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Battle Out of Hell!

Revised Player’s Booklet

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Page of Contents
Chapter 1 – Warriors of Humanity 2
New Rules for Characters 4
Qualities and Drawbacks 5
New Skills 6
Combat Cyborg 7
Partial Cyborg 7
The Headhunter 8
Cosmic Knight Errant 8
Man-At-Arms 9
Mind Over Matter Agent 9
Chapter 2 – Command the Primal Forces 11
A note on magic-users. 12
Mattermancers 12
The Technomancer 13
Chapter 3 - Dimensional Beings 15
Amana 16
Dewtani 16
Grackle Tooth 17
Malvoren 18
Mastadonoid 19
Chapter 4 – To Arms! 20
Initiative 21
Actions 21
Attacking 21
Rule of Ten and One 21
Flying 21
Damage Resistance 22
Rules for Endurance Loss 22
Pain Threshold 22
Fear System 23
Fear Table 23
Severe Insanities Table 24
Gaining Madness Points 24
Augmentation and Implants 25
List of Augmentations 26
Masters of Essence 31
List of Spells 31
Level One Spells 31
Level Two Spells 34
Level Three Spells 35
Level Four Spells 36
Level Five Spells 38
Level Six Spells 41
Level Seven Spells 43
Level Eight Spells 45
Level Nine Spells 47
Level Ten Spells 49
Level Eleven Spells 50
Level Twelve Spells 52
Level Thirteen Spells 53
Level Fourteen Spells 53
The Armoury 54
Ranged Weapons 55
Pistols 55
Rifles and Machineguns 56
Heavy Weaponry 57
Melee Weapons 58
Armour 59
Chapter 5 – Adversaries of the Hell Wars 60
A note on Adversaries 61
Morok, Fallen Cosmic Knight Lord 61
The Bloodhunters 61
Theron Ironmane 62
Son of the Black Furnace 61
Chapter 1 – Warriors of Humanity

The following section gives an overview of the way to create a character for the
Battle out of Hell!

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Player Characters
Characters taking part in this campaign are built using the following points.

Character Point Allowance

Attributes - 30
Qualities - 30

Drawbacks – Up to 10
Skills - 35

Metaphysic Points – 35
Starting Money: 20,000 Credits

Basic Character Secondary Attribute Formulas


Life Point Formula –Strength + Constitution x5 +20

Endurance Point Formula – Strength + Constitution + Willpower x4 +10

Essence Pool Formula – Sum of Primary Attributes +10


Speed – Dexterity + Constitution x2 (meters per turn)

Damage Resistance – Constitution + Willpower

Making Characters

The same as the Unisystem character creation, and is best used with any of the Classic Unisystem core
books. Either the All Flesh Must Be Eaten, Witchcraft, Armageddon – The End Times and/or Conspiracy
X Second Edition.

Character Professions

In a similar vein to character classes from other games, Unisystem uses ‘Profession Qualities’ first seen
in the Dungeons & Zombies sourcebook for All Flesh Must Be Eaten. They are a composite list of
Qualities, Drawbacks Skills and unique abilities all rolled into one package that are bought like any
other Quality.
This first section contains Profession Qualities and new rules for player characters in addition to those
presented in the Unisystem core book of the game being run.

The second section concerns those who utilise Magic, and the third section contains a list of
Dimensional Beings presented as Racial Character Qualities, alien beings from other worlds who have
been relocated due to the effects of the Rifts. The fourth chapter of this booklet contains a list of
weapons and spells, plus rules for Augmentations! And the fifth and final section has a short list of
example Adversaries for your characters to become embroiled with.
In short, this booklet contains everything you need to know as players for the Battle Out Of Hell!

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New Rules for Characters
New Rules for characters with high Attributes Bonus Charts

The following two tables display a list of benefits for characters with higher attributes, typically those
above eight. Note that bonuses are not consecutive; the character only gets the bonus their Attribute
fits into.

If a character does not already possess any form of Regenerative ability, then they do not receive any.
Otherwise the Regeneration bonuses are added to the normal regeneration rate of the character.

Supernatural Attributes Table


Life Point Endurance Regeneration
Dexterity Actions per Turn Constitution
Bonus Point Bonus Bonus
1-10 1 1-8 No Bonus No Bonus No Bonus
11-15 2 9-12 +25 LPs +15 END 3 LPs/turn
16-20 3 13-16 +50 LPs +30 END 6 LPs/turn
21-25 4 17-20 +75 LPs +75 END 9 LPs/turn
26-30 5 21-24 +100 LPS +75 END 12 LPs/turn
31-35 6 25-28 +150 LPs +125 END 15 LPs/turn
36-40 7 29-32 +200 LPs +175 END 18 LPs/turn
41-45 8 33-36 +250 LPs +225 END 21 LPs/turn
46-50 9 37-40 +400 LPs +350 END 24 LPs/turn
51+ 10 41-44 +500 LPs +450 END 27 LPs/turn
45-48 +750 LPs +600 END 30 LPs/turn
49-52 +1,000 LPs +800 END 33 LPs/turn
60+ +2,500 LPs +1,500 END 40 LPs/turn
Maximum Skill Senses Willpower Bonus
Intelligence Perception
Level Bonus Essence/Taint
1-8 10 1-8 +0 1-8 +0
9-12 11 9-12 +1 9-10 +15
13-16 12 13-15 +2 11-12 +20
17-20 13 16-19 +3 13-14 +30
21-24 14 20-24 +4 15-16 +40
25-28 15 25-30 +5 17-18 +50
29-32 16 31-36 +6 19-20 +80
33-36 17 37-42 +7 21-22 +100
37-40 18 43+48 +8 23-24 +120
41-44 19 49-54 +9 25-26 +140
45-48 20 55-60 +10 37-40 +200
60+ 25 61+ +12 41+ +500

Strength Lifting Capacity (lbs) Strength and Damage in Close Combat


1-5 50 x Str Strength Damage Other Moves
6-10 200 x (Str-5) +250 1-10 D4 Use dice as described
11-15 500x (Str -10) + 1,500 11-20 D6 Use next the damage dice (d4-
d6)
16-20 1000 x (Str-15) + 5,000 21-29 D8 Increase die increment by two
(d4-d8).
21-25 1 Ton x (Str-20) + 5 30-39 D10 D12
Tons
26-30 5 Tons x (Str) -25 + 10 40-49 D12 D12+4
Tons
31-35 10 Tons x (Str-30) + 15 50-59 D20 D20+5
Tons
Per additional 4 Strength Adds +5 Tons to existing 70+ D100 D100+25
cap

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Qualities and Drawbacks
Famous/Infamous
Cost: 3-point Quality or Drawback
Representing a modicum of fame, they are welcomed and respected among the citizenry and the
media for some form of heroic or good deed. He attracts a huge crowd of well-wishers and autograph
seekers wherever he appears. This Quality also gives a +3 bonus to every Task or Test where the
character's popularity would be a factor.
The Infamous Drawback is the negative version of the Quality. The character is often mistaken for a
villain by law enforcement agencies and other heroes. Other heroes do not trust him and he is usually
a fugitive from justice.

Temper Control
Cost 1-3 point Drawback

Situations that try one’s patience, extreme mental focus and personality control are likely to cause
emotional and/or physical outbursts. When exposed to such situations, the character must make a
Simple Willpower Test with a penalty equal to the Drawback’s value to resist lashing out with words or
violence, depending upon the situation and character’s overall personality. Under especially intense
circumstances, the Chronicler should apply an additional penalty to the Test. Success indicates the
character has retained his impulses whereas failure means a loss of control. The exact effects of losing
one’s temper depend on the situation, the Drawback’s value, the character’s personality, and the
amount the Willpower Test failed by.

Emotional Problems (Flashbacks)


Cost: 1-3 point Mental Drawback

Due to some horrific past event, the character is haunted by visions that are triggered by certain
sights, smells, sounds or events that mimic the trauma. When faced with such circumstances the
character must make a Willpower test with a penalty equal to the level of this drawback or immediately
make a Fear Test with a penalty equal to double the level of this Drawback. Characters with this
drawback are likely to have the Recurring Nightmares Drawback.

Obsessive-Compulsive Disorder

Cost: 1-4 point Mental Drawback

Characters with this drawback suffer from a compulsive need to go about a specific set of tasks
whenever they are presented with the source of their compulsion, anything from; washing in a specific
way, reloading weapons or even the need to repeat words or phrases before they complete a sentence.
The level of the drawback indicates the amount of Success Levels the character needs on a Difficult
Willpower test in order to resist the compulsion when the character is confronted by it.

Increased Life Points


Cost – 2pt or 1pt (for Augmented characters) Physical Quality
The character is extremely hardy! For each level in this quality the character receives +15 Life Points.
A character can only have a maximum number of levels in this skill equal to ten or his or her
Constitution, whichever is lower. The cost of this Quality is reduced to a single point for characters with
Augmentations; Combat Cyborg, Partial Cyborg and Headhunter. If a character has Damage Capacity
instead of Life Points then they gain an equal amount of DC instead.

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Increased Essence Pool
Cost – 2pts or 1pt (for magic-users) Supernatural Quality

Like increased Life Points, Increased Essence Pool adds +10 Essence Points to your character’s total
amount. The cost of this quality is reduced for either; Mattermancers, Cosmic Knight Errants or
Technomancers. A character can only have a maximum number of levels in this quality equal to their
Willpower or ten, whichever is lower.

Hallucinations
Cost: As per Intensity.
The character suffers from a form of sensory and auditory hallucinations, often striking at times of
great stress.

Hallucinations come in Intensities, with stronger Intensities provoking Fear Tests with increased
penalties.

Intensities Description Cost

Negative Hostile, fearful images or sounds, provoking Fear Tests with a -3 -3


modifier.

Intense Visions or sounds intense enough to seem real, provokes Fear tests -4
with a -4 modifier.

Horrifying The character’s hallucinations are so intense that their occurrence -6


can cause the character lasting physical and mental damage. These
provoke Fear tests with a -5 modifier, in addition whenever the
character fails a Fear Test and would lose Endurance points they lose
that many Life Points/Damage Capacity instead, representing the
harm brought on by such extreme stimuli.

New Skills
Magic Bolt
Some spells project beams of energy, or conjure spheres of destructive energy that are thrown at the
caster’s enemies. This skill can be used in addition to Dexterity as part of a magical attack.

Spell Casting (Special Skill)


Spell Casting is the key skill for any magic-user; it is used in combination with Willpower to determine
the success of the spell.

Magic Theory (Special Skill)

Magic Theory reflects a focused understanding of the workings of magic, and is used in conjunction
with Intelligence and Willpower to determine the character’s level of magical understanding (See
Masters of Essence). Magic Theory can be used to identify magic-users and to guess a spell being
cast in combat or otherwise.

Repair (Machines/Electronics/Robotics/Weapons)

Eventually, things break. When attempting to repair something, the character rolls his or her Repair
and Intelligence to mentally plan how the repair needs to be carried out, followed by a Repair and
Dexterity Test with a bonus equal to the number of Success Levels scored on the previous roll, the
Chronicler can impose a penalty to the roll depending on its level of damage, the more damaged it is
the harder it is to repair.

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Note on Professions: Profession Qualities are primarily bought using Quality Points. However, the
numbers in parenthesis show the amount of Quality and Skill Points that may be spent instead, giving
the character more Quality Points to spend elsewhere.

Combat Cyborg
Cost: 20pts (10/10)

Prerequisites: The character must be able to have


Augmentations, certain D-Bees can and all humans can be
Cyborgs.
Combat Cyborgs are those brave individuals to sacrifice their
flesh and bone in favour of steel and carbon-fibre, nearly 80 to
90% of these cyborgs is composed of hardened plates of
reinforced steel and advanced electronic systems. These
individuals are often at their best on the frontlines, where they
do not have time to think upon the loss of their humanity.

Powers and Abilities


Purchasing the Combat Cyborg Profession gives the character a
+5 to their Strength and Constitution. However, in turn they
decrease their Willpower and Perception scores by 2 and the character’s Speed is halved. They may
purchase any of the Augmentations from the lists in Chapter 4 except for any of the Synthetic Organs.

Cyborgs have the Minority (2) Drawback, which represents those who still fear and or hate cyborgs. All
melee-attacks made using the Cyborg’s fists or feet use 1d8 instead of 1d6 (if increased through the
High Attribute rules, they simply use the next biggest dice, up to a max of a d12).

Machine Form

Combat Cyborgs have an Armour Value of 1d10 plus their Constitution, representing their metallic
body’s new durability. They have Damage Capacity instead of Life Points, which is calculated in the
same manner as the race they belong too and are unaffected by the extra damage effects of Slashing
and Blunt damage and they cannot Bleed. They do suffer double damage from Ion-based weapons
(See Chapter 4 – To Arms!).

Furthermore, Combat Cyborgs cannot heal naturally and any form of Regeneration does not affect the
character (unless that form is in of itself, mechanical). The only way Combat Cyborgs can restore lost
Damage Capacity is by having someone repair them using an Intelligence and Repair roll, with the
character’s Constitution Attribute multiplied by each Success Level to determine the amount of lost DC
is restored. Furthermore, there must be enough materials on hand suitable for repairing the Cyborg.

Finally, Cyborgs are unable to learn Magic and any spells they may have had before they became
Combat Cyborgs are destroyed, their loss of humanity removes
their ability to ever manipulate Essence.

Partial Cyborg
Cost: +15pts (5/10)
Prerequisite: Constitution 4 or higher

The character has undergone intensive surgery to replace parts


of their mortal body with machinery and electronics.

Most Partial Cyborgs, or ‘Half-Borgs’ replace an arm or leg, with


one or two other upgrades, many who undergo the surgery
don’t go to the extent of the Combat Cyborg for risk of losing

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their humanity entirely. They can purchase any of the Augmentations from Chapter 4 – To Arms!
Might of the Machine

Partial Cyborgs receive a +2 to their Strength and Constitution scores and receive a +10 to their
Endurance Point Pool, and receive a basic Armour Value of 1d6+4 due to the minor augmentations
they have on their person.

The Headhunter
Cost: 10pts (4/6)

Prerequisite: Must be able to have Cybernetic Augmentations,


Constitution 4

Headhunters are the soldiers of fortune who have undergone partial


cybernetic augmentation and specialise in bounty hunting and target
assassination. Where they walk, suspicion and dread mingle with their
footsteps; they can purchase any Augmentations from the Synthetic
Organs, Cybernetic Limbs and Miscellaneous Augmentations lists in
Chapter 4 - To Arms!
Powers and Abilities

Headhunters receive +1 to their Strength, Constitution and Perception


attributes. Headhunters may select a single pistol from the lists in Section
4 and may purchase it for 25% of its normal cost (is not cumulative with
the existing 50% decrease on the first weapon bought). Headhunters can
have up to eight levels of Hard to Kill and have the Status 1 (Headhunter)
Quality. On the downside they make many enemies through their
profession and must purchase an Adversary Drawback worth three points,
representing those who have a bone to pick with the Headhunter.

Cosmic Knight Errant


Cost: 20pts (10/10)

Prerequisite: Constitution 4, Willpower 3.


The Cosmic Knight Errants are valiant and proud,
supporting the weak and fighting evil where they can in
their quest to rid the world of demons, monsters and the
undead. They are descendants of a cosmic order of extra-
dimensional beings called the Cosmic Knights, whose
sworn duty is to protect the mythical heart of the universe
itself, The Cosmic Forge. At the time of the Rifts, a dozen
Cosmic Knights landed on earth and went about recruiting
worth men and women, including aliens into their order,
establishing huge fortress-monasteries on earth, the
largest and most famous being the ones located in Texas,
Edinburgh, Tokyo and Australia. The Cosmic Knight Errants
receive magical powers and are gifted with a powerful suit
of armour from their alien masters, their training in
intense and many are not worthy of ascending to
knighthood, those that do are fully equipped to battle
against the many evils of the Order of the Cosmic Forge.
They are proud and mighty individuals who share many
virtues as the age-old knights of Camelot, who in a bizarre
turn of events have resurfaced due to a bizarre time anomaly plaguing England.

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Powers and Abilities
Purchasing the Cosmic Knight Errant Profession gives the character a +1 to all their Physical Attributes
and a +1 to their Willpower; furthermore, if they are capable of having Augmentations they receive the
Reinforced Skeleton (Titanium) Augmentation and receive all the bonuses presented there.

Cyber-Armour
Cosmic Knight Errants are symbiotically bonded to their suit of advanced metallic plating, which has an
Armour Value of 1d8x4+4 (20) and has 80 Damage Capacity. It can be repaired through a successful
use of Repair + Intelligence, which restores 1d6 lost Damage Capacity per Success Level.

Magical Training

The Cosmic Knight Errant can summon a magical weapon fashioned from pure Essence that deals
1d10+Willpower in Energy Damage, dealing double against any demonic, undead or vampiric enemies;
the weapon they summon has a variable appearance, though regardless of its shape or aesthetic, deals
the same amount of damage.
Cosmic Knight Errants also practise magic, and may purchase magic spells from the lists in Section 4
and recover Essence at the same rate as Mattermancers and Technomancers do, (See Chapter 2 –
Command the Primal Forces) and receive a bonus 30 additional Essence points.

Honour-bound

Cosmic Knight Errants are sworn to protect those around them and follow a strict set of rules. They
have the Honourable (-3) and a Serious Obsession (Defeat Evil) Drawbacks. If they were to break their
strict set of rules, they would no doubt invoke the full wrath of their order, giving the character an
Adversary 5 (Cosmic Knight Errants) Drawback.

Man-At-Arms
Cost: 8pts (6/2)

Prerequisite: Guns (Any) 3, Dodge 3.

Despite the male-specific title, the Man-At-


Arms refers to those with some either of
military-combat training who fight in squads
or by themselves against the alien horrors
that plague humanity.

Power and Abilities

The Man-At-Arms Profession increases the


character’s Dexterity and Constitution by +1 and provides an additional +1 bonus when Aiming with
any ranged weapon for a total bonus of +3. They may purchase up to a maximum of eight levels in
Hard to Kill, they also have the following skills: Language (Military) 5, Dodge 2, Stealth 1.
They may purchase Augmentations but only from the Miscellaneous Augmentations list.

Mind Over Matter Agent


Cost: 16pts (8/8)

Prerequisites: Due to the fatally difficult task of rewiring the brains of dimensional creatures, the
subject must be human.

The Mind Over Matter or M.O.M project was oriented around the prospect of being able to literally
‘program’ desirable traits into humans. First experimented by black ops programs in the ‘States, they
utilised death-row criminals and homeless individuals for their tests. Nearly 90% of all those
experimented perished due to electric burnout, or deemed ‘unstable’ and summarily terminated.
Despite its horrific origins, the benefits of the Mind Over Matter project bore fruit, namely that those

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who survived found themselves with heightened abilities far above those of their mortal peers. Despite
the risks associated with M.OM. a pharmaceutical company called Archangel picked up where they left
off, refined the M.O.M technology, and has been offering its new
service to military programs across the world.

M.O.M Agents have greatly increased speed and present a peculiar


ability to regenerate from even severe wounds, and their strength
and endurance is incredible.
Powers and Abilities

Having undergone the enhancement project the character receives


a +3 to their Strength, Dexterity, Constitution and Perception, but
decreases their Intelligence and Willpower by 1.
Enhanced Capabilities

M.O.M Agents have an additional Action per turn and have a


natural Regeneration ability, being able to restore their
Constitution in Life Points every turn. Furthermore, they have the
Minority (M.O.M) (-2), and must spend four points on acquiring
Mental Drawbacks to represent the harsh rewiring of their mind,
the character gets no points from these Drawbacks.

Lastly, due to their mental instability, they gain Madness Points at a quicker rate than other characters.
Whenever a M.O.M. Agent gains Madness Points, they receive an additional d6 points whenever
Madness Points are obtained.

M.O.M. Implants
Aside from the already impressive implants, Agents are able to acquire further implants, both
increasing their power and eventual risk of insanity! The M.O.M. Agent can pick two of the following
upgrades from the list below.

1. Enhanced Healing

Some felt that the Agent’s impressive ability to recover from damage was not up to the level of some
crueller scientists, the M.O.M Agent’s Regeneration rate is increased to double their normal rate. The
character suffer from the; Delusions of Grandeur (1) Drawback indicating their belief that they are near
invincible! (or so they think).

2. Enhanced Strength

The Agent’s incredible Strength is increased by an additional +4! Due to their increased physical power
their temper seems to flare up at the worst times, giving them the Temper Control (-2) drawback.
3. Enhanced Constitution

Increasing their natural toughness through a potent cocktail of drugs gives the Agent a +4 to their
Constitution rapidly increasing their Regeneration rate and at the same time making them dangerously
hyperactive, making them unable to sleep unless they fail a Consciousness test (Constitution plus
Willpower), furthermore they suffer the effects of the Reckless drawback.

4. Hyper Sense

The Agent is always alert and gets to make a Difficult Perception test to perceive if the agent or any
allies are in immediate danger; however, the Agent tends become obsessed with perceived threats and
suffers the effects of the Paranoia Drawback.

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Chapter 2 – Command the Primal Forces

A selection of magic-users for your game.

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A note on magic-users.
The Profession Qualities listed here are for those who wish to have a character that is able to
manipulate the very stuff that makes up the universe; this substance is known as Essence. It is
invisible and exists only as a faint bluish mist in its raw form, it is the measure of the soul and is drawn
on to cast and use magic. This section explains the details concerning two different types of magic-
user; those who manipulate and control magic both destructive to protective. The other is the futuristic
Technomancer, who utilises technology to explore both worlds of science and magic and the
combinations they provide.

Enhanced Potential
As a universal rule to all the following Professions, each Mattermancer and Technomancer each
receives a bonus to their Essence Pool equal to his or her Willpower multiplied by ten.

Magical Understanding
All magic-users must first understand their craft,
and magic is highly complex and baffles the unwary.
A magic-user can only purchase spells that have a
Level is equal to the character’s Intelligence and
Willpower added together and divided by 2 (rounded
up). So a character with an Intelligence of 4 and a
Willpower of 5 can purchase any spell from Levels 1-
5, but no higher.

Mattermancers
Cost: 10pts

Prerequisite: Willpower 4+
Mattermancers refer to those to tap into Essence in
its rawest form in order to cast their spells. Due to
the sudden events that have led to Essence
becoming more apparent on Earth, many have not
had the time to construct schools or cohesive
organisations cantered around controlling such
energies. Nevertheless, the Mattermancers are those
who have claimed some mastery over the raw
energies of the universe and utilise it for good or for ill.

Powers and Abilities

Locate Essence
Mattermancers are able to readily find mass gatherings of Essence, known as Places of Power by rolling
a Simple (+2) Perception + Magic Theory test. Depending on how much Essence is present can hinder
this test, posing a -1 penalty per twenty Essence points that the local has. Some Mattermancers are
capable of glimpsing a person’s Essence Matrix to gauge their power, which is resolved as a contested
Willpower and Magic Theory roll by the Mattermancer, and a Willpower test by the target, who receives
a +1 to the roll per twenty Essence points they have in total, not just at current.
Utilise Essence

Mattermancers may utilise as much Essence as they need to cast spells, so long as they are able to
speak, as they must utter the magical words that command the Essence and shape it into the desired
form. The may purchase any of the spells listed in The Masters of Essence section of Chapter 4 – to
Arms! They are subject to all the rules presented there.

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Restore Lost Power
Mattermancers regain Essence much faster than normal, they regenerate twice their Willpower in
Essence Points every minute, or five turns if the character is in combat. If the Mattermancer is present
at a Place of Power they regain Essence every turn instead of every minute, they are able to tap into
the Place and restore 1d4 Essence per Success Level on a Willpower and Magic Theory Skill Test.

The Technomancer
Cost: 15pts

Prerequisite: Intelligence 4, Dexterity 3.

Technomancers are those who exploit the opportunities of a


merger between science and magic rather than oppose it.
Technomancers are engineers who fabricate devices to
house their arsenal of spells, they are unable to utilise
Essence like a Mattermancer but they utilise it in the
creation of magical devices.

Powers and Abilities

Technomancers receive a +1 to their Intelligence,


Dexterity and Willpower Attributes.

Technnomancy

Technomancers are men and women of science who


utilise their intellect to build machines that can
understand the language of magic in the form of Devices, which the Technomancer is adept at
building.

Devices must be made using the Crafting skill. As each type of Crafting indicating what sort of Device
the Wizard builds, a Technomancer with Craft (Gunsmith) can create ray-guns, whereas having Craft
(Armourer) can create suits that can withstand the elements. In order to create a Device, the
Technomancer must score a number of Successes equal to the Level of the Spell they wish to install
into the Device with. Furthermore, Devices have one advantage over casting spells, which is as matter
of fact that Devices do not need to be cast! They simply need to be ‘turned on’ or triggered in order for
the spell to work, if the spell requires resisted tests then those resolve as normal. However, no casting
roll is required.

Restore Lost Power

Technomancers regain Essence much faster than normal, they regenerate twice their Willpower in
Essence Points every minute, or every five turns if the character is in combat.

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Building Technomancer Devices
The following series of charts and descriptions are here to present a guideline for your Technomancer
devices, from guns to armour and to rings that can make it rain. As always, consult your Chronicler
when creating Devices as they have the final say.

A Technomancer can only control his Willpower in Devices. Others beyond this limit do not function
unless the Technomancer dismantles an existing Device.

Device Creation Three spell would put the Technomancer’s roll


at a -3 penalty.
Step 1: Aesthetic
Step 3 – Result
What does your Device look like? Is it a weapon
like an axe or sword? Alternatively, something If enough successes are scored, the Device is
like an assault rifle? This is the most open part built! Devices use Charges to cast Spells rather
of creation, though objects too small or too than Essence, a second Crafting and
large can cause heinous complications in the Intelligence roll necessary to determine the
creation and is unsuited to becoming Devices, number of Charges the Device has; which is
anything like needles or coins. The Device equal to the Success Levels of the roll
should best represent the type of spell you wish multiplied by the Spell’s Level. Divide the
to put into it, so a gun for a fireball spell or a Spell’s Essence cost by ten; this is how many
sword that casts Power Weapon on itself. Charges that spell uses up when it is activated.

Size (Feet) Object If the Device does not have enough Charges
1 or less Hand-sized, pistols etc. then the spell cannot be cast, and any Device
2 Limb sized an assault rifle. always has the minimum of Charges it would
3 Roughly torso-sized, a small bike need to cast a single ‘shot’ of the spell. A
4 Dog-sized, missile launchers
successful Engineering and Intelligence roll can
5 An average-sized person, suit of
armour recharge the device, restoring 1d4+1 Charges
6 A tall person, a small vehicle per Success Level.
(bike)
Summary of Creation
Step 2 – Building and Installation
1. Determine the look of the Device and its
This step is simple, rolling to determine if the size
Device is constructed and you choose which 2. Choose the spell
spell to install. Devices take 1d6 hours to build, 3. Roll appropriate Craft skill + Intelligence
and depending on the Device’s Size (see 4. If you get enough successes equal to the
above); it can take longer, increasing the time Spell’s Level, the device is made.
at a rate of one hour per two points of the 5. The Device receives Charges equal to
Device’s Size. the Success Levels multiplied by the
Remember that the higher the Spell’s level, the Spell’s Level.
more difficult it is to install, each Spell causes a 6. Technomancers can only hold a number
penalty to the roll equal to its level; so a Level of Devices equal to their Willpower.

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Chapter 3 - Dimensional Beings
Those of another world!

Dimensional Beings, often shortened to ‘D-Bee’, are creatures from another world or realm. Their
arrival on Earth has signalled a new era for the paradox-stricken planet, some of them are openly
hostile and are seeking new land to expand their conquest, and others have come to aid humanity in
their time of need against otherworldly foes and the demons on the Devil Kingdoms.

A note on Racial Character Qualities

The following Dimensional Beings can be purchased using Metaphysic points (A character can only
have one Racial Character Quality). Certain Racial Character Classes also include various restrictions
and options as to which Professions they are able to acquire.

Unless otherwise stated, all D-Bees have the Minority -2 Drawback, as despite many groups of
humans becoming to accept them, bigotry and prejudice are ever-present.

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Amana
Cost: 10pts

Amana are tall, thin humanoids with mercury coloured skin and are
hairless. They are healers and priests and have a loose society based
around altruism and support of others, something that has put that at
odds with the current climate of war. They are not beyond fighting,
and will fight if push comes to shove.
Powers and Abilities

Healing: The Amana feature an amazing healing ability that they use
to help those wounded by placing their hands a few inches from the
person’s body as their power cleanses and heals, surrounding the
wound with a faint purplish light. By spending Essence, the Amana can
restore 1 Life and Endurance Point per two Essence point spent, they
can channel as much Essence as they need this way.
Profession Restrictions

Due to their pure-of-body philosophy, many Amana cannot obtain


Augmentation, though it is up to your Chronicler which Augmentations
may be suitable. Amana characters may not be Combat Cyborgs,
M.O.M. Agents. They have the capacity for understanding magic and
find themselves comfortable as Mattermancers and Cosmic Knight
Errants.

Racial Bonuses

Amana characters receive a +1 to their Intelligence and Willpower


Attributes but have their Strength reduced by 1.

They calculate their Life, Endurance and Speed in the same way as
humans do, except that Amana characters gain +20 Essence Points as well.

Dewtani
Cost: 15pts

The Dewtani are a race of magically inclined mystics with long


black hair and coppery skin, with long ears and pointed faces.
They fled their planet in a terrible conflict with Sahtalus, who
desired their Essence-rich world for his own gain but grew tired
and angry at the long-drawn out war of some three-thousand
years. He destroyed their planet by unleashing a cosmic storm
of meteors that caused the sources of Essence to erupt in a
monstrous cataclysm that caused the entire planet to explode
into dust. Ever since then, the Dewtani have been divided; those
who sought to find a new world and start again, and those who
seek vengeance against Sahtalus.

Powers and Abilities

Magical Knowledge
Dewtani excel at magical exploits, they get a +3 bonus to cast
spells and can purchase the Occult Knowledge skill at the normal
rate rather than pay its Special Skill cost.

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Eternal Revenge
The Dewtani that came to earth despise demons and devils with a passionate fury that belies their
calm exterior, they have the Adversary 5 (Devil Kingdoms) and Prejudice (Devils & Demons) 3
Drawbacks.

Profession Restrictions
Dewtani are unfamiliar with technology and may never be Combat Cyborgs, M.O.M. Agents and can
never purchase Augmentations. They find Technomancerry fascinating and are most comfortable with
Mattermancers.

Racial Bonuses

Dewtani characters receive a +2 to their Intelligence and +1 to their Dexterity.

Grackle Tooth
Cost: 25pt

Named for the particular smile, Grackle-Tooth are a race of war-like lizard creatures that stand
anywhere from 7 to 9 foot in height, their scales anywhere from a murky green to a muddy brown
colour, their skin and underbelly is typically pale, with thin black stripes lining their scales if the
Grackle Tooth is female. They are oddly cheerful and relish the opportunity for a good fight, they
attempt to ‘cool down’ stressful situations with humour or otherwise, mostly to downplay their own
confusion and hidden nervousness of this strange world called Earth.

Powers and Abilities

Reptilian

Grackle Tooth have hardened, scaly plates that provide


moderate protection from most small-arm weaponry. Giving
them a Natural Armour Value of 1d6+Con. Their nails are
incredibly sharp and cause d6 Slashing damage. They suffer
from the Clown -1 Drawback due to their light-hearted nature.
Profession Restrictions
They have a strong distrust of the stuff ever since a civil war
occurred when a small group of Grackle Tooth discovered a
huge Place of Power and accidently unleashed a horde of fiery
elementals, who were only stopped after several thousand
Grackle Tooth where slaughtered and half-a-dozen cities and
towns where destroyed in their wake. The Grackle Tooth may
never be Mattermancers or a Technomancer (though they
love Devices, especially ones that look like guns). They find
themselves most comfortable in the Men-At Arms or
Headhunter Professions but their light-hearted nature puts
them at odds with the Cosmic Knight Errants. Grackle-Tooth
can have Augmentations.
Racial Bonuses

Grackle Tooth characters receive +2 to their Strength and Dexterity, but suffer a -1 to their
Intelligence. They calculate their Life and Endurance Points with the following formula:

Life Points ((Strength + Constitution) x6) +35

Endurance Points ((Strength + Constitution + Willpower) x6+50)

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Malvoren
Cost: 22pts

The Malvoren are a peculiar race made


up of fleshy, crimson-tinged strands of
matter, weaving together like worms
around equipment and clothing.

Their culture and identity have been lost


to the ages, but when they travelled to
earth, their expertise regarding weapons
and armour has made them very popular
choices for mercenary-work.
Powers and Abilities

Malvoren manifest by winding around


clothing and weapons and forming the
rough shape of a humanoid figure. They
find earth weaponry easy to use and have a +3 bonus to hit with all hand-held weapons, ranged or
melee. They can better adjust to armour and increase any flat modifier the armour has by their
Constitution score, if the armour does not have a flat modifier they have gain one equal to the
Malvoren’s Constitution.

Their fearful appearance gives them an Unattractiveness Drawback of -3 and the Minority (Malvoren) -
3 Drawback. Strangely enough they are unable (either out of embarrassment or otherwise) to hold
their humanoid shape without being at least partially contained within a suit of armour.

Profession Restrictions

Malvoren have never displayed any form of magical ability. They can become Man-At-Arms, and not
welcome in the halls of the Cosmic Knight Errants. They are capable of acquiring augmentations and
may become Partial Cyborgs or Headhunters, though the extreme difficulty or wiring their biological
structures to the metallic shell of a Combat Cyborg prevents them of purchasing that Profession.

Racial Bonuses
Malvoren receive a +1 to their Strength and Dexterity, but have Perception -1. They calculate Life and
Endurance Points as humans do.

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Mastadonoid
Cost: 30ts
Mastadonoids are a race of humanoid
mastodons that came from an arctic world
possessed of a lethal coldness. They are
massive creatures with arms the size of most
mortals and are thankfully, relatively
peaceful, though their temper is legendary
when roused.

Powers and Abilities


The Mastadonoids have the Size 2 – Huge
Quality, the bonuses of which are included in
the Racial Bonuses section below.
Because of their increased size, attacks
against them have a +3 to Hit.

Mastadonoids also suffer the effects of the Slow Reaction Time Drawback, in which they automatically
go last in combat.
Hindered Magic

Mastadonoids are maladjusted to the practises of magic and when casting spells, they only add half
their Willpower score rounded up instead of the full amount.

Profession Restrictions

Mastadonoids have rarely touched technology and due to their particular physiology are highly
incompatible with Augmentations. They find themselves comfortable living as a Man-At-Arms and
Headhunters. Many Mastadonoids are suspicious of Magic and are distrustful of it. Throughout their
history, some of them have found peace within the halls of the Cosmic Knight Errants who regard them
with praise for the strength and dedication.

Racial Bonuses
Mastadonoid Characters receive the following bonuses Strength +8, Constitution +6 and Willpower
+1. But due to their lumbering and superstitious mind-set; they have Dexterity -2 and Intelligence -
1.

They calculate their Life, Endurance Points and Speed differently to humans.

Life Points ((Strength + Constitution) x6) +100

Endurance Points ((Strength + Constitution + Willpower) x5) +30

Speed: Sum of Dexterity and Constitution, not doubled.

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Chapter 4 – To Arms!

A comprehensive list of new rules, Spells, Weapons, Armour, Cybernetics,


Qualities and Drawbacks for your characters.

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Core Rulebook Changes
Initiative
During combat, each character takes it in turns to roll an ten-sided dice and add their Dexterity to it to
determine the initiative order, characters with fast Reaction Time automatically go first unless another
character in combat has Fast Reaction Time, if two more characters have Fast Reaction time then those
players roll Initiative as normal but still go before everyone else.

Alternatively if this is too complicated or makes for too much fiddling about; characters with Fast
Reaction Time automatically go first in combat, unless there is another character with Fast Reaction
Time, in which case characters with that quality get a +10 to their Initiative roll.

Actions
During a character’s turn, they may take Actions. Each character has one Action, which can be used for
attacking another character, or performing a skill, they can also utilise a free action (such as talking or
moving) as well; certain Qualities and other rules allow characters to have more than one action per
turn. Characters may take up to two additional Actions per turn, each imposing a cumulative -3 penalty
to any dice rolls made during those additional actions.

Attacking
When attacking characters, the character announces their attack and rolls a ten-sided dice and adds
their respective Attribute and Skill, Dexterity is typically the governing attribute for striking a target.

As the character attacks, the defending character gets a chance to dodge or avoid the attack by rolling
a d10 and adding their Dexterity and Dodge/Athletics skill. Both sides consult the Success Table to
determine the number of Success Levels (SLs) they scored. Attackers reduce the total number of
successes by the amount the defender rolled, if this would bring the total number of Success levels
down to zero or less then the attack is dodged and no damage is dealt.
Success levels that are carried over act as the multiplier for damage, as melee damage is calculated as
according to this formula.

(Strength + Weapon damage) x Success Levels = Damage

Example; James is attacking Edward with his fists, as a seasoned brawler James hits and scores five
successes, whereas Edward only gets two.

Punches deal d4 damage, so James rolls a d4 and adds his Strength of 4 to it, giving him a total of 7.
James then multiplies this by his remaining SLs (3) and hits Edward for 21, dealing that much to his
Life Points and severely hurting him.

The damage caused by ranged weapons such as guns are unmodified, they use the listed dice and
multiplier to better amplify the danger and power of firearms.

Rule of Ten and One


Whenever a dice turns up a ten or a one, roll the dice again adding to or lowering the final score to the
number rolled, disregarding the rule of having to roll five or over/under. This gives players a better
chance of achieving higher or dangerously lower scores.

Flying
Winged characters are able to fly at a speed of their Constitution and Dexterity multiplied by five in
miles per hour, which costs the character 5 Endurance Points per minute of flight. The character can fly
at increased speeds by increasing spending further Endurance, increasing their Speed at a rate of
twenty miles per hour for each ten additional Endurance spent. Whilst in Flight the character is also
able to decelerate, dropping their current speed at a rate of five miles an hour per point of Constitution
every turn or ten seconds.

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If a winged character collides with an object, whether it is another character or something else, both
targets take damage. In a similar manner to the Collisions rule, winged characters endure and inflict
1d10 multiplied by a tenth of their speed at the time. Note that if a character were travelling at an
obscene speed then most targets in their way would feasibly be destroyed, though if the character
crashes then they would be rewarded with a similar fate. No Survival Roll is necessary, the character is
dead.

Damage Resistance
Damage Resistance is an extra rule that can be used to help characters survive as Unisystem can often
lead to very high amounts of damage being dealt. This is represented as an extra Secondary Attribute
and is calculated by adding together the character’s Constitution and Willpower. Damage Resistance
acts as a natural form of Armour Value and removes a like amount of damage before the character
checks for any available armour.

An example; Jimmy (Str4), who attacks James (DR4) hits and deals ten life points worth of damage,
James reduces the damage by four, bringing it down to six.

Rules for Endurance Loss


Combat: For each action the character takes in combat, they lose 1d4 Endurance points.
Taking Damage: When characters take damage and lose Life Points they also lose Endurance Points
equal to one-fifth of the damage dealt, Blunt damage weapons increase this loss to half instead.
Activity: Engaging in intense actions or heavy lifting or similar activities drains the character of 1d4
Endurance points per turn or ten-second equivalents.
Fear: When characters become scared and fail Fear Tests they lose Endurance points, the amount of
Endurance they lose is located in the Fear Table section of this booklet.

Pain Threshold
When characters get hurt, they feel it. Characters suffer penalties to their actions if they lose Life
Points equal to a multiplier of their Constitution score. This effect lasts for a number of turns equal to a
ten-sided dice minus half their Constitution Attribute.
Penalties last for 1d10- Con/2 in Turns

Damage Action Penalty First Aid Penalty

Con x2 -1 -0

Con x4 -2 -1

Con x6 -3 -2

Con x8 -4 -3

Con x10 -5 -4

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Fear System
Fear Tests

When presented with a potentially terrifying or fearful situation, the Chronicler can make the player(s)
make a Willpower Test with a penalty relevant to the situation. If the player pass the Willpower test
means that the character is only scared for a few seconds before regaining their composure.

Certain situations can impose negative modifiers to the Willpower Test, gory or traumatic encounters
can impose a penalty of -1 to -4, horrifying monsters like the undead or spirits can impose anything
from -4 to -7 and eldritch horrors from beyond the stars can provide a penalty of -8 to -12!

Fear Table

Roll Result Effect

8/7 Shakes/Screaming, D6+1 Endurance Point Loss and D4-1 Madness Points (to a
minimum of 1)

6 Panic, D6+2 Endurance Point Loss and D4 Madness Points

5 Reaction, D8+3 Endurance Point Loss and D4+1 Madness Points

4 Logorrhoea, D8+4 Endurance Point Loss and D6+2 Madness Points

3 Rage, D10+5 Endurance Point Loss and D6+3 Madness Points

2 Intense Pain, D10+6 Endurance Point Loss and D6+4 Madness Points.

1 or less Severe Insanity, Roll a d10 and reduce your total roll by the amount rolled (as per the
Rule of One), if the result is less than 1 consult the Severe Insanity Table.

Fear Table Keywords


Shakes/Screaming – The character begins to either tremble in fear or erupt into a fit to frantic
screaming, suffering a -2 to all actions for 1d4 turns if in combat, otherwise multiply the result by ten
for its duration in seconds for non-combat situations.

Panic – The character begins to panic, acting hysterically or desperately to avoid the source of their
fear. They suffer a -3 to all actions for the next 1d6 turns (1d6x10 seconds).

Reaction – the character undergoes an appropriate physical response to the source of their fear. Such
as physical hysterics such as spasms, uncontrollably crying, to minor physical trauma such a prolonged
nose bleeds, even unwelcome bowel movements may occur as the character’s body struggles with the
terrifying stimulus. They suffer a -4 to their actions for 1d8 turns (1d8x10 seconds).
Logorrhoea – A mental overload causes the character to babble incoherently, either suffering from
extremely rapid speech or begins to continuously speak in perfectly coherent but uncontrollable speech
that lasts for 1d10+2 turns (1d10+2x10 seconds) any actions performed during this time suffer a -5
penalty.
Rage – The character’s mind snaps! Becoming dangerously enraged, the character flings themselves in
a self-destructive rage at the source of their fear or anyone nearby! The character attacks the nearest
character whilst in combat and has their Strength increased by 4 for the duration of 1d12+3 turns.

Intense Pain – The incident causes such terror in the character that they become wracked with
crippling pain such as a vicious migraine; losing 1d6 Life Points/Damage Capacity each turn or ten
second duration for 1d10+3 turns, which may be multiplied by ten for its duration in seconds for non-
combat situations.

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Severe Insanities Table

Roll Result Effect

-1/-2 Phobia, D12+8 Endurance Point Loss and D6+6 Madness Points

-3/-4 Obsession, D12+10 Endurance Point Loss and D6+8 Madness Points

-5/-6 Violently Unstable, D12+12 Endurance Point Loss and D6+9 Madness Points

-7/-8 Heart Attack, D12+14 Endurance Point Loss and D6+10 Madness Points

-9 or less Coma, D12+16 Endurance Point Loss and D6+12 Madness Points

Severe Insanities Keywords


Phobia

The character rolls a d6; they then gain a temporary Phobia Drawback relevant to the source of their
fear at either. 1-2: Mild 3-4: Severe 5-6: Extreme. This effect lasts for 1d6+6 hours or until they next
meet the source of their Phobia, in which case the character loses the drawback.
Obsession

Like Phobia above, except that the character acquires an Obsession Drawback with the source of their
Fear as the subject of their irrational obsession, and will do anything to discover more or find the
source of their fear again.
Violently Unstable

The character’s mental state becomes more violent and unhinged, roll a d6. The character immediately
gains either the: 1-3 Temper Control or 4-6 Violent Tendencies drawbacks, if the character already has
one of them, increase its level by one. This can take these drawbacks above their typical maximums of
3.
Heart Attack

The fear is too much for the character and they begin to go into cardiac arrest. They lose 1d10+5x2
Life Points each minute until they receive advanced medical care! This causes mechanical characters to
suffer a series of highly debilitating mechanical and electronic failures, inflicting a like amount of
damage as whatever organic material remains goes havoc.

Coma

The character’s mind shatters, their fear becoming so overwhelming that they fall into a deep coma,
unable to wake up for 1d100+50x4 hours. This is a very severe result and its use should be used
sparingly (if at all) by Chroniclers.

Gaining Madness Points


As characters gain Madness Points, their grip on sanity and reality begin to wane. When the amount of
Madness Points the character has equals twice their Willpower, he or she gains a point to spend on a
Mental Drawback, or increase an existing Mental Drawback by a single point. From this point onwards,
whenever the amount of Madness Points increases to a multiple of the character’s Willpower (x2/x3/x4
etc.) the character gets another point to spend on Mental Drawbacks. Final and permanent insanity
comes when the character’s Madness Points are greater than their Willpower times twenty. At this
point the character is driven insane and becomes hopelessly lost to madness. Certain settings like
Armageddon – the End Times/Witchcraft often have Madness caused by supernatural creatures and the
Mad Gods, at which point an insane Cast Member can become Tainted, replacing their Essence Pool
with a Tainted one, and begin to display horrible powers and disfigurations.

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Augmentation and Implants
Rules for modifying your character.
The monetary cost for these augmentations can be roughly calculated by taking the Quality Point cost
of the augmentation and multiplying by one-thousand to determine its cost in Credits.
The character will be referred to as a cyborg for the purposes of this section.

Loss of Humanity

Due to the draining effect that cybernetics has on Essence, a cyborg’s Essence Pool decreases for each
augmentation they buy. A Cyborg character loses Essence equal to half the points cost of each the
Augmentation they purchase; if this amount would reduce the Cyborg’s Essence Point Pool to less than
5 the character becomes slightly disconnected from their humanity and suffers a -3 to all social
itnerations they make as begin to suffer from a machine-like disconnection or ‘mechanical sociopathy’
disorder that imposes a -3 penalty to all social interactions and rolls the character makes.

Finally, if a character’s Essence Point Pool through be reduced to less than zero through Augmentation,
the character must make a Willpower Test with a penalty equal to the current number of Essence
points they have that are below zero (-5 Essence would impose a -5 penalty) for the initial
Augmentation that brought tem below zero and for every Augment afterwards. If they fail, roll a D8
and consult the results below.

1-2: The character feels as if they have lost 5-6 – Suffers from a peculiar obsession over
their humanity, having become more machine the concept of death, can a machine ‘die’ in the
than human (or alien), the character gains the metaphysical sense? Is there an afterlife for
Emotionless Drawback at its basic level, if this those made of wires and steel? The character
result is rolled again, increase it to the next gains a level of the Weird Delusion (Death of
level or roll again. The Cyborg receives D6+2 the Machine) Drawback relating to their
Madness Points existential crisis.

3-4 – The Cyborg has become one with the 7-8 – Suffers from a strange sense of doubt
glory of the machine and feels emboldened by and finds themselves valuing the concept of
its power! They gain the Zealot Drawback humanity far greater than ever before, and
reflecting their passion and zeal concerning despite their augmented strength and power,
their augments; if they already have the Zealot that humanity is to be protected above all else,
Drawback they gain a level in the Delusions of the character gains a level in either the
Grandeur Mental Drawback instead. The Cyborg Honourable or Obsession (Protect Humanity)
also gains D4x3 Madness Points. Drawbacks. The cyborg gains D6x2 Madness
Points.

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Age and Augmentations
Flesh can rot and the body can weaken with time, augmentations and cybernetics does help to increase
the character’s life span but only for those with severely augmented bodies. Combat Cyborgs and
characters with extensive (70 %+) cybernetics hardly age at all, at a rate of one year for every five.
This does not render them immortal as electronic systems can fail and metal can rust and decay over
time, the lifespan of various augmentations are known only by the Chronicler, very long campaigns
should take cybernetic and augmented character’s ‘mechanical lifespan’ into consideration.
Note on Attractiveness

A hulking mechanical cyborg bristling with weapons is perhaps the


gun nut’s idea of ‘hot’ but otherwise may not be entirely appealing
to those of flesh and blood. Joking aside, characters with
Augmentations need not be horrifically scared or universally
abhorred for their appearance, some augmentations could be
designed with a more aesthetically pleasing look, limbs devoid of
obvious joints and motor and even hidden weapons can be hidden
gracefully beneath layers of folding metal. Only Cyborgs with the
Synth-Skin Augment can purchase Attractiveness in both its Quality
and Drawback forms, as some cyborgs feel a longing to return to
humanity and remodel themselves to better fit in with their peers.

Gaining Augmentations
Augmentations can be either bought at character creation or in
game, purchased using Metaphysic points.

To purchase them in game they follow the normal rules for


purchasing new Qualities using Experience, but first the character
must see a Cyberdoc or someone who can install them. Installing
Augmentations takes 1d8+2 hours, a time which can be reduced by
half an hour for each Success Level the Cyberdoc makes on an
Dexterity and Cyberdoc test, after rolling their Intelligence and
Cyberdoc to determine the procedure. Failure in this test means
that something has gone wrong and the time extends by 1 hour for
each number less than the target nine. So rolling a five would
increase the time by four hours.

List of Augmentations
Cybernetic Limbs
The cyborg can replace various body parts with cybernetic versions, giving them increased capabilities.
Augmentations can only be bought once, or if the augmentation states otherwise.
Cybernetic Limbs can still be crippled as per the normal rules of dealing 1/3 rd of the cyborg’s Life
Points/Damage Capacity in damage. If a cybernetic limb is damaged in this manner, any bonuses
provided by the limb do not function until they are repaired or replaced.

Cybernetic Legs

Cost: 6 per limb


Cybernetic Legs replaces the cyborg’s legs with powerful servos, increasing the strength of their kicks
and their running speed. Purchasing Cybernetic Legs gives the Cyborg a +10 Speed bonus per leg and
any attacks made with the Cyborg’s feet are at +2 Strength.

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Cybernetic Arms
Cost: 7 per limb.

With bundles of carbon fibre replacing muscle and sheathed in ultra-flexible metal, the cyborg delivers
one hell of a punch. Cybernetic Arms can be purchased individually, and attacks made with the
augmented arm are at +2 Strength and their punching attacks deal an extra 5 points of damage.
Cybernetic Skull Box

Cost: 7pts
The Skull Box replaces the cyborg’s skull with a metal construct, with his natural senses enhanced
through micro-cables. The cyborg gains +1 Perception and Willpower and has an additional 10 Life
Points/Damage Capacity.

Reinforced Bones

Undergoing extreme surgery the cyborg’s bones are laced with


a complex lattice of synthetic materials designed to boost their
overall physical constitution, the armour values provided by the
augmentations help boost the value of the armour (if any)
worn by the character by applying a flat modifier after the
multiplier. There are three types available.

Plastic

Cost: 6pts

+1 bonus to Strength and Constitution and increases their


Cyborg Armour Value by 3. It reduces the cyborg’s Speed by 2
and poses no penalty to Initiative.

Aluminium

Cost: 10pts
+2 to Strength, +1 to Constitution and increase the Cyborg’s
Armour Value by 5. The cyborg has their Speed reduced by 3 points and has a -2 on Initiative rolls.

Titanium

Cost: 15pts

+3 to Strength and +2 to Constitution, the cyborg increases their Cyborg Armour Value by 10. The
cyborg’s Speed is reduced by 5 points and suffers a -3 on Initiative rolls.

Augmented Vision
The cyborg can have their very eyes replaced with
advanced synthetics capable of seeing in the dark,
picking up heat signatures, or being able to project
enough light to see by. Naturally, only two Eye
upgrades can be bought.

Infrared/Ultra-V Eye
Cost: 6pts
The eyeball looks noticeably different to those
around, aside from the slight metallic sheen, the
eyeball’s pupil is 50% larger and the iris changes to
an unusual violet colour. By activating the eye with
a simple thought, the cyborg can see into the infrared and ultraviolet spectrums.

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Night-Vision
Cost: 5pts

The eye takes on a slightly murkier grey colour but allows the cyborg to have perfect 20/20 vision
during the dark hours of the day.

Eyelights
Cost: 5pts

Akin to a car’s headlamps, the cyborg can project a ten-foot beam of yellowish light from the eye in
question. It is not bright enough to blind anyone but shining it up close in someone’s face would cause
him or her to see spots and blurs for two turns/one minute, imposing a -2 to their actions during that
time.

Holovid Camera

Cost: 5pts

One of the cyborg’s eyes has been replaced with a delicate micro-camera installed inside a sturdy
Plexiglas eyeball. Fitted with coloured lenses to mimic the cyborg’s existing eye colour, the Holovid
Camera may record up to an hour of footage that can be displayed as a three-foot squared holographic
display or downloaded onto computers using a Data Jack.

Synthetic Organs (Not Available for Combat Cyborgs)


Brain

Cost: 5pts

The cyborg’s brain is not replaced, but tended to by microscopic robots called nanities, or nano-
machines that help to enhance the cyborg’s brain. The cyborg receives a +2 to their Intelligence
Attribute.

Heart

Cost: 5pts

This heart is a sturdy artificial replacement that increases their Cyborg’s Constitution by +2 and they
regenerate lost Endurance points at a rate of 1 per minute.

Lungs
Cost: 4pts

The cyborg has a small filtration unit at the top of their lungs that filters the air they breathe. This
makes them immune to toxic substances in the air and they can breathe underwater for two minutes
per level of Constitution.

Miscellaneous Augmentations
Fingerjack

Cost: 3pts
This artificial finger can plug straight into computer
and communication systems, giving the cyborg a
+2 on Computer Hacking attempts

Knuckle Blades
Cost: 6pts

The cyborg has tiny, half-inch bulges in between their fingers at reveal extending blades at a moment’s
notice. The blades utilise the same damage dice that the rest of the cyborg’s hand-to-hand attack do,
but deal Slashing damage instead.

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Synth-Skin
Cost: 5 or 7pts

This Augmentation is a little different. Some Cyborgs have become repentant and forlorn after losing
touch with humanity in wake of their augmentation; others simply have a desire to retain some
semblance of humanity, even if it is simply an aesthetic one.
Synth-Skin is a liquid polymer solution that when applied to the Cyborg’s body gives them the
appearance of a perfectly normal being, designed to replicate their non-augmented appearance, and
includes microscopic chemical ‘patches’ that produce a thin, oily fluid that replicates sweat and blood
for those who feel the need. Any trace of cybernetics or augmentation is hidden beneath the flesh and
for the increased cost, is adaptable to allow hidden augmentations to not break or tear the synthetics.
Furthermore, the cyborg is able to purchase the Attractiveness Quality or Drawback.
Recoil Compensator

Cost: 6pts
The cyborg’s wrist is fitted with a powerful gyroscope that tries to absorb the recoil from firing
weapons. This decreases the penalties associated with firing more than one shot in a turn by 1, to a
minimum of 1.

Reaction Trigger

Cost: 15pts

The Reaction Trigger replaces and re-wires the spinal cord with a carbon fibre implant, coupled with
synthetic nerves that are integrated with the host’s own natural systems.
The Reaction Trigger gives the cyborg one additional action per turn, and increases the cyborg’s
Dexterity by +3. However, any roll of a 1 on a failed Dexterity test deals 1D8xthe number rolled as the
Trigger spasms and seizes up, causing considerable pain.

Data Jack
Cost: 3pts

The cyborg has a small metal strip no larger than a USB port where they can interface with electronic
systems that are capable of connection. Plugging directly into a computer or system gives the cyborg a
+2 to all Tasks associated with the interfaced machine.

Information Link

Cost: 3pt

The Information Link is the equivalent of having a smart-phone installed in your cranium, it can be
used to contact those you know, and can be linked to radios for close-knit operations.
Memory Storage Unit
Cost: 4pts

The MSU is a miniature device no larger than a two-penny piece attached to the prefrontal cortex. With
but a thought, the augmented human can progress memories faster and clearer than normal and can
even transfer them to the MSU via simple neural thought.

The MSU gives the cyborg a +2 to all memory-based tests they are required to do. If the cyborg
wishes to download their memories onto the MSU it takes a single turn (or five seconds) worth of
concentration for the file to be transferred and can be extracted via a Datajack implant.

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Radar Ghost System

Cost: 5pts
The cyborg has a small lattice of micro-cables layered over their skeletal structure that emits faint
disruptive signals that blur the cyborg’s visual signature, making it difficult for automated and
electronic security systems to detect or remember the cyborg.

The cyborg has difficulty being noticed and remembered by security systems like cameras, and all such
automated systems suffer a -5 to spot the cyborg. If the security system succeeds in spotting the
cyborg, then any recordings will be blurred and distorted, cyborgs suffer a -3 penalty to strike the
cyborg has their vision becomes impaired due to the interference.

Integrated Weapon Systems


Not all cyborgs carry weapons, some have they built
into their bodies! The cost of this augmentation depends
on the weapon in question and modifications made to it.

Any weapons with the Large keyword cannot be used as


integrated weapons, all others are fair game.
The initial cost for the weapon is equal to half its
average damage. This can be calculated by dividing the
number in brackets next to the weapon’s damage (see
the Chapter 4 – To Arms! weapon section for details on
weapons). The primary location for weapons is the
shoulders, the chest or the arms themselves. Firing
Integrated Weapons uses the respective Guns (Type)
skill in order to fire it.

Weapon Modifications
Laser-Targeting Module

Cost: 3pts
The weapon has been enhanced with a two-inch square
box attached to the top or side of the weapon that emits A Combat Cyborg equipped with two
a thin beam of red light that helps the cyborg with their shoulder-mounted weapons.
aim, giving the character a +2 to all attacks made with the
weapon, furthermore the device is electronically linked to the cyborg’s eyes, informing them of the
approximate distance of a target.

Retractable

Cost: 5pts

The weapon either is hidden away, inside the arm or inside the shoulder joint or chest compartment
where it unfolds and assembles itself (takes one Action). Retractable weapons are difficult to detect by
those unaware of the cyborg’s hidden arsenal.
Auto-Reloader

Cost: 5pts
The weapon comes fitted with an auto-reloader that feeds bullets and ammunition into the weapon
without the cyborg having to do the deed manually. If the gun runs out of ammo then naturally the
reloader stops working until the cyborg can acquire more ammo.

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Masters of Essence
A complete list of Magical Spells

Purchasing Spells
Each Spell costs a certain amount of Metaphysic points to acquire. Spells only have one effect and do
have no multiple levels like in Witchcraft and Armageddon – The End Times.
Spells cost Metaphysic points, which are located just underneath the title of the Magic Spell’s level
category. The typical Metaphysic point cost for spells is the Level of that spell plus two, though some
later spells cost much more, Magic can also be ‘purchased’ reflecting the character obtaining a personal
tutor or learning through intense study, magical spells cost one-thousand times their level in Credits.
Magic cannot be ‘shared’ to other magic-users and can only be acquired from the source such as spell
books or by the blessing of a god.

Acquiring Spells

Remember that all magic-users can only purchase spells equal to the following formula (Intelligence +
Willpower/2) + Magic Theory, this is to represent their metaphysical understanding of the nature of
magic and its complexities.

Casting Spells
All Spells have Levels, and in order to cast them the magic-user needs to roll their Willpower and Spell
Casting Special Skill and score at least one success, the Levels impose a penalty equal to their number
plus one, so a Level 1 Spell imposes a -2 penalty, but a Level Fourteen Spell imposes a penalty of -15!

Any magic-user can cast any of the spells present here, but must have the required Essence, which is
why Places of Power are so valuable to magic-users who crave power.

List of Spells
Level One Spells
Three Metaphysic points each

Blinding Flash
Essence Cost: 4

This invocation conjures a small ball of intense white light that explodes. The ball can be projected up
to two foot per Willpower point and characters able to see the ball must pass a Constitution Test with a
penalty equal to the caster’s Willpower or be blinded for 1d4 turns. After which they suffer a -5 penalty
to all their actions.

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Cloud of Smoke
Essence Cost: 3

This generates an aura of thick smog around the character, up to a range of five foot per Willpower
point, anyone inside the fog suffers a -6 to all Perception tests associated with sight and suffer a
similar penalty to dodge. The fog lasts for 1d6+Willpower turns.

Death Trance
Essence Cost: 10

A magically induced trance wherein the caster appears to be dead. All vital signs are magically
suppressed and the caster cannot speak, move or cast spells whilst in the Death Trance. This effect
can be cancelled at any time, in which the caster wakes with a sudden jolt.

Globe of Daylight
Essence Cost: 5

A fist-sized globe of light appears in the caster’s hand, illuminating the area like a powerful light bulb.
It can ward off the undead and vampires who are vulnerable to sunlight.

See Aura
Essence Cost: 5 per point of Willpower the target has

Once cast, the caster is able to ‘view’ the target’s aura, giving a basic insight into their personality, if
they are supernatural, and indicates whether they are magical.

See the Invisible


Essence Cost: 10

The character is able to sense creatures that are hiding themselves through invisibility. By making a
Simple Perception Test too successfully, spot the invisible creature, which appears looking like if they
are underwater as their invisibility is disrupted.

Sense Evil
Essence Cost: 5

The character is able to sense the presence of evil creatures such as undead, vampires, demons, and
dark gods. It has a radius of ten foot per Willpower level.

Sense Magic
Essence Cost: 4

Similar to Sense Evil, instead the character is able to detect all forms of magical happenings within a
similar range.

Thunderclap
Essence Cost: 8

By slamming their hands together, the caster creates a miniature clap of thunder so loud that all those
who can hear it suffer a -3 to any tests using Dexterity unless they pass a Difficult Constitution Test.
Completely sealed suits and substantial ear protection negates the effect of this spell.

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Level Two Spells
Four Metaphysic points each

Aura of Power
Essence Cost: 8

This spell creates a shimmering aura of light around the caster to make them seem more imposing and
mighty. Characters with lower Willpower than the caster must pass a Difficult Willpower test or be
awed, unable to act in a hostile manner to the caster until the spell ends. The aura lasts for a number
of minutes equal to the caster’s Willpower attribute.

Befuddle

Essence Cost: 6

Causes one target to become confused and disoriented, suffering a -2 penalty to rolls associated with
the Mental Attributes unless they pass at a resisted Willpower test against the character.

Chameleon
Essence: 6

Like the eponymous creature, the caster is able to aid a number of characters equal to his or her
Willpower by giving any Stealth rolls made by those characters by +5 or the caster’s Willpower,
whichever is higher, this effect lasts for five minutes and can be extended by spending five Essence per
additional minute thereafter.

Cleanse
Essence Cost: 4

This spell purifies and eliminates all form of dirt or grime from a surface, which includes toxins or spilt
chemical.

Climb
Essence Cost: 3
A simple spell to aid those climbing up surfaces, the spell can be used to climb impossible or sheer
cliffs with a Difficult Climbing and Strength test, but otherwise bestows a +3 bonus to all Climb tests;
this effect lasts the duration of the climb.

Cloak of Darkness
Essence Cost: 6

The character shrouds himself using pure shadow, being able to see others perfectly within his or her
shroud. Attacks made against them suffer a -3 to hit which increase to -6 if the character is standing in
a patch of shadow that could obscure their figure.

Concealment
Essence Cost: 6
This spell’s primary use is to obscure the location of objects, which appear invisible to characters
unless either; they know what they are looking for and was in a easily memorable place, or the object
is very large, in either case they see the object by passing a Simple Perception Test.

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Fear
Essence Cost: 5

The character appears terrifying to those before them! Everyone within line of sight to the character
must make a Fear Test with a penalty equal to half the character’s Willpower or consult the Fear Table.
Characters who fail tests this way do not gain Madness Points.

Mystic Alarm
Essence Cost: 5

By inscribing invisible runes on objects around them, the character can immediately sense if someone
has been disturbed, they do not know who or what has done it, only that they know their location.

Turn Dead

Essence Cost: 6

This spell projects a ray of light that deals 1d6 times the caster’s Willpower to all forms of undead
creatures; it has the following ranges of 8/12/16/20/25.

Level Three Spells


Five Metaphysic points each

Armour of Ithan
Essence Cost: 10

This useful spell creates a full suit of invisible, weightless armour that surrounds the caster or another
character is the caster is able to reach out and touch them. This spell bestows an Armour Value of
10+1 for each point of Willpower the cast has, if the character is already wearing armour then it simply
adds the same amount as above to the existing armour (after the multiplier). It also bestows an
additional Life Points equal to 20+2 per point of Willpower that wear off when the spell ends. The
Armour of Ithan lasts for 1d6+Willpower in turns.

Breathe Without Air


Essence Cost: 5

This aptly named spell allows the caster and anyone else they touch to do just that, being able to
breathe in airless environments for two minutes per Willpower point of the caster.

Energy Bolt
Essence Cost: 5

This spell projects a sizzling bolt of magical energy that hurtles towards their target; it has a range of
10/15/20/25/30 and deals 1d8+Willpower in Energy damage.

Impervious to Fire
Essence Cost: 6

The character becomes immune to the effects of mundane fire, but not supernatural flames for their
Willpower in minutes.

Resistance to Poison
Essence cost: 5

The caster or anyone else he or she touches receives a +3 to resist the effects of being poisoned for
five minutes per Willpower point of the caster.

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Invisibility: Simple
Essence Cost: 8

The caster is able to bend light around them to cloak themselves from the naked eye, becoming
invisible for two minutes per Willpower level. Whenever the character interacts with an object, such as
opening a door, they becoming temporarily visible, existing only as a faint, transparent version of
themselves, which is only spotted on succeeding at a Difficult Perception Test.

Life Source
Essence Cost: Special
Life Source is a unique ability of being able to transform one’s own Life and Endurance Points into
Essence to fuel spells. For each Life Point expended, the character receives 2 Essence points, whereas
Endurance Points convert into Essence for a 1-to-1 ratio. The caster must succeed at a Willpower test
with a penalty equal to half the Essence received from this spell or lose twice as much Life and
Endurance points as they expended!

Light Healing
Essence Cost: 6

By grasping a character with both hands, the caster is able to heal lost Life Points at a rate of 1d6 per
Willpower point. This power cannot be used on the caster.

Magic Shield
Essence Cost: 6

The caster or one target becomes surrounded in a faint white sphere of light that protects against
spells and other magical attacks, it has an Armour Value equal to 1d8 per Willpower point and has a
Damage Capacity equal to the Caster’s Willpower x10, once that is depleted the shield dissolves.

Orb of Cold
Essence Cost: 6

Summoning a small sphere of magical ice, the caster can hurl it at one target dealing 1d4 x Willpower
in Endurance point damage unless they successfully doge, it has a range of 5/10/15/20/25.

Paralysis: Lesser
Essence Cost: 5
This attack grips a target’s limb and holds it fast against them, typically dropping or letting go or
whatever they were holding onto unless they succeed at a resisted Willpower Test against the caster.

Level Four Spells


Six Metaphysic points each

Carpet of Adhesion
Essence Cost: 10

The spell caster transmutes a portion of the ground into a sticky pool, affecting a number of characters
equal to their Willpower. Those affected must roll Dexterity test with a penalty equal to the Caster’s
Willpower, those that fail are held fast and cannot move unless they succeed at a Difficult Strength
Test each turn, if they fail, they can do nothing for that turn.

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Charismatic Aura
Essence Cost: 10

This simple and deceptive spell amplifies one character’s natural likeability, giving them a +3 to all
social interactions with characters who are either friendly or neutral to the enhanced character.

Chromatic Protection
Essence Cost: 10
By surrounding one target character in a faint blue aura of light, attackers find it incredibly difficult to
lash out at them. If anyone wishes to strike the enhanced character, must first pass a Willpower test
with a penalty equal to the enhanced character’s Willpower or lose his or her attack.

Deflect
Essence Cost: 10

Once cast, the character receives a +3 bonus to avoid all forms of projectile or melee attack made
against them, this effect fades when the character is successfully hit.

Energy Field
Essence Cost: 15 per character.

This spell creates a protective force field around one character per Willpower point of the caster, but
otherwise this spell has the same effect as the Level 3 Spell Magic Shield.

Fireblast
Essence Cost: 8

By splaying their fingers, the caster can project a wave of fire that scorches those in front of them,
with a range of 8/12/16/20/24. Any character struck lose 1d10+Willpower in Life Points and must pass
at a Difficult Dexterity test or be set on fire, losing 1d6 Life Points per turn until they pass the
Dexterity test (they can test once per turn).

Fist of Fury
Essence Cost: 10

This simple boost amplifies the amount of damage a character causes with hand-to-hand attacks, the
targeted character deals an extra amount of damage equal to the caster’s Willpower, this effect lasts
for half that amount in turns.

Multiple Images
Essence Cost: 8

An illusory spell that creates three copies of the caster, who mimic his or her actions perfectly and
anyone attempting to attack the character automatically strikes an illusory copy, the copies have Life
Points equal to the Constitution and Willpower of the Caster multiplied by two.

Seal
Essence Cost: 7

By inscribing a door, gate, window or other entrance. The caster can make it difficult for supernatural
creatures to enter, anyone attempting to bypass the seals must pass a Very Difficult Willpower Test (-
5) or lose 1d10 x the caster’s Willpower in Life and Endurance points. This effect lasts for ten minutes
per point of Willpower the Caster has.

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Swim as a Fish (Lesser)
Essence Cost: 6

The Caster and anyone else they touch can swim underwater and resist the effects of drag, they can
move their full Speed underwater and receive a +2 bonus to any actions using Dexterity whilst
underwater, note that this spell does not allow the characters to breathe underwater, so another spell
or means must be used to counteract this. This spell lasts for five minutes per Willpower point of the
Caster.

Watchguard
Essence Cost: 10 per character

Like Mystic Alarm, this spell is extended to anyone else the Caster chooses, who can hear the alarms in
their head that instantly wake them up and alert them to the presence of the intruder(s), but otherwise
acts exactly the same as the mentioned spell.

Level Five Spells


Seven Metaphysic points each

Eldritch Armour
Essence Cost: 15

Like the Armour of Ithan, Eldritch Armour shields the caster in a magical suit of form fitting armour
that is seemingly composed of writhing tendrils and is liberally coated in mucus-like slime. This
revolting yet effective spell gives the caster an Armour Value of 20 in addition to any armour being
worn and poses a -2 penalty to strike at the caster due to the distracting nature of the ropy tendrils
covering them. It also provides a bonus of 60 Life Points, which disappear when the armour dissolves,
the armour lasts for 1d6+Willpower in turns.

Aura of Death
Essence Cost: 12

This grim spell shrouds the character in a nimbus of purplish-black flames. Despite producing no heat,
the character becomes invisible to all forms of infrared and heat-sensing equipment, as well as any
Sense spells reveals that the caster is seemingly undead! The benefits of this spell are that the caster
can utilise it to blend in certain environments that they would otherwise be attacked on sight. The Aura
lasts for five minutes per point of Willpower the caster has.

Charm
Essence Cost: 12

Charming manners can get you far, the Charm spell increases the likelihood of something being
favourable to your cause by bestowing a +6 bonus to any social tests made to influence or persuade a
character. This spell can also be used to temporarily reason with hostile characters, though the
Charmed character only gets one shot to reason with them before being attacked.

Circle of Flame
Essence: 10

This spell surrounds the caster in a blistering aura of fire that scorches and burns all objects within
three foot of the character. Anyone who comes close to the Caster must make a Difficult Dexterity test
or suffer 1d10x2 Life Points and set on fire.

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Distant Voice
Essence Cost: 10

Distant Voice replicates the effect of throwing your voice when on stage, it allows the caster to
communicate to another group of characters at a range of twenty times the caster’s Willpower in
meters, the voice is heard clearly despite any weather or loud noises surrounding the recipient
characters, just as if the person was standing next to them. Distant Voice lasts for 1 minute plus
another minute for every ten additional Essence points spent

Energy Disruption
Essence Cost: 12

This spell creates pandemonium in electronic systems, causing them to fail at any given opportunity
when they would likely be used. It does not destroy the object but simply causes it malfunction. Fuse
boxes would not turn on despite any apparent damage, and computers appear to have no power, that
sort of thing. It can also affect robots or Cyborg characters, which must test on a contested Willpower
roll or suffer a -5 penalty to their actions for the duration of the spell, which lasts for three minutes per
point of Willpower the caster has.

Miraculous Escape
Essence Cost: 8

This simple spell provides a bonus of +5 to any rolls using the Escape Artist skill and can even escape
from near-impossible holds and situations.

Eyes of Thoth
Essence Cost: 8

Thoth, the ancient Egyptian god of wisdom who could speak any language, bestows the caster with a
temporary ability to comprehend all languages at perfect fluency, despite this; the spell does not allow
the character to speak those languages.

Fly
Essence Cost: 15

Put simply, the caster or anyone they touch (and spending 15 Essence per person) can fly at five times
their Speed, accelerating and de-accelerating at a rate of miles per hour equal to their Strength every
turn, up to their maximum speed, as per the normal rules for Flying.

Heal Wounds
Essence Cost: 10

By placing their hands on another, the caster can instantly heal smaller wounds by restoring 1d6 Life
Points and another 1d6 per two additional Essence spent.

Horrific Illusion
Essence Cost: 10

This spell conjures up hellish images of nightmarish languages and creatures to batter the caster’s foes
senseless, and everyone looking or within five foot of the Caster must immediately make a Fear Test
with a penalty equal to the caster’s Willpower, characters affected this way can gain Madness Points if
they are able to.

Eye for an Eye


Essence Cost: 12
Named after the old adage, the recipient (who is able to resist using their Willpower against the
Caster’s Willpower and Magic Theory) develop a particularly noticeable glassy sheen on their clothes

39 | P a g e
and body. For the duration of this spell, whenever that character would deal damage to the Caster,
they receive a like amount! Armour is resolved as normal for both parties and can pose a problem even
for powerful creatures.

Instil Knowledge
Essence Cost: 15
The caster can magically instruct their allies to utilise the skills he or she knows. By spending two
Essence points for each level in a Skill of their choice (3 points if it is a Special Skill), the caster can
temporarily ‘gift’ this Skill to another character through touch. This effect lasts for two minutes per
Willpower level of the Caster.

Life-Blast
Essence Cost: 15

A subjective power that restores vitality and instils hope in living creatures but oppresses and repels
evil creatures and undead. Cast against a living and friendly ally restores 1d8 Life Points per point of
Willpower the caster has, whereas against any demon, tainted, undead, including spirits and vampires,
it deals that much damage multiplied by a factor of two.

Mend the Broken


Essence Cost: Ten plus the cost of repairing the object

Like healing spells, Mend the Broken restores objects to their former glory so long as they are
destroyed, at which point it costs 100 Essence and ten essence points per 5 points of DC the object
had. Otherwise, it restores DC at a rate of 2 Essence points for 1 DC.

Sleep
Essence Cost: 10

This spell is used to imbue food and drinkable water into a sleeping potion, from which the character
falls into a deep enchanted sleep lasting for 1d4 hours per point of Willpower the caster has, or the
caster voluntarily ends it.

Superhuman Attributes
Essence Cost: 12

The recipient of this spell receives a bonus to their Strength, Dexterity or Constitution equal to the
Willpower of the caster in question. It can be used to power the caster to combat his or her enemies if
they get too close, the High Attributes chart from Chapter 3 contains the full bonuses regarding
attributes at above seven, this spell lasts a number of turns as equal to the Willpower of the recipient.

Sustain
Essence Cost: 12

Sustain allows the targeted character to go double their normal duration without food or drink, though
the after-effects of this spell leave the recipient gagging for water and suffer from crippling hunger, at
best, it delays such sensations by a long period of time.

Swim as a Fish – Superior


Essence Cost: 12

As Swim as a Fish – Lesser, except that the bonuses provided by the spell are doubled, and lasts twice
as long.

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Level Six Spells
Eight Metaphysic points each

Apparition
Essence Cost: 20

This spell calls forth a horrible creature that manifests as a smoky silhouette of a man or woman,
haunting and lashing out at those who displease the caster. The apparition has no attributes and
cannot be harmed except for intense rays of sunlight or sustained laser fire. The Apparition stays
where it was called to and anyone seeing the Apparition must pass a Very Difficult (-5) Willpower test
or believe that the creature they see before them is a real ghost; the creature is invincible save for the
previously mentioned weaknesses and is a fantastic delaying tactic.

Barrage
Essence Cost: 15

Barrage calls forth a succession of kinetic energy that batters its target into submission. Akin to a
falling series of miniature comets, Barrage deals 1d10x2 Blunt damage per point of Willpower the
character has (a caster with a willpower of 3 would deal 3d10x2 damage) and can strike a like amount
number of targets, those targeted must make Heroic (-7) Dexterity Tests or be struck.

Call Lightning
Essence Cost: 15

A single bolt of lightning arcs down to strike a single target at a range of 10 meters per willpower
point, inflicting 1d12 points of Energy damage per point of Willpower the caster has.

Crushing Fist
Essence Cost: 12

The caster’s fists turn to rock and cause 1d10 damage instead of the regular 1d4, all other combat
moves deal 1d12 instead, this effect lasts for a number of turns equal to the caster’s Willpower.

Cure Illness
Essence Cost: 15+2 for each point of Strength, the Disease has.

This spell allows any diseased character to roll against the Strength of the disease that currently afflicts
them with a +2 bonus, if they succeed the disease eventually dies away in 1d4+1 hours.

Energize Spell
Essence Cost: The same as the spell being energized plus twelve.
By channelling extra essence into their spells, the caster is able to overcharge their spells to even
greater effect. If a spell deals damage, Energize Spell increases the damage multiplier by 1 for every
five Essence points spent on energising it. If the spell gives a character an Armour Value then it is
increased by one point per two points of Essence spent. Lastly, if the spell has duration, then it is
increased by 1 hour for every ten additional Essence points spent.

Fire Ball
Essence Cost: 10
Fire ball creates a blisteringly fast and hot sphere of flame that deals d10xWilpower in fire damage, it
has the following ranges 15/30/45/60/75 and the target receives a -3 penalty to dodge the attack.

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Impervious to Energy
Essence Cost: 20

The caster makes themselves immune to the additional effects of Energy and Fire damage, for duration
of 2 turns per point of Willpower they have. (They still take damage, but cannot be set on fire or have
their armour reduced)

Magic Pigeon
Essence Cost: 20

Fashioning a spectral bird of flight, the caster is able to attach small objects to the construct and give it
simple instructions such as delivering messages. The Magic Pigeon lasts for five hours per Willpower
Point and its duration can be extended by one hour for a further 10 Essence points.

Mask of Deceit
Essence Cost: 15

The masked character (either the caster or another character within touch range) receives a +8 bonus
to rolls using the Disguise skill as their features become subtly different from their own, just enough to
fool those looking for them, this effect lasts for 10 minutes per point of Willpower the recipient
character has.

Power Bolt
Essence Cost: 20

Power Bolt conjures a magical beam of energy that always strikes its target and allows for no
opportunity to dodge out of the way, it deals d8 times the caster’s Willpower in Energy damage, it has
the following ranges 10/20/30/40/50

Sheltering Force
Essence Cost: 20

This spell generates a semi-opaque dome like a tent, it has a Damage Capacity of 50 and no armour
value, and can expand up to ten individuals plus bags, and the effect lasts for twelve hours before
dissolving. Sheltering Force protects against all forms of weather such as rain, snow, ice and strong
winds.

Teleport: Lesser
Essence Cost: 15

This spell transports objects from one place to another, this version of the Spell can only transport
inorganic substances a range of 1 mile per Willpower Level and the maximum amount of objects that
can be transported is equal to their caster’s Willpower. The caster MUST know where they are sending
it to, either from having a photograph of the location or a very accurate map, otherwise the objects
teleported vanish into the ether, and turn up somewhere completely unexpected.

Tongues
Essence Cost: 12
The sister spell to the Eyes of Thoth, this spell allows the character to speak any language, without the
Eyes of Thoth however, they are unable to comprehend the language of the recipient, unless of course
they already know it.

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Level Seven Spells
Nine Metaphysic points each

Wrack With Pain


Essence Cost: 20

This vicious spell causes the target character to feel like they have been set on fire, with razor sharp
claws tearing at their flesh. Wrack With Pain deals 1d6 per point of Willpower the caster has and
reduces the number of attacks the target can make by 1, to a minimum of one. It imposes a penalty
equal to the caster’s Willpower on all physical actions the victim makes for the spell’s duration, which
lasts for 1d4+Willpower turns.

Ballistic Fire
Essence Cost: 25

Ballistic Fire rains destruction in the form of a series of mini-missiles, each doing 1d8x4 in Energy
damage, the number of missiles that can be made in a single casting is a 1d4 per point of Willpower
the caster has. Each target can have a maximum of three missiles fired at them; they are dodged as
normal projectiles are. Ballistic Fire has the following ranges 12/15/18/21/24.

Constrain Being

Essence Cost: 20

This spell is useful for binding lesser supernatural creatures such as lesser demons, elementals, spirits
and vampires. The caster and their target both resolve contested Willpower tests, if the caster bests
his or her victim then a set of spectral chains wrap around the supernatural, the chained entity cannot
attack or be harmed, but gives the caster ample time to affect a banishing ritual or communicate to it.

Fire Gout
Essence Cost: 20

Fire Gout projects a fiery steam of red-hot coals similar to grapeshot, Fire Gout launches 1d6 per
Willpower point projectiles that deal 1d6 Energy damage, targets hit must check to see if they are set
on fire by the attack (Difficult Dexterity test).

Fly As The Eagle


Essence Cost: 25

The same as the Fly Spell, except multiply the speed and duration the character can fly by three.

Globe of Silence

Essence Cost: 20
A faint ball of utter silence expands out of the caster’s hands and engulfs everything with a 10 foot
radius per point of Willpower the caster has, any sound; voices, footsteps, gunfire makes no sound
whatsoever whilst contained within the sphere. This makes any perception tests associated with
hearing anything almost impossible, invoking a -9 penalty.

Heal Self
Essence Cost: 20

Compared to the previous healing spells, Heal Self does just that, restoring all damage including
broken bones and bleeding by restoring 1d10 multiplied by Willpower in Life Points.

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Invisibility: Superior
Essence Cost: 20

As Invisibility, except that the character is invisible all the time, and does not become semi-visible
when interacting with objects. Only sensory spells can detect them.

Invulnerability
Essence Cost: 25
Invulnerability makes the character immune to the following: harsh effects from weather such as heat
and cold, disease, poisons, toxins and harmful effects of narcotics, and provides a shimmering force
field that gives the caster an Armour Value of five times their Willpower. This power lasts for one turn
per two points of Willpower the caster has.

Life Drain
Essence Cost: 25

Life Drain is resolved as a contested Willpower test between the caster and their target, the caster can
spend additional Essence points to give them a bonus to their roll for a bonus of +2 for every ten
additional Essence spent. If the caster wins the Willpower roll they inflict 1d10 multiplied by the
number of Successes they scored on their roll, which the caster then receives that amount back as Life
Points up to their maximum amount. If the victim wins then nothing happens.

Lightblade
Essence Cost: 20

Causes a magnificent blade of gold-white light to form in the caster’s main hand. Appearing as a short
sword, the weapon deals 1d6 plus the caster’s Willpower in Energy Damage, which is doubled against
undead, vampiric and demonic creatures. By spending five Essence points on top of the casting cost,
the caster can add +3 to the damage done.

Purification (Food/Water)
Essence Cost: 20
This spell purifies food and water, purging any disease, bacteria and any kind of poison or toxic
hazards that may be contaminating it. The caster can purify two litres or one meal’s worth of food per
point of Willpower they have.

Perceive Protections
Essence Cost: 20

This spell allows the caster the ability to see any magical and invisible wards protecting objects or
environments in their normal range of vision, this does not allow the caster is avoid the effects of
walking through or interacting with them however.

Sonic Blast
Essence Cost: 25

When this spell is cast, it creates a massive burst of sound that radiates out from the caster in a ten-
foot radius per point of Willpower they have. Everything in the area must pass a Heroic Constitution
test (-7) or be deafened for 1d4 turns (making perception tests to do with sound impossible) and
causes 1d10x2 Life Point of blunt damage, anyone struck by the boom is knocked down and must
spend an action getting to their feet.

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Enchant Weapon
Essence Cost: 20 + Damage dice of the weapon

An enchantment spell designed to amplify the power of melee weapons, so long as the weapon is not
already enchanted with this spell or Power Weapon, any damage caused by the target weapon causes
double damage after any damage modifiers are applied. So slashing weapons would do double damage
against un-armoured characters, then double it again. This effect lasts for one turn plus the wielder’s
Willpower.

Sub-Particle Acceleration
Essence Cost: 20

This handy spell conjures a beam of super-charged particles in a similar manner to a laser rifle,
inflicting 1d8x5 Energy Damage to a single target with the following range 15/20/25/30/35.

Level Eight Spells


Ten Metaphysic points each

Eyes of the Wolf


Essence Cost: 25
The character’s senses are heightened to the level of a common wolf. Giving them perfect night vision
and allowing them to track footprints even in near-impossible conditions.

Fire Globe
Essence Cost: 40

Creates a massive beach-ball sized comet of magical fire that deals 5d10 Fire damage times the
Willpower of the caster to anyone within a radius of ten foot of the globe when it strikes its target.

Forcebonds
Essence Cost: 25
Increases the difficulty to escape from any binding by imposing an additional penalty equal to the
caster’s Willpower. The target must first already be bound for the spell to work.

Greater Healing
Essence Cost: 30

This spell immediately heals any one other character by 2d10x2 Life Points.

Invincible Armour
Essence Cost: 30

Like Eldritch Armour and Armour of Ithan, this spell creates a semi-visible suit of impressive full plate,
providing an additional AV of 30 to any armour the character is currently wearing, this armour also
ignores all forms of additional damage caused by Fire, Slashing and Energy attacks.

Lifeward
Essence Cost: 40

Can only be cast on another character, when successfully cast this spell allows a ‘second wind’ from a
near-death experience. When that character’s Life Points drop below their threshold, they immediately
must make a Survival Test with all associated penalties for negative life points, if they pass they
immediately regain 10d10 Life and Endurance Points. This spell cannot be cast multiple times on a
single character, as additional Lifewards have no effect.

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Locate
Essence Cost: 30

By knowing another person’s aura, the caster can project a detecting ‘field’ of invisible energy out for a
radius of a hundred meters per two points of Willpower they have. Only the strongest magical
protections can block this spell, if the target character is within this range, the caster knows their
approximate direction, but not their actual location.

Magical-Adrenal Rush
Essence Cost: 45
This mighty spell doubles one target character’s Strength for the duration of one turn per two points of
Willpower the character has! This boost does not affect Life or Endurance points however.

Negate Magic
Essence Cost: 30

This powerful counter-magic spell aims to negate the effects of a spell as it is being cast. Whenever a
spell-caster successfully casts a spell, this spell can be cast if the caster is able to and must succeed at
a Willpower and Spell Casting roll with a penalty equal to the rival caster’s Willpower. If the rival caster
wins then their spell resolves as normal, otherwise the effect fizzles and they lose the Essence as if the
spell had failed to cast.

Power Weapon
Essence Cost: 35

Like Enchant Weapon, Power Weapon enhances the damage and accuracy of the weapon in question.
The weapon receives a bonus to strike its targets equal to the Willpower of the wielder and any
damage caused by it deals double damage after any damage modifiers are calculated. This spell lasts
for two turns per point of Willpower the wielder has.

Shockwave
Essence Cost: 45
The immense spell projects a huge circle of kinetic force that deals 8d10 Blunt damage to all
characters within ten foot of the caster. Anyone bracing themselves by holding onto an object may roll
a Very Difficult Dexterity test to avoid being sucked up in the maelstrom. Those who are not so lucky
take 1d4 multiplied by the Caster’s Willpower in Life Point damage when they fall back to earth,
characters who fly are unaffected by the falling damage as they automatically reset themselves in the
air after the initial blast.

Spoil (Water/Food)
Essence Cost: 30

The opposite of the Purification (Food/Water) spell! This spell makes a similar amount of food and drink
corrupt and spoiled; if anyone drinks or eats any of the corrupted food, they immediately lose 1d4 x
the Willpower of the caster as they begin vomiting and become dreadfully sick.

Wisps of Confusion
Essence Cost: 40

This spell affects up to the caster’s Willpower in target characters who must make resisted Willpower
tests with penalties equal to the caster’s own willpower or suffer a -6 to all actions the following turn.

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World Bizarre
Essence Cost: 40

This insane spell creates a vivid illusion that everyone within the caster’s Willpower times ten sees the
nearby landscape transform into a horrifying visage of some mad realm, trees grow eyes and teeth,
tendrils sprout from the ground and the caster transforms into a terrifying eldritch monster! Everyone
affected must make a Fear Test with a -9 penalty, those who roll on the table due to the effect of this
spell can gain Madness Points, this effect lasts until the characters either pass the Fear Test or recover
from their Fear Reaction.

Level Nine Spells


Eleven Metaphysic points each

Aura of Doom
Essence Cost: 40

For duration in turns equal to the Caster’s Willpower, the target character has their attributes halved
unless they succeed at a contested Willpower test. This spell has no effect on the following creatures;
Fae, Elementals, Greater Demons, Dragons and all types of Gods, (Demigods, Godlings, Gods),
Seraphim, Archangels, robots and cyborg characters.

Beat Insurmountable Odds


Essence Cost: 80

This incredible spell is cast in retaliation to a disastrous outcome, if a character would take Massive
Damage or some event that would lead to their death, Beat Insurmountable Odds allows them to
survive... barely.

If a character receives Massive Damage and would normally die instantly or would otherwise die; they
survive the incident with 1 Life and Endurance Point left and have their Strength, Dexterity and
Constitution reduced to 1 for an hour afterwards. After this hour are they able to recover Life and
Endurance points normally, furthermore the character must pass a Consciousness test every ten
minutes or collapse into a deep sleep, where they awaken eight hours later.

Use of such a spell is a prime opportunity for the character’s player in question and the Chronicler to
devise and epic return for a character presumed dead!

Dragon Fire
Essence Cost: 40

Like the spell suggests, the character belches a torrent of white-hot fire and deals 6d12 points of
Energy and Fire damage to anyone with a 90-degree arc in front of the character, much like a
flamethrower with a range equal to the caster’s Willpower times ten in meters.

Mute
Essence Cost: 50

This spell prevents any sound made by a character’s voice box and vocal chords for 1 minute or 1
combat turn per Willpower level unless they succeed at a Resisted Willpower Test

Phantom Mount
Essence Cost: 45

The caster summons a spectral horse with the following statistics.

Str 7, Dex 5, Con 8, Int 3, Per 4, Wil 4. Life Points: 95, Endurance Points, 96 and has a Speed of 39.
The mount remains until either the caster dismisses it or its Life Points are reduced to zero, at which
point it fades away in a minute shower of sparks.

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Protection Circle: Simple

Essence Cost: 45 or five to reactive an old, intact circle.

Protection Circle creates a vast ring filled with mystic runes that protects anyone inside of it from all
kinds of supernatural creatures (though such beings may traverse the ring if the caster lets them). It
provides an Armour Value equal to ten times the caster’s Willpower and has a Damage Capacity equal
to fifty times their Willpower!

Purge Self
Essence Cost: 70

This powerful spell instantly destroys all diseases, infections and parasites inside the character’s body.
It is also the only known spell that can reverse the alterations made to someone’s body through the
horrific magical process known as Bio-Wizardry, any such grafts and parasites fall away from the
character and retreat as quickly as they can. Sadly, this spell cannot restore any physical damage;
including scarring, deformity or any mutations they have, neither can it restore lost limbs.

Speed of the Snail


Essence Cost: 50
This spell cripples the speed of his or her enemies, a maximum number of characters equal to the
caster’s willpower can be affected, and if those characters fail a resisted Willpower test against the
caster then those characters have their Speed reduced to 5 for 1d 8+2 turns.

Swords to Snakes
Essence Cost: 50

As the name suggests, the pacifying spell transforms any non-magical, non-rune weapon into a
toothless snake that wiggles out of the characters hand and slithers around the floor in a random
direction. The snakes return to weapons in 1d4+2 turns time, a character can force the snake to return
to a weapon if they know what has happened by making a resisted Willpower test against the caster,
they can only do this once per turn.

Transfer Power
Essence Cost: 50

After paying the initial cost, the caster and temporarily transfer his or her magical Essence to another
character, the amount given is chosen by the caster and the receiver immediately gains that many
additional points, which may take them beyond their normal maximum amount. This spell lasts for as
long as the giving caster allows it to.

Wall of Defence
Essence Cost: 55

This spell projects a semi-visible wall with a DC of 100 and an AV of 25 with a height and width equal
to the character’s Willpower times two, and times four respectively, there must be enough space for
the wall to be projected. However, if the area is too small, the wall of defence will decrease in size to
fit. The wall remains until it is destroyed.

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Level Ten Spells
Twelve Metaphysic points each

Armour Bane
Essence Cost: 100

This immense spell reduces the total Armour Value of any armour worn by one target character to a
tenth of its normal value (after it has been calculated). This spell can only be cast on a character once,
until it fades away in the caster’s Willpower in turns times.

Havoc
Essence Cost: 70

This earth-trembling spell projects a wave of destruction that spreads out in all directions and knocks
over any character within 50 foot of the caster causing 1d10x10 blunt damage. By making a Heroic (-
7) Dexterity test results in the character only receiving half the damage caused by this spell, flying
characters are unaffected, otherwise the character is knocked to the ground.

Magic Warrior
Essence Cost: 60
Creating an image of a powerful, armoured warrior fashioned from pure Essence. They follow the
caster’s instruction to the word and are very loyal, being immune to all forms of illusion and mind-
altering affects. The Magic Warrior is solid enough to be struck with conventional weapons and has the
following statistics.

Magic Warrior

Str 4 Dex 4 Con 4 Int 3 Per 3 Wil 3

LPs: 40 End: N/A Ess: 20

Skills: Hand Weapon (Any) 4, Dodge 4, Shield 3

The Magic Warrior’s physical attributes can be increased at a rate of one point per four Essence spent.
A number of Magic Warriors can be made equal to the caster’s Willpower, they only disappear when
either the caster dies or they do upon reaching zero or less Life Points when they fade away to
nothingness.

Meteor
Essence Cost: 75

Calls down a huge meteor to blast an area of 12 meters in size with exploding rock! It deals 1d8x20
Energy and Fire damage to anyone within the vicinity who is unable to escape (Dodge test with a
penalty equal to twice the Willpower of the caster).

Purge Other
Essence Cost: 100
As Purge Self, except that the character can cast it on another character.

Restore Limb
Essence Cost: 80

This spell magically regenerates one limb that a target character has lost; it grows back over the
course of two minutes after which sensation returns to the chosen character within a few seconds of
the limb’s restoration.

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Twin Strike
Essence Cost: 100

One chosen character’s weapons move with blistering speed allowing them to attack twice whenever
they would normally utilise an action to attack. In short, whenever the character fires a weapon or
attacks with a melee weapon, the defending character is hit with the initial strike followed by another
exact duplicate of the first attack! For ranged weapons like guns this means that for every bullet that
hits a character, two hit them instead! This has no effect on heavy artillery or rocket-launchers.

Super Healing
Essence Cost: 70

This spell restores a massive amount of lost Life Points to a single character, 4d10x3 Life Points are
restored per successful use of this spell.

Wall Of Nothing
Essence Cost: 70
The same as Wall of Defence, except that the wall is invisible! In addition, has double the AV and DC
values presented there.

Wards
Essence Cost: 90

This incredible spell provides near-perfect protection against all forms of supernatural creatures,
specifically a certain type, which is chosen when the wards are made: Seraphim (all angels and
archangels) Demons (Lesser, Greater, King/Queen) Elementals (All types, Lesser Greater) and all Fae-
like creatures, and Dimensional Beings. Anyone attempting to interfere or traverse through the Wards
is immediately paralysed unless they may a Near-Impossible Willpower Test (-9) to resist its effects.
Then if they succeed, the supernatural finds that their attacks only do half damage, and they cannot
utilise Essence whilst under the effect of a Ward.

Wards have a Strength Value equal to four times the Willpower of the caster, which decreases each
turn equal to half the Willpower of the trapped supernatural. When the Strength of a Ward is lowered
to zero, the Ward breaks and the creature is freed once more.

Level Eleven Spells


Thirteen Metaphysic points each

Anti-Magic Cloud
Essence Cost: 120

Many magic-users refuse to acknowledge the existence of this spell, for when the Anti-Magic Cloud
hangs over their head, no magical spells, or Technomancer Devices can be cast or used! If any spells
are cast, they get absorbed into the Anti-Magic Cloud and are dispersed within its mass. The Anti-
Magic cloud affects an area of ten foot per Willpower point of the caster and lasts for 1 turn per two
points of the caster’s Willpower.

Astral Hole
Essence Cost: 100
The caster summons a semi-sentient invisible rift that follows them around until dispersed. When
threatened the caster can simply hop into the rift and re-appear a few feet away from the attacker or
attack in question. The character receives a +6 bonus on all Dodge tests made against avoiding all
projectiles and melee attacks.

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Bottomless Pit
Essence Cost: 80

The caster creates a dimensional hole in which a number of targets equal to his or her Willpower fall
into unless they pass a Dexterity and Dodge or Athletics test with a penalty equal to the caster’s
Willpower. They fall endlessly until the spell ends in which they strike the ground, but only suffer
3d10x3 Life Points, regardless of the time or speed at which they fell. The Pit lasts for one turn per
point of Willpower, flying characters are unaffected by this spell.

Create Magic Scroll


Essence Cost: 80 plus cost of the spell being inscribed.

This powerful spell allows others to learn the magic of the caster. By rolling the caster’s Intelligence
and Writing (Scrolls) he or she can inscribe the chosen spell on a roll of parchment which, if read, will
transfer the knowledge of the particular spell. The character must first succeed at an Intelligence and
Occult Knowledge test and get as many successes as equal to the Level of the inscribed spell.
Legendary Spells cannot be inscribed.

Once learned, the Magic Scroll cannot be used again as the magic within is used up.

Curse of the World Bizarre


Essence Cost: 80

This spell affects only one individual and acts the same as World Bizarre only that its duration lasts
much longer. The afflicted character must test for Fear every half-an-hour and it lasts for a number of
hours equal to the caster’s Willpower halved.

Disharmonise
Essence Cost: 120

This spell has the same effect as Wisps of Confusion, except that the penalty is increased to -9 and can
affect two characters per point of Willpower the character has.

Energy Sphere
Essence Cost: 100

This spell conjures a solid sphere of bluish energy that is in fact, pure Essence. The Energy Sphere
contains 120 Essence points that can be drawn upon by other magic-users within the vicinity to power
their own spells; the amount they can draw upon is equal to twice their Willpower. The original caster
can add to the sphere by pumping Essence into it up to a maximum of 1000 Essence points. The
Sphere lasts until it is depleted or ten minutes per Willpower point of the original caster.

If under an Anti-Magic Cloud, the Energy Sphere loses 2d6x10 Essence points every thirty-seconds or
at the end of the Initiative Order if in combat.

Fire-Quake
Essence Cost: 130
This spell causes a chosen area of ground to erupt like a miniature volcano. The area selected has a
radius equal to the character’s Willpower in foot and anyone within that space takes 2d12x10 Fire and
Energy damage. It can be dodged but any such rolls suffer a penalty equal to the caster’s Willpower.

Remove Curse
Essence Cost: 120

The caster can attempt to remove any active Curse spell currently afflicting a character, them included.
When cast on a character they may immediately make a Willpower test with a penalty equal to the

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level of the curse cast on them. If they succeed, the Curse is lifted, otherwise it continues and Remove
Curse cannot be cast on that same character for an hour, after which more attempts can be made.

Re-Open Gateway
Essence Cost: 150

This spell allows the caster to reactive any already existing dimensional or inter-planar rift they come
across, it opens to the same location it was calibrated to if possible, otherwise it deposits any travellers
1d4x5 miles in a random direction away from the original point.

See In Magical Darkness


Essence Cost: 100

Certain locations are shrouded in mystical shadows that some occult scholars claim are alive, the evil
Shadowlands of the Devil Kingdoms and the Black Sea are entirely composed of this evil blackness.
This power allows the Caster and anyone with ten foot of him or her to see through the darkness,
revealing any invisible creatures that lurk within. A virtually essential power for combating the Shadow
Beasts.

Level Twelve Spells


Fourteen Metaphysic points each

Amulet
Essence Cost: 200+

This incredible spell allows for the creation of a magical battery that aids the character against magical
spells and afflictions. The Amulet requires 200 Essence Points to be initially created, materialising as a
golden disk the size of a small tea-dish. For every 20 Essence points spent on it thereafter provide a
+1 bonus to resist any form of magical attack, which includes magical weapon (in which case the
wearer receives a +1 to Dodge attempts).

The Amulet can also house Essence at a more permanent rate than Energy Sphere, but only houses 1
Essence per 2 points spent.

Null Sphere
Essence Cost: 180

This spell creates a globe of magical golden energy that surrounds the caster, providing them
incredible protection. It has a Damage Capacity equal to twenty times the character’s Willpower and it
regenerates 10 points of Damage Capacity per point of Willpower the caster has each turn.

Wall of the Weird


Essence Cost: 150

This power is the same as Wall of Defence except it has 400 DC and an Armour Value of 30, the wall
manifests as a spongy mass of slime and tendrils similar to Eldritch Armour, it attempts to grasp
anyone within four foot of it and hold them fast, slowly crushing them with its incredible strength. It
has an effective Strength equal to the caster’s Willpower and has a Dexterity equal to the Caster’s
Perception attribute, the grappled character loses d8x2 Life Points each turn without Damage
Resistance or Armour Values allowed.

Group Healing
Essence Cost: 120

Group Healing is the exact same as Greater Healing, except it affects a number of target characters
equal to the caster’s Willpower.

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Level Thirteen Spells
Fifteen Metaphysic points each

Protection Circle: Superior


Essence Cost: 250/20 to reactive old Circle

This spell operates the same as its Lesser counterpart except that the Strength of the Ward is equal to
twenty times the Willpower of the caster. The Protection Circle has a Damage Capacity and Armour
Value equal to fifty and one hundred times the Willpower of the caster respectively.

Sanctum
Essence Cost: 290

This spell is a similar version to the Sheltering Force spell except that it creates a mystical tower some
fifty-foot in height and has triple the DC of Sheltering Force, but otherwise operates the same. The
tower comes equipped with a dozen different rooms that can be used for storage or otherwise. The
tower lasts for 1d6x2 days, additional days cost 50 Essence after which it silently disappears into thin
air, and its contents however, do not.

Talisman
Essence Cost: 300+Spell Cost

Talisman enchants an existing object of some exceptional beauty into a valuable magical asset; it can
house up to four spells each of which cost their respective Essence costs to imbue into the Talisman,
these spells do not have to be put into the Talisman at the object’s creation. Each Spell inscribed in the
object can be cast a maximum of three times before it is ‘forgotten’ by the Talisman and must be
inscribed, the special reason why Talismans is so highly sought after is they do not require verbal
commands to operate and can work even under an Anti-Magic Cloud.

Level Fourteen Spells


Twenty Metaphysic points each

Close Rift
Essence Cost: 200+ 10 Essence per Strength point of the Rift.

This powerful spell enables the master of magic to close an existing rift or dimensional rift through
sheer force of will! If the caster is able to pass a Willpower test with a penalty equal to the Intensity of
the rift or rift in question, it closes with a sucking howl and vanishes forever! Rifts closed this way
cannot be re-opened.

Id Barrier
Essence Cost: 400

This spell conjures a perfect sphere of abject horror, representing the very worst fears of those who
gaze upon it, all those who bear witness to the Id Barrier must make an immediate Fear Test with
penalty equal to triple the caster’s Willpower or -12, whichever is lower.
Id Barrier exists for D10x20 minutes until the caster voluntarily ends the spell or if a character already
affected by Id Barrier passes his or her Fear Test.

Impenetrable Wall of Force


Essence Cost: 500

This is the mightiest of the Wall spells, the Impenetrable Wall of Force is immune to all forms of
damage and only the Negate Magic spell cast with at least six successes can dispel the Impenetrable
Wall of Force. The Wall has a size equal to twenty-by-twenty foot per Willpower of the caster.

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Restoration
Essence Cost: 500

This is the king of healing spells; this spell fully restores a character’s Life Points and Endurance Points!
It can mend bones and seal even the most horrific wounds; it cannot restore somebody to life
however.

The Armoury
Weapon Keywords

Some weapons have keywords listed next to them, which gives you extra information about the
weapon, this section lists and explains all those keywords.
Energy Ion

Attacks that deal Energy damage halve any Ion damage causes triple damage against
non-magical armour value by two, and then Cyborgs and robotic enemies, and double
double the remaining damage. against anything else.

Explosive Plasma

Attacks that deal Explosive damage deal double Plasma weapons deal triple damage against
damage against their target and half to anyone living and unloving targets, but not against
within five foot (unless otherwise stated) of the cyborgs or robotic organisms.
blast.
Fire
Inaccurate
Fire damage can cause damaged characters to
Either this weapon is harder to aim due to its set on fire, they must first pass a Difficult
weight or a problem with the sight, the weapon Dexterity (-3) test or lose D8 Life points each
imposes a -2 penalty on all attack rolls made turn, without applying their Damage Resistance
with the weapon. or Armour Values. Fire can only be put out by
passing the test mentioned above; characters
Blunt
on fire can make this test once per turn.
Aside from dealing direct Life Point Damage,
Large
blunt attacks inflict a like amount of Endurance
Points as well. Certain weapons are so massive that only
certain characters can wield them, Large
Slashing/Piercing
weapons require Strength of 6 or higher to
These attacks deal double damage toward un- utilise.
armoured parts of a character’s body.
Burst #
Slow Reload
This weapon fires the amount of rounds
This weapon takes two actions to reload instead numbered from one pull of the trigger, each
of the regular one. Success Level on the strike test means one-
bullet hits the target. (Each bullet’s damage is
calculated individually)

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Acquiring Items
Weapons and Armour cost an amount of Credits to acquire, the official currency amongst most
populations on Earth. The first ranged and melee weapon and suit of armour only costs 50% of its
normal cost, when bought each weapon comes with one additional clip of ammunition.

Universal Ammunition
Most contemporary weapons utilise Energy Clips, a standardised curved box clip housing a miniature
generator that provides enough ammunition for the weapon in question.

Ranged Weapons
Pistols

HI-30 Laser Pistol

Damage - D6x6 (18)


Keywords: Energy

Ranges - 10/12/14/16/18

Clip – 20 Shots (E-Clip)

HI-10 Heavy Laser Pistol


Damage - D6+3x7 (42)

Keywords - Energy
Ranges - 12/14/16/18/20

Clip – 15 Shots (E-Clip)

EP-5 Energy Pulse Pistol

Damage - D10x8 (32)

Keywords – Plasma
Ranges - 8/10/12/14/16

Clip – 9 Shots (E-Clip)

NE-4 Plasma Cartridge Pistol


Damage – D6x15 (45)

Keywords - Plasma, Inaccurate


Ranges - 6/12/16/20/24

Clip – 10 Shots (E-Clip)

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Rifles and Machineguns

HI-50 Laser Rifle


Damage – D6+3x7 (42)

Keywords – Energy
Ranges – 20/30/40/50/60
Clip – 30 Shots (E-Clip)

HI-80 Combat Laser Rifle

Damage - D6+6x8 (72)

Keywords - Burst 3, Energy

Ranges - 30/35/40/45/50
Clip – 30 Shots (E-Clip)

EPR-8 Energy Pulse Rifle

Damage - D8x10 (40)

Keywords - Plasma, Charged Shot

Ranges – 15/20/25/30/35

Clip – 40 Shots (E-Clip)

NE-10 Plasma Cartridge Rifle


Damage – D12x6 (36)

Keywords - Plasma, Inaccurate

Ranges - 20/35/50/65/80

Clip – 20 Shots (Plasma Cartridges)

NE-50 Particle Beam Rifle

Damage – D6x15 (45)


Keywords – Ion

Ranges – 10/20/30/40/50
Clip – 8 Shots (E-Clip)

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Heavy Weaponry
NE-200 Plasma Machinegun

Damage - D10x30 (150)


Keywords - Large, Burst 3, Inaccurate

Ranges - 20/30/40/50/60
Clip – 40 Shots (Plasma Cartridge)

CAF Rocket Launcher

Damage - D10x20 (200)

Keywords - Large, Explosive, Slow Reload.

Ranges - 20/40/60/80/100
Clip - 5 Rockets

Weapon and Ammo Costs


NE-200 Plasma Cartridge Machinegun HI-50 Laser Rifle
Weapon – 5,000 Credits Weapon - 20,000 Credits
NE-50 Particle Beam Rifle EP-5 Energy Pulse Pistol
Weapon: 9,000 Credits Weapon – 10,000 Credits
NE-10 Plasma Cartridge Rifle NE-4 Plasma Cartridge Pistol
Weapon – 15,000 Credits Weapon – 15,000 Credits
EPR-8 Energy Pulse Rifle HI-30 Laser Pistol
Weapon - 12,000 Credits Weapon – 15,000 Credits
HI-80 Combat Laser Rifle HI-10 Heavy Laser Pistol
Weapon: 19,000 Credits Weapon – 18,000 Credits
CAF Rocket Launcher

Weapon – 20,000 Credits

Ammunition

E-Clips - Cost 10 Credits per round.

Plasma Cartridges – Cost 20 Credits per


round.

Rockets – Cost 100 Credits per rocket.

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Melee Weapons Cost: 5,000 Credits

Vibroaxe Note: The Monofilament Flail has Armour


Piercing 2 (divide the struck character’s armour
Damage: (D8+2) + Strength
value by two after it is calculated).
Damage Type: Slashing
Phase Blade
Cost: 2,500 Credits
Damage: (1d10+2) +Strength
Vibroknife
Damage Type: Energy
Damage: (D4+2) + Strength
Cost: 3,000 Credits
Damage Type: Slashing
Power Halberd
Cost: 1,200 Credits
Damage: (1d12+4) + Strength
Vibrosword
Damage Type: Energy
Damage: (D6+3) + Strength
Cost: 2,500 Credits
Damage Type: Slashing
Neural Mace
Cost: 2,000 Credits
Damage: (1d10+5) + Willpower
Monofilament Flail
Damage Type: Ion
Damage: (1d10+5) + Dexterity
Cost: 3,000 Credits
Damage Type: Slashing

A battle-ready Combat Cyborg wielding a Vibro-Sword.

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Armour
These three suits (shown in descending order) have been issued to the
forces sent into the dimension gates leading to Hades or the Devil
Kingdoms. They are built to accommodate the variety of soldiers and
alien races who have pledged to help, even the Mastadonoid can wear
these! All of the following suits are vacuumed sealed and have an
oxygen capacity of eight hours, which once empty must be refuelled.

CAF Jumpsuit
Armour Value – D4x5+40

Damage Capacity – 40

Cost - 8,000 Credits

Light Combat Armour

Armour Value – D6x5+40

Damage Capacity - 80

Cost - 12,000 Credits


CAF Heavy Battle Armour

Armour Value – D8x5+40

Damage Capacity - 120

Cost - 20,000 Credits

N-F12A Light Force Field

Armour Value: 1d8x2+20

Damage Capacity – 45

Cost - 10,000 Credits

N-20 Medium Force Field


Armour Value - 1d8x4+35

Damage Capacity – 75

Cost – 150,000 Credits

N-40 Heavy Force Field

Armour Value - 1d10x4+50

Damage Capacity – 75

Cost – 25,000 Credits

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Chapter 5 – Adversaries of the Hell Wars

A selection of existing villains in the Hell Wars

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A note on Adversaries
The Adversary drawback reflects that someone or something has become a nemesis for the character,
a murderer who slew a character’s family or some evil creature obsessed with the character’s ultimate
demise. Too many Adversaries can bog down a game with each not getting the ‘screen time’ they
deserve, discuss with your player group which adversaries would best fit with the group’s theme and
identity.. Adversaries do not have to be chosen from the small list of characters below and can be
invented alongside your Chronicler to add a personal conflict to
your character(s).

Morok, Fallen Cosmic Knight


It is a sad truth and even the mightiest of the Order of the
Cosmic Forge have fallen victim to base temptations. Morok was
once a noble Cosmic Knight Errant Lord who joined forces with
the evil deity known as Sahtalus, utilising his own incredible
powers to destroy the Texan Cosmic Knight Order from within,
his plan ultimately failed but not before he escaped with a score
of twenty loyal and equally corrupted Knights with the intent of
creating a new order of Devil Knights.

He has not been seen for months after the dimensional rifts
opened and the war began, but the other Cosmic Lords have
issued a decree to all knights to destroy Morok and any of his
Devil Knights.

Morok is a powerful foe, a gifted magician and warrior; he not


only has access to the powers of his former order but has
obtained new, demon magics and has sacrificed many to his new
master in return for dark powers.

As an Adversary
Morok as an Adversary would be worth eight points, representing
his own level of power and his order of Devil Knights. Likely
characters to have him as an Adversary would be Dewtani or Cosmic Knight Errant characters.

The Bloodhunters
A truly base, depraved group of bounty
hunters and murderers who have pledged
themselves to the highest bidders, the
demons themselves! Promising all the wealth,
food and weaponry they can have in return
for a monumental amount of souls, they
consist of a Combat Cyborg named Brutus, a
wiry Mattermancer called Slithus and three
Headhunters with varying augmentations
named Simek, Dumur and Ellison.
As an Adversary

The Bloodhunters hate everybody! Virtually


anyone can be a target for these sick
gangers. Although not in the same league as Morok or Theron they still pose a significant threat with
their reckless behaviour and combined might , as an Adversary the entire gang is worth 5 points.

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Theron Ironmane
A Technomancer of incredible power, Theron
betrayed humanity by creating an artificial
dimensional doorway and plunging Africa into
a hellish wasteland now overrun by demons.
Theron harvests the corpses of the dead and
barters with devils to obtain relics and other
powerful components for his devices, his
most infamous being his set of demon-bone
armour and a ruby ring that shoots boiling
blood. Theron is a wholly evil mortal whose
depravity knows no bounds, he has been
seen all over the world, becoming more
demonic as time passes, for now it is known
that a tribe of Mastadonoids forced him to
retreat to the Demon Lands of Hell where he
plots and schemes.

As an Adversary
Theron uses his dark science and necromantic talents to compose foul Technomancer Devices against
his foes, making him an ideal Adversary for Technomancers and Mastadonoids, who despise him for his
wars of genocide against their kind and for the heinous crime of grave-robbing their elders. Theron is
worth six points as an Adversary.

Son of the Black Furnace


This terrifying giant is a interdimensional hunter without
peer! Standing some thirty-foot tall, the Son is equipped
with alien cybernetics of incredible power and the Hell
Wars have become his new battleground, he seems to
be on the hunt or someone, or something. Despite his
infamy, little is known about the Son other than his
hellish appearance and titantic stature, a rumour exists
within the walls of the Order of the Cosmic-Forge say
that he is the last of an alien race destroyed long ago,
as the markings and scripture on his armour do not
relate to any information known about beings from other
worlds. Whatever his origins, the Son of the Black
Furnace has made himself a nemesis to the Order by
proclaiming he would take the powers of the Forge for
himself!
As an Adversary

The Son of the Black Furnace is a dangerous opponent


equipped with futuristic alien technology of bizarre and
dangerous capabilities, he has killed hundreds of soldiers
and his augmented physical strength can shatter bones
and bring death to all that oppose him. The might of the
Son is worth seven points as a Adversary, he makes an
ideal villain for Cosmic-Knight Errants and any
augmented characters, as he has been known to tear
cybernetics off of those he deems ‘unfit’ to embrace them!

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