Agents of Concordia - Corebook PDF
Agents of Concordia - Corebook PDF
SINGULARITY
EARTH
CONCORDIA PRIME
CONCORDIA
THE INHABITED MULTIVERSE
ARTIFEX
THE PRIMAL
CONCEPT AND DESIGN AUTHORING
Simon Nyström, Kristofer Stenskog, Kristofer Stenskog, Simon Nyström
Peter Åström
DEVELOPMENT EDITING
Simon Nyström, Kristofer Stenskog Kristofer Stenskog, Simon Nyström
CREATIVE DIRECTION
Simon Nyström, Kristofer Stenskog
PLAYTESTING
Oliver Marklund, Björn Berggren, Lovisa Lindkvist, Peter Åström, Dan Backlund,
Fredrik Söderberg, Niklas Boija, Christian Öberg, Mikael Hedström, Marcus Lindqvist,
Alexander Ryttertoft
SPECIAL THANKS TO
Arctic Game Lab and the Nordsken Game Festival for excellent support, both official and during long
evenings. To Stina & Emilie and the rest of the Krenova gang for spiritual guidance through entre-
preneurship. To World of Boardgames, for your faith in us. To our friends and families, for enduring
this bumpy ride. To Peter at Modiphius for not hesitating to save our skins. To Tarvalley for
housing us. To all our weird, frustrating, funny, supporting, and amazing RPG friends who made us
the weirdos we are today. To Legend Game Store for letting us set up our first office in the back room.
To Captain Tingell, for movie production wisdom and a lovely couch. To Joel Eidsmo for a great
sound, and Eric Voelz for a great voice. To all our pledgers, listed at the end of the book.
2
HOW TO PLAY A PEN & PAPER RPG
THE CORE BOOK
Playing a Pen & Paper role playing game Together you will tell an entertaining and
(henceforth referred to as an RPG) only requires exciting story, with the GM serving up
two things: a friend and some imagination. challenges, obstacles, and intrigues, while the
To maximize the experience, you can add a Players maneuver the main characters through
detailed setting, some rules, and about two the plot: solving puzzles, fighting monsters
more friends. and exploring new worlds. All of this is done
within your imagination, and you explain to
This book includes the setting and the rules. each other what’s happening. (The GM explains
If you need someone to play with, visit a local what’s happening in the environment to the
Game Store or perhaps an online forum. characters, and the players describe what their
characters do.) You can see it as a theater, where
When you play an RPG, one of you will take the the actors control the actions of their roles, and
role as the Game Master (GM), and the rest will the GM controls the rest. There are no winners
take the parts of Players. The Players will create or losers in an RPG; you are either entertained
and control the main characters in the story, or you are not.
and the GM will handle the plot and all things
surrounding the main characters.
3
In addition to the entertainment, there are everything from what they say, to whom they
the rules. To determine if a main character shoot at in combat, to declaring what their
succeeds or fails at a task, you roll dice. Agents character thinks of a situation.
of Concordia uses a rule set where you roll a
number of 12-sided dice (D12), add bonuses, HOW TO BE A SHIPSHAPE PLAYER
and compare them to a difficulty number As you have probably figured out, the point of
provided by the Game Master. There will be playing an RPG is not to win against the other
more about this later in the book. players, but to experience and create exciting
stories together. The golden rule for this is:
Example: Jane, Michael, and Sarah are going to
play Agents of Concordia. Before they begin, they Each participant is responsible for entertaining
have agreed that Jane should be Game Master, the others.
making Michael and Sarah Players. Jane has
prepared an adventure, and the other two have A lot of the time, Players, especially those new
created a character each, following the rules and to RPGs, get the impression that the GM is
guidelines in this book. Michael has created a responsible for the adventure, and therefore
Marmoseti Locksmith, and Jane has created an responsible for the entertainment. This is not
Alden Reaction Force Officer. Both are secret completely true as every Player should take
agents (as are most player-controlled characters responsibility for each other’s enjoyment. By
in Agents of Concordia.) Both Marmoseti and doing this, you are going to have a great time.
Alden are alien species from parallel worlds It should, of course, be tense and thrilling as
(again, like most player-controlled characters well, so even if you don’t want your character
in Agents of Concordia.) They are now ready to to die (as that would make you unhappy), the
begin their adventure: risk of peril and hardship is what makes a good
story. As Aristotle would argue: Conflict is what
Jane the GM (describing the things surrounding makes a story interesting. Usually, it is enough
the Players): You stand in the great hall of the to play your role and be a good friend; the rest
CCI, prepared to take on your first adventure, will fall into place.
when you see your appointed Assignment Officer
wave to you from the window of her office—it HOW TO BE A GOOD GAME MASTER
seems like she wants you to get up there. What There is more on this subject later in the book,
do you do? as it is a broad topic. There are a lot of different
play styles and adventures to run, but the most
Michael (describing what his character does): important part is that the people in the room
I nervously wave back and start to dart through have fun.
the crowd on my way up to the office.
If the group is interested in shooting monsters
Sarah (describing what her character does): and stealing stuff, you might want to think
I shake my head and smile at the nervous little about running a game tailored to that need.
Marmoseti furball and start to walk towards the If they long for clever detective stories and
elevators. profound mysteries, well, you’ve got your work
cut out for you. In either case, make sure you
Jane: You come up to the office and the door is stick to the parts you think are fun as well. If
open. The Assignment Officer invites you inside you love your work; your work will be lovely.
and you realize that you haven’t gotten her name
yet. She greets you with a stern handshake and IF IT’S STILL CONFUSING
welcomes you to the Agency. If you want some hands-on examples of Pen
& Paper RPGs being played, we recommend
Sarah (in the voice of her character): watching or listening to one of the numerous
Thank you, Ma’am! It’s thrilling to be on board! popular pods out there, readily available on the
It goes on like this, with the Game Master and internet.
Players describing what they do:
4
PRIMER
THE CORE BOOK
WHAT’S A PRIMER?
The Primer is a short introduction to the game: Before getting started, all players should have
the system, how it’s meant to be played, and read the primers or have listened to them being
the basic points of the backstory. If you read read aloud.
only three pages in this book, I recommend
these three. If you want to read the rest, I
still recommend reading this part, as it will
make the rest more straightforward and
understandable.
5
HOW IT IS MEANT TO BE Besides, accepting the ability to jump from
one car roof to another should be small fry if
PLAYED you’ve accepted magic, talking animals, and a
Multiverse of monsters and heroes. The level
of realism will, of course, depend on what type
This part is not law. We all play RPGs in of game the GM wants to run. The rules in
different ways. Nonetheless, the system this book will be in poor support of a realistic
supports a specific style of play. There are as setting, but do not let that stop you from
many ways to have fun with this game as there running the game you visualize. The GM will
are RPG groups, but if you are looking for a have some tips and tricks in the GM section on
particular type of experience, it’s fair to get a how to balance believability.
sense of what this system and narrative do best.
WHAT IT IS
WHAT IT IS NOT The Pentivity System (the rule system in Agents
Even if the game is action oriented, it is not of Concordia) is designed with an action-and-
specifically combat oriented. It is not intricately mystery-focused game in mind. It supports
balanced to make sure all players are equal in quick decisions, fluid gameplay, and actions
combat. The game is not meant to be played where you describe crazy stunts and wild
with miniatures on a grid, and it is not intended gambles. It thrives on situations where the GM
for players to focus on the mechanics of combat. goes “Wow! That’s terrific! Roll the dice; you get
In fact, fighting is specifically designed to be a +3 bonus for good narrative!” We call this a
fast-paced and action-packed, more part of the “ friendly narrative game,” where GM and Player
general story and drama rather than a stand- work together to produce a good story.
alone mechanic that supports games with long
sessions of dicey combat. We have broken The game is designed to be supportive of a
down the “Scenes” in the game to Combat, character’s story and development, and it does
Infiltration, Investigation, Exploration, and this without worrying too much about numbers
Research. Alternatively, as they are called in the and statistics.
CCI: Confrontation, Infiltration, Observation,
Exploration, and Scholarship. These categories
represent the themes of the game, and each part
is designed to encompass 1/5 of the game rules.
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PRIMER: THE STORY
Agents of Concordia is centered around the
CCI, Concordia Central Intelligence, an Agency
charged with the protection of a vast fantasy
Multiverse. The players will assume the roles of
agents, taking on missions and solving cases in
a myriad of different worlds located in parallel
dimensions. Many, but far from all, worlds are
united in a commonwealth called Concordia.
From alarming rumors in the ancient temples
beneath the sun-blasted dunes on Ennead, to
smuggling operations in the shady underworld
markets of the Flash Bazaar Network, there are
always vast and small conspiracies brewing in
the worlds of Concordia.
7
AETHER TECHNOLOGY
Aether is the source of power and life in the In the Concord, there are all sorts of
Multiverse. It often exists as a background technology, both arcane and mechanical.
radiation, silently and invisibly flowing The untold number of worlds that are
through all things. Some individuals, and more included in the Concord were all on different
commonly items, can capture and harness this advancement levels when they joined, from
power. medieval kingdoms or clans to highly advanced
civilizations. The most advanced are the
Magic, or the control of Aether flow, is Alden, who are in their digital era and have
commonly practiced with the help of rituals had artificial intelligence and virtual realities
and the creation of artifacts. A few can control for centuries. The rest of the Concord is a bit
the Aether directly by using hand gestures or restrictive when it comes to adopting this level
sacred words, but it is rare. There are artifacts of technology, as the somewhat reclusive Alden
with unique properties everywhere, and even exclusively understands its deeper functions.
if most citizens of the Concord go through The regulation of digital technology is very
their lives without ever using a magical object, strict in government bodies.
they would not be scared or surprised if they
saw one. Aether batteries are commonplace, The inhabitants are used to seeing tech they do
and if you see a hovering cart, an ever-burning not understand, so few things alienate or scare
lantern, or an automaton, you can bet it is them solely based on how advanced they are.
powered by arcane self-replenishing Aether
batteries. The batteries charge themselves
almost anywhere, except on Earth and in the
Primal Realms.
GATES
The travel between worlds is not through space,
but through magical gates. There are many
different forms of gates, but the most common
kind needs to be opened and directed if you So, now you hopefully have at least a broad
want to travel; meaning that you essentially grasp of how it all fits together. Concordia is
tell the gate where you want it to lead, and then an unfathomably large political machine held
you open it. Some gates, like those in the Flash together by a vague sense of an outside threat,
Bazaar Network, are fixed gates that are always the members’ fear and need for each other,
open and only lead to one place. A handful of wild senatorial debates, and last but not least,
powerful rituals and items will allow you to The Concordia Central Intelligence.
travel between worlds without a gate, and some
creatures (like powerful Vagrants) can tear open
rifts between worlds.
8
PRIMER: THE RULES These things cancel each other out, so having
both would result in a straight roll (+3/-3.)
There are some lists of examples, but the final
Agents of Concordia uses an action system, ruling goes to the GM. Is the darkness crippling
called the Pentivity System, that is designed to when searching for your gun? If so, -3 to your
be easy to use and flexible in application. It has roll. Otherwise, you roll as usual.
some basic rules that are consistent throughout
the game, as well as some more specific rules, You may ask yourself; why is it only +3/-3? Why
usually attached to items or character values. is it all or nothing? Why can’t the darkness give
You all have the responsibility to each other as you -1, or -4, if it’s really dark?
friends to make sure everyone is entertained.
