2 |
Poor: | 17 digits |
Good: | 41 digits |
High: | 98 digits |
Best: | 235 digits |
[/one_half][one_half_last][/one_half_last]
Fin-like accessories composed of a lightweight resilium polymer that are worn on the feet and allow for movement through the water at normal move rates. Quality costs affect durability and additional accessories including a mask (Good), depth gauge (High), holo sensory display (Best).
[one_half]
Weight: | 2 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 6 digits |
Good: | 15 digits |
High: | 36 digits |
Best: | 84 digits |
[/one_half][one_half_last][/one_half_last]
These devices allow for accelerated underwater movement without the use of an underwater vehicles, with a self-contained power supply and may be hand held or strapped to limbs or back. In addition to durability, quality costs affect speed per action (10/16/24/35), maneuverability rating (-2/-1/0/+1), swim time in hours (1/2/4/7), and available modification slots (0/0/0/1).
[one_half]
Weight: | 35 lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 41 digits |
Good: | 98 digits |
High: | 237 digits |
Best: | 566 digits |
[/one_half][one_half_last][/one_half_last]
This lightweight harness utilizes a compressed-gas thrust system for easy maneuverability in zero-g environments. It is worn like a backpack with a compressed gas reservoir, omnidirectional thrusters, self-contained power supply, and handheld control system that allows the user to move in any direction at various speeds, without suffering normal move modifiers. In addition to durability, quality costs affect the per action speed (6/10/14/20) and duration of use in hours (1/3/7/12).
[one_half]
Weight: | 16 lb |
Utility Positions: | 2 |
Availability: | 4 |
Poor: | 29 digits |
Good: | 70 digits |
High: | 167 digits |
Best: | 400 digits |
[/one_half][one_half_last][/one_half_last]
This lightweight bodysuit is constructed of heavy, semi-rigid material inset with powerful heating coils, radiation screening, and fail-safe environmental controls, with a high-impact duraplastic polymer helmet that has a polarized face-plate and personal transceiver. It has sealing rings that connect the helmet, gloves, and boots to the suit, and a complete life-support system that offers complete protection in space for extended period. Quality costs affect durability, duration in hours (2/4/8/16), and additional features such as sensors, timers, and alarms.
[one_half]
Weight: | 7 lb |
Utility Positions: | 1 |
Availability: | 4 |
Poor: | 18 digits |
Good: | 43 digits |
High: | 105 digits |
Best: | 249 digits |
[/one_half][one_half_last][/one_half_last]
The galaxy supports a wide variety of climates, atmospheres, and terrains, some of which support life, while others are immediately lethal. Environmental gear includes wearable materials and mechanisms that protect and mobilize explorers, laborers, and others who choose to visit these places. The quality of gear is directly related to its performance and durability, an important factor as lives often depend upon it.
Name | UP | Weight | Availability | Poor | Good | High | Best |
---|---|---|---|---|---|---|---|
Artificial Gill | .5 | 3 lb | 2 | 14 | 33 | 79 | 191 |
Filter Mask | .5 | 1.4 lb | 2 | 8 | 19 | 46 | 111 |
G-Suit | 2 | 5 lb | 2 | 16 | 38 | 92 | 221 |
Grippers | .5 | .8 lb | 2 | -- | 24 | 58 | 138 |
Jet Pack | 2 | 26 lb | 4P | 46 | 110 | 265 | 636 |
Hostile Enviro Suit | 2 | 8.2 lb | 2 | -- | 50 | 121 | 290 |
Pressure Suit | 1 | 4.6 lb | 2 | 17 | 41 | 98 | 235 |
Swim Fins | 1 | 2 lb | 1 | 6 | 15 | 36 | 84 |
Swimjet | * | 35 lb | 2 | 41 | 98 | 237 | 566 |
Thruster Pack | 2 | 16 lb | 4 | 29 | 70 | 167 | 400 |
Vac Suit | 1 | 7 lb | 4 | 18 | 43 | 105 | 249 |
This small, handheld device is able to measure all of the communication frequency signals in an area and identify anomalous wavelengths. In addition to durability, quality costs determine functionality features in identifying the status of the bug: Poor - only actively transmitting; Good - plus active recording; High - plus passive recording; Best - plus range finder, +2 modifier to Search skill check to locate the bug.
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 5 |
Poor: | 21 digits |
Good: | 50 digits |
High: | 121 digits |
Best: | 290 digits |
[/one_half][one_half_last][/one_half_last]
A custom-fitted mask composed of a transitional polymer with segregated components capable of changing shape, color, and texture to emulate various types of flesh, eye color, and hair color based on a programmed series of instructions. The quality cost affects the degree of detail and the number of programmable options, as well as the addition of a vocal emulator (Best only).
[one_half]
Weight: | .8 lb |
Utility Positions: | .5 |
Availability: | 5X |
Poor: | 85 digits |
Good: | 204 digits |
High: | 489 digits |
Best: | 1175 digits |
[/one_half][one_half_last][/one_half_last]
This small device can be affixed to any piece of technology, once activated it emits a powerful electromagnetic pulse that disrupts all electronic systems on the device for a period of time. In addition to durability, the quality cost determines how long the tag will remain active before burning out, i.e. Poor - 2 rounds, Good - 3 rounds, High - 4 rounds, Best - 6 rounds; the tag is destroyed upon use.
[one_half]
Weight: | .1 lb |
Utility Positions: | .25 |
Availability: | 5X |
Poor: | 140 digits |
Good: | 336 digits |
High: | 806 digits |
Best: | 1935 digits |
[/one_half][one_half_last][/one_half_last]
The fabric of this jumpsuit is a durable polymer inlaid with a series of phototropic cells that instantly changes the suit’s surface color to match its surroundings, negating any Observation checks to notice the character while immobile. It is typically tailored to a specific individual and can be fitted to be worn over specific gear, but changes to the gear's orientation, additions, or subtractions could leave overlaps or gaps in the surface imagery, spoiling the effect. In addition to durability, quality costs affect the degree of effectiveness, providing a bonus modifier to a Stealth defend (+1/+2/+3/+4). The suit is ineffective against thermal imaging devices, but advanced versions capable of masking the wearer from a variety of radiation types are rumored to exist.
[one_half]
Weight: | 7.3 lb |
Utility Positions: | 2 |
Availability: | 5 |
Poor: | -- digits |
Good: | 91 digits |
High: | 219 digits |
Best: | 525 digits |
[/one_half][one_half_last][/one_half_last]
A combination hologram projector and digital imaging system that is worn like a tight-fitting hood; when activated, it projects a three-dimensional image over the head that completely obscures the character’s natural features. The programmed image is typically that of a different face, either belonging to the character's race or one similar, but can be a black veil or some other decorative image instead. The quality cost affects durability, number of programmable images (1/3/8/20), and the accuracy at which the image adjusts to different lighting and environmental conditions.
[one_half]
Weight: | .8 lb |
Utility Positions: | .5 |
Availability: | 3 |
Poor: | -- digits |
Good: | 60 digits |
High: | 144 digits |
Best: | 346 digits |
[/one_half][one_half_last][/one_half_last]
A device worn over the eyes capable of providing an augmented view of the immediate area, allowing the character to view specific wavelengths of the electromagnetic spectrum with respect to thermal radiation, negating darkness, holographic, and phototropic modifiers. In addition to durability, quality costs determine the size of the device, i.e. Poor - handheld device; Good - worn goggle-like device; High - worn spectacle-like device; Best - contact lens-like device.
[one_half]
Weight: | .4 lb |
Utility Positions: | .25 |
Availability: | 3 |
Poor: | 23 digits |
Good: | 55 digits |
High: | 133 digits |
Best: | 318 digits |
[/one_half][one_half_last][/one_half_last]
A device worn over the eyes capable of providing an augmented view of the immediate area, converting ambient radiation into a spectral range that allows for normal vision in complete darkness. In addition to durability, quality costs determine the size of the device, i.e. Poor - handheld device; Good - worn goggle-like device; High - worn spectacle-like device; Best - contact lens-like device.
[one_half]
Weight: | .4 lb |
Utility Positions: | .25 |
Availability: | 2 |
Poor: | 18 digits |
Good: | 44 digits |
High: | 104 digits |
Best: | 250 digits |
[/one_half][one_half_last][/one_half_last]
This intrusion device if for use by those without lock picking skills on physical locks; it looks like a simple metal handgun, however, when the end of the barrel is placed against a lock and the trigger is squeezed, a serrated blade is repeatedly thrust into the lock mechanism, forcing the lock to disengage. While these are very effective tools, they leave the lock as a mangled, unusable mess. The quality cost affects the durability, strength of blade, and degree of universality for use with a variety of locks.
[one_half]
Weight: | 1.25 lb |
Utility Positions: | .5 |
Availability: | 3X |
Poor: | 38 digits |
Good: | 91 digits |
High: | 219 digits |
Best: | 525 digits |
[/one_half][one_half_last][/one_half_last]
For those who need to gain entry with a degree of subtlety, these tools are invaluable. This item includes an assortment of wires and rods, long metal picks and pries, a small handsaw, wedge and hammer, and several angled wrenches, all packed into pocketed tote that can be used on any standard mechanical locking mechanism. Those who attempt the Open Locks skill without this item suffer a difficult (-4) modifier to the attempt. The quality cost affects durability and type of material and overall weight, i.e. Poor - steel, Good; - reinforced carbon; High - resilium polymer, Best - crystal carbon.
[one_half]
Weight: | 4.4 lb |
Utility Positions: | 1 |
Availability: | 2X |
Poor: | 29 digits |
Good: | 70 digits |
High: | 168 digits |
Best: | 399 digits |
[/one_half][one_half_last][/one_half_last]
These specialized intrusion tools are required to bypass electronic locks; they include various gauge wires, adjustable clamps, wire cutters, an adhesive polymer, and a hololink interface with multiple connection leads that utilizes decryption and intrusion software to analyze and break pass codes and/or foil biometric lockouts, all tucked into a shielded tote that fits easily into a pocket. Those who attempt to open any electronic lock without use of this item suffers a difficult (-4) modifier to the Open Locks skill check. The quality cost affects the durability and degree of sophistication, i.e. Poor - disable lock only; Good - plus detect security; High - plus disable security; Best - plus adaptive security protocols.
[one_half]
Weight: | 2.8 lb |
Utility Positions: | .5 |
Availability: | 2X |
Poor: | 43 digits |
Good: | 103 digits |
High: | 247 digits |
Best: | 594 digits |
[/one_half][one_half_last][/one_half_last]
This device is available in four different types, audio, visual, data, or bioscan, which may be combined individually to work together. The bug consists of an appropriate type of sensor to record the specified information based on type, which is stored on a removable datachip, and picked up or relayed through a specialized transmitter, combined in a miniature package. Since the micronic power pack is unable to sustain a continuous transmission, it relays recorded data through compressed burst transmissions, most often sent to a nearby hololink. In addition to durability, quality costs affect the length of operation in days (<1/3-5/10-15/25-35), level of encryption (Poor - none; Good - single key; High - rotating key; Best - multi-cryptographic key), and security protocols (Poor - none, always active; Good - timed activation; High - sensor activation; Best - employs countermeasures).
[one_half]
Weight: | .2 lb |
Utility Positions: | .25 |
Availability: | 3P |
Poor: | 60 digits |
Good: | 144 digits |
High: | 346 digits |
Best: | 829 digits |
[/one_half][one_half_last][/one_half_last]
A small, handheld device with a hololink interface, this is an indispensable tool for hunters, scientists, spies, and anyone else who needs environmental information. It incorporates a number of functions that are very useful for evaluating ecological conditions, and will typically include a radiation meter, chemical sniffer for soil, air, and water sampling, and a radioscopic imager capable of mapping through solid structures. In addition to durability, the quality cost affects the degree of detail the scan functions provide and range in yards (3/6/10/16).
[one_half]
Weight: | .8 lb |
Utility Positions: | .5 |
Availability: | 3 |
Poor: | 35 digits |
Good: | 84 digits |
High: | 202 digits |
Best: | 483 digits |
[/one_half][one_half_last][/one_half_last]
Great for eavesdropping on even the most intimate conversations, this miniature device is specifically fitted by race and is worn inside the ear, utilizing a specialized microphone that is designed to pick up quiet sounds at a distance. It is most effective when used to augment the Listening skill and aimed at a specific target. Quality costs affect durability and range in yards (10/20/35/50).
[one_half]
Weight: | .1 lb |
Utility Positions: | .25 |
Availability: | 2P |
Poor: | 25 digits |
Good: | 59 digits |
High: | 145 digits |
Best: | 344 digits |
[/one_half][one_half_last][/one_half_last]
This handheld device has a hololink interface and is used to monitor communication frequencies, with the capability to identify and decode encrypted communications at a specific range in yards (6, 10, 18, 30). and has a built-in detector that can identify weapons or explosives in a specific radius in yards (3, 5, 8, 12). The quality costs affect the durability and range of the scanner.
[one_half]
Weight: | .7 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 37 digits |
Good: | 89 digits |
High: | 213 digits |
Best: | 511 digits |
[/one_half][one_half_last][/one_half_last]
Used primarily by hunters and researchers, this is a miniature homing beacon that can be purposely or secretly placed on a target and is tracked with a transceiver, hololink, or multi-scanner tuned to its frequency. In addition to durability, quality costs affect its range in yards (20/40/70/100), duration in hours (<1/2-3/5-8/12-15), and security protocols (Poor - none, always active; Good - timed activation; High - sensor activation; Best - employs countermeasures).
[one_half]
Weight: | .2 lb |
Utility Positions: | .25 |
Availability: | 2 |
Poor: | 22 digits |
Good: | 53 digits |
High: | 127 digits |
Best: | 304 digits |
[/one_half][one_half_last][/one_half_last]
A tiny device that provides countermeasures to most surveillance devices, by generates a complex frequency of white noise that is designed to interfere with various transmission types, including subsonic, ultraviolet, and infrared strobe effects. It does not prevent detection rather it makes electronic surveillance almost impossible. The quality costs affect durability, effective radius in yards (1/3/7/12), and duration in minutes (15/25/40/60).
[one_half]
Weight: | .5 lb |
Utility Positions: | .25 |
Availability: | 5X |
Poor: | 40 digits |
Good: | 96 digits |
High: | 230 digits |
Best: | 552 digits |
[/one_half][one_half_last][/one_half_last]
The galaxy supports a wide variety of climates, atmospheres, and terrains, some of which support life, while others are immediately lethal. Environmental gear includes wearable materials and mechanisms that protect and mobilize explorers, laborers, and others who choose to visit these places. The quality of gear is directly related to its performance and durability, an important factor as lives often depend upon it.
Name | UP | Weight | Availability | Poor | Good | High | Best |
---|---|---|---|---|---|---|---|
Bug Sweeper | .25 | .3 lb | 5 | 21 | 50 | 121 | 290 |
Disguise, Morphic | .5 | .8 lb | 5X | 85 | 204 | 489 | 1175 |
EMP Tag | .25 | .1 lb | 5X | 140 | 336 | 806 | 1935 |
Envirotech Suit | 2 | 7.3 lb | 5 | -- | 91 | 219 | 525 |
Holohood | .5 | .8 lb | 3 | -- | 60 | 144 | 346 |
Lens, Infrared | .25 | .4 lb | 3 | 23 | 55 | 133 | 318 |
Lens, Night Vision | .25 | .4 lb | 2 | 18 | 44 | 104 | 250 |
Lockbreaker | .5 | 1.2 lb | 3X | 38 | 91 | 219 | 525 |
Lock Picks | 1 | 4.4 lb | 2X | 29 | 70 | 168 | 399 |
Lock Picks, Electronic | .5 | 2.8 lb | 2X | 43 | 103 | 247 | 594 |
Microbug | .25 | .2 lb | 3P | 60 | 144 | 346 | 829 |
Multi-Scanner | .5 | .8 lb | 3 | 35 | 84 | 202 | 483 |
Parabolic Bud | .25 | .1 lb | 2P | 25 | 59 | 145 | 344 |
Security Scanner | .5 | .7 lb | 3P | 37 | 89 | 213 | 511 |
Sensor Tag | .25 | .2 lb | 2 | 22 | 53 | 127 | 304 |
Signal Jammer | .25 | .5 lb | 5X | 40 | 96 | 230 | 552 |
Standard communication devices for military, security, and law enforcement organizations, this type of comm allows for private communications in a variety of conditions. It consists of three components, a tiny earpiece that transmits directly into the ear, a small node that is placed inside the lip that allows the character to broadcast clearly with only a whisper, and a hololink interface. The quality costs affect durability and level of encryption, i.e. Poor - none; Good - single key; High - rotating key; Best - multi-cryptographic key.
[one_half]
Weight: | * lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 12 digits |
Good: | 29 digits |
High: | 68 digits |
Best: | 167 digits |
[/one_half][one_half_last][/one_half_last]
A necessity for travelers, this handy device comes in a variety shapes though most are cylindrical with rotating cap seal that allows for easy access to the liquid contents; sensors in the flask activate when water levels drop, causing it to draw moisture from the air to refill the flask. In addition to durability, quality costs affect the amount of time the flask takes to fill in minutes (30/25/15/5) and whether or not it has filtration capabilities (n/n/y/y).
[one_half]
Weight: | 1 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 8 digits |
Good: | 19 digits |
High: | 45 digits |
Best: | 110 digits |
[/one_half][one_half_last][/one_half_last]
Strong as steel, flexible as rubber, and as light as old style silk rope, duracable has replaced most cables and ropes as the standard for lifting, pulling, and support. Sold in 25 yard lengths, it is made of from long strands lightweight and durable resilium polymer wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. The quality costs affect durability and stress rating in tons (2/4/7/10).
[one_half]
Weight: | 5 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 9 digits |
Good: | 22 digits |
High: | 52 digits |
Best: | 123 digits |
[/one_half][one_half_last][/one_half_last]
This is a small, high-powered transmitter that uses an integrated micronic power pack and solar charger to generate a continuous, pulsating signal intended to guide rescuers to specific coordinates. The quality cost affects durability and signal frequency range in miles (100/1000/5000/10000).
[one_half]
Weight: | 1.3 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 5 digits |
Good: | 12 digits |
High: | 30 digits |
Best: | 69 digits |
[/one_half][one_half_last][/one_half_last]
This small, handheld device is available in a variety shapes and is used to fire emergency flares into the air. In addition to durability, the quality costs affect the type of flare (pyrotechnic/chemical/LED/Plasma), maximum altitude in feet (300/600/900/1200), visibility in miles (3/7/12/28), and duration of burn in minutes (<1, 3, 20, 45). A standard cartridge includes five flares.
[one_half]
Weight: | .6 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 7 digits |
Good: | 17 digits |
High: | 40 digits |
Best: | 97 digits |
[/one_half][one_half_last][/one_half_last]
An inert, viscous substance that is activated when exposed to oxygen and burns intensely for a short period of time. It is available in cubes (Poor) that can be used to start a fire, strips (Good) for making quick welds along a line, tubes (High) for quick welds in an area, or as a putty (Best) that can be shaped and set with a decay timer. In addition to durability, the quality costs affects the combustion strength (8/12/18/24) and duration in seconds (30/60/120/240).
[one_half]
Weight: | .8 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 6 digits |
Good: | 14 digits |
High: | 35 digits |
Best: | 83 digits |
[/one_half][one_half_last][/one_half_last]
This device produces a small gout of flame that burns with such intensity that it is capable of turning metals to liquids at an average pace of one inch in depth per round (varying by type of metal and structural strength). It is composed of a power pack, micro-fusion generator, trigger, control knob, and and fire nozzle. Quality costs affect durability and combustion strength (14/18/22/26).
[one_half]
Weight: | 1.2 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 13 digits |
Good: | 31 digits |
High: | 76 digits |
Best: | 180 digits |
[/one_half][one_half_last][/one_half_last]
This small, handheld device resembles a pistol with a bulky barrel that is loaded with a lightweight grappling hook and a length of high tension plait cord, which be retracted at a maximum rate twenty yards per round and is equipped with a belt clip or harness clasp. In addition to durability, the quality costs affect the length of cable in yards (15/30/50/75) and weight capacity in pounds (250/250/500/900).
[one_half]
Weight: | 3.8 lb |
Utility Positions: | .1 |
Availability: | 1 |
Poor: | 18 digits |
Good: | 44 digits |
High: | 105 digits |
Best: | 250 digits |
[/one_half][one_half_last][/one_half_last]
A common handheld or worn communication device that generates a holographic display. Their capabilities have a range of sophistication including: providing a connection with another person for audio and/or visual transmission and reception (Poor), plus an interactive display capable of linking to a grid (Good), plus several physical connection ports for use with other devices (High), plus wireless connection capabilities with other devices (Best). Quality costs affect the durability and overall display resolution.
[one_half]
Weight: | .7 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 17 digits |
Good: | 40 digits |
High: | 99 digits |
Best: | 235 digits |
[/one_half][one_half_last][/one_half_last]
Perhaps the most efficient and beneficial form of portable lighting equipment available, these small handheld devices can function as a directional lighting device (flashlight) or as an area-covering lantern. The lamps efficiently use a power pack with a lighting element that never need to be replaced, and has both beam and radius adjustment capabilities. The quality costs affect durability, duration of continual use in hours (3/6/12/24), beam range in yards (10/15/25/40), and area radius in yards (3/7/10/14).
[one_half]
Weight: | 1.5 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 7 digits |
Good: | 16 digits |
High: | 39 digits |
Best: | 98 digits |
[/one_half][one_half_last][/one_half_last]
A projection over the eyes capable of providing an augmented view of the immediate area, this lens integrates with the hololink to provide a personal HUD (heads-up display) providing a continual data feed from the hololink and any connected device. In addition to durability, quality costs determine the projection area, i.e. Poor - displays onto a physical lens worn over the eyes; Good - bowl-like projection 6" from face; High - projects 2" from eyes; Best - projects directly onto the eye.
[one_half]
Weight: | .4 lb |
Utility Positions: | .25 |
Availability: | 2 |
Poor: | 15 digits |
Good: | 36 digits |
High: | 85 digits |
Best: | 207 digits |
[/one_half][one_half_last][/one_half_last]
A device worn over the eyes capable of providing an augmented view of objects at a distance, allowing the character to adjust magnification levels to set the focus at a specific range with a correspondingly limited field of view. In addition to durability, quality costs determine the maximum range in miles (<1, 5, 10, 50), and size of the device, i.e. Poor - handheld device; Good - worn goggle-like device; High - worn spectacle-like device; Best - contact lens-like device.
[one_half]
Weight: | .4 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 11 digits |
Good: | 26 digits |
High: | 62 digits |
Best: | 148 digits |
[/one_half][one_half_last][/one_half_last]
An extremely thin and lightweight rope that is sold in spools of varying length and tensile strength, it is composed of a two strands of resilium polymer braided with a single carbon fiber strand. In addition to durability, the quality costs affect the length of the cable in yards (NA/50/75/100), and weight capacity in pounds (NA/250/500/900).
[one_half]
Weight: | 3 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | -- digits |
Good: | 24 digits |
High: | 59 digits |
Best: | 137 digits |
[/one_half][one_half_last][/one_half_last]
Virtually every electronic gadget has either an integrated or replaceable power pack. These are portable, standardized energy sources with a capacitor that is capable of remote charging in areas covered by a grid, and maintaining a charge for a period of time when off the grid. They are available in multiple styles and shapes, based on the devices, and able to provide the necessary current to run common devices. Quality costs affects durability, run time in days (2/5/10/25), and size: standard (all) or micronic (High or Best only).
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 9 digits |
Good: | 21 digits |
High: | 51 digits |
Best: | 121 digits |
[/one_half][one_half_last][/one_half_last]
This is a small handheld device equipped with a laser based scan sensor and multiphasic radiation emitter that is capable of scanning for substances that can be harmful and separating them from food and/or drink. In addition to durability, quality costs affect the sensitivity of the scanners and the emitters ability to cleanse, i.e. Poor - bacteria; Good - natural poisons/venoms; High - manufactured toxins; Best - any foreign substance.
[one_half]
Weight: | 2 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 12 digits |
Good: | 28 digits |
High: | 69 digits |
Best: | 168 digits |
[/one_half][one_half_last][/one_half_last]
The galactic standard in translation hardware, the Reiu Polyglott comes in a variety of forms. First created by the Reiu Foundation, the devices are now manufactured by a number of different corporations who affix their own branding, model numbers, etc, but all are known by the term Reiu Polyglott. Customized for each individual race, they consist of a small, usually wearable, base unit that connects to an ocular membrane which transmits and receives translation data based on biological requirements. While all function similarly, quality is typically obvious, with Poor quality units being bulky and providing a mechanical sounding voice; Good quality offering gender specific voices that sound less than natural in a streamlined device; while High quality have a number of natural sounding voices available in a unit that could be attached to the body and powered biologically; and Best quality offers fully customizable voices on units that can be worn and powered biologically or implanted.
[one_half]
Weight: | .4 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 6 digits |
Good: | 15 digits |
High: | 34 digits |
Best: | 82 digits |
[/one_half][one_half_last][/one_half_last]
A reintroduction of ancient technology, these flat screen display devices generate images on a two dimensional surface; they are the width of a piece of paper and flexible enough to be rolled up or folded for convenient transport. Produced exclusively in the Bucharan system, their capabilities have a range of sophistication including: viewing video, images, and text (Poor); plus providing a connection with another person for audio and/or visual transmission and reception (Good); plus an interactive display capable of linking to a grid with several connection ports for use with other devices (High); plus wireless connection capabilities with other devices (Best). Quality costs affect the durability, screen size, and overall display resolution.
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 5 |
Poor: | 14 digits |
Good: | 32 digits |
High: | 80 digits |
Best: | 190 digits |
[/one_half][one_half_last][/one_half_last]
These light weight units are made of durable composites that can be rolled or folded into a small rectangle that may be easily stored in a backpack. Easily the explorers’ best friend, they are a comfortable and portable, able to maintain a consistent body temperature in a variety of wilderness environments. In addition to durability, quality costs affect durability and available features: any single standard environment, i.e. jungle, desert, subarctic, etc (Poor); multiple standard environments (Good); bio function monitor and multiple extreme environments, i.e. arctic, barren desert, mountaintop, etc (High); bio function monitor, perimeter scanner, and multiple extreme environments (Best).
[one_half]
Weight: | 2.2 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 8 digits |
Good: | 18 digits |
High: | 44 digits |
Best: | 111 digits |
[/one_half][one_half_last][/one_half_last]
Any of a variety of artificial enhancements that temporarily spike performance, adrenal stims offer characters an immediate, short term advantage, but have a downside. In addition to being addictive, when the effect of the stim wears off the characters enter a fatigue state. Stims can be used to enhance Agility, Strength, Constitution, Perception, Move rates, or Vitality, the modifier and duration of which is based on the quality cost. Enhancing attributes applies a bonus modifier to all relevant skills for the duration of the effect, i.e. +1 for 3 rounds (Poor), +1 for 6 rounds (Good), +2 for 6 rounds (High) +3 for 6 rounds (Best). The move rate enhancement adds a modifier to the per action move for the duration of the effect, i.e. +2 for 3 rounds (Poor), +2 for 6 rounds (Good), +3 for 6 rounds (High) +4 for 6 rounds (Best). The vitality enhancement removes the affects of fatigue for a number of rounds, i.e. 2 rounds (Poor), 4 rounds (Good), 6 rounds (High), 10 rounds (Best). Modifiers do not stack; using multiple stims during a current effect and/or using the vitality enhancement requires a Stamina save to avoid being incapacitated by system shock.
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 2P |
Poor: | 24 digits |
Good: | 58 digits |
High: | 138 digits |
Best: | 332 digits |
[/one_half][one_half_last][/one_half_last]
For those instances when taking the time to treat a wound is not an option, medicinal stims can provide some short term relief, but there is a downside. In addition to being addictive, when the effect of the stim wears off the character enters an immediate fatigue state. Based on quality costs, medicinal stims can be used to gain health points: 10 for 3 rounds (Poor), 10 for 6 rounds (Good), 15 for 6 rounds (High), 20 for 6 rounds (Best); negate the effect of toxins: 3 rounds (Poor), 6 rounds (Good), 12 rounds (High) 16 rounds (Best); or remove the affects of fatigue: 2 rounds (Poor), 4 rounds (Good), 6 rounds (High), 10 rounds (Best). Modifiers do not stack; using multiple stims during an encounter requires a Stamina save to avoid being incapacitated by system shock, until the effect wears off.
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 19 digits |
Good: | 45 digits |
High: | 109 digits |
Best: | 263 digits |
[/one_half][one_half_last][/one_half_last]
Illegal mind, mood, and body altering stims, these provide varying sensations of euphoria, but tend to act quickly, be addictive, and have detrimental physical and/or mental effects. There are four basic types of recreational drugs based on quality costs with a single dose lasting about ten minutes. Intoxicants (Poor) temporarily reduce inhibitions, diminishing physical and mental control (-8 modifier to all skill checks); examples are Carabon, Serum 024, Memizin, Flori-flor. Depressants (Good) temporarily provides feelings of calm or tranquility, affecting the ability resist effects (-8 modifier to Reaction, Stamina, and Willpower); examples include Milk Plus, Qualax, Dioxyn, Moly. Stimulants (High) temporarily increases physiological activity (+2 bonus to Constitution or negate Fatigue state), while reducing cognitive abilities (-8 modifier to Knowledge) and awareness (-8 modifier to Perception); some examples include Vygorz, Paskelin Gels, Atalas, Hoerai. Hallucinogens (Best) cause a temporary sensory experience that only exists in the mind, putting the character into a semi-catatonic state; examples include Dream Dust, ZC2, Coma Red, Norvill. Only penalty effects stack and taking additional doses of the same stim increases the duration.
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 2X |
Poor: | 28 digits |
Good: | 67 digits |
High: | 161 digits |
Best: | 387 digits |
[/one_half][one_half_last][/one_half_last]
These are durable, high-energy food products stored in a vacuum sealed packet. A wide range of foods are available some that must be heated, but most that are designed to be eaten right out of the packet. In addition to factors such as odor and taste, quality costs affect the amount of food available for one person and it's expiration period, i.e. Poor - full days worth of food with bland taste that lasts up to a month, Good - three days worth of food with bland taste that lasts up to six months, High - five days worth of food that is tasty and lasts for up to a year, Best - seven days worth of delicious food that will last for several years.
[one_half]
Weight: | .5 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 4 digits |
Good: | 10 digits |
High: | 22 digits |
Best: | 54 digits |
[/one_half][one_half_last][/one_half_last]
A portable refuge available for a variety of environments that provides protection from the elements; they are available in a variety of colors and basic designs to fit racial needs, and are easy to assemble and disassemble. In addition to durability, quality costs affect the size, type of environment, and available features: one individual in any single standard environment,i.e. jungle, desert, subarctic, etc (Poor); up to three individuals in any single standard environment,i.e. jungle, desert, subarctic, etc (Good); converts to sleep up 1-5 individuals in multiple extreme environments,i.e. arctic, barren desert, mountaintop, etc, with environmental monitors (High); converts to sleep up 1-5 individuals in multiple extreme environments,i.e. arctic, barren desert, mountaintop, etc., with environmental monitors, proximity detectors, and integrated solar panels that can trickle-charge small capacitors to provide power (Best).
[one_half]
Weight: | 8 lb |
Utility Positions: | 2 |
Availability: | 1 |
Poor: | 32 digits |
Good: | 77 digits |
High: | 184 digits |
Best: | 442 digits |
[/one_half][one_half_last][/one_half_last]
A device designed for two-way verbal communication capable of wireless integration with any Rieu Polyglott and uses any of a variety of common communication methods to allow for immediate communication over great distances. In addition to durability, quality costs affect the size and overall capabilities of the devices, i.e. small handheld device that must spoken into directly (Poor); tiny wearable device tuned to a specific voice print (Good); tiny wearable device plus encryption capabilities (High); tiny wearable device plus hidden group communication and whisper modes (Best).
[one_half]
Weight: | .3 lb |
Utility Positions: | .25 |
Availability: | 1 |
Poor: | 10 digits |
Good: | 24 digits |
High: | 59 digits |
Best: | 139 digits |
[/one_half][one_half_last][/one_half_last]
The galaxy can be a dangerous place for those who are unprepared. This section includes the little things that people typically don’t think about…until they’re needed. Odds and ends that often mean the difference between truly being prepared and that sickening sigh of frustration. While the equipment listed in this section probably won’t make life any safer, it should make it a little easier. A description of each item and any game effects are included in the section below. While this list may not include every item a character will ever need, it does contain the basics.
Name | UP | Weight | Availability | Poor | Good | High | Best |
---|---|---|---|---|---|---|---|
Aural Comm | * | * lb | 1 | 12 | 29 | 68 | 167 |
Condensation Flask | .5 | 1 lb | 1 | 8 | 19 | 45 | 110 |
Duracable | .5 | 5 lb | 1 | 9 | 22 | 52 | 123 |
Emergency Beacon | .5 | 1.3 lb | 1 | 5 | 12 | 30 | 69 |
Flare Gun | .5 | .6 lb | 1 | 7 | 17 | 40 | 97 |
Fusion Paste | .25 | .8 lb | 1 | 6 | 14 | 35 | 83 |
Fusion Torch | .5 | 1.2 lb | 1 | 13 | 31 | 76 | 180 |
Grappling Gun | 1 | 3.8 lb | 1 | 18 | 44 | 105 | 250 |
Hololink | .25 | .7 lb | 1 | 17 | 40 | 99 | 235 |
Ionic Lamp | .5 | 1.5 lb | 1 | 7 | 16 | 39 | 98 |
Lens, Display | .25 | .4 lb | 2 | 15 | 36 | 85 | 207 |
Lens, Focus | .25 | .4 lb | 1 | 11 | 26 | 62 | 148 |
Plait Cord | .5 | 3 lb | 1 | -- | 24 | 59 | 137 |
Powerpack, General | .25 | .3 lb | 1 | 9 | 21 | 51 | 121 |
Puritizer | .5 | 2 lb | 1 | 12 | 28 | 69 | 168 |
Reiu Polyglott | .25 | .4 lb | 1 | 6 | 15 | 34 | 82 |
Scrollscreen | .5 | .3 lb | 5 | 14 | 32 | 80 | 190 |
Sleeping Bag | 1 | 2.2 lb | 1 | 8 | 18 | 44 | 111 |
Stims, Adrenal | .25 | .3 lb | 2P | 24 | 58 | 138 | 332 |
Stims, Medicinal | .25 | .3 lb | 1 | 19 | 45 | 109 | 263 |
Stims, Recreational | .25 | .3 lb | 2X | 28 | 67 | 161 | 387 |
Survival Rations | .25 | .5 lb | 1 | 4 | 10 | 22 | 54 |
Shelter, Temporary | 2 | 8 lb | 1 | 32 | 77 | 184 | 442 |
Transciever | .25 | .3 lb | 1 | 10 | 24 | 59 | 139 |
This kit is designed to evaluate and appraise the value of a variety of precious items, including gems, jewelry, minerals, paintings, and collectibles or works of art. It includes a range of small tools, optical sensors, and chemical testers that all fit in a handy leather satchel that takes up one UP position, and includes a comprehensive catalog that lists overall values and rarity of numerous items and integrates into a hololink. Without this kit, any Appraisal skill check has a difficult (-4) modifier. In addition to durability, quality costs affect modifiers and include additional capabilities, i.e. Poor: -2 modifier to skill check; Good: no modifier to skill check; High: no modifier to skill check, includes a comprehensive catalog that lists overall values and rarity of numerous items and integrates into a hololink; Best: +2 modifier to skill check, includes a comprehensive catalog that lists overall values and rarity of numerous items and integrates into a hololink.
[one_half]
Weight: | 3 lb |
Utility Positions: | 1 |
Availability: | 2 |
Poor: | 18 digits |
Good: | 43 digits |
High: | 104 digits |
Best: | 249 digits |
[/one_half][one_half_last][/one_half_last]
While armor keeps characters alive in a fight, just because they are not physically taking some or all of the damage doesn't mean that damage doesn't occur. Some battle scarring could symbolize prowess, but that wear and tear will also reduce its overall effectiveness. When taking it in for repairs is not an option, these kits provide the tools and materials necessary to keep it clean and functional. Kits are purchased for specific types of armor, i.e. carbon mesh, ablative, recon, etc., and purchased at a quality cost equal to that of the armor. Repairing armor with a lesser quality Care Kit will reduce the quality of it to that of the kit. It is possible to raise the quality of armor by one level by using a care kit that is two levels higher, i.e. using a High quality kit can increase the armor level from Poor to Good.
[one_half]
Weight: | 5 lb |
Utility Positions: | 1 |
Availability: | 2 |
Poor: | 12 digits |
Good: | 28 digits |
High: | 69 digits |
Best: | 166 digits |
[/one_half][one_half_last][/one_half_last]
Over time even better quality clothing will develop rips and tears, especially when crawling, climbing, and running through the sprawling cityscapes or deep dark jungles. When buying new clothes or having tears fixed isn't an option, these kits provide the tools and materials necessary to keep it looking respectable. Kits are purchased for specific types of clothing, i.e. cloth, leather, mesh, etc., and at a quality cost equal to that of the clothing. Repairing t with a lesser quality Care Kit will reduce the quality to that of the kit.
[one_half]
Weight: | 2.5 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 6 digits |
Good: | 15 digits |
High: | 35 digits |
Best: | 83 digits |
[/one_half][one_half_last][/one_half_last]
Every time a pistol is used or a knife skids off an armored plate, there is wear and tear that affects the performance of the weapon. The work required to maintain the effectiveness of these can be easily forgotten until that effect is felt in battle, but by then it may be too late. When taking weapons in for repair is not an option, these kits provide the tools and materials necessary to keep them clean and functional. Kits are purchased for specific types of weapons, i.e. knives, pistols, flamethrowers, etc., with specializations in class, i.e. sonic, plasma, impact, etc., and purchased at a quality cost equal to that of the weapon. Repairing weapons with a lesser quality Care Kit will reduce the quality of it to that of the kit. It is possible to raise the quality of armor by one level by using a care kit that is two levels higher, i.e. using a High quality kit can increase the weapon level from Poor to Good.
[one_half]
Weight: | 3.8 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 17 digits |
Good: | 41 digits |
High: | 98 digits |
Best: | 235 digits |
[/one_half][one_half_last][/one_half_last]
Whether free climbing a structure, scaling a mountain, spelunking, or virtually any other form of ground based vertical movement, there is gear available to aid the character. These kits typically include a chalk bag, harness, several types of carabiners, cams, anchors, hooks, an index ascender, descending ring, length of rope, pitons, and piton hammer that can be worn as a rucksack or stored in a back pack (requires four utility positions). In addition to durability, the quality costs affect the design and performance of the items in the kit, providing bonus modifiers to Climbing skill checks whenever the kits are used, i.e. Poor +1, Good +2, High +3, Best +4.
[one_half]
Weight: | 9 lb |
Utility Positions: | 4 |
Availability: | 1 |
Poor: | 60 digits |
Good: | 144 digits |
High: | 345 digits |
Best: | 829 digits |
[/one_half][one_half_last][/one_half_last]
Required for arming or disarming explosive devices and used with the Demolitions skill, these kits contain a variety of hand tools, adhesive patches, detonators, detonation cords, shaping molds, timers, tape, and wiring (the actual explosives must be purchased separately) in a small case that requires two utility positions. An explosive device includes any combination of trigger and explosive; without this kit, characters suffer a difficult (-4) modifier to any attempt to arm or disarm these devices. The quality cost determines the likeliness of an accidental detonation, with any malfunction resulting in an explosion.
[one_half]
Weight: | 4.5 lb |
Utility Positions: | 2 |
Availability: | 2P |
Poor: | 80 digits |
Good: | 192 digits |
High: | 470 digits |
Best: | 1129 digits |
[/one_half][one_half_last][/one_half_last]
For those wanting to temporarily change their appearance, whether to entertain, hide, or for some nefarious purpose, these kits contain all the required materials to use with the Disguise skill and are available in a carrying case that can be worn with a shoulder strap or as a rucksack. Within a typical kit are accessories such as colored contact lenses, false teeth, a paint on LCD injector for instant tattoos, hair prosthesis that change color, length, and texture, and a vocal encoder that integrates with the Reiu Polyglott, in addition to a variety of polymer molds that have a tone and texture that imitates real skin from which partial or full facial masks can be crafted. Quality costs affect the resilience of the materials and additional options, i.e. materials loosen under stress (Poor); materials are waterproof (Good); materials require a solvent to remove and have tools for odd pigmentations, scarring, or to simulate injuries (High); plus a variety of modular appliances and implants, with which effects such as facial twitches or other such independent movements can be programmed or triggered (Best).
[one_half]
Weight: | 5 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 25 digits |
Good: | 60 digits |
High: | 144 digits |
Best: | 346 digits |
[/one_half][one_half_last][/one_half_last]
In the complex universe of digital identities, forgers not only need to have a degree of familiarity with the security they are taking on, they also need tools to beat the security. These kits can be used with either the (E) Forgery or (E) Hacking skills and come in carrying case that can be worn with a shoulder strap or as a rucksack, and include a variety of codes to overwrite gadgetry programming (Poor), instruments to replicate electronic imprints (Good), image generation devices needed to make counterfeit digital and hard copy forgeries (High), and both wired and wireless database override connections (Best). Quality costs affect the credibility and complexity of the forgeries, i.e. replicate a false ID or profile, official document, digit-strip, etc (Poor), plus replicating security protocols to open doors, accept codes, etc (Good), plus fooling bio-metric identifiers, military security countermeasures, etc (High), plus generating false database approvals to fool sensors and scanners (Best).
[one_half]
Weight: | 4.75 lb |
Utility Positions: | * |
Availability: | 5X |
Poor: | 50 digits |
Good: | 120 digits |
High: | 288 digits |
Best: | 691 digits |
[/one_half][one_half_last][/one_half_last]
A necessity for any type of investigator, these kits are used to survey crime scenes, take and test samples, and locate clues. Characters can choose from Criminal kits that can be used with the Search skill, Medical kits used with the Forensics skill, or Tech kits used with the Inspection skill, any of which include the general tools, containers, and protections required to collect information without contaminating the scene in a handy case that requires two utility positions. Quality costs affect the capabilities of the kit: basic investigative functions including fingerprint analysis, microvision goggles, electronic sampling, etc (Poor); plus DNA scanners, electronic route tracers, high resolution imaging (Good); plus instant analysis tools, comprehensive database reference guides (High); plus holographic crime scene reconstruction (Best).
[one_half]
Weight: | 5 lb |
Utility Positions: | 2 |
Availability: | 2 |
Poor: | 29 digits |
Good: | 70 digits |
High: | 167 digits |
Best: | 399 digits |
[/one_half][one_half_last][/one_half_last]
Incredibly useful for convincing people to talk, these kits can be effectively used with the Interrogate, Intimidate, or Bluff skills. They appear intentionally gruesome with various pliers, knives, hooks, shears, and other tools in a small case of some type of case that requires one utility positions and whose very presence can induce a prisoner to talk...or inspire convincing lies. In addition to durability, quality costs affect the kit's general appearance and performance, i.e. common tools (Poor), aesthetically modified tools (Good), functionally modified tools and mind weakening stims (High), custom tools and powerful inhibition stims (Best).
[one_half]
Weight: | 2.6 lb |
Utility Positions: | 1 |
Availability: | 5X |
Poor: | 14 digits |
Good: | 33 digits |
High: | 81 digits |
Best: | 193 digits |
[/one_half][one_half_last][/one_half_last]
Required for those with any type of healing/treatment skill, these kits are found in the packs of virtually anyone who adventures, explores, or engages in combat. They are available in small cases, taking up one utility position, and tend to be pretty easy to use, offering a wide variety of useful emergency medical supplies, such as bandages, gauzes, ointments, creams, splints, etc. The quality cost affects the number of treatments per kit (4/6/8/10) and the effectiveness of the supplies offering a modifier to the skill check of the healing/treatment skill used (0/+1/+2/+4).
[one_half]
Weight: | 2 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 40 digits |
Good: | 95 digits |
High: | 229 digits |
Best: | 550 digits |
[/one_half][one_half_last][/one_half_last]
Required for use with the Triage or Field Surgery skills, this kit includes specialized tools used to cut, saw, suture, and set flesh and bone, which are carried in individual sterile sleeves. In addition to tools, the kit includes limited local and general anesthetics, sterilization salves, wipes, and sprays as well as small bio-monitor, all packed into a small, padded satchel that requires two utility positions. The quality cost affects the number of treatments per kit (2/4/6/8) and the effectiveness of the supplies offering a modifier to the skill check of the skill used (0/+1/+2/+4).
[one_half]
Weight: | 4.5 lb |
Utility Positions: | 2 |
Availability: | 2 |
Poor: | 75 digits |
Good: | 180 digits |
High: | 432 digits |
Best: | 1036 digits |
[/one_half][one_half_last][/one_half_last]
Too many explorers never return from their adventures, not because some terrifying monster got them, but because they got lost. In addition to providing directional capabilities, these kits are useful for mapping out search areas, locating shelter, calculating distance times by incorporating grades and other natural features, etc, and are contained in a small case that requires two utility positions. The capabilities of the kits vary by quality cost and include: a holo display with datachip slots for detailed information about specific regions that can be set to track from a specific point (Poor) plus the ability to add features and details from a holocam (Good), plus the ability to utilize communication systems and beacons to track specific frequencies and to set proximity alerts (High), plus a small drone that can scout ahead or provide additional details of an area (Best).
[one_half]
Weight: | 5.5 lb |
Utility Positions: | 2 |
Availability: | 1 |
Poor: | 35 digits |
Good: | 84 digits |
High: | 202 digits |
Best: | 484 digits |
[/one_half][one_half_last][/one_half_last]
A generic term for any of a variety of common tool kits that may be used for specific professions (architect, carpenter, etc) or hobbies (fishing, painting, etc). These kits include all of the basic tools required to competently engage in the activity, and are stored in a small case that requires one utility position. The quality costs affect the durability of the tools and versatility of the kits, directly affect the output, i.e. a Poor quality toolkit will pull down the workmanship, while a Best quality toolkit will enhance the workmanship.
[one_half]
Weight: | 4 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 30 digits |
Good: | 72 digits |
High: | 173 digits |
Best: | 415 digits |
[/one_half][one_half_last][/one_half_last]
Required for use with the Technocracy skill specializations, i.e. bots, vehicles, armaments, etc, these kits contain all the tools required to work on these specific components, as well as those generically within the field of the skill, i.e. Electronics or Mechanics. They include all of the general tools required for the specialization type in a carrying case that can be worn with a shoulder strap or as a rucksack, or in a pack that will fit into a backpack, requiring four utility positions. The quality costs affect the durability and versatility of the tools, and offers a modifier to both the specialization skill checks (0/+1/+2/+4) and any general field skill checks (0/0/+1/+2).
[one_half]
Weight: | 12 lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 70 digits |
Good: | 168 digits |
High: | 400 digits |
Best: | 965 digits |
[/one_half][one_half_last][/one_half_last]
A collection of tools and/or gear that is designed to be used together for a particular purpose, typically for use with specific trade or profession skills. Each of these kits has several pieces of equipment, which are defined in general terms to be functional within the designated field, and are stored within an appropriate type of carrier. They are priced as a single unit, with the quality factors defined within the description for each kit. Those who own these kits need only worry about refilling consumables and replacing lost or damaged items as required.
Name | UP | Weight | Availability | Poor | Good | High | Best |
---|---|---|---|---|---|---|---|
Appraisal Kit | 1 | 4.5 lb | 2 | 18 | 43 | 104 | 249 |
Care Kit, Armor | 1 | 5 lb | 2 | 12 | 28 | 69 | 166 |
Care Kit, Clothing | .5 | 2.5 lb | 1 | 6 | 15 | 35 | 83 |
Care Kit, Weaponry | .5 | 3.8 lb | 2 | 17 | 41 | 98 | 235 |
Climbing Kit | 2 | 9 lb | 1 | 60 | 144 | 345 | 829 |
Demolitions Kit | 2 | 7.3 lb | 2P | 80 | 192 | 470 | 1129 |
Disguise Kit | * | 5 lb | 1 | 25 | 60 | 144 | 346 |
Forgery Kit | * | 4.75 lb | 5X | 50 | 120 | 288 | 691 |
Forensics Kits | 2 | 5 lb | 2 | 29 | 70 | 167 | 399 |
Interrogation Kit | 1 | 2.6 lb | 5X | 14 | 33 | 81 | 193 |
Medical Kit | 1 | 2 lb | 1 | 40 | 95 | 229 | 550 |
Surgical Kit | 2 | 4.5 lb | 2 | 75 | 180 | 432 | 1036 |
Survey Kit | 2 | 5.5 lb | 1 | 35 | 84 | 202 | 484 |
Toolkit, General | 1 | 4 lb | 1 | 30 | 72 | 173 | 415 |
Toolkit, Specialized | * | 12 lb | 2 | 70 | 168 | 400 | 965 |
Tactical gear for novices and those with little time to prepare, these packs include a number of reserve slots based on cost (Poor: 4; Good: 4; High: 6; Best: 6) allowing characters to select from any handheld items in the Espionage gear list. Any item pulled from the pack is the same quality as the pack cost and may be used for a single purpose, once that purpose is complete, the item is discarded. These packs typically come in hard cover cases with locking mechanisms, require a minimum of two utility positions (UP), and can be refilled at 15% the total cost per reserve slot used.
[one_half]
Weight: | 8 lb |
Utility Positions: | 2 |
Availability: | 5 |
Poor: | 80 digits |
Good: | 200 digits |
High: | 700 digits |
Best: | 1650 digits |
[/one_half][one_half_last][/one_half_last]
For those planning to venture into the wilderness for short periods, these packs include a Condensation Flask, Survival Rations, and a number of reserve slots based on cost (Poor: 4; Good: 4; High: 6; Best: 6) allowing characters to select from any items in the General gear list with an Availability rating of 1. Any item pulled from the pack is the same quality as the pack cost and may be used for a single purpose, once that purpose is complete, the item is discarded. These packs typically come in the form of a backpack, shoulder pack, or rucksack and can be refilled at 15% the total cost per reserve slot used.
[one_half]
Weight: | 9 lb |
Utility Positions: | 2 |
Availability: | 1 |
Poor: | 25 digits |
Good: | 60 digits |
High: | 210 digits |
Best: | 500 digits |
[/one_half][one_half_last][/one_half_last]
Often referred to as an emergency pack or battlefield pack, these are often carried by soldiers, included in ship stores, and available at forward posts, it includes a medical kit and a number of reserve slots based on cost (Poor: 4; Good: 4; High: 6; Best: 6) allowing characters to select from any items in the General gear list with an Availability rating of 1-2. Items pulled from the pack are the same quality as the pack cost and may be used for a single purpose, once that purpose is complete, these items are discarded. These packs typically come in the form of a backpack, shoulder pack, or rucksack and can be refilled at 15% the total cost per reserve slot used.
[one_half]
Weight: | 11 lb |
Utility Positions: | 2 |
Availability: | 3 |
Poor: | 65 digits |
Good: | 150 digits |
High: | 440 digits |
Best: | 1050 digits |
[/one_half][one_half_last][/one_half_last]
A necessity for those anticipating an encounter with extreme environments, these packs include a number of reserve slots based on cost (Poor: 4; Good: 4; High: 6; Best: 6) allowing characters to select from any item in the General gear list with an availability rating of 1 and any item in the Environmental gear list with a rating of 1-2. Items pulled from the pack are the same quality as the pack cost and may be used for a single purpose, once that purpose is complete, these items are discarded. These packs typically come in a duffel bag (Poor), travel trunk (Good), mobile trunk with wheels or treads (High), or mobile trunk with mag-lift (Best), and can be refilled at 15% the total cost per reserve slot used.
[one_half]
Weight: | 18 lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 60 digits |
Good: | 140 digits |
High: | 500 digits |
Best: | 1200 digits |
[/one_half][one_half_last][/one_half_last]
For those living the nomadic life of adventurers, this pack represents their worldly possessions. All characters begin play with a traveler pack based on their starting wealth class; packs may be replaced and upgraded during the course of the campaign. In addition to a number of reserve slots based on cost (Poor: 4; Good: 6; High: 8; Best: 10) from which characters can select from any item in the General gear list with an availability rating of 1, these packs include a number of articles of clothing (Poor: 3, Good: 5, High: 10, Best: 15) from the Clothing gear list with an availability of 1, a custom fit Reiu Polyglott, and a Halolink. All items in the pack are the same quality as the pack cost and once selected reserve slot items become a permanent part of the character's gear inventory. These packs typically come in a duffel bag (Poor), travel trunk (Good), mobile trunk with wheels or treads (High), or mobile trunk with mag-lift (Best).
[one_half]
Weight: | 15 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 80 digits |
Good: | 200 digits |
High: | 1200 digits |
Best: | 3800 digits |
[/one_half][one_half_last][/one_half_last]
A collection of gear based around an “as needed” concept, wherein each pack has a number of reserve slots that hold undefined items whose quality is based on cost. Gear Packs are meant to make preparation easy, without requiring players to anticipate every conceivable need. Undefined items in the reserve slots can be pulled out of the pack as needed and are discarded once completing their purpose; the type of gear available to pull from reserve slots may include items from specific gear lists based on the description or be a single piece of common sense equipment related to the purpose of the pack, but not included in the gear lists. These Packs come in a variety of carriers, with a size, capacity, and functionality based on quality, and can be refilled at a base percentage cost.
Name | UP | Weight | Availability | Poor | Good | High | Best |
---|---|---|---|---|---|---|---|
Black-Ops Pack | 2 | 8 lb | 5 | 80 | 200 | 700 | 1650 |
Exploreres Pack | 2 | 9 lb | 1 | 25 | 60 | 210 | 500 |
Field Pack | 2 | 11 lb | 3 | 65 | 150 | 440 | 1050 |
Survival Pack | * | 18 lb | 2 | 60 | 140 | 500 | 1200 |
Traveler Pack | * | 15 lb | 1 | 80 | 200 | 1200 | 3800 |
Attribute: Influence
Type: Defend
Time: One Action
Description: This skill is used to protect another with the power of the character’s faith, blocking melee or ranged attacks with an upraised palm. The target must be within a range of 1 yard per 2 points in the skill tree and the attack is turned away as if blocked. The use of this skill begins a communal state.
Prerequisites: The (E) Aegis skill, the (E) Sanctify skill, and eight points in the skill tree
Attribute: Influence
Type: Attack
Time: One Action
Description: Characters use this skill to call upon the deity or entity to bring their wrath down on an opponent. On a successful skill check, a target within a range of 1 yard per point in the skill tree is knocked prone and inflicted with a fatigue state that lasts for one round per 2 points in the skill tree, beginning immediately and ending at the end of the expiration round. The target gets a Stamina save with a -1 modifier per 3 points in the skill tree to resist the Smite, with the knockdown affecting up to large-sized beings. The use of this skill begins a communal state.
Prerequisites: The rebuke skill and four points in the skill tree
Attribute: Influence
Type: Utility
Time: One Action
Description: This skill is used to take a contribution of life energy from a target for the benefit of the character. With a successful skill check, a number of health points equal to the skill tree rank (Novice), or a number of body points equal to the number of points in the skill tree (Expert) may be taken from a donor to heal the character at a 1:1 rate. An unwilling donor gets a Stamina save to resist. If the skill check fails or the target saves, there is no transfer. How this skill is used depends greatly on the dogma of the deity or entity and could have dire consequences. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Influence
Type: Defend
Time: One Action
Description: This skill is used to call upon the deity or entity to stop a target from attacking a specific individual. On a successful skill check, the target cannot attack the protected individual for one round per 4 points in the skill tree and can choose to attack another or wait out the effect. Should the protected individual attack that target, the effect is broken. It can only be used against a specific target one time per encounter. The use of this skill begins a communal state.
Prerequisites: The Aegis skill and four points in the skill tree
Attribute: Constitution
Type: Utility
Time: One Action
Description: Those with this skill can lay on hands to absorb significant wounds, healing the target while taking on their body damage. The character can choose to exchange any number of body points and heal the target at a 1:1 ratio, though upon taking on the damage, they immediately enter a damaged condition (-4 modifier to all actions). The target’s damaged condition is not removed unless all body damage is healed. The use of this skill begins a communal state.
Prerequisites: The Offering skill and four points in the skill tree
Attribute: Constitution
Type: Utility
Time: One Action
Description: A character with this skill can lay on hands to transfer minor wounds, healing the target while taking on their health damage. The character can choose to exchange any number of health points at a 1:1 rate. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: Those with this skill can lay hands on a target to draw a disease or poison out and into themselves. The ally is immediately cured of the effect, and the character gets a save against it, with a +1 modifier per two points in the skill tree. If the save fails, the character suffers the effects until they pass or are relieved. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Influence
Type: Defend
Time: One Action
Description: Characters with this skill are protected by their faith and, when communing with their deity, can block attacks with only an upraised palm. They are able to turn away ranged attacks (Novice), melee attacks (Expert), and ranged or melee attacks when On-Guard and magical attacks (Master). The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Strength
Type: Attack
Time: One Action
Description: With this skill, a character can make sweeping attacks with a pole weapon. It can be used to attack all targets in a frontal 180º arc within reach of the weapon at no modifier, make a spinning attack to strike all targets in a 360º arc around the character within reach of the weapon at a difficult (-4) modifier, or strike at the legs (with a called shot modifier) to make a trip attack at targets in a frontal 90º arc (Reaction save to negate the trip attack). Characters can choose to change their facing by spending one free action to take up to a 90º pivot. Because of its aggressive nature, this attack action may not be used with a defensive stance or the On-Guard defense, and the use of it negates any defensive modifiers gained by skill-based stances, i.e. Defensive form, Counter form, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Proficient weapon(s) with reach capabilities
Attribute: Strength
Type: Attack
Time: One Action
Description: A character with this skill can make a ferocious, forceful attack with the intent of destroying a foe. For this attack, the Strength modifier for weapon damage is increased by one per two points in the skill tree. Due to its aggressive nature, this attack action may not be used with a defensive stance or the On-Guard defense, and the use of it negates any defensive modifiers gained by skill-based stances, i.e. Defensive form, Counter form, etc. On a successful skill check, the target is hit and may defend normally. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Type: | Attack |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: Those targeted with this spell are magically aged to an elderly state for their particular race. While under the effects of the spell, all attack, defend, and move skills have a difficult (-4) modifier, move rates are cut in half, and all armor ratings are reduced by 2. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a cut of rotting scalp from a corpse dead for at least a year that is held in the palm and consumed in the casting.
Type: | Utility |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower |
Description: This spell is used to shape death energies to camouflage signs of undeath for a period of time. The Death Eater gets a defend save based on Casting Rank to Observation and Search skills to notice the signs of undeath, with the duration based on the Constitution score and character rank, i.e., Novice – minutes, Expert – hours, Master – days. Alternatively, it can be used to create a ghostly image of a specific person, mimicking their voice in the apparition, or allow the caster can take on the image and project the voice of a recently deceased person. Those who choose to disbelieve the illusion will get a Willpower save to see through the ruse. The material component is a strip of death shroud and piece of dead flesh (used up) that is held in the palm while casting.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: This spell inflicts the target with death energy and transfers their life energy to the caster. If the target does not make the save, they take up to skill rank damage which is transferred to the caster, healing Health damage first, and then Body damage. Armor is ineffective against the spell. The material component is a humanoid or animal tooth in a small vial of blood, that is consumed upon casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can effectively avert the undead, causing them to stop their current actions and wander away. Undead of a lower character rank get no save and will simply cease whatever actions they are taking and calmly depart the vicinity, while those of equal character rank get a Willpower save to resist. The spell is ineffective against undead of a greater character rank than the Death Eater. So long as there is no contact with them, the undead will ignore everything and everyone in the vicinity of the caster. The material component is a bone wrapped in corpse flesh that is tossed away and consumed during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: This spell is used to scare a target so badly that they are able to only stand in place and quake at the sight of the Death Eater. The target is allowed a Willpower save to avoid the effect, but those who succumb are overwhelmed with terror and will stand prone staring wide-eyed at the caster for the remainder of the round and the next, in addition to entering a Fatigue condition while in the presence or vicinity of the Death Eater. While in the prone state, they are susceptible to a kill shot, though if the attack fails, the prone effect ends immediately. The second-round prone effect may be broken with assistance from an ally, requiring one action for the target and ally. The material component is a humanoid eye that is held in the palm and consumed during the casting.
Type: | Attack |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: The Death Eater can use this spell to literally suffocate those in the area of effect with death energy. When cast, shadowy wisps with no substance reach out from the caster to engulf the area of effect, requiring a Reaction save for anyone in the area. If the save is successful, the targets may use move actions to escape the AoE. However, anyone who enters the AoE after it is cast but while it is being maintained, is subject to the spell effect. Anyone caught in the area at the end of the round becomes trapped and begins to drown in the death energies, requiring a Stamina save each round, with a progressive -2 modifier each round. A failed save indicates that the target has passed out and, without assistance, will regain consciousness six rounds after the effect ends. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a used death shroud wrapped around the caster’s throat.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Group |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can horrify a target within the range of the spell that spreads to affect all in the AoE. Any who fail the save run off screaming in a random direction for the duration of the spell without concern for anything but getting away from the caster. The spell has a difficult (-4) modifier to cast, giving the target a difficult (-4) save to resist. After the duration ends, any target affected by the spell is left in a Fatigue condition while in the general vicinity and presence of the Death Eater. The material components are a death mask worn by the caster and a small vial of urine that is poured out and used up during the casting.
Type: | Utility |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the Death Eater can cause blood-covered bones to grow out of the flesh of their hands, forming living cestus that can be used to make unarmed melee attacks. Claw attacks are made with the Casting skill (Str+6, magic damage, SF 4, Crit 1, Small Size) and require the caster to have a Weapon Proficiency in Gore Gloves. The gloves can take whatever form the caster desires, so long as they maintain a small size, and once the casting state ends, the gloves and the spell must be recast. The material component is a small amount of the caster’s blood, either stored in a vial or from a small wound.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: This spell is used to afflict a living being with death energy, disrupting their life force with the chill touch of the grave. The spell causes sixteen (16) points of damage, if the target takes any damage, their flesh immediately turns cool and pallid, putting them in a Fatigue condition until that damage is healed. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. Those who die while under the effect of this spell will immediately rise as a feeder and attack the nearest living being. The material components are a piece of used death shroud (used up) and a chunk of a gravestone or a coffin nail held in the palm during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | None |
Description: With this spell, Death Eaters can take control of and issue commands to any rotter of lower rank within range, temporarily bringing it into their employ. The effect is instant and there is no save. A rotter will remain under the caster’s influence for the duration of the spell, and while a broken spell may provoke an attack from the undead, most often they will either wander away or remain nearby, docile unless provoked. If trying to usurp control over a rotter that is under the control of another caster, that caster is allowed a Willpower save to retain control and becomes aware of the attempt. The material component is a cut of corpse flesh (used up) and a link from an iron chain that is held in the palm during casting.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: The Death Eater uses this spell to raise and control the skeleton of a corpse with death energy, directing it with simple commands. Any dead humanoid may be raised in this manner, with any remaining flesh dissipating into dust. These skeletons are marionettes, whose threat rating is based on the caster’s Character Rank, i.e., Novice – Brute, Expert – Hunter, Master – Warling, though casters may attempt to animate a more powerful skeleton with a progressive -4 modifier per threat rank increase. Whether moving or standing still, the bones clack but make no other noise. If the caster fails to maintain the spell or the skeleton moves out of the caster’s spell reach, the skeleton collapses into a pile of bones unless the caster collects three bones and wires them together while the spell is being maintained. So long as this bone armature is kept intact and the skeleton remains within the caster’s spell reach, the death energy does not dissipate, and the caster need only hold the armature to issue commands. The material component is an intact atlas vertebrae placed at the base of the skull that is used up in the casting.
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to make a sharp or forceful straight-arm punch attack with a physical shield, based on character rank. At Novice rank, characters may make one shield bash attack after weapon SF with no off-hand attack penalties. At Expert rank, characters can make up to two shield bash attacks after weapon SF (up to shield SF) with no off-hand attack penalties and if the target takes damage from the attack, a Stamina save is required to avoid being stunned for the remainder of the round. At Master rank, if the target takes damage from the attack, a Stamina save is required to avoid being staggered for the remainder of the round and the next round. The number of shield bash attacks cannot exceed the total number of actions in the round. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Specific type of physical shield, i.e. small, medium, large, etc.
Attribute: Knowledge
Type: Utility
Time: N/A
Description: A combat style employing two weapons. Imposing and dynamic, it allows the combatant to make a full round of weapon attacks, allowing characters to use the full speed factor of each weapon (within the total number of available actions in the round), and potentially causing two different types of damage. Learners are instructed in two forms that carry specific attack/defend modifiers. The Balanced form offers no modifiers and used to assess threats or in group tactics. The Break Guard form is an assertive stance that offers a greater chance to hit with a +4 modifier to attack, but a -2 modifier to defend; its daunting nature gives opponents a -2 modifier to defend, while the attacker is wielding two proficient melee weapons. During combat the forms can be changed at the start of each round, but may not be changed during the round, carrying over to the next round if no change is announced. It may be used with any attack or defend skills in the tree, and the modifiers stack with all combat modifiers (including off-hand penalties). Only one stance may be purchased during character generation, but others can be selected as the character advances.
Specializations: (Required) Proficient weapon
Form Attack/Defend
Break Guard +4/-2
-defender has –/-2
Attribute: Agility
Type: Attack
Time: One Action
Description: Those with this skill can make damaging or disabling attacks to the upper body causing physical damage equal to [Strength] + [Basic Hits]. All punch attacks have a speed factor of 4, a critical hit range of 1, and the difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: A character with this skill can make damaging or disabling attacks to the midsection, lower limbs, or those low to the ground or prone, causing damage equal to [Strength] + [Basic Hits] +2. All kick attacks have a speed factor of 2 and a critical hit range of 1, and the difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: This skill is used to protect against spell interrupts. After successfully casting an Active Duration spell with any Casting skill in this tree, the caster can layer the same spell with this skill, maintaining the spell through any disrupt, including dispelling, moving out of range, loss of concentration, failing to use an action to maintain, etc., for one round per layer added. The spell effect ends if the caster does not maintain the original casting after all added spell layers expire. So long as the target is under the effect of the original casting, there is no save against the layered spell, and there is no limit to the number of times a spell can be layered. Spell details can be found in the Core Rules: Magic Users section.
Tactical Use: After a Hold spell is cast and the target fails the Willpower save, the effect is activated. In the next round, a second Hold spell is cast on the same target, adding a layer; if a Dispel is used or the caster fails to maintain the spell, moves out of range, etc., the spell continues into the next round and that layer is lost, leaving only the original casting which must be maintained normally.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: This spell allows the caster to create a hand of shimmering magic of the same color and/or texture as their focus object. When cast, it can be used to make an immediate punch attack, causing twenty (20) points of magic damage, make a push attack to a target prone, or lift or hurl objects up to the caster’s carrying capacity a distance equal to the Influence score in yards, causing ten (10) points of damage plus the weight modifier. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to take any of the described actions once per round to affect any targets in the locus, though hurling objects requires a casting skill check to hit. A Reaction save and move are required to escape the area of effect, and targets must use a defend action to avoid hurled objects. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can create a flaming fist in the same color as their focus object, that strikes from above. The fist causes twenty (20) points of elemental damage to all in an area equal to the Influence score /2, which sets the locus area on fire, causing twenty (20) points of elemental damage the next round and for each subsequent round the spell is maintained. A Reaction save and move is required to avoid the flaming fist; afterward, move actions are required to escape the AoE fire. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: Casters with this spell can fashion a hand of ice of the same color as the focus object. It can be used to make punch attacks, causing 20 points of magic damage, grab opponents and crush them causing 12 points of elemental damage, or lift or hurl objects up to the caster’s carrying capacity a distance equal to the Influence score in yards, causing ten (10) points of impact damage plus the weight modifier. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to take any of the described actions once per round to affect any targets in the locus, though hurling objects requires a casting skill check to hit and grabbed targets may attempt to escape, requiring two actions to grab and crush. A Reaction save and move are required to escape the area of effect, and targets must use a defend action to avoid hurled objects. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: A caster with this spell can produce a fist made of powerful winds the color of the focus objects to strike targets in an area equal to the Influence score in yards. Those struck are thrown 10 yards into the air and 10 yards back, taking D20+10 falling damage (Elemental damage) and knocked prone. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to move the locus and affect any targets in range. Targets must make a Reaction save and take a move action to get out of the AoE. The effect ends immediately if the caster doesn’t maintain the spell.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: Those with this spell are able to cause a series of stone fists of the same color and/or texture as the focus object to shoot up from the ground, striking those in the AoE. A number of fists equal to the Influence score strikes each target, causing 4 points of impact damage times the number of fists, i.e., 8 stone fists cause 32 impact damage, 9 stone fists cause 36 impact damage, etc., for each round while the spell is maintained A Reaction save and move is required to avoid the initial attack and escape the AoE; afterward, move actions are required to escape the AoE.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: This spell can be used to temporarily immobilize animals, enemies, and monsters. Targets are held in place with a series of chains of the same color and/or texture as the caster’s focus object, remaining aware of their surroundings but unable to move or speak. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately. Anyone who makes contact with an affected target is subject to the spell effects as above, making the effect stronger and increasing its brightness, and adding a progressive -2 save modifier per affected target to others who make contact with an affected individual. In addition, once four or more targets are affected, the brightness of the effect will temporarily blind anyone within the spell reach. When layered, the progressive modifier increases by 2 for each affected target, i.e., one affected target -4, two affected targets -8, etc. Those under the effect of this spell are not subject to a kill shot. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately for all affected targets.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: When cast, animals, enemies, or monsters are temporarily trapped in a micro tornado, causing them to rapidly spin around, putting them in a fatigue condition (-2 modifier to all attack, defend, or move actions) that lasts three rounds for each round spent under the spell effect. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately. Anyone who makes contact with an affected target immediately breaks the effect, because of this, those under the effect of this spell are not subject to kill shots. When layered, each casting must be interrupted individually to break the effect of the spell.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: Those with this spell are able to trap animals, enemies, and monsters in a fiery band, which causes twelve (12) points of elemental damage each round, on top of the other effects. Targets are bound in fire of the same color as the caster’s focus object, remaining aware of their surroundings but unable to move or speak. When layered, the total amount of elemental damage increases by four (4) per additional casting. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately. Anyone who makes contact with an affected target takes the elemental damage and immediately breaks the spell effect. Because of this, those under the effect of this spell are not subject to kill shots.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: With this spell, the caster summons a series of roots, either stone or plant-based, to coil around the target, temporarily immobilizing animals, enemies, or monsters. The roots take on the same color and/or texture as the caster’s focus object, and while remaining aware of their surroundings those affected are unable to move. Anyone who makes contact with an affected target is subject to the spell effects as above, increasing the number of roots, making the effect stronger, and adding a progressive -2 save modifier per affected target to others who make contact with an affected individual, i.e., one affected target -2. two affected targets -4, etc. When layered, the progressive modifier increases by 2 for each affected target, i.e., one affected target -4, two affected targets -8, etc. Those under the effect of this spell are not subject to a kill shot. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately for all affected targets.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: This spell engulfs an animal, enemy, or monster in a sheath of water that holds them in place and causes them to begin drowning after two rounds. Targets get a save on their initiative turn each round to avoid the drowning effect. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately, at which point the sheath pops, splashing to the ground and leaving the target soaked. In addition to standard spell interrupts, if the sheath is struck from the outside with a sharp weapon, the caster gets a save against the casting skill. If the check fails, the sheath pops, subjecting those in melee to the water splash. When layered, each casting must be interrupted or popped individually to break the spell. Those under the effect of this spell are not subject to kill shots.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: This spell is used to surround the target with a ball of lightning causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the ball will discharge sheets of lightning in all directions, causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The ball of lightning engulfs the target and remains on them for the duration of the spell. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: Those with this spell can engulf a target with a volatile burst of magic that causes sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the magic detonates causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The spell appears as a colorful, pulsating symbol that grows more complex with each round before finally exploding in a display of light and sound. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster can wreath a target in fire, causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, a ring of fire will erupt from the target, causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those engulfed in flame burn for the duration, though it doesn’t cause them to catch on fire; however, when the spell detonates any flammable items worn or carried by anyone in the AoE will catch fire and burn for three rounds or until snuffed. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: When this spell is cast, it causes the target to shudder and shake, taking fourteen (14) points of damage and suffering a-2 modifier to all actions. The effect lasts four rounds, but on the fourth round, the magic will release a powerful shockwave, causing twenty (20) points of damage and knocking prone anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half and resist the knockdown effect. Those affected by this spell appear to strobe in place, while the shockwave appears as a blur of motion. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster is able to instantly freeze water in the air around the target, causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the magic immediately releases an icy wave of cold that causes twenty (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those who are afflicted with this spell take on a bluish hue and have fogging breath and a series of tiny ice shards accompany the blast of intense cold when it explodes. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Defend |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Personal |
Duration: | Instant |
Components: | V or S |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the caster can call on the winds from the realm of air to instantly travel in any direction, up to the Influence score in yards. It can be used as a defend action (the caster must move at least one yard) or to move tactically. If the caster moves to a point in the air, they’ll fall slowly at a rate of two yards per action. The caster appears as an immaterial blur moving from point to point, though they are visible and can be tracked.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: When this spell is cast, it initiates an eruption of magical energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. The spell effect appears as a colorful circle filled with runes, that explodes into a series of lights and sounds. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell are able to rain lightning in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers eighteen (18) points of magic damage. The bolts strike targets in the area and the ground, with each accompanied by a crash of thunder, leaving a thick cloud behind that obscures vision, giving all in the AoE a -2 modifier to all actions for the remainder of the round and the next before dissipating. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: With this spell, the caster launches a massive ball of fire, where it will explode in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of Health damage, plus one per point in the skill tree. It appears as a wide flaming sphere that races at the target area. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: This spell can be used to produce a shockwave of energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers eighteen (18) points of magic damage. The force of the shockwave causes the ground to crack in front of the caster and knocks all targets in the AoE prone. If used underground or in buildings, it could cause structural damage. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell can generate a maelstrom of water that strikes targets in an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. It appears as a series of powerful water streams that drive through the AoE from various directions and angles, soaking everyone and extinguishing lanterns and torches. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a blast of magic from the caster’s hands that strikes an individual target, causing twenty-two (22) points of damage. It appears as a colorful globe or ray and may have an accompanying sound effect. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell throws a bolt of lightning from the caster’s hands that strikes for twenty-two (22) points of damage. It can appear as a sheet, bolt, ribbon, etc, and may crackle or thunder. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: Those with this spell can generate a lance of fire, striking for twenty-two (22) points of damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of health damage, plus one per point in the skill tree. The spell can appear as a stream, funnel, etc. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a directed seism that drives up through the ground, striking for twenty-two (22) points of damage, and knocking the target down. Although the shock wave is not visible, the displaced land and a thunderous rumble from the area are obvious. Use of this spell could cause structural damage if cast in buildings or underground. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell sends a stream of water at the target, striking for twenty-two (22) points of damage and causing knockback. While there is little actual water in the attack, the force of it is enough to extinguish lanterns or torches. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Utility |
Domain: | Divination |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell allows the caster to see through most types of deceptions, including magic and natural form altering, camouflage, and even verbal deceptions, such as lying. The caster’s focus object must be set in the center of the forehead, whether worn or held, acting as a third eye through which they view the deception. Once cast, the spell will reveal deceptions by enveloping the specified area of effect in a magic aura highlighting the deception. The caster is required to interpret the deception, though often it is obvious from the context of the situation. Deceptions created by magic get an opposed save using the casting skill check to negate the effect of this spell.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: Those with this spell can summon and control an elemental from the realm of Water. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -2 modifier per threat rating increase, i.e., Lesser to Greater -2, Lesser to Primal -4. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. Water Elementals despise being summoned, and if the elemental’s overall Threat Rating is higher than the Character Rank it will attempt to break free every 3 rounds, requiring the controller to make a Willpower save to retain control. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it dissipates in a splash that soaks anyone directly adjacent. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental may immediately return to the Realm of Water. but will more likely choose to attack, getting a Willpower save to resist the caster’s attempts to regain control.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, the caster can summon and control an elemental from the realm of Land. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental. Unless treated poorly, Land elementals typically do not mind being summoned and will go out of their way to aid whoever holds the focus object, though if treated badly, an initial Willpower save is required to gain control, and it will immediately return to the realm of land if the caster fails to maintain the spell or the elemental moves out of the caster’s spell reach. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it dissolves into the ground.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: Those with this spell can summon and control an elemental from the realm of Air. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. In addition, if the elemental’s overall Threat Rating is higher than the Character Rank it may attempt to break free, requiring the controller to make a Willpower save to retain control. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, a series of winds carry its form away in different directions. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental will choose its own targets and/or return to the Realm of Air as it wishes.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell summons and controls an elemental from the realm of Fire. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. In addition, if the elemental’s overall Threat Rating is higher than the Character Rank it may attempt to break free, requiring the controller to make a Willpower save to retain control. Fire elementals despise being controlled and will seek every opportunity to break free and kill the caster who summoned them and perhaps their companions out of spite, before returning to the Realm of Fire. When summoned, it appears adjacent to the caster, curses the caster continuously, and if its Health is reduced to zero, it spittles and sparks into oblivion, swearing eternal vengeance on the caster. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental may immediately return to the Realm of Fire or choose to attack, getting a Willpower save to resist the caster’s attempts to regain control.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to summon an elemental from the Mystic Realm over which the caster has full control. The Arcane Beast appears the same color and general shape as the caster’s focus object, with a power level based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal. Casters may direct the monster with free actions, but the directions must be simple and clear, and once both free actions are used, additional actions are required. When summoned, it appears adjacent to the caster and fades back into the Mystic Realm if the caster doesn’t maintain the spell, the elemental moves out of the caster’s spell reach, or its hit points are reduced to zero.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual or Object |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, a caster can decrease the size scale of an individual or object by up to two size categories. As targets are decreased in scale their weight class is decreased by the same value, reducing the amount of damage they cause and can mitigate. All armors, gear, clothing, and weapons are decreased proportionally, but the effectiveness is not, i.e., a shrunken healing balm will simply require less of it to be as effective. For common items and objects, there is no save and the change affects the durability in that there is less of it, i.e., one inch of steel is not as strong as three inches of steel. A mirror of the talisman remains with the shrunken character, visually linking them to the caster for the duration of the spell. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: When cast, this spell causes the target to become extremely lethargic, reducing their number of actions in the round by three for the duration of the effect. Those under the effect of the spell appear to be hampered by magical bonds in the color and/or texture of the caster’s focus object. In addition to losing three actions, the target’s move rate per action becomes the move rate per round, and the speed factor/rate of fire for all weapons and spell casting is reduced to one. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: Those with this spell can completely suppress all sound in an area around the target, surrounding them in a soft glow the same color as the focus object. Should the save fail, the target is unable to hear anything or make any sound vocally or with movement, in addition, anyone in an area around the target equal to the Influence score /2, is similarly silenced with no save, though they may step out of the effect by exiting the AoE. The spell may be cast on a willing target without requiring a Willpower save, but the visual display makes the effect fairly obvious in most instances.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: A damaging spell that escalates as it endures, causing eight (8) points of magic damage in the first round and increasing by four (4) points each round thereafter until the caster fails to maintain the spell or the target moves out of the caster’s spell reach. The agony generated causes those under the effect to enter a fatigue condition (-2 to all actions) for the duration of the spell. To the target, the effect appears to be generated by the caster’s focus object, with any body damage sustained imprinted into the flesh in its shape. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. This spell typically needs to last for multiple rounds to be effective, and due to its vicious nature and the way it often elicits screams from the target, use of it is morally questionable for most schools of magic and among most casters. This spell is ineffective on animals and monsters.
Type: | Attack |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: When cast, this spell creates a bright burst of light that can be used to blind foes, signal a companion, etc. The shape and color of the light is based on the character’s focus object. Targets within the area of effect, friends and foes alike, get a Reaction save to avoid the effect. Those who make the save see spots but suffer no modifiers, but those who fail the save are blinded, suffering a very difficult (-8) modifier to all attack, defend, and move actions for three rounds, reduced to a difficult (-4) modifier for three additional round. If a warning is issued to allies, no save is required, though the warning itself may alert savvy opponents, likely giving them a bonus modifier to the save.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to persuade a target to view the caster as an ally for up to one hour per point in the Influence attribute. The target gets a Willpower save initially, and a modified Willpower save if asked to perform any act or action that they would find morally questionable. This spell may be cast upon NPC’s or enemies but is ineffective against animals and monsters. The target is fully aware and will not knowingly engage in a life-threatening activity, in addition, any aggressive action directed at the target will break the spell without requiring a save.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to increase the scale of an individual or object by up to two size categories. For items and objects, the change affects the durability in that there is simply more of it, i.e. three inches steel is stronger than one inch of steel. Targets increased to large class increase to a hulking weight class, while those that go to giant class increase to a massive weight class. All armors, gear, clothing, and weapons are increased proportionally, but the effectiveness is not, i.e. a large healing balm requires more of it to be as effective. A mirror of the talisman remains with the enlarged character, linking them to the caster for the duration of the spell. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: This spell is used to raise and control the recently dead by imbuing them with death energy and then issuing simple commands. These rotters are marionettes, whose threat rating is based on the caster’s Character Rank, i.e., Novice – Rotter, Expert – Shambler, Master – Stalker, Epic – Demilich, though casters may attempt to animate a more powerful rotter with a progressive -4 modifier per threat rank increase. Although they lack emotion and personality, they are driven to complete a given task. Eerily silent when still, anytime a rotter moves they make a haunting wail, often leaving a trail of gore, depending on the condition of the corpse. If the caster fails to maintain the spell or the rotter moves out of the caster’s spell reach, the rotter simply stops moving and remains still. The death energy dissipates an hour after the spell effect ends unless the caster collects at least a quarter of the rotter’s heart while the spell is being maintained. So long as the heart is kept intact and the rotter remains within the caster’s spell reach, the death energy does not dissipate, and the caster need only hold the heart to issue commands. The material component required to animate is a quarter of any humanoid heart placed on the chest that is used up in the casting.
Type: | Attack (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can summon a ground covering of thorny foliage in a particular area. The effect of the thorns varies by character rank, those in the AoE become snarled, reducing move actions by half and requiring an action to break free before taking a move action (Novice), while suffering eighteen (18) points of impact damage for each move action taken (Expert), and becoming immobilized after two rounds in the AoE, taking damage from every action (Master). The spell may be cast on any natural terrain, or upon dirt or wood flooring, during which spherules rush to the area and plunge into the surface, instantly growing into the foliage.
Type: | Utility (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell will remove Condition effects, including fatigue and damage, and combat effects, including stun, stagger, and sensory deprivation effects, i.e. blind, deaf, etc. It will also revive those knocked out but have positive health or body points remaining. After the effect ends, targets return to their previous state, but those who have been revived remain conscious. While the spell effect removes modifiers for attacking, defending, and move actions immediately, a target that’s been knocked out must still wait for their initiative turn to stand from prone. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. A continuous burst of spherules accompanies the effect until the spell ends.
Type: | Attack (L) |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: This spell is used on animals, enemies, or monsters providing a degree of calm to counter the fight or flight response. When under the effect of the spell, the target ceases all aggressiveness, anger, hostility, or desire for combat for the duration, allowing for roleplay opportunity to resolve combat. Any aggressive act, including verbal threats, made against the target will negate the spell, and the spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. Targets are fully aware of what’s going on around them, and while animals or monsters may lose interest and wander away, enemies will typically interact with the caster. For the duration of the spell effect, slow-moving spherules run between the caster and target, linking them.
Type: | Utility (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to create an exact copy of the caster in the current circumstances, appearing up to a distance away equal to the spell reach, extending the caster’s overall spell reach from each individual projection. The number of projections is based on character rank, i.e., Novice = 1, Expert = 2, Master = 4, with each capable of independent movement, defend actions, and speech. When used with layering, one additional projection may be added per casting. Casters are able to transfer their physical form between the projections by spending one action in the round as a move or defend action, though a casting check is required to transfer the physical form as a defend action, and the transferred projection may not take any defend actions. If a projection is struck, it explodes into spherules, requiring a recasting to be restored. When the caster takes an attack-type action, all projections mimic it, which may make it difficult to determine which is the true physical form, depending on the situation, i.e., a ranged attack can appear to come from all projections at once, but a melee strike from a projection at range will not fool anyone. If the caster fails to maintain the spell or a projection goes beyond the caster’s spell reach, the projection dissipates immediately, requiring a recasting to be restored. During casting, spherules briefly shroud the caster and projections as they appear.
Type: | Utility (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina neg |
Description: With this spell, the caster can link the life energy of two beings, causing one to endure the effects that are visited on the other. The type of effect endured is based on character rank, one of which is selected by the caster, i.e., impact or elemental damage – Novice; magic damage or healing effects – Expert; recent death or physical location – Master. Multiple effects can be layered onto one target. When cast upon willing targets, no save is required, while unwilling targets are allowed an initial Stamina save. If the caster fails to maintain the spell or one of the targets moves out of the caster’s spell reach, the effect ends immediately. Upon casting, a line of spherules runs between the targets, growing from transfer target to enduring target.
Type: | Utility (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell regenerates health or body damage per round based on Character Rank, up to the maximum scores. The healing effect takes place on the caster’s initiative turn, restoring health/body damage (Novice 2/1, Expert 4/2, Master 6/3) depending upon the casting. Only one type of damage may be healed per target per casting, requiring a new casting check to change the type of healing, although a single target can have the effect layered to heal both health and body points. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. Spherules from the caster will move to the target and crawl or roll over them for the duration of the spell.
Type: | Attack |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower |
Description: When cast, this spell summons life energy from the surrounding area and concentrates it in a particular location. Living creatures in the area of effect are overwhelmed with a radiant energy that suppresses all negative actions and emotions, trapping them in a peaceful trance-like state so long as the spell is maintained. Targets are not subject to an attack of opportunity while in the trance and an attack breaks the effect, though if the effect is broken or the target makes the initial save, they must move out of the area of effect before the end of the round or become trapped. Any undead beings in the area of effect become trapped within the barrier of life energy and suffer sixteen (16) points of magic damage each round, though they may escape the area of effect by using a full round of move actions to push out of it. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers), and undead casters add their Basic Hits to the armor total against spells from the same magic foundation. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. When cast, spherules rush in from the surrounding area and flitter through the area of effect so long as the spell is maintained.
Type: | Defend |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell fills the target with mystical adrenaline, temporarily increasing their effectiveness, based on Character Rank. Targets may be granted a bonus modifier to the Constitution score to resist damage (Novice +1, Expert +3, Master +5), a bonus modifier to the Strength score to cause damage (Novice +2, Expert +4, Master +6), or a per action movement increase (Novice +3, Expert +6, Master +9). These do not stack with similar effects, targets get the better modifier. When the effect of the spell effect ends, the target is left physically drained and is immediately subject to the normal effects of fatigue (-2 modifier to all actions) for a period of time based on Character Rank, i.e. Novice 1 hour, Expert 30 minutes, Master 10 minutes. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The spherules dance excitedly about the target for the duration of the spell, mimicking the effect.
Type: | Attack (L) |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: The Death Eater can use this spell to afflict the target with a virulent disease that puts them in a fatigue state and causes sixteen (16) points of magic damage each round. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) and casters add their Basic Hits to the armor total against spells from the same magic foundation. If the target takes damage, their flesh begins to swell and blister, growing puss-leaking abscesses for as long as the spell is maintained. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a cut of maggot-ridden flesh that is held in the palm and used up in casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: Those targeted by this spell suffer a magical fatigue, giving them a -2 modifier to all attack, defend, and move-based skills and reducing the number of available actions by one (1). In addition, Expert level castings reduce the number of the target’s available actions by 2, and Master level Castings by 3. Targets of this spell are outwardly weary, appearing out of breath with a constant burn in their muscles with every action. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s range.
Type: | Utility |
Domain: | Divination |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | Special |
Description: With this spell, the Death Eater can gather the death energies surrounding a corpse to animate it enough to communicate. The spell doesn’t recall the spirit, rather it collects memory imprinted on the remains, allowing the corpse to intelligently answer questions and offer details about its life without the rage against the living that comes with animate dead. The target may choose to refuse to answer questions by making a difficult Willpower save, but most often will require a favor of some type before answering. This will often be a message to be delivered, though it may be far more complex, and those who do not honor the promise will typically find themselves haunted. Once the spell effect ends, the remains decompose rapidly and turn to dust. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately. The material component is a humanoid tongue placed into the mouth of the skull, that is consumed on casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Group |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: This spell is used to evoke panic in a target within the range of the spell that spreads to affect all in the AoE. Any who fail the save are overwhelmed with a wave of panic and may take only defensive actions for the remainder of the round. In each subsequent round that the spell is active, targets suffer a modifier to all attack, defend, and move actions based on the caster’s Character Rank, i.e., Novice -2, Expert -4, Master -6, Epic -8. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach, and the material component is a skeletal vertebra that is held in the palm and used up during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: Death Eaters can use this spell to enact their will over any existing undead being and force them to serve. If the target’s save fails, they remain under the caster’s control until the spell is released, though a feeder with a higher Threat Rating than the caster’s Character Rank may attempt to break free, requiring the caster to make a successful Willpower save to maintain control. If trying to usurp control over a feeder that is under the control of another caster, the controlling caster is allowed a Willpower save to retain control and becomes aware of the attempt. While dominated undead are subject to the will of the caster, the moment the magic is dispelled, they regain their autonomy. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a severed finger (used up) in a small wrought iron cage that is dangled before the target.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | N/A |
Description: Used to raise and control the dead, the creation of a feeder comes with the risk of losing control over it. Unlike the other animations, so long as they feed, the death energy will sustain them until the body is destroyed by weapon or time. In addition, they maintain a degree of independence and awareness, possibly requiring additional spell casting to properly control. When imbued with death energy, remnants of the person they were, including personality traits, are rekindled along with a bitter hatred for all living things. The type of sustenance the feeder requires is based on character rank, i.e., Novice – living flesh, Expert – blood, Master – life energy, Epic – emotion, as is their threat rating, i.e., Novice – Feeder, Expert – Ghoul, Master – Vampire, Epic – Lich, though casters may attempt to animate a more powerful feeder with a progressive -4 modifier per threat rating increase. Feeders whose overall Threat Rating is lower than the caster’s Character Rank are compelled to obey, however, those of an equal rating or higher may attempt to break free (typically in moments of distraction), requiring the caster to make a Willpower save to maintain control. So long as they are able to feed to maintain and restore themselves, feeders will generally follow the will of the caster. The material component is a high-value black onyx gem encased in brain matter, that is placed in the mouth and consumed upon casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater causes the target to become enraged, acting without concern for their own well-being or that of their allies. While under the influence of the spell, the target takes no defend actions, will not retreat from combat, and refrains from any action that aids another. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. The material component is a vial of blood (used up) that is held in the palm and boils away during casting.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: When this spell is cast, a bloody gash opens on the target’s flesh, causing sixteen (16) points of magic damage for each round the caster maintains the effect. In addition, a new wound is opened each subsequent round, adding a progressive two (2) points of damage to the damage total. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a small vial of blood that is poured into the open palm and used up during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: This spell allows the caster to raise the target off the ground a number of yards equal to the Influence score, negating the ability to take move or defend actions or engage in melee combat. Targets are engulfed in a colorful display resembling the caster’s focus object for the duration of the spell. While levitating, any movement the target takes will cause them to tumble in place, giving them a very difficult (-8) modifier to cast spells, make ranged attacks, or perform virtually any other attack or utility action. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: With this spell, the caster can raise the target off the ground a number of yards equal to the Influence score within a mini-tornado the color of their focus object. Targets inside this mini-tornado are spun continuously, negating the ability to take any action, and requiring a Stamina save to avoid becoming ill, entering a fatigue state for 1 minute per round spent under the spell effect. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: This spell is used to create a hand of dirt the same color and/or texture as the caster’s focus object that throws the target a number of yards into the air equal to the Influence score, negating the ability to take any action. Targets are tossed into the air and caught four times per round, causing them to drop items they are holding (Reaction save each round) and may cause any loose gear to fall away. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the hand of dirt to make a final toss straight up a distance in yards equal to the Influence score x2 and then dissipates into the ground allowing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: Those with this spell can create a small geyser the color of the caster’s focus object that sends a target up off the ground a number of yards equal to the Influence score, negating the ability to take move or defend actions or engage in melee combat. While the spell is maintained, targets will bounce up and down on a foaming column of water, causing them to become completely soaked and giving them a very difficult (-8) modifier to cast spells, make ranged attacks, or perform virtually any other attack or utility action. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower negates |
Description: This spell is used to take control of humanoid beings, bending their will to act at the whim of the caster. The controlled being will attack, defend, and move per the instructions of the caster, and may be made to perform acts such as attacking an ally or walking off a ledge. Those controlled carry a magic replica of the caster’s focus object, appear placid at all times, do not react to external stimuli, and speak in a slow monotone, often in the caster’s voice. While under control, the target is aware of every action, but they can do nothing but go along for the ride. Commands will be taken literally and the caster may be required to spend actions to direct the target in complex tasks. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. This spell is ineffective on animals and monsters.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small fantastic creature, i.e., jackalope, wolpertinger, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small flying animal, i.e., birds, bats, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small animal, i.e., salamander, imp, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small forest animal, i.e., rabbit, squirrel, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small swimming animal, i.e., frog, muskrat, etc. The form is never immediately fatal and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Move |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell enhances the target, allowing them to move and think faster than normal, gaining one additional action per round for the duration of the effect (additional actions do not stack with similar effects). While under the effect of the spell, the target leaves brief after images in the color and/or texture of the caster’s focus object. The additional action can be used to attack, defend, or move, increasing the speed factor for spells or medium and large melee or ranged weapons by one, and doubling the speed factor for tiny or small weapons. This magical enhancement has a downside, once the effect wears off the target is left physically drained and immediately enters a fatigue state (-2 modifier to all actions). The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Stamina Negates |
Description: A vicious spell that afflicts the target with either gnarled hands, leg cramps, or a twisted tongue. The caster may choose the effect during casting, and all three effects may be applied to one target with three separate casts. Each effect uses a unique mechanic. Those afflicted by gnarled hands have a difficult (-4) modifier to attack and defend actions with a melee weapon, requiring a Reaction save each round to maintain their grip. Leg cramps reduce the target’s move rate by half and adds a difficult (-4) modifier to move skills. Those affected by twisted tongue are unable to communicate, this includes giving orders or casting spells. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s range.
Attribute: Strength
Type: Utility
Time: N/A
Description: A character with this skill understands the dynamics of moving heavy objects and has received training in hoisting, heaving, or hauling objects that exceed their normal carrying capacity. When calculating the character’s Carrying Capacity and Lifting Capacity, this skill rank is used in place of the Strength attribute score, and when lifting something that exceeds the Lifting Capacity, they know how to improvise a fulcrum and lever, assuming available materials. The actual amount of weight that can be moved depends on the length and tensile strength of the lever and the stability of the fulcrum. In addition, when trying to break a grapple or pin, the character can use this skill in place of the Strength attribute score, though normal modifiers apply.
Tactical Use: Move crates to make a barrier, carry a companion, or pry open a stuck gate
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: Characters with this skill are able to make devastating strikes against unaware foes. With a successful skill check, the target is hit with an attack that doesn’t allow for a defend action (like an Attack of Opportunity); the attack results in a critical hit causing body damage, and carries an additional stun effect, normal saves apply. The target must be unaware of the attack, typically with the use of Stealth or a blindsiding attack, though it may also be used on flanked opponents. Those with this skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. This attack may only be used once against a particular target in a round, as the attack will make them aware of the attacker. If the skill check fails, the attack misses.
Prerequisites: The Stealth skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used to make a jaw-grinding Bite attack, causing disabling damage, while pinning a specific limb. With a successful skill check, the target takes physical damage equal to the normal Bite attack +2, suffering that damage with each shake of the head, requiring an action but no skill check, so long as the hold is maintained. The target is required to save against the appropriate disabling effect based on the body part struck and damage taken, and suffers damage to their health and/or body as is appropriate each time damage is caused. Escape attempts are made at a difficult (-4) modifier, -1 per two points in the skill tree. Both the attacker and defender are considered to be prone for the duration of the attack. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill can leverage their strength and mass to compress a prone or pinned target with the intent to destroy. With a successful skill check, the attacker causes physical damage equal to Strength plus basic hits directly to Body points. The attack may be attempted up to two times per round. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), if successful, no damage is suffered from the attack, though this does not free them from the prone or pin position. If the skill check fails the attack is unsuccessful.
Prerequisites: Eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill have a reinforced cranium, horns, or other such head protrusions used to strike an opponent in melee combat. On a successful skill check, the attack succeeds causing physical damage equal to the Strength score (forehead plate, horns, etc.) damage +2, + 1 per three skill points in the tree. It may be used as a strike to the head to attempt a knockout, with a -4 modifier to hit. Targets get a Stamina save to avoid the knockout effect, -1 per two points in the skill tree. If the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to hold a target prone while causing damage. It may only be used on a foe that has been grabbed. With a successful skill check, the attacker wraps their arms around a defender’s torso with the hands locked, causing physical damage equal to the attacker’s Strength plus basic hits, with a speed factor of two. One action must be spent each round to maintain the hold. Once in the hold, the defender has a -1 modifier per two points in the skill tree for any break or escape attempt. This skill can be used to counter a break or escape, assuming available actions. Both the attacker and defender are prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails, the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: Characters who select this path are continually looking for ways to increase the effectiveness of their spell casting. With this skill, they can store a number of unmodified instant or passive spells (casting time of two actions or less) on the talisman based on Character Rank – Novice 2, Expert 4, Master 6, Epic 8. Stored spells are cast with a free action, requiring a skill check at this skill tree rank and using this skill tree rank for all relevant spell factors. One spell may be cast off the talisman per round, and a particular spell may only be cast once per encounter, but the number of spells that can be cast in an encounter is based on Character Rank – Novice 1, Expert 2, Master 3, Epic 4. In addition, at Expert level, those taking this path may choose to cast one segment faster in the round with stored spells, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc., and continue any available casting or attack actions in a later segment. The talisman must be large enough for the spells to be crafted on it (medium size), a spell can be crafted on it multiple times, and the talisman must be modified in order to make changes, per the Talisman Construction rules.
Specialization: (Required) Magic Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Constitution
Type: Attack
Time: Two Action
Description: This skill is used to make a Bite attack, pulling the target down and hauling them across the ground. With a successful skill check, the target takes damage equal to the Bite +2, plus one per two points in the skill tree, and is yanked down into a prone position to be dragged, causing physical damage equal to the move rate plus the attacker’s basic hits. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack, or the remaining action may be used to continue dragging the target. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), before being dragged, if successful, they are freed from the bite and not knocked prone. While being dragged, the target is considered prone. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any ground-based move skill in this tree as part of their attack actions in Initiative. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Gymnastics skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any aerial-based move skill in this tree. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Parkour skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can maintain a stable longitudinal and latitudinal position, while holding a particular orientation, in mobile combat (assuming that the technology or racial ability has this capability). With a successful skill check, the character may attack, defend, or use any relevant skill with no modifier while hovering. In addition, movement from a hover position may be initiated as a free action, moving a number of yards equal to the number of points in this skill tree. If the skill check fails, all normal move modifiers apply, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill can make a diving action in mobile combat to make an attack. It can be used as a rush attack with a melee weapon using move rate instead of Strength for damage, a strafing attack with a ranged weapon, etc. Any attack and defend actions taken during the swoop have a -2 modifier regardless of type due to velocity. During a melee pass a single target can be attacked once. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character may suffer a loss of control that could lead to a collision or crash.
Specialization: (Required) Method of mobility, i.e. wings, technology, vehicle, etc.
Attribute: Perception
Type: Move
Time: One Action
Description: Those with this skill are able to make a ranged attack during a mobile move. All speed factor and movement rules still apply. This skill may be used with any Novice ranged attack skill and move skill in this tree (assuming that the character has the skill), with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill are able to make a melee attack during a mobile move. This includes moving through or out of a foe’s threat range, without drawing an Attack of Opportunity. All speed factor and movement rules apply. This skill may be used with any Novice melee attack skill and move skill in this tree (assuming that the character possesses the skill), with related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range which may result in loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: This skill is used to make a controlled collision, with the intent to control the opponent’s course, while causing damage. With a successful skill check, this maneuver disrupts any move action currently being taken and forces the target to move in a particular direction. Because it is a controlled collision, the ramming damage is reduced by one level for combatants (see Flight-to-Flight and Flight-to-Ground rules for more information). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. If hit, the defender is allowed a Piloting skill check to maintain their course, with a -1 modifier per point in the skill tree. If the skill check fails or the target makes a successful defend, the attack misses.
Tactical Use: Force an opponent to land, crash into a solid object, or collide with another vehicle
Prerequisites: The Combat Gambits skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: Those with this skill can use momentum to make a devastating melee attack against an opponent. For this attack, the damage of the weapon is increased by one per point in the skill tree and current the single action flight move rate is used in place of strength when calculating damage. On a successful skill check, the target is hit and may defend normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), though a single target may only be struck once during a pass, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses; in addition, on a failed skill check, the character may experience a loss of control that could result in a collision.
Prerequisites: The Swoop skill and eight points in the skill tree
Attribute: Influence
Type: Move
Time: One Action
Description: A character with this skill can overrun and stomp an opponent who is at least one size class smaller than the mount. With a successful skill check, the target is knocked down and run over, taking damage from half the total number of legs, with each leg attack saved against independently. Damage sustained is considered physical damage. The mount must be moving and must be fast enough to overrun the opponent and as a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, allowing any remaining attack actions to be used after this attack. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Characters with this skill can make amazingly long leaps in a vehicular suit. A standing jump is equal to one move action in distance, plus two yards per point in the skill tree, and a running jump is equal to two move actions in distance, plus two yards per point in the skill tree. mech combat. It can be used as an attack, landing on a foe to cause ramming damage. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails, a misstep causes the leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Prerequisites: The Hopping skill and four points in the skill tree
Attribute: Strength
Type: Move
Time: One Action
Description: This skill is used to strike an opponent with a melee weapon from the back of the mount while in motion. When calculating damage from a hit, add the mount’s single action move rate at the time of attack to the weapon damage, plus one per point in the skill tree. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally, though a single target may only be struck once during a pass. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Strength
Type: Move
Time: One Action
Description: Characters use this skill to leap, vault, or hurdle something in a vehicular suit. It can spring forward from a standstill equal to one move action, plus one yard per two points in the skill tree or with a running start leap a distance equal to one move action x2, plus one yard per point in the skill tree. In addition, it can be used as an attack, landing on an opponent to cause ramming damage. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, a misstep causes the leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Specialization: (Required) the type of vehicular suit or mech, i.e. walker, crawler, tumbler, gambol
Attribute: Strength
Type: Move
Time: N/A
Description: This skill can be is used to make amazingly long standing or running jumps. With a successful skill check, the character can make a standing jump equal to one move action, plus 1 yard per 2 points in eth skill tree, and a running jump equal to two move actions, plus 1 yard per 2 points in the skill tree. In addition, it can be used as an attack to bodily land on a target, causing damage equal to the attacker’s Constitution score plus basic hits, and carries a knockdown effect. As a move-type skill, this may be used in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this action. If hit, the target gets a Reaction save to negate the knockdown. A failed skill check indicates that the character missed the jump, as well as the target, and possibly lands prone. The difficulty is based on distance and encumbrance.
Prerequisites: The Jumping skill and eight points in the skill tree
Attribute: Constitution
Type: Per Spell
Time: Per Spell
Description: Characters with this skill can cast a spell during or after a move action. Characters carrying an active Focus Component can cast while moving at no modifier, those requiring spell components have a difficult (-4) modifier. The spellcasting takes place during the move phase and the time required is determined by the number of total actions the spell requires (maximum of 2), but only allows the caster to cover a distance equal to a single move action. As a move-type skill, this may be used to cast in the Movement segment after other attack or casting actions are used, and allows any remaining attack or casting actions to be used after this cast.. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The Running skill, and four points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Those with this skill are able to move and attack in the same action. This includes moving through or out of a single foe’s threat range, without drawing an Attack of Opportunity (-4 modifier per additional threat zone). All speed factor and movement rules apply. Moving through or out of a threat range may be countered by a readied action by the opponent, which will force the attacker to stop and defend or else suffer an Attack of Opportunity. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range, unless they stop to take defend actions.
Tactical Use: Escape melee combat and fire a weapon, run past a foe while tossing a grenade, etc.
Prerequisites: The Retreat skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can move and attack in the same action. This is a disciplined move, not a rush-type attack. It includes moving into, through, and/or out of a single foe’s threat area, without penalty modifiers or drawing an attack of opportunity (-4 modifier per additional threat zone). All speed factor and movement rules apply, and it may be countered by a readied action, forcing the attacker to stop and defend or suffer an attack of opportunity. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity, unless they stop to take defend actions.
Tactical Use: Make an attack and escape a flanked position; run past a foe while attacking; move through a threat area to set up a flank; etc.
Prerequisites: The Running skill and four points in the skill tree
Attribute: Strength
Type: Move
Time: Two Actions
Description: Characters with this skill can make a series of quick leaps over a short distance in the vehicular suit. A running jump is required, moving a distance equal to two move actions, plus one yard per point in the skill tree, making a total of four leaps. It can be used as an attack to bodily land on up to four foes in range, causing ramming damage, with a single skill check at a difficult (-4) modifier. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. Each target gets an individual defend against the attack. If the skill check fails, a misstep causes the initial leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Prerequisites: The (E) Bounding skill and eight points in the skill tree
Vessel: | Object or Individual |
Sigil: | Enhancement |
Material: | Crafted or Derma |
Craft Skill: | Artistry or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: These runes can be used to temporarily increase either the target’s swimming or ground move rates, or allow them to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. For swimming, a piece of crafted fish leather, dyed with the sigil and worn around a leg serves as the rune vessel, alternately the individual may be tattooed with the sigil on the leg, within the shape of a fish. For ground movement, a preserved feather, dyed with the sigil, and worked into clothing serves as the rune vessel, alternately, the individual may be tattooed with the sigil, within the shape of a feather. When activated, the appropriate per-action move rate is increased by six. Moving faster in the round requires sigils to be painted or tattooed on each limb.
Attribute: Agility
Type: Per Spell
Time: Per Spell
Description: Characters with this skill have become so proficient at moving through the casting process swiftly and accurately, that they can cast more spells in a round than most others. It does not increase the number of actions in the round, rather it increases the speed factor of any Novice casting skills in the tree. In addition, those with skill may choose to act one segment faster in the round with the casting skill, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc. This skill does not change the number of actions a spell requires to cast, rather it directs the effects of known spells (as they are defined) at a target. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The (E) Quick Cast skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: This skill represents a greater weapon expertise, increasing the speed factor of all proficient weapons in this tree. It does not increase the number of actions gained in a round, rather it allows characters to extend the number of attacks that can be made with proficient weapons during the round. At Expert character rank, the speed factor of the weapons is increased by one, and at Master character rank the speed factor is increased by two. In addition, at Master level, those with skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc.
Prerequisites: Four points in the skill tree
Attribute: Constitution
Type: Move
Time: Two Actions
Description: This skill is used in conjunction with a move to make an attack that does damage and knocks an opponent prone in a rush attack. One action is spent on a move, the other to attack, which does physical damage equal to the Strength attribute score plus modifiers and the distance of the move in yards (to a maximum of six), and includes a stun effect. Normal rush rules apply to the attacker and defender (difficult (-4) modifier to all defend actions for both, defender gets a Stamina save to avoid being stunned for the remainder of the round). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. Each move has modifiers to the attacker and defender actions. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Clothesline – driving an extended arm into the defender’s torso to knockdown.
Modifiers: Attack: +2 Damage: — Save: — Escape: —
Crossbody Block – leaping horizontally into the defender’s torso; both the attacker and defender are prone at the end of this move..
Modifiers: Attack: — Damage: +2 Save: -2 Escape: +2
Forearm Smash – fast strike to the chest with the forearm to knockdown (Reaction save).
Modifiers: Attack: +1 Damage: — Save: -1 Escape: —
Shoulder Block – lower the shoulder and slam bodily into target to knockdown (Reaction save).
Modifiers: Attack: — Damage: — Save: -2 Escape: —
Attribute: Constitution
Type: Move
Time: Two Actions
Description: Characters with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round and strike bodily or with a natural attack ability (horns, forehead plate, etc.) to knock an opponent backward. Normal rush rules still apply to the target, i.e., difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round. On a hit, the attack does damage equal to the Strength score plus basic hits or attack ability, and the move rate for a single move action, and the target is knocked backward one yard per point in the skill tree and may take falling damage. Defenders are allowed a Stamina save or related defend skill to remain standing. At least one move action is required to use this skill, and if the skill check fails or the target successfully defends, the attack misses. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. Hit or miss, if the attacker moves through an opponent’s threat range, the attacker is subject to an attack of opportunity.
Prerequisites: The Charge skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: A character with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round. Normal rush rules still apply to the target, i.e. difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round, and the attack causes physical damage equal to the attacker’s Strength plus basic hits. In addition, when used with a blunt weapon or physical shield, the target’s reaction save to avoid being stunned is reduced by one per two points in the skill tree. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character is subject to the normal Rush modifiers.
Specializations: None