This means that you as a Player accept the It is favorable to the pace of the game to have a
decisions made by the Game Master and that fixed number. It is a more pleasant experience,
you as a GM try to make the game fun, fast and when you do not have to argue about if the
challenging for everybody. rope should give you +3 or +4 in climbing. If
the rope is supportive, it gives you +3. Since 3
If you ever feel the urge to stop playing and is a high number in this game, the crippling or
debate on which Skill is used for what, just supporting circumstances should be imperative
wing it. Remember that the GM has the final to your result. You can ignore the small things
say in all “winging” decisions. It’s her reward for and focus on the stuff that’s vital to success or
bringing you along on this fantastic adventure. failure.
THE CORE BOOK
9
10
THE RULES
THE CORE BOOK
FUNDAMENTALS: CHECKS
Whenever you want your character to do The difference between your roll and the Target
something challenging or difficult, you need Number tells you the scope of your success.
to make a Skill check to determine if you will Each time you double up, you get an additional
succeed or fail. effect.
To make a check, you roll a number of 12-sided If the Target Number is 6, you would succeed
dice equal to your level in the Skill (usually if you roll a total of 6. You would gain an
one), add bonuses from different abilities and additional effect at 12,18,24 and so on. You
gear, and check it against a Target Number. The should expect to see either a straight success, or
Target Number is given to you by the GM, who a success with one additional effect.
either comes up with a number she feels fits
the situation, or who gets the number from the When you roll a Skill check, you pair the
threats section, where they are pre-written. If Character’s Skill with a suitable BASIC ABILITY.
the roll is equal to or higher than the target, the Skills, the different fields of knowledge your
action succeeds. character possesses, are measured in dots,
between one and three.
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The number of dots represents the number of
dice you roll when the character is using that
Skill.
DIFFICULTY TN DESCRIPTION
Something that might be moderately hard for the untrained,
EASY 3-5 but almost trivial for someone with basic training. (Telling a
white lie, finding basic shelter in the woods, fixing a toaster)
Tasks that require some concentration for a trained person.
NORMAL 6-8 (Throwing a rock through a window across the street, racing a
motorcycle through traffic, fixing a car)
Tasks that are challenging even for someone with extensive
training. (Identifying a brand of rifles from the sound,
HARD 9-11 winning a marathon, performing a ritual war dance at a
Moridian wedding)
Tasks that are almost impossible even for a senior agent.
VERY HARD 12+ (Breaking into a Marmoseti safe, performing a ritual to open
an ancient temple)
12
SUPPORT AND CRIPPLE SUCCESS LEVELS
There are very few times in one’s life when the Each time you beat the Target Number beyond
conditions are precisely the same. The risk of the first (you roll a total of 10 when the difficulty
failure is always altered by an untold number is 5, for example), you gain an additional effect.
of factors, some more than others. In Agents This effect is a powerful thing, and in addition
of Concordia, this is represented with the TN, to your success in the task, you can spend each
but also by SUPPORT and CRIPPLE effects. These Success Level to gain an advantage:
effects represent conditions and items that
might affect the outcome of your actions. It • A STORY EFFECT
might be a condition like darkness or rain, or You manage above and beyond. Decide together
it might be an item like a rope or binoculars. with your GM what your effect will be (you
When something gives you a bonus, it’s called a obtain additional information from your
SUPPORT effect, and if it gives you a penalty, it’s CONVINCE roll, you get an opportunity to lock the
called a CRIPPLE effect. door behind you during your escape, you make
the daunting leap look like a breeze.)
These effects stack, and you may suffer from
both SUPPORTs and CRIPPLEs during the same • A SUPPORT EFFECT
roll (although they will cancel each other out, as You or a friend gain SUPPORT on a following roll.
+3-3 is 0.) (Your fire draws out the enemies in the line of fire
THE CORE BOOK
13
TIMING
Time in AoC is cut up into chunks, designed to In a film, each scene has some specific piece of
(for the most part) mimic paces in other dramatic information for the viewers, or another specific
media like plays or movies. purpose, like showing you clues to how the hero
thinks. No Scene should exist without purpose.
A Round is the time it takes a character to do
something quickly. Combat is usually measured A Session is a game night, from the time you
in Rounds, where you have enough time to make arrive at the table to the time you leave for the
an attack or run a short distance, or something night. No in-game mechanics rely on this, but the
similar. Building a swing set may take many GM is supposed to hand out experience points
turns, but if there’s no impending danger, you and things like that at the end of each Session.
might not want to measure it in turns, but just say
“it takes you two hours.” The most extensive scope of time (save
Campaign), is Mission. A Mission is a task
A Scene is a more uncertain amount of time. handed to the characters, and it usually starts
Think about it like a movie or a tv-show. A with receiving the specifics at CCI HQ and ends
Scene is typically set in a specific place, and the when the group writes their mission report.
characters have a particular task.
A campaign is when several Missions band
together to form a long continous story.
14
SITUATIONS AND SPECIFIC the a non-aggressive Skill. Rolling CHECK MOTIVE
during the conversation might give you hints to
RULES the strengths and weaknesses of your adversary
(and perhaps SUPPORT on your roll.) Depending
on the GM and the players, you will need a
There are a lot of different situations that might variable amount of roleplaying. Some situations
occur in a game of Agents of Concordia. It would might only need an “I convince the guard to let
be impossible to include rules for each situation us in,” roll CHA + CONVINCE, and you get let in.
in this book, but we can give you some guidelines, Other times, you might need to say the right
and you can go from there. Most minor situations things, connect the dots, and make the bad guy
(how to dodge a ball, etc.) can be solved with a reveal her plans by using the proper references
single dice roll, and their rules are covered in and remembering the names of her goons. In
the Skills section of the book. This list describes these cases, you could either roll after you talk
more advanced, intricate, or comprehensive or not roll at all.
situations that might require multiple rolls and
much roleplaying. The guidelines are categorized
by Veterancy. These rules are just a suggestion. If
RIGGING AND DISARMING BOMBS
Demolition is the Skill you would use to disable
you are in the middle of a Scene and you feel like
or rig a bomb. Sometimes, you might need a
you’ve got things under control, don’t pause the
CHECK PROPERTIES or CHECK RESOURCES to produce
game to read this section. It’s meant to give you a
the ingredients to build a bomb, or to find the
broad perspective on how you can use the rules,
tools to disarm it. If you are lucky, cutting the
not be a litany in stone. The rules are intended
THE CORE BOOK
SNEAKING AROUND
CONFRONTATION STEALTH is a useful Skill for most sneaking
situations. Pair it with DEX to tiptoe past lasers,
WIS to find the best way to enter the house
COMBAT undetected, or FOC to stay absolutely still for 10
Combat follows the same rules as the rest of minutes while a threat passes by.
the game, with a few exceptions. Full rules for
combat can be found on page 17.
15
EXPLORATION
SURVIVING IN THE WILDERNESS
When in the wilderness, the GM might require
you to roll either CHECK RESOURCES or MAKESHIFT
to find sustenance or to build shelter and tools.
If you fail, you might have to go without it and
suffer environmental damage.
SCHOLARSHIP
RESEARCH
Almost all Skills can be used to do research.
For example, WIS + STEALTH might be used to
find the sneakiest way into a lair. The Skills in
the Scholarship Skill Section are more tailored
for research. A WITS + CHECK PROPERTIES Skill
check, for example, may be used to examine the
functions and properties of any item, while a
WITS + FIREARMS may only be used to check the
the functions and properties of a firearm.
Time might be a factor when doing research. If REPAIRING AND CONSTRUCTING MACHINES
that is the case, your GM should give you the If you record damage on vehicles in the same
number of effects you need to succeed, and a way you record damage on characters, you
time frame for each roll. If in a library scouring can use the MECHANICS Skill as “First aid” for
through books, each roll would represent a time vehicles. There are examples of vehicle and
frame of about thirty minutes. equipment integrity in the Equipment Section.
16
COMBAT
AGREEING ON TIME
For most agents, the possibility of armed
conflict is present in most assignments. This The number of Rounds it takes to do a
is a particular part of the rules, as there are specific task should be at least somewhat
somewhat more rolls and numbers surrounding clear to the player undertaking them.
combat.
It´s no fun if the player starts to climb a
INITIATIVE ORDER ladder in a fight thinking it would take
Sometimes, usually during combat, the order two Rounds, and those two Rounds
in which the parties act is a matter of life and become ten because the player and the
death (who shoots first?) When a fight breaks GM had different thoughts about the
out, all characters involved roll height.
WITS + CHECK CONFLICT (TN 5.) Each player keeps
track of her initiative total (the GM tracks
the villains´ and monsters´.) Then, in order of
highest to lowest, the combatants get to spend HIGH-FLYING
Success Levels to get information about the
situation. Each level spent lowers the spender´s In Agents of Concordia, combat is
initiative by 5. Then, in order from highest to meant to be high-flying and action-
packed, rather than extraordinarily
THE CORE BOOK
17
ATTACK ACTIONS
When you attack another being, you use their
(often pre-rolled) dodge value as TN for your
attack. You may then spend Success Levels to
duplicate the damage from your attack or spend
them on a general effect. Attacking is usually
divided into these steps:
18
COMPARE NUMBERS & APPLY EFFECT
Compare the results against each other. If the
attacker or defender was successful (attackers SPICY NARRATIVE
win ties), see if either got any Success Levels. If
the defender was successful and got any extra “I attack the Waxman with
levels, she may use them as usual. DEX + MARTIAL ARTS” is not what you
should aim to say during gameplay. You
The same goes for the attacker, with a small should instead aim to say something
difference: the attacker may spend the levels like “I take a short run-up, leapfrog over
to add attack damage. This includes the first the dining-room table splattering food
Success Level as well (meaning that if you and breaking plates, and land on the
succeed with the roll but do not roll any extra Waxman, tackling him to the ground.”
levels, you can still use your success to do An attack does not have to be singular,
something other than damage. Knocking an either:
opponent away from you might be just as good as You could say, “I light up the room with
inflicting damage.) The damage is delivered all a hail of bullets aimed at the moldbeast!”
at once, so if you make a simple melee attack In this case, I as a GM might argue
(2 damage) with one extra Success Level, you DEX + FIREARMS, and if the roll is good,
may inflict 4 damage. Pooling the damage is the large Moldbeast might take 3−4
relevant when calculating wounds, as addressed bullets in its amorphous body and spray
in the next step. infectious mold over the room. The
THE CORE BOOK
If your character has CON -3 or lower, your GRIT All NPC characters come with pre-rolled Skills
is -1 (subtract 1.) If you have CON 3 or higher, so that they will have a value attached to each
your GRIT is +1, and you add 1 to the damage attack. Let’s use “SMALL HANDGUN: 7 / 2”
and wound threshold total instead. as an example. This means the NPC is always
Remember that when you add GRIT to close considered to have rolled a total of 7 on each
combat damage, you add it AFTER you gun roll (and do 2 damage per Success Level.)
multiply it with Success Levels. If the GM wants to mix things up and roll for
the NPCs, she can remove 6 from each statistic
Damage from MARTIAL ARTS is 1 + GRIT. and add a D12 (rolling D12+1 in the case
above.) Doing so will add more variety, but it
will slow the game down significantly. We only
recommend this when fighting skilled opponents
CONSTITUTION ( CON ) GRIT and bosses.
-3 AND LOWER -1
-2 TO +2 0
+3 AND HIGHER +1
19
HEALTH Broadly, a Level 1 wound gives you a CRIPPLE
All playable species have a health of 6 as default, effect from time to time, a Level 2 wound gives
but the number may change due to effects from you a CRIPPLE effect on almost anything, and a
potions, spells, equipment or similar. Level 3 wound gives you a permanent CRIPPLE
effect until the wound is healed. Remember that
CHECK FOR CONSCIOUSNESS the penalty might affect your consciousness
Health is the amount of damage your character roll.
can withstand before she risks becoming
unconscious. When the damage she has DEATH
taken exceeds this value, she needs to make a If an individual receives a wound while they are
consciousness roll (CON + ENDURANCE) to stay unconscious, they die.
on her feet. The difficulty level is the amount
of damage that exceeds her total health. If she
passes the roll, she is still on her feet and may
act as normal. Every time she takes damage HEALING
after that she needs to roll again against the There are a couple of ways a character can heal:
new total, making it harder and harder to
stay awake. If she fails the roll, she becomes REST
unconscious. When a character takes a rest, she may roll her
CON + KEEP CALM (TN 6) to recover 3 health per
NPCs have pre-rolled consciousness checks as Success Level. A character may only rest once a
well (included in their health value), so if they day.
hit their printed health, they go down.
FIRST AID
WOUND THRESHOLD If you want to heal another character, you roll
Wound threshold is 3 + GRIT. If you ever receive WISDOM + FIRST AID (TN 6.) For each Success
enough damage in the same instance to match Level, you may bring a character back from
or exceed this number, you get a wound. A unconsciousness, heal 3 damage, or downgrade
wound is something different from regular a wound. A wound downgraded from 1 to
damage. Regular damage represents battering 0 is considered cured. A character do not
and bruises, while wounds are more severe and benefit from multiple successful first aid rolls
include things like broken bones and gaping sequentially.
gashes. When you receive a wound, you record
it on your character sheet. INTENSIVE CARE
If hospitalized, a character will be able to
CHECK FOR WOUNDS recover much faster. For each full day under
The nature of the injury is between you and intensive care, she may heal 12 damage and
the GM. The severity should match the level. A downgrade a wound by two steps.
Level 1 wound is a bit Crippling, like a broken
finger or a bleeding cut in the forehead. A Level After that, she is good to go! She is probably still
2 wound is worse, like a broken limb, a massive full of bruises, stitches, and bandages, but she is
concussion or some fractured ribs. A Level ready to soldier on.
3 wound is almost fatal, like a gaping hole in
the abdomen, a lost arm or a broken face. A WORDS TO GM
character with a Level 3 wound would generally You as a GM can always give out CRIPPLE on
need help to move around. FIRST AID rolls. While a concussion doesn’t need
any tools to relieve, a wound from a gunshot
You write down the nature of the wound and its does. Of course, if the Players contribute with a
level (each wound has its own level. “Punctured First Aid Kit or other tools, they get SUPPORT.
lung lvl 2,” for example.) If your threshold got
surpassed several times, your wound level goes You also determine when unconscious
up by the same amount. characters wake up if they don’t get any help.
20
HOW IT ALL CAME TO PASS
THE CORE BOOK
TODAY
The Concordia is a peaceful cluster of hundreds waging war, and using one of the few sources
of parallel worlds, existing in their own of power consistent between the worlds: magic,
dimensional pockets. Through mystical gates, or Aether, as it is called nowadays, Aether is a
the worlds trade goods, services, and secrets. mystical power that behaves erratically, exists in
However, this was not always the case. The every single thing, and can be directed through
worlds in the cluster had to go through a great patterns or tremendous willpower. Many of the
deal of both hardships and peril to get to where residents of these worlds, while now most long
they are today. gone, left echoes across the magic streams of
reality, and showed up again in fictional work
THE HISTORY OF THE MULTIVERSE on other worlds. Earth, lying closest to the
In the beginning, the worlds were separated final Tier, receives a high dose of resonance,
in the Multiverse, floating in the void towards resulting in vivid imaginations and inspirations
an unknown destiny, unaware of their close amongst the inhabitants.
neighbors. Many worlds were inhabited by
different species of sentient and insentient life,
living, loving,
21
THE DAY IT ALL CHANGED WORKING TOGETHER
In a single moment, throughout the multitude After a while, when the more peaceful races
of worlds, reality broke. Through rifts and found ways to coexist with each other,
cracks in reality, monsters and beasts (called they established commerce routes and fair
Vagrants) from an unknown distant world agreements amongst each other. The wisest of
poured through and killed anything in their them started a council made up of a myriad
path. Different worlds reacted differently to of different species, and began to map out the
this. Some anticipated a similar event and were Multiverse. They knew they had to stop the
able to protect themselves, while others were crusade, that had now grown to enormous
too peaceful or underdeveloped to handle the proportions, laying waste to most worlds it
invasion. At that moment, hundreds of worlds encountered. They started a pact, called the
lost their entire civilizations and thousands Concord, with a litany proclaiming peace,
of years of history. After a few months, the prosperity, and cooperation across the worlds.
monsters had either clawed their way further They banded together, and with the help of
into reality, starved to death, or been defeated embargos, exclusion, and a dash of magic, they
by the natives. The worlds grew silent again, managed to disband the crusade and end their
save for the surviving builders and salvagers quest to slay a long-dead enemy. As the crusade
trying to scrummage through the rubble left in disbanded and most of the associated worlds
the Vagrants’ wake. joined the Concord, the alliance grew stronger
and more coordinated than ever before.
THE AFTERMATH Despite plenty of secret schemes and sinister
During the years to come, the worlds that political maneuvers, the Concord in large held
survived and suppressed their attackers had it together and started to grow and evolve as
much rebuilding to do. They did this with a technological and magical progress skyrocketed
new realization: the existence of other worlds. through the worlds.
Some grasped the possibility of a multitude of
neighbors, and some conceived only a single A TIME OF COLLABORATION AND DISCOVERY
parallel universe, from which the monsters With the combined strength of old and new
came. Whatever the case, several surviving friends, the Concord started a quest to secure
worlds had trans-dimensional gates operational the group from outside threats, and seek out
within a few generations, after studying the the source of the Vagrant horde. Through
wounds and scars in reality. careful scrying and research, they found that
the monsters were following hidden streams
The first pioneers stepped through those gates, of Aether through creation, swimming with
and the civilizations started to visit each other. conviction through the vast void between
Some with good intent, seeking to expand their worlds, heading to an unknown reservoir of
wealth and bring sound ways of life to new Aether. Their invasion had been just a step
horizons. Others were conquerors, claiming along the way, a rest in their long journey to the
unknown lands as their own and waging war magic summit. Along the way, they devoured
with the locals. One particular world, Sanguine, all they came across, like locusts.
started a crusade, with the singular goal of
destroying every Vagrant species responsible The flow of Aether came from far away,
for the near destruction of their homeworld. passed through the worlds, and continued
The crusade lasted hundreds of years, with the to an unknown location. The Concord tried
Sanguinites ravaging countless worlds, jumping to track the flow, finding that the best way to
blindly from dimension to dimension looking map the known Multiverse was into Tiers.
for the Vagrants. During their campaign, they Tier 1 included the abyssal worlds from which
recruited a multitude of other species and the demons came. Tier 2 housed the known
creatures to fight by their side. As it seemed, the worlds and was home to the different societies
Sanguinites were not the only ones looking for and planets. Travel here was easy, the amount
revenge, and many of the others had no homes of Aether was reasonable, and most worlds
left. supported life.
22
Above the Concordial realms, in Tier 3, lay
the pool of raw Aether they dubbed “the
Singularity.”
23
their research in peace. They all competed The settlers were turning into other species
against each other; who would be the first to entirely, taking on Aetherless basic forms.
breach the last string of dense void in order to With their drills and machines finished,
rule creation? Fate, it seemed, would have no but without sufficient power and with their
winner in this race. As time passed, the new operators in rapid decline, the god-leader of the
inhabitants on this previously lifeless ball of Enneadans, Ra, decided to make a desperate
stone and soil saw their magic powers stripped and final attempt to break the membrane.
from them at an alarming rate. The first to He loaded himself into the largest drill, used
go were the gates, their way home. Then their himself as a magical battery, and shot what was
innate powers stopped working. Lastly, the left of his life-force and Aether, like a beam of
items, and imbued trinkets and machines, lost pure light, into the membrane. The beam shot
their power. The larger the source, the faster it straight through the sky, opening up a bright
was drained through the membrane and into shining vortex of magic, in the dead center of
the Singularity. The different populations were the black perforated sheet that covered the sky
losing their Aether spark, and they suffered above this new world, that had been named
both physical and psychological numbness. Earth.
Their bodies started to retract in form,
retaining only their most essential functions. With his final breath, Ra proclaimed victory
Their minds lost the Aether spark, and they and became petrified before the eyes of his
began to experience hallucinations and a horrified engineers.
warped sense of reality.
24
The creation of this permanent hole in the The humans were unique in their form, though
membrane was of catastrophic consequence. they closely resembled the large Enneadan
Like when a vacuum is suddenly broken, a workforce that had been left to their own
massive amount of Aether was immediately devices. They lived virtually without magic,
sucked into the Singularity through the newly their divine spark replaced by a gaping hole
made hole in the sky. For most inhabitants in their soul, and a strong natural resistance
of Earth, this resulted in a rapid regression, to Aether. The humans were greedy, crafty
confusion, memory loss and sometimes and extremely dangerous. They were both
complete loss of sentience, turning many living close to the Singularity and were used to
into the different species that inhabit the operating without rituals or alchemy, making
Earth today. The horror that shook Earth them a substantial threat to creation. The Senate
sent shockwaves through the Concord. Many voted on two propositions that would decide
decisions were made very quickly, and the the fate of the humans. The first was whether
collective minds of the Concord decided to to cleanse the Earth of life, and the other was
create another Artifex, a bottleneck world whether to include the humans in the Concord.
hindering the members of the Concord to travel The polls were dangerously tight, and in the
to Earth without passing through it. In this end, none of the propositions were put into
new Artifex, the Concord would have control. effect.
Concordians would be able to visit Earth to
study the Aether and conduct research, but not Excluding Earth from the truth had a
bring equipment that would risk harming the couple of consequences: measures had to be
THE CORE BOOK
final realm further. taken to ensure both that the humans were
occupied with ventures other than to explore
The Concordians were divided. The opposition dimensional travel, and that technology and
felt that everyone should have access to the knowledge from the Concord were restricted
Singularity and that it would possibly give the on Earth. It became evident that some sort of
Senate the tools they needed to end the Vagrant Agency had to be created, both to keep Earth
threat once and for all. The majority, on the free from creation-shattering inventions and
other hand, felt that it would be too risky. ideas, and to hunt down those who threatened
No one knew what would happen when you to expose the cover-up.
reached the Singularity and started to meddle
with its power. All they knew was that the From these needs and principals, the Concordia
Aether was connected to all things, and that Central Intelligence was born. It got a clear and
the corruption of Singularity would possibly broad responsibility: Protect the Concord and
corrupt the whole of creation. its members from inner and outer threats.
As the years passed, the new bottleneck world They set up their central hub on Concordia
became the seat for the Concordial Senate Prime and established a secure customs service
and the diplomatic polestar for every world with rules of conduct for those who wanted
connected to the Commonwealth. The new to visit Earth, as well as a bureau for agents
bottleneck world was later named Concordia operating throughout the Concord.
Prime, and that is the name it still bears
today. Concordia Prime prospered, and the The centuries came and went, Earth’s
cooperation between worlds reached new population grew, and civilizations rose and fell,
heights. bringing on wars, kingdoms, and discoveries.
Soon enough, the origin of the first people and
There were a few bumps in the road though, cultures were but a faded memory amongst the
mostly concerning Earth. A new sentient humans, buried deep in myth.
species had developed on its surface. Over time
they developed their own laws and society. They
called themselves Humans. They presented both
an opportunity, and an imminent danger.
25
During this time, the CCI had grown to be Wars were escalating on a global scale.
enormous machine, due to the increasing The humans were divided and angry and
complexity of the Concord and a steady directed that anger against each other.
increase in joining worlds. The need to sell The Concord hesitated to intervene, but
the illusion of an endless universe to the in the end, they decided to risk a rapid
humans became an increasingly taxing task, as progression in human technology and took
more and more technologies were unlawfully small, practical and direct actions to end
smuggled to Earth. Aether-driven image the second worldwide war. After that, the
projectors were placed hidden in the world, CCI had strict orders to deflate open conflict
casting a complex and in-depth vision of an and nudge Earth to a more diplomatic path.
endless void upon the Membrane in the sky. As for the rest of the Concord, the CCI has
Due to the Aether halftime on Earth, the gradually gotten more and more responsibility
changing of magic batteries in those machines protecting the Concord, and has become the
is both a frequent and crucial task. primary governmental body for protecting the
Concord from inner and outer threats, securing
As the situation in the Concord calmed down, jurisdiction in all parts of the Concord.
due to the rare appearance of Vagrants, the
troubles on Earth grew.
26
THE CCI
HISTORY PURPOSE
Situations involving the Concordia Central “To defend the Concord and its members from
Intelligence are often turbulent and intense; internal and external threats. To deploy and
it has been that way since its inception. It all respect the weight of authority granted by the
started a long time ago, with a ragtag gang of citizens of the Concord, and to apply the means
mercenaries, later dubbed “the Prime Movers.” necessary to protect and serve the same.”
Earth was in its infancy, and the Concordia That is the official task that lay reverent upon
Senate had just signed the Preservation Act. the shoulders of the CCI. The Agency has a lot
All bounty operations on Earth were of leeway, but an equal amount of responsibility.
disbanded, and the creation of an intelligence The trust and freedom the agents enjoy is
and protection Agency was set in motion. only possible with great mutual respect and
transparency between them and their superior
The first team that shouldered the black suits officers. Oversight is managed with the use of
was the prime movers, led by written reports, regular checkups, and an open
“the Architect,” a mysterious high-ranking feedback system. Most agents have a license to
THE CORE BOOK
member of the Concord Military Tactics kill, but such acts are only condoned in extreme
Unit. The team set up a makeshift office, and circumstances and with extensive paperwork.
fielded operations with almost no regulation Agents who make a habit out of killing become
or supervision, striking hard against rogues subjects to behavioral analysis and evaluation.
and officials alike. The group quickly rose to Agents who develop an unhealthy relation to
renown as an unyielding force of corruption- violence are usually sent to serve on Artifex
cleansing and conspiracy-hunting entities. The rather than disbanded. The Agency has
CCI was in high demand, and the organization step-by-step divided their operations into
grew from a nine-person venture to thousands different branches and disciplines, and some
of members in just a few years. The original disciplines tend to be more violent than others.
members disappeared into legend, all but the
Architect. She stayed on as Prime Director for
the Agency, working out a system to shorten FIVE CORNERS
the time between receiving alerts to dispatching The disciplines of the Agency are
teams. The Agency seldom backed down Confrontation, Infiltration, Observation,
from new responsibilities, and found itself in Exploration, and Scholarship. These bullet
charge of customs, Vagrant threat assessment, points surround the CCI logo, and represent
diplomatic missions, internal affairs and much the many fields that the CCI must master and
more. That is the Agency the Concordians know excel in at all times. Each agent gets assigned
today, omnipresent and mostly concerned with a main discipline depending on the results of
vital and comprehensive issues. her personality test, as part of her application.
After the initial training and acclimatization
is complete, she gets to choose between
different careers, suitable to her primary
discipline. The available careers vary between
different branches, but the largest branch, Field
Operations Unit (FOU), employs with as much
diversity as possible.
27
FIVE PILLARS FOU, FIELD OPERATION UNIT
The FOU is the heart and soul of the CCI. The
The CCI is made up of different branches, each
FOU operates out of the CCI headquarters on
holding responsibility for a particular task.
Concordia Prime, and it takes on missions of
There are five main branches, and each branch
every kind from all over the Multiverse. The
holds five subsectors (one for each discipline),
members of the FOU work tirelessly to finish
for a total of 25 parts making up the CCI as a
tasks that seem impossible by employing the
whole. The main branches are:
best equipment the Multiverse has to offer.
The main hall of the CCI HQ houses a large
SVRU, SHIFT AND VOID RESEARCH UNIT mechanical Flipboard, where the available and
The SVRU is in charge of analyzing and ongoing missions are displayed for agents and
understanding the void. They spend a lot of visitors alike. The FOU launches hundreds
time taking samples, running tests and setting of missions every day out of the CCI HQ on
up field laboratories. The SVRU employs mostly Concordia Prime. The Strike Teams consist of
researchers and relies on field operations to do 2−10 members, matched together by the FOU
the heavy lifting, and report anomalies and recruitment program.
findings to the Concordial Senate.
28
WORLDS
THE CORE BOOK
If you want to leave your homeworld, you locate That’s why the Black Gate from Artifex to the
the nearest gate, imprint a series of specific Primal Realms is always open, to force all but the
coordinate runes, and step through the portal. craftiest Vagrants into the most fortified gauntlet
Depending on the location and architect, this in the Multiverse.
may be done with chalk, a mechanical counter
with discs, or on a holographic computer There is an infinite number of worlds in
interface, using voice commands. The mechanical the habitable Multiverse. Many worlds are
counter is the most common and is used by unexplored, while others are home to secluded
the CCI as well as the Concord at large. The and isolated settlements. On the following pages,
Concordial gates, as well as most other gates, there is a short presentation of some of the more
must connect to another gate. There is but a central worlds in the Concord, as well as a general
handful of individuals left that know the rituals presentation of the primal worlds.
to forcefully open rifts between worlds.
As a rookie agent, there is no requirement to
When the gates create a tunnel in the void know how these worlds work. It should, however,
between two places, it strengthens the rest of the be clear for a seasoned CCI operative to at least
void, as if the void becomes more compact. know a few of them. The gates used by the agents
are often exclusive to the Agency, often hidden
behind a front, managed by local representatives.
29
EARTH
SIZE: MEDIUM
A CHAOS OF COLOR
Earth is a patchwork of different biomes, and
contains dense jungles, icy polar caps, and deep
oceans, to name a few. They were all brought
by different settling worlds, so nature is a
cacophony of contradicting influence that has
reached a fragile harmony after a long period of
time. There are thousands of different species of
non-sentient life on Earth, as the lack of Aether
has made nature run amok.
CONFLICT OVERFLOW
There are many different states and kingdoms
on Earth, most of them with their own rule. The
domains are bound in various trade agreements
and employ an advanced economic system.
With a large number of beliefs, both religious
and social, Earth is teeming with conflict as
many of the beliefs contradict each other. As far
as the rest of the Concord is concerned, Earth
is under a special protection treaty, and any
effort to reveal the truth about the Multiverse is
subject to trial. Just recently, the CCI has been
given a special clearance to deflate open war
between the nations of Earth, as long as they
don’t reveal their origin.
FASHIONABLY WICKED
Earth is the antechamber to the most potent Vagrants, individuals who want to destroy
and dangerous place in the Multiverse, but magic artifacts, those in hiding, those who wish
an impossible last step to get there. Even if to siege the Singularity for deviant/research/
there is little chance to reach the Singularity, noble purposes, those who strive for Earth’s
many still find uses for the magically drained liberation, those who want to hurt the Concord,
vestibule that is Earth. Earth is a target for the those who want to profit off humans, those
following; who wish to vivisect a large number of different
species, and more.
30
CONCORDIA PRIME
SIZE: SMALL
SHAPE: SPHERE
NATIVES: NONE
JAGGED HORIZON
Concordia Prime is one large city, with tall
buildings, flying barges, and an abundance of
statues and landmarks. It is home to both the
Concordial Senate and the CCI headquarters.
Concordia Prime works as a bottleneck for all
who want to travel to Earth and has a rigid
customs service. The world has no native
species, but representatives from all over the
Concord live there. There are thousands of
THE CORE BOOK
TWILIGHT METROPOLIS
Concordia Prime belongs to all members of the
Concord. Thousands of different worlds have
a place in the Senate, and most of them have
a consulate on the soil of Concordia Prime.
Some representatives from smaller worlds live
in the towering hotels. Concordia Prime is a
busy world, where the streets are crowded with
commuters at almost all hours. There is a small
underbelly where the service workers live, but
all produce is imported from the other worlds.
31
DONUM
SIZE: VERY SMALL
NATIVES: NONSENSE
32
HELIX
SIZE: LARGE
SHAPE: SPHERE
A DELICATE STRENGTH
Helix seldom calls in outside help. If they do,
it’s often to resolve disputes and solve murders
or unlawful births. As an unplanned death
can cause power surges that will start fires and
blow circuits across Helix, if a murderer strikes
twice or more, the whole world could be in
danger. Helix is the most tech-advanced and
progressive world in the Multiverse, but the
most fragile as well.
33
AUGUST MENAGERIE
SIZE: VERY LARGE
SHAPE: CUBE
NATIVES: AUTOMATONS
VAULT DOORS AND WHISPERS
A deep and hollow world, the August
Menagerie is lined with enormous terrariums
and habitats amongst its winding pipe-filled
and rusted passageways. Each habitat holds an
endangered species, and new containments are
built or repurposed daily. When a creature is
too dangerous, destructive or sensitive to be
loose in the Concord, this is where they end up.
The specimen outnumber the caretakers greatly,
so all containment units are as sturdy as they
get. Most passages are empty and dark, and the
bio-vaults are self-sustaining save from various
repairs and patchwork made by the August
workforce, who are mainly Automatons.
34
SUBAURA
SIZE: MEDIUM
SHAPE: SPHERE
NATIVES: PISCAN
A CHAIN OF FALLEN EMPIRES
Subaura is a world almost completely
submerged in water, and once held vast and
glorious empires beneath the waves. The old
Piscan warlords had a habit of creating and
breeding gigantic monsters as their weapons
of war, and one day, they lost control over
them. The mindless beasts turned on their
masters and claimed the depths as their own.
The empires shattered overnight, and the only
Piscans who survived were those few who
THE CORE BOOK
TREASURES BENEATH
The towns and villages of Subaura live in peace
with each other, though they do not visit each
other often and have no government. Even the
hardiest of Piscan dare not venture too far from
her settlement. A few treasure-seeking pirates
from other worlds roam the seas looking for
lost treasures of the old Piscan Empire, but it is
a dangerous place, and the ones who are smart
enough to survive, usually do so by befriending
the locals.
35
THE GREAT CARAVAN
SIZE: NON-APPLICABLE
SHAPE: CARAVAN
NATIVES: ORNITHURA, LAURENTI
ALL ARE WELCOME
The caravan is a patchwork of thousands of
different carriages and vehicles, often strapped
behind some giant beast of burden. The main
members are Ornithura and Laurenti, with
lots of tapestries and large decorations in
bright colors lining every cart. In the back of
the caravan are the colossal hovering flatbeds
carrying the Dragons and Rocs, enormous
Laurenti and Ornithura elders who have
grown to epic proportions. They are seldom
awake, but when they are, they preach wisdom,
compassion, and forgiveness.
36
ENNEAD
SIZE: LARGE
A STRICT SYSTEM
Ennead is divided into different houses, each
with a larger or smaller patch of land. A
godlike monarch rules each house, followed
in rank by a diplomat and a general, called
the House Leviathan and House Behemoth,
respectively. Far beneath them is the Chuna,
and just beneath them are the Atums, located
at the lowest rung on this social ladder. When
a monarch is dying or feels that it’s time to pass
on the torch, she chooses either the Leviathan
or Behemoth to take her place, ushering in
either a time of peace or war. The Leviathan
or Behemoth picks a new subject for their old
position, usually a Chuna. The godly essence
is transferred between them, and they ascend
significantly in power, growing many times
larger than their old size and gaining a lot of
different strengths and abilities.
A BURNING AMBITION
Ennead has a complicated and violent political Issues might be anything from assassination
machine, and they usually settle their disputes attempts on gods, the creation of forbidden and
without the meddling of the CCI. In most disrupting artifacts, or secret sect meetings
cases, the Bureau intervenes either to foil some with individuals who want to hurt the Concord.
larger plot that threatens the whole of Ennead, The Enneads were once conquerors, and many
or when conspiracies threaten to spread off still long for the blood-soaked golden days.
world. The agents might be alerted either by a
concerned citizen or by a suspicious event.
37
OMEYOCAN
SIZE: MEDIUM (X2)
38
BRUMAL
SIZE: MEDIUM
SHAPE: BOWL
NATIVES: KELD
BOUNDLESS WINTER
Brumal is a cold wasteland with deep snow,
towering pillars of ice, and sharp rock
formations. Amongst the wastes are numerous
black-stone ruins of decrepit temples, lying
dormant in the cold dunes. Amongst these frigid
and uninviting landscapes are various predatory
and scavenging monsters, feeding on each other
in a vicious circle of life. Large caves house the
Kald settlements, where they mine for ore and
THE CORE BOOK
WARM HEARTS
Brumal is a happy place, despite all the horror,
darkness and death. The Keld are often in a good
mood, and even if the different clans of Brumal
live separately from each other, they sometimes
engage in games, competitions, and horseplay.
A cave usually houses a single large clan that
can have thousands of members, either hunting,
mining or growing edible fungus. The CCI is
always welcome, especially if they don’t spoil
the mood. Brumal has many different research
centers, established by various independent
governments, as the old ruins, and the world
itself, holds a mysterious and odd resonance.
39
THE BAZAAR
SIZE: SMALL
SHAPE: SPHERE
NATIVES: MARMOSETI
GREED AND WANDERLUST
Once upon a time, the Marmoseti built a
network of open gates, in an effort to map fallen
and abandoned worlds. As they lacked the
ambition to explore and plunder the lost worlds,
they started lending their gates to adventurers,
taking a toll for all treasures looted. The access
point to the network is a world called the
Bazaar; a bubbling, loud, and dirty metropolis
where adventurers from all walks of life gather
to hunt the patchwork of fallen worlds for
treasure, opportunities, or clarity. Before they
venture out through one of the many gates, they
all crowd in the Bazaar to trade, gamble, or
stock up on provisions or equipment. Saloons,
market stands, and boarding houses line the
narrow and packed streets, and a lot of shady
business takes place here.
CREDIT BY CREDIT
The Bazaar is governed by the Marmoseti
banking clans, competing against each other
and measuring votes by the coin. They make
few decisions and focus on expanding their
wealth in the forms and ways they already do.
On the streets, the crime lords and guilds rule,
measuring their power in muscle. They try not
to draw too much attention to themselves, as
the Banking Clans can issue a hefty bounty on
them if they decide to challenge the rule. You could even set up a factory or two.
Perhaps harvesting the void with catastrophic
LOST IN THE LABYRINTH consequences without any risk of arrest? If
The Bazaar is a place teeming with intrigue. there are passers-by, you can always handle
It’s packed with criminals, lowlifes, and shady them the “good old way.” Even though it might
ne’er-do-wells. When you hop a few gates seem practical for the CCI to have most of the
out into the network, you can usually find pirates and marauders away from people and
a secluded space where you can do all sorts infrastructure, all situations that need to be
of forbidden rituals and devious enterprises handled in the Network maze is incredibly
without someone blabbing to the CCI. taxing for both the Agency and the active
agents.
40
SANGUINE
SIZE: LARGE
GLORY IN BLOOD
The Lahmia are subjected to a vicious litany of
rules, laid down by the slumbering elders. They
are the embodiment of Sanguine culture and
law and accept no weakness. The confirmation
of one’s strength embodies the core of Lahmian
mannerism, and different dukes and family
leaders frequently fight and squabble to prove
their worth and gain power. The Moridiah
wolf-blood rule their own small country and
have built their mangy army from the shunned
and unwanted. They frequently raid the
other provinces and this spurs the Lahmia to
retaliate in different ways. The working force of
Sanguine is the Cadaver, cheerfully going about
their lives while political machinations fly by
over their happy little heads.
There are assassinations, duels, vows of revenge,
guerilla warfare, invasions, you name it. The
ENTER AT YOUR OWN RISK Moridiah, refusing to leave, fight for their right
Sanguine is a headache for the CCI. Their world in a society hell-bent on not accepting them; it
has opened its borders, inviting others in. Their is the meeting of a relentless force with a pig-
society is riddled with intrigue, violence and headed obstacle. Their intrigues often spill
vulgar displays of power, and whoever moves off-world and cause trouble on Concordia
there is required join in, whether they like it or Prime, Elutheria and Teigo as well.
not.
41
ELEUTHERIA TEIGO
SIZE: VERY LARGE SIZE: VERY LARGE
42
ARTIFEX
SIZE: SMALL
SHAPE: SPHERE
NATIVES: NONE
A NECESSARY HORROR
Artifex is a blasted and horrid wasteland,
weathered and broken by millennia of war
against a never-ending tide of Vagrants. Layers
upon layers of battlements surrounds the Black
Gate, protecting the Concord from the main
horde of monsters and horrors drawn to the
Aether stream. Even if the Black Gate incidents
multiplies, its still considered better than letting
the Vagrants emerge randomly throughout the
THE CORE BOOK
43
THE PRIMAL WORLDS
SIZE: VARIES
SHAPE: VARIES
NATIVES: VAGRANTS
MASSIVE AND CORRUPT
Beyond the Black Gate, there’s an untold
amount of primal worlds, driven and fused by
fear, pain, and confusion. The amount of worlds
is unknown, and they are presumed to become
more and more dangerous and unnatural the
further in you travel. There are some worlds
simple enough to grasp, with dense forests and
swamps, filled with parasites and monsters.
Others are worse, where sounds and smells mix
and reality is in a constant horrific warp.
44
PLAYER’S HANDBOOK
46
CHARACTER ANATOMY
BASIC ABILITIES DEXTERITY (DEX)
Dexterity is the control you have over your
body. This ability covers agility, speed, and
BASIC ABILITIES are the most fundamental part
nimbleness.
of each character. They represent the pieces of a
character that can’t be learned in the same way
DEX is the BASIC ABILITY to add when physical
that a Skill can, but is instead a measure of the
Skill checks depend on your control over your
parts you train over time. The six BASIC ABILITIES
body and its finesse.
are CONSTITUTION (CON), DEXTERITY (DEX), FOCUS
(FOC), WISDOM (WIS), WITS (WITS), CHARISMA (CHA.)
Examples of use:
Each ability has a numerical value, from -6 to
DEX + STEALTH to sneak past guards.
+6. The average value for an average Human
DEX + GYMNASTICS to climb and crawl into
civilian is 0 and a score higher than +3 or lower
ventilation shafts.
than -3 tends to be in the extreme, and are often
DEX + SKULLDUGGERY to pickpocket someone.
reserved for the elite. Agents tend to be amongst
DEX + MARTIAL ARTS to administer nosebleeds.
the best of their kind, so it is not unheard of in
PLAYER’S HANDBOOK
47
Examples of use:
WIS + MARTIAL ARTS to discern what that old
man doing kata is capable of.
WIS + RITUALS to perform or counter a spell
through a ritual.
WIS + TRANSLATE to crack a code on a large
mural wall.
WITS (WITS)
Wits is the art of fast thinking, making quick
decisions, and giving fast and smart answers.
A high Wits score is typical for stunt drivers,
duelists, and spies.
Examples of use:
WITS + MAKESHIFT to hold together a broken
engine while in full throttle.
WITS + ALCHEMY to mix an explosive liquid
while being shot at in a lab.
WITS + BEAST HANDLING to steer a wild beast
through an avalanche.
CHARISMA (CHA)
CHA is the personal appeal of a character, be
it looks, social grace or a smooth voice. The
Multiverse is home to an endless amount of
species, but more often than not, charisma
tends to be a universal language.
Examples of use:
CHA + SURVEILLANCE to casually work the room
while keeping tabs on the duke.
CHA + ENDURANCE to look like you are barely
breaking a sweat while you silently die from
exhaustion on the inside.
CHA + CULTURE to sound convincing when
doing a traditional Moridiah salute.
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SKILLS
BASIC ABILITIES make the core of your character; Skill points represent the experience and
Skills represent her experience, training and training in any given Skill. One point in a Skill
specific knowledge in different fields. Most makes a significant change to that Skill check.
challenges are handled with a Skill check For the most part, a regular citizen in the
if they’re not solved with roleplay. For the Concord might have one dot in their profession,
particular problem at hand, the GM will give but zero in all other Skills. If you have zero
you a combination of a Skill and a BASIC ABILITY. in MECHANICS you know mundane things, like
The dots you have in the Skill will tell you how how to follow following basic instructions to
many dice you roll; add the BASIC ABILITY score fill up on gas or how to switch blinker lights in
to the best roll to get your final result. If you are your car. Of course, not even such basic skills
unskilled, with no dots, you can still attempt might be accessible to your character if she
the roll, rolling two dice, choosing the lower hasn’t seen a car before. One dot means that
score automatically. your character has training in the Skill, but
situations might show up that she can’t handle.
There are 30 Skills divided into five fields that Two dots indicate that she has been in many
PLAYER’S HANDBOOK
represent situations fairly common for CCI unusual circumstances related to that Skill, and
agents. few things surprise her. The maximum number
of dots a character can have is three and such a
Confrontation Skills are used mostly in combat, high level suggests that her talent is masterful.
from proficiency with weapons to the ability to If she should fail at using the Skill, it is probably
read dangerous situations. due to sabotaged equipment or awful luck.
Infiltration covers both the act and detection BASIC ABILITIES + SKILLS
of concealment in all forms, from physical to Which BASIC ABILITY works best with what Skill?
social. Sabotage and sleight of hand are also Different situations require different Abilities,
included in Infiltration. and most Skills can be combined with all BASIC
ABILITIES. Consider a situation where you are
Observation is used to find clues or scan and trying to decipher an ancient text on an old
monitor situations. Other Skills that rely heavily necklace. In this case, KNOW + TRANSLATE is a
on deduction and perception, like FIRST AID and good combination of BASIC ABILITY and Skill
TRANSLATE, are also included here. to use. If you are in the same Scene, but your
fellow agents are trying to protect you from the
Exploration covers Skills that help you adapt necklace’s tentacled guardian at the same time,
and survive. Skills that apply to your endurance you might need to roll FOC + TRANSLATE instead.
and wanderlust are included in Exploration. In another Scene, you may see a man tinkering
with an identical necklace as you walk past
Scholarship covers knowledge about worlds him, so WITS + TRANSLATE might be good if you
and their inhabitants, with intimate knowledge want to quickly determine if that necklace also
about the functions of both. Mysticism includes speaks of the “watchers below.”
things like RITUALS and ALCHEMY, as well as
MECHANICS, to show a character’s technical On the following pages, you will find all
prowess. Skills listed by name and described by what
field they belong to, what they are used for,
an explanation of what it means in general to
have a dot or two in that Skill, and examples of
situations they would be used in.
49
CONFRONTATION MARTIAL ARTS
Not as glorious as you might think when you
hear the name, Martial Arts governs all forms
CHECK CONFLICT of weaponless fighting, including haymakers
Check Conflict represents the character’s and headbutts. The Skill is usually used when
tactical knowledge of combat and other trying to inflict damage or other adverse effects
dangerous situations. It is the ability to scout on your opponent, while unarmed. There
an ambush, evaluate if there are even odds is no distinction between different styles of
in battle, or figure out if the enemy will have fighting, and the details are left to the player. It
enough resources to “hold the fort.” It is is unlikely that a Shaolin master would have less
essential for anyone who intends to fight. It than two dots though, so it’s logical and sound
also represents how observant and collected the to adjust your narrative to fit your Skill level.
character is in combat. Martial Arts is also used for natural weapons,
like claws, fangs or horns.
A character trained in Check Conflict is level-
headed and can use knowledge as a weapon. A character with a high Martial Arts Skill
She also has a keen eye for spotting dangers like is either a skilled or trained fighter, with
hidden weapons and places suited for ambush experience from real life, combat sports, or the
or individuals who covertly move into position like. At one dot, you might be a Krav Maga or
to attack. Shaolin rookie, or a skilled street brawler.
Check Conflict can be useful when establishing When trying to punch, kick, grab, push,
initiative in a fight, when trying to set or avoid headbutt, throw, bite, claw or otherwise hurt
ambush, or when counting down until an enemy someone without the use of a weapon. It might
reloads. also be used to identify fighting styles of others
and to know their origin.
DODGE
Dodge is the art of avoiding attacks. It can MELEE WEAPONS
be used in a variety of ways, from blocking The Skill, Melee Weapons, comprises all
incoming punches and kicks, to jumping into things that you grip and use to inflict damage
safety from a hail of bullets. A successful roll or restriction on others. This often refers to
means you avoid all or some of the damage; swords, clubs, and knives, but there is a vast
how you do it is between you and the GM. As multitude of close combat weaponry out there,
long as it’s logical and in good narrative spirit, and an expert must know them all. This Skill
most solutions will work. Dodge is typically not is typically used in combat, but might also be
an active Skill and is only rolled in response to used when wielding a machete to cut a climbing
an incoming attack. rope (DEX), to gain knowledge about a specific
weapon (WIS), or to intimidate a foe (CHA.)
A character trained in Dodge is either limber
and reflexive, has a keen eye and is perceptive, There is an infinite number of melee weapons
or all of those things. It might be the result of in the Multiverse, depending on whom you ask.
years of training, and knowledge of firefights To an expert in Melee Weapons, there is often
and weapons. no end to the imagination encompassing what
could be used as a weapon.
When avoiding an incoming attack or physically
getting out of harm’s way. Employed when trying to use an item to hurt
someone at close range, when researching specific
weapon types, and when using a weapon as a
rough tool.
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FIREARMS
This Skill governs your profession with different
INFILTRATION
firearms like pistols and rifles. It is not only a
measure of how good your aim is with a specific CHECK MOTIVE
type of gun, but also your general knowledge Check Motive is a social Skill, and it is used
about the handling and care of such weapons, as part of a conversation or when observing
and how collected you are around guns. This someone in a social setting. The user tries to
Skill is mainly used in combat to determine if learn the general motives of the recipient by
you hit or miss while firing at a foe. Most agents interpreting body language and other subtle
have a dot in firearms, as it is included in basic nuances, to figure out their general disposition.
training. Is she lying? Is she hostile toward me, even
though she sounds friendly? Does she want
A person with a high rating in firearms has something from me? Sometimes, the user might
both an extensive knowledge of what types have to strike up a short conversation with the
of firearms there are and how to use them. target, or closely observe her in a social setting.
She also possesses vast knowledge about the
functions, properties, and specifics of firearms. A character with a high rating in Check Motive
She may also have lots of experience, but is a walking lie detector. She can easily discern
without a Confrontation Veterancy rating, that if someone is hiding something, or if they are
nervous, or even in pain. She is good at picking
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51
CONVINCE It also governs the use of dynamite, the best
Convince is the general Skill governing way to blow up a car, and how to build a bomb
manipulation of others. While manipulation or a gas grenade from the stuff you find under
might have a negative connotation, its power the kitchen sink. Demolition also includes the
may be used for multiple purposes. To someone ability to disarm and analyze explosives.
who knows how to trigger emotions in others,
it is as easy to fool someone as it is to get them A person with a high Demolitions rating is well
excited about doing the right thing. It might be versed with different chemicals and explosives.
a heartfelt speech to turn the tides of battle in She knows how to build them for special
the darkest hour, or it might be a sales pitch to purposes, how to apply them for maximum
sell sand to desert nomads. effect, and how to connect them safely and
securely. She also knows how to improvise, and
A person with a high Convince rating is adept build bombs from household chemicals and
in tweaking emotions in others and getting simple wiring.
them to do what they want. They may have
the awe-inspiring and robust persona of a true Used when trying to arm or disarm a bomb,
leader, or a friendly tone that convinces you that when building an improvised explosive or when
they only want what’s best for you. to rerouting a trigger. Knowing if shooting the
controller will set off the dead man’s grip.
Used when trying to inspire others, when tricking
someone, or when trying to seem in charge or
authoritarian. STREETWISE
There are a lot of criminal elements and
organizations in Concordia, and it is impossible
SKULLDUGGERY to know them all. If it is essential to be able to
Skullduggery governs a range of activities that blend in or deal with a multitude of criminal
would generally be considered to be unlawful. It gangs, the solution is analysis. The Streetwise
encompasses pickpocketing, stealing, hotwiring Skill governs the ability to gauge the specific
cars, forging documents, and picking locks. mannerisms of different groups quickly, and
There might be other uses as well; it usually thus be able to find them, deal with them or
includes the use of manual dexterity and analyze them.
knowledge in how to operate or acquire things
that are not yours to have or operate. A person with a high Streetwise rating might
be a criminal or a behavioral analyst. She
A person with a high Skullduggery rating is knows a lot about both big and small criminal
generally perceptive of her surroundings, and gangs, and she is quick to adapt to criminal
knows where to apply a bit of improvisation hierarchy and lingo. Knowing the strengths and
and Skill to get what she wants. She is often weaknesses of criminal gangs is often crucial
technical and nimble. knowledge for a CCI Task Force.
When trying to hotwire a car, when When trying to find a specific criminal gang,
pickpocketing, when forging documents, when when impressing a gang leader, when trying to
breaking into a safe, when disengaging an alarm. pin a crime on a particular organization.
DEMOLITION
Welcome to boom-town! Demolitions is not all
fun and games though; it includes a lot of safety
knowledge, the ability to analyze structural
integrity, and knowledge of the correct
chemical amounts needed to construct bombs.
52
OBSERVATION but to most agents, it is an art and a tool used to
interrogate suspects.
A person with a high Check Setting ability is Used when confiscating a vehicle without any
often alert, and notices small things, like how a trouble, when getting a gangster to give up his
coffee cup is positioned on a desk (is the person friends, when resisting intimidation or realizing
behind the counter left- or right-handed?), if the that you are being intimidated.
keys are still in the car in the parking lot, or if
the calendar on the wall is up-to-date.
TRANSLATE
Used when finding clues at a crime scene, when The art of translating and understanding
PLAYER’S HANDBOOK
studying photos for abnormalities, or when codes and languages. This Skill is used to
realizing that a room is missing in a mansion. get a feeling for or an understanding of what
something means. If this Skill is used to
translate a language on the fly, you won’t learn
CAUTION the language or get a translation word for word,
Caution is as much a natural state as it is a but rather a broad sense of meaning or purpose.
Skill. It is the inherent danger-sense most If given time and proper books, you will get a
living things have, as well as something you more accurate translation. This can also be (and
can learn and improve through training. This often is) used to break codes or decipher hidden
Skill governs the ability to spot things out of the messages.
corner of your eye when you are not looking for
them. It is the ability to know when something A person with a high Translate rating is skilled
is off, not with in-depth analytics, but with a or educated in the art of linguistics, and the
gut feeling. understanding of symbolism. She can see
patterns in languages and texts and is often
A person with a high rating in Caution is alert. interested in sociology or the like.
She is quick to take a step back when something
feels wrong and is usually hard to surprise. Used when trying to understand a language you
haven’t learned before, when deciphering the
When being snuck up on, when avoiding traps. numerical code you found on a piece of paper,
This Skill is seldom something to roll actively, but when trying to figure out when the big mystical
rather a roll your GM asks you for. calendar you saw in the cave will spin to its
zenith, and what will happen.
INTIMIDATION
Intimidation is the art of threatening and SURVEILLANCE
pressuring others to do or say what you want This Skill is used when gaining information
them to. You might use demeaning, shaming covertly. This means everything from quietly
or ridiculing as subtle suppression techniques, moving towards a suspect at a party to
or you might threaten and pressure the target eavesdrop, or using advanced equipment from
openly. To some, this bullying behavior comes the back of a van to listen in on a conversation
naturally and springs from insecurities, across the street.
53
It governs the use of surveillance equipment, Some, like Automatons and Cadaver, don’t
acting incognito, and a bit of deduction (whom even respond to First Aid, but instead need a
you should be shadowing to get the information mechanic to heal their wounds. First Aid lets
you want.) you stabilize injuries and heal a portion of
damage on a wounded victim. See the “First
A person with a high Surveillance rating is Aid” section of the Combat chapter. (Page 20)
perceptive and good at operating surveillance
equipment and knowing whom to ask. A person with a high First Aid rating is
knowledgeable in anatomy and the structure
Used when asking around for a piece of of different bodies. She knows how to stop
information, when operating or sabotaging bleeding, cure simple diseases and poisons, and
surveillance equipment, when placing hidden has a fair knowledge of different medicines and
microphones in an office. remedies. Not all wounds can be healed with
Firsts Aid, and more grievous injuries need
surgery and other means of attention.
FIRST AID
This Skill governs the ability to heal others with Used when plucking out a bullet wedged in one
the help of equipment and through the use of of your friends, when slowing down the spread
different techniques. It is not always easy to of poison while waiting for the antidote, when
use since the physiology amongst the different bandaging a bleeding cut.
species in the Multiverse varies a lot.
54
EXPLORATION While Endurance is used for running long
distances at a time, Gymnastics is all about
technique and power.
CHECK RESOURCES
This Skill governs the ability to check your When jumping between rooftops, when scaling
surroundings for resources you can use a cliff or a building, when trying to catch up to a
for different purposes. This could include fleeing thief in crowded alleyways.
scrounging for food, electrical parts, or places
to sleep. This ability is most often used in the
wild, and it includes an extensive knowledge BEAST HANDLING
about the general purpose and usability of This Skill measures your ability to handle
items. animals and the knowledge you have about
them. This includes identifying attributes of
A person with a high Check Resources rating unknown species, like classifying an animal
is a real survivor, with a broad knowledge in as a carnivore based on its body type. It also
how to scavenge for food and parts. Even if includes the care, training and befriending of
she doesn’t necessarily know how to repair a animals. This Skill is not fool-proof, and if a
radio, she knows that the tubes or transistors hungry beast attacks you, a Beast Handling roll
are essential if it’s going to work. She also has is seldom enough to stop the animal. Running
PLAYER’S HANDBOOK
55
A person with a high Makeshift rating is crafty A person with a high Pilot Vehicle rating is
and can repair anything with the help of familiar with many vehicles and their abilities,
anything. Most knickknacks are tools and spare she probably has a genuine interest in the parts
parts in her hand, and it is generally dangerous of both magical and mechanical engines. She
to let her near devices you want to keep intact. knows how to drive, how to push vehicles to
their limits, and how to perform unreasonable
Used when trying to escape a prison cell using an stunts and daring feats with them.
old transistor radio, when repairing a car using
parts from an old woodchipper, when cooking Used when doing a barrel roll with a helicopter,
food from things you find in the garbage. when darting through traffic with a motorcycle,
when using an Aether-driven rocket car to flee
from an ancient flying beast through the dense
PILOT VEHICLE jungle roof of an unknown world.
This Skill governs the ability to operate and
control different magical or mechanical
vehicles, from cars and bikes to sail barges and
Aether-vortex Freight barges. Usually, you don’t
need a roll to operate conventional vehicles
from your homeworld, unless you are doing
some stunt or otherwise engaging in reckless
driving.
56
SCHOLARSHIP
CHECK PROPERTIES
To check the properties of an object, structure
or creature is the first and foremost Skill of a
scientist. The Check Properties Skill governs
the ability to, through mystical or scientific
means get a sense of how an object works, what
attributes it possesses (poisonous, impenetrable,
valuable, flammable, etc.), and where it could be
put to use. A successful roll will only give you
knowledge based on your available equipment.
It’s hard to tell the melting point of a mineral
when you are capsized on a raft in the middle of
an unknown ocean.
KEEP CALM
Keep Calm governs the ability to restrain
oneself in dire situations. Some people are
born with calm nerves, and some train them
to perfection. When faced with either sudden
horror or creeping dread, a Keep Calm roll
will make sure you don’t do something
MECHANICS
This is the Skill you use when you want to
involuntarily. It might be holding off from
alter, build, repair, or sabotage a mechanical
screaming when you see a gruesome corpse, or
device. There are a lot of different machines
not be overcome with panic when the corridor
from a lot of different technological levels in
starts to fill up with acid.
the Concord, from basic hand-driven tools
with few moving parts, to large and complex
A person with a high Keep Calm rating is...
engine-driven devices, to highly complex and
calm. She can keep her feelings in check
arcane magic-driven vehicles. As long as it has
and is usually mentally hardened, logical or
moving parts, a mechanic can tinker with it.
prepared—either way, to a point where few
It is, of course, not always possible to build or
things make her fly off the handle.
alter all machinery; some need special tools or
knowledge that none but a few possess.
Used when resisting fear, stress or creeping dread.
When resisting mental assaults and magic.
57
A Person with a high Mechanics rating knows mystical salves. All of this requires extensive
machines. There are but a handful of basic chemical and magical equipment, so for a field
applications and functions a device can have, agent, this Skill is often used to analyze and
the rest is just details and application. Sure, apply magical substances, seldom to create
you might need to disassemble it down to the them.
molecules to know how it works, but that’s the
fun part! A person with a high Alchemy rating is
accomplished in the mystical arts. Alchemy
Used when repairing a rifle, when sabotaging an represents the “science” of magic and the vague
elevator, when trimming a car, when building a line between physics and mysticism in the
jetpack, when picking apart a foreign gate lock Concord. The wielder of Alchemy knows how to
device to see how it works. discern magical properties in an object, as well
as how to implement and use them.
58
PERKS
Perks are abilities a character can have that’s
not covered by Skills or BASIC ABILITIES. It can SOCIAL PERKS
be anything from biological traits, like a rigid
carapace or wings, to social characteristics like
being a social chameleon or a wallflower. There ANIMAL LOVER
are four categories of Perks: Knowledge Perks, You have a significant presence among animals.
Social Perks, Physical Perks, and Special Perks. Also, when it comes to social interactions,
Knowledge Perks cover special interests and you prefer to approach them in an instinctual
knowledge that a character can have, like and primal way. You skip the small talk, often
particular hobbies or skill sets. Social Perks leaving out even a greeting. You get straight to
are behavioral patterns and mannerisms that the point and skip superfluous conversation,
stand out and might give a character an edge in much like when you communicate with
different situations. Physical Perks are changes animals. Others usually think of your
in anatomy. A character without a Physical behavior as wild and animalistic. You might
Perk is assumed to be of Human size, and communicate better with hand movements and
PLAYER’S HANDBOOK
have limb-and-appendix count similar to that body gestures, especially when exposed to an
of a Human. A Physical Perk addresses any unfamiliar language.
significant change in anatomy. Special Perks are
other oddities that a character can have, usually You might gain SUPPORT on rolls when you
specific to their species. It might be that you are interact with animals.
a sentient machine, or that you have a unique
magic resistance as all Humans possess. When determining the mood of a beast or
animal, when trying to calm a beast or animal.
Perks will bestow your character with SUPPORT
in specific situations. Having the Perk “Wings”
will surely give you SUPPORT when jumping CHARMING
between buildings unless the GM has an You can conjure up a great personality and a
excellent reason why it shouldn’t. Sometimes, smile that suits the situation. You have a natural
the same Perk might give you a CRIPPLE effect way of getting the approval of others, and it
though, if, say, you need to hide in a small doesn’t matter if you are rugged or have a well-
space. As a rule of thumb, the GM should be kept appearance. Your charisma is convincing
kinder with handing out SUPPORT, since, after enough to get people to trust you or to at least
all, a Perk should be a good thing. A character hear you out; people love your voice, and you
can have any amount of perks, and receive them know it. You are naturally charming but have
when creating a character, buying them with refined this social skill to be used as a great tool.
experience points, or being handed one by the
GM as a consequence in the story. You might gain SUPPORT on rolls when a
charming approach is to your advantage.
All Perks come with a Name, Category,
Description, and an example of use. Some Perks When trying to get someone’s attention,
have a passive ability, like “Amphibian” which talk yourself out of an awkward situation.
lets you breathe underwater. There is no special
rule or roll attached to this. Just dive down and
enjoy. If you can breathe in sulfuric acid is up
to the GM. However, it is ill advised to test the
breathability of acid or the patience of the GM.
59
CHATTY JOKER
You like the sound of your own voice and have You like to trick people and play pranks on
no problem striking up a conversation. In them. It is very likely that you were the class
discussions, you expertly steer the conversation clown or the designated entertainment at family
to topics that suit your needs and have no gatherings. It is hard to take you seriously;
problem skillfully expressing your thoughts. your conversations are filled with sarcasm and
With just a few words, you can grab the daring jokes. Your primary objective while
attention of a crowd. If people become annoyed socializing is to entertain. If it is to make
with your chit-chat, you easily counter their yourself smile or someone else doesn’t matter.
annoyance with an elaborate excuse, tempering
their irritation with respect. You could be You might gain SUPPORT on rolls when trying to
someone that knows this trait is a strength that trick people in a conversation.
can be used to your advantage, or you could be
a clueless person lacking any social anxiety. When you try to pickpocket someone in a
conversation or when you try to sell someone
You might gain SUPPORT on rolls when counterfeit goods.
engaging in interactions that require a friendly
disposition and/or small talk.
PECULIAR
When talking to the guards or a salesman about You have an odd way about yourself. If people
rumors, when trying to calm down and excuse were asked to describe you with one word, that
your own or someone else’s behavior. word would be weird, or possibly strange. This
eccentric behavior can be exhibited in different
ways: maybe you whistle a lot, maybe you won’t
GLOOMY wear shoes, but socks are okay, or maybe you
You have a pessimistic mindset or, as you like sing during combat. Alternatively, you just have
to describe it, a realistic one. People describe a strange way of greeting people. Feel free to
you as a negative and sad person. You’re often add plenty of weird details; how you apply this
seen with an annoyed expression on your face, Perk to your character is up to you. The main
especially when considering the worlds and thing is that people around the Concord see you
the people in them. You seldom like what the as an odd and peculiar person.
rest of your company enjoy, and you often take
a few moments to reflect on yourself and your You might gain SUPPORT on rolls when you
thoughts. You are not an angry person who interact with people who have the same mindset
lashes out at others. You can hide your true or an appreciation of your behavior, or when
feelings behind sarcasm and a negative tone, you need to seem genuine, non-threatening or
and this is usually how you communicate with out of place.
people you disagree with.
When entertaining a crowd, trying to calm a
You might gain SUPPORT on rolls when you child.
interact with people of the same mindset, and
when you need to keep your cool in stressful
situations.
60
SCARY STONEFACE
When it comes to how others perceive you, You have an expressionless face and don’t show
they often identify you as intimidating or a bit your emotions. On first meeting you in a social
creepy. When people get to know you, they can context, most people would probably say that
ignore your unnerving glance and your eerie you don’t have any feelings. This is far from
tone. However, those who don’t know you can true; it is just that you don’t show them. Why
easily freeze up or become nervous. How this would you? You don’t need to laugh at a joke if
Perk presents itself in your character is for you you say the joke is funny. Same thing. How this
to explore. Do you hold back because you know Perk works for your character is, of course, up
how you can be perceived? Alternatively, have to you. The only certainty is that people will
you embraced your social appearance and used encounter a monumental challenge when trying
it to your advantage? to read your face.
You might gain SUPPORT on rolls when You might gain SUPPORT on rolls when keeping
approaching interactions threateningly. feelings to yourself is to your advantage.
When trying to get someone’s attention, When someone is trying to see if you are hiding
when someone is afraid of you. something. When you try to calm a beast/animal.
PLAYER’S HANDBOOK
61
STUBBORN
You are a stubborn and persistent person. You
KNOWLEDGE PERKS
are not one to admit when you are mistaken,
but stand your ground for what you believe
is right. Being wrong about something hurts BOOKWORM
your pride, and if you bend the way you see You have spent a lot of your time with your nose
something far enough, maybe, just maybe, it buried in books. You always have a book ready
turns out that you were right all along. This in case you get some downtime. Your vast array
behavior can bring some negativity and is often of knowledge extends only to what you find in
perceived as if you are not listening to others, books, and you haven’t experienced much of
but you realize that from time to time, it’s more it yourself. You might be a person that would
important to stop listening to others and start love to come face-to-face with the content of
listening to your heart and gut instead. her books someday, or maybe you just like to
experience the escape only a comfortable chair
You might gain SUPPORT on rolls when being and much-loved book can provide.
persistent in the face of adversity, when trying
the same thing for the quadrillionth time, or You might gain SUPPORT on rolls when written
when you are standing your ground. history and knowledge are useful.
When you try to haggle, when you try to Have you read about this? What kind of species
convince someone that you are telling the truth. wrote this book? Is this knowledge fiction or fact?
WALLFLOWER CANNY
You like to keep a low profile and to yourself. You have a shrewd skill set. When it comes to
You could be called shy, someone who doesn’t sleight of hand, you have a great finesse. You
feel comfortable around strangers. You don’t have learned that distraction and opportunity
like to have attention because it makes you feel are two crucial ingredients when it comes to
uncomfortable. You want to stay off to the side, up-close thievery. This Perk also grants some
and you can have trouble talking to people knowledge when it comes to contraptions or
because you don’t know what to say. On the setting a Scene to trap or restrain someone.
other hand, you have developed a sense of keen Whether you are someone that used to
observation when it comes to social encounters. pickpocket for a living or a con-artist that
You pay close attention to how people act and tricked people into choosing the wrong cup,
talk and have developed numerous ways to this skill sure comes in handy in your new place
avoid them. among agents.
You might gain SUPPORT on rolls when you try You might gain SUPPORT on rolls in situations
to avoid being noticed in a crowdy place or a when a canny mind is an advantage.
social encounter or when you try to analyze
social encounters. When trying to pickpocket someone, when trying
to set up a trap device.
Does anyone notice your entrance to the dinner?
Do the targets think they are alone?
62
CRYPTIC You might gain SUPPORT on rolls when you need
You have a mind that likes to imagine and to figure out how gadgets work.
wander off. When it comes to telling ghost
stories around the campfire, yours are always What does this button do? What are the
the creepiest, and in plenty. You are captivated components of this machine?
by mysteries and the unexplained. This
fascination can bring some knowledge and shed
light at the edge where the inexplicable meets GREENIE
realistic history. You have an active imagination You are a wild spirit who preferably sleeps
that likes to drift away, and the unexplainable is under the open sky and gathers your own food.
always compelling to you. You have a good understanding of nature, as
someone that spend vast parts of their time in
You might gain SUPPORT on rolls when the outskirts of society. Basic things like what
knowledge about folklore and ghost stories is kind of plants, mushrooms, and berries to eat,
vital. finding a good camp spot, or how to find your
way in a forest, come naturally to you. This
When trying to intimidate someone. When knowledge isn’t always applicable, and if you
investigating stories and hoaxes. are somewhere utterly exotic and strange, your
experience doesn’t help.
PLAYER’S HANDBOOK
63
HIGHBORN LAB RAT
You have been born with a silver spoon in You have spent most of your life inside research
your mouth. Alternatively, you were born facilities. You are intimately familiar with the
without the spoon, but long for it. You have contents of a well-stocked lab and know your
a considerable interest in the upper-class of way around like the back of your hand. You
Concordia. Your knowledge reaches from have no problem being completely thorough
what kind of formal clothes people wear, and and taking a long shift at the microscope. You
how you behave at the dinner tables across know how bad things can get when mixing
Concordia, to different greetings among those carelessness and alchemy.It doesn’t matter if
of higher classes. Whatever you think about you are a cautious type or one who likes to
society, this knowledge could be put to good use experiment; the lab rats know what they are
to avoid culture clashes. doing.
You might gain SUPPORT on rolls when you
interact with an upper-class citizen. You might gain SUPPORT to rolls when
knowledge about lab equipment and chemistry
When needing to know how to greet people, comes in handy.
when needing to know about titles.
What does this potion do? Is this an alchemical
component?
64
NAVIGATOR You might gain SUPPORT on rolls when you
You are experienced when it comes to all interact with the criminal world.
vehicles from around the Concord. It doesn’t
matter if it’s flying, crawling or soaring through When knowing how to greet people, when
Concordia, you have a clue on how to navigate translating symbols and tattoos that have
it. The important thing is that it is a reliable connections to the criminal world.
machine and not some wild beast. You know
how to control vehicles with cogwheels, natural
elements or roaring engines. Even if you might TECH DISSECTOR
be oblivious as to how they are built, you can If someone wants to know about the latest
still grab the steering wheel. technology, they can turn to you. You try to
keep up with the advancements in Concordia,
You might gain SUPPORT on rolls when you try especially when it comes to new inventions
to handle a built vehicle. that consist of cables and circuit boards. You
know how to pick apart a transistor and put it
How to drive a vehicle. What is wrong with this back together. The tech in the Concord differs
vehicle? widely depending on origin, and that fascinates
you. You are not a mystic, and Aether-driven
machines are a bit outside of your field.
PLAYER’S HANDBOOK
NIGHT OWL
The best time of the day is during the night. You might gain SUPPORT on rolls when
In the dark, you find yourself to be more knowledge about technology is the key to
productive and alert. This is something that success.
doesn’t connect to a particular skill or activity;
tasks just feel easier during the night. When Which cable do you cut? What abilities does that
others get sluggish in the late hours, you find surveillance bot have?
new energy, burning the midnight oil rather
than rising with the dawn. This might be
a habit, a cultural trait, or just something TRAVELER
hardwired in your bones. You have been around Concordia and
experienced the worlds in small doses. When
You have SUPPORT on mental tasks during late it comes to the common understanding of
hours but may suffer CRIPPLE effects in the early culture, and how to behave in the different
dawn. societies around Concordia, you often have
tips and tricks that might be of use. You have a
What does this city have to offer during the broad understanding of “how things work,” and
night? Who works this late? how to get around. You often understand and
quickly pick up on common greetings, labels
and how transactions work.
STREET SMART
If it was your own decision or someone else’s You might gain SUPPORT on rolls on shared
that you’d be exposed to the criminal world in knowledge and ethics.
Concordia doesn’t matter, the important part is
that you got out in time. You could have been a When bargaining with the local people, when
criminal yourself, or you grew up around them. knowing how to greet the natives.
You know the culture. You know how to greet
someone, what their membership symbol is,
and what kind of inappropriate business they
are associated with.
65
PHYSICAL PERKS With the help of your wings, you can push
yourself upwards to get more elevation when
faced with physical challenges. While in the
air, it’s hard to gain height without an intense
AMPHIBIAN natural updraft. Having wings helps you to gain
You can breathe and move with grace under elevation and glide down slowly to the safe,
water. Having Amphibian is a vital necessity solid ground.
for some species, who would not survive their
homeworld without it. Most characters who You can glide through the air. You might gain
have this Perk are born with it, but sometimes SUPPORT on rolls when the ability to soar is in
you can gain the ability through mutations, your favor.
occult rituals or gadgets. You do not suffer any
penalties for moving on land, but you might get
parched faster and feel out of your element in GRACEFUL
dry environments. Your movements are elegant, agile, and fluid.
You believe that no matter the type of body one
You can breathe underwater, and you might has, the focus should be on how one controls it.
gain SUPPORT on mobility rolls in and under You could have practiced grace from a young
water. age while dancing or performing. You might
have been born with it and have always had an
excellent relationship with your body. Running
ENHANCED OLFACTION through an obstacle course or making your
Your sense of smell is enhanced when compared way up a rope are undoubtedly things that this
to regular members of the Concord. This ability ability will bring an advantage to.
can come from different sources: your species
might be known for it, or it could have been You might gain SUPPORT on rolls when an
granted to you with science or Aether. How you athletic physique is the key to success.
got this well-tuned sense of smell is up to you.
Enhanced Olfaction can be used to sniff out When you trying to climb up a tree, when
poisons, exotic flora or the presence of someone running or climbing your way through an alley
uninvited. It could also become a disadvantage with trash and obstacles.
when strong smells are even worse for you.
66
NIGHT SIGHT RELENTLESS
You can see clearly in a darkness that would When it comes to wounds and bruises, you
prevent others from sight. Night Sight comes in rub some dirt on it and walk it off. Your body
many forms. It can be natural, mechanical or doesn’t have some unique way to endure pain;
even an Aether gift. This doesn’t improve your instead, you have a strong mind. Regardless,
vision in other ways, but you might be a little bit you break like everyone else, and sometimes
light sensitive. How your vision is enhanced is you can take it, but your bones can’t. It’s only
up to you. It can be anything from night-vision small wounds and bruises that aren’t any
goggles to cat-eyes, and how it is expressed is up problems. You can take a beating enough for
to you. a person and a half, but as you laugh and spit
out teeth, you know you will reach your limit at
You might gain SUPPORT on rolls when acting some point.
against targets in darkness.
Health 9 as default.
REGENERATION
Compared to others in Concordia, your body SOLID IMMUNE SYSTEM
can recover from wounds and bruises faster. Your body has a robust immune system that can
This might be a natural trait of your species withstand many harmful diseases and toxins.
PLAYER’S HANDBOOK
or something you have gained from some Some species have grown up in toxic places, and
mutation or ritual. You experience pain like their bodies have gained this ability through
anyone else but know that it isn’t permanent. long-time exposure. Others have gained their
You hardly scar, and a lost limb will slowly superior immune system from experiments
grow back. It is a slow process, and so you are and rituals. When it comes to toxins, diseases
not by any means, immune to death. or infections, your body has an easier time
recovering. You aren’t completely immune, but
You can regenerate your body once per day. compared to others, you need a heftier dose of
Heal 3 health and downgrade a wound. sickness to become affected.
67
STRONG GRIT
You can take a beating. You don’t go down
easily when it comes to a fight or when your
body is exhausted; you continue forward. You
may have this Perk because you are a large
brute, or if you have lived a violent life and your
body has become used to the abuse. You might
be someone that has the stubbornness to always
push through the pain. This doesn’t necessarily
have to alter your appearance or personality.
You always fight on and stay focused.
SQUAT
SIZE: You can only have one Size Perk.
68
TOWERING
SIZE: You can only have one Size Perk.
SPECIAL PERKS
Your height and weight are vastly larger than
others. You’ll have a hard time interacting with AETHER CONSUMER
infrastructure on worlds with a small native You have the power to transfer the Aether that
population, like Donum. You are considerably flows in other living creatures to yourself. This
larger than most other species, and in a crowd, is usually achieved by drinking the subject’s
you’ll see everyone, and everyone will see you. blood directly from their body. This process
Your size is a significant factor when it comes to doesn’t need to be hurtful if the subject is
breaking things, intentionally or not. So, while willing, and the consumption has great
you might be good at lifting your comrades into vitalizing effects on you. An Aether Consumer
the ventilation shaft, you might not fit yourself. would experience this effect from feeding on
all beings in the Concord, with one exception:
You might gain SUPPORT to rolls when height creatures from Earth. The lack of Aether on
and a large anatomy would be beneficial. Earth diminishes the vitalizing effect and leaves
you unsatisfied, unless you consume such an
When trying to break open a door, when trying amount that puts a Human at the brink of
to intimidate someone, getting over an obstacle. death.
PLAYER’S HANDBOOK
69
AETHER SENSITIVE In rare cases, a Construct carries a
You have a unique connection to the Aether, consciousness that started in a biological body
and you can detect when it is channeled or but was transferred to a Construct.Your body
used. How you recognize Aether is for you to does not need to consume nutrition. You can
decide. It can be with sight, smell, or a feeling create a character that has the ability to eat
coursing through your body. However, this and drink, but whether or not any internal
connection comes with a price: Your body processes are useful or just for show, will be
is also a more accessible place for Aether to between you and the GM. You need to sleep
connect. You could have been born with this and rest as usual. Your body takes damage like
finely-tuned sense or unlocked it through any other, and if your core expires, you have
disciplined training. died. If the Construct were repaired, it wouldn’t
be you anymore. You don’t experience pain in
You might gain SUPPORT on rolls when you try the same way as biologicals. However, it is still
to discover Aether or when conducting rituals something weird, crippling and unpleasant. The
and using mystical items. art of medicine works on you to a small degree,
only because your mechanical innards might
sometimes function similar to biological ones.
Repairing you with workshop tools is more
BEAST efficient.
You are considered a feral animal in the
more civilized parts of Concordia. You are
You don’t need to drink or eat. You can get
still a member, but with far more primal
healed through repair (MECHANICS). Treating
characteristics that the other members. You
you with medicinal means is not optimal, and
could be an animal from Earth who got
always suffers a CRIPPLE effect.
elevated to sentience with the help of mysticism
and/or technology. Alternatively, you are one
of the Concordian species with more primitive
features, most likely born in some remote world
TRICKS
You are blessed with the ability to make small
on the outskirts of civilization. You can be a
changes in the universe with the help of the
four-legged creature, bird or something else
Aether. You can make small objects like mugs
that would fit in the animal kingdom. You have
or apples change color. You can, of course,
no hands, and your frame is undoubtedly better
repeat this to change the color of your hair
suited for the simple life of an animal.
or clothes. You can also make things levitate
in your hand and create small sounds. This is
Choosing a species with this Perk is a challenge
either something you have been born with or
for any player. It can be fun and thematic but
have learned to unlock through trial and error.
should be discussed with the GM beforehand.
Within the borders of the Concord, you try to
keep these skills to yourself. Some people could
see you as a threat, or worse, a guinea pig.
CONSTRUCT
You are a Construct. Unlike biological species, You can manipulate Aether to a small degree.
you have no parents, but a creator. You still have
sentience and are considered as much “alive” Change the color of a small object, create sounds,
as any other Concordian species. Constructed or levitate small objects within arm’s reach.
species come in different forms made from
various materials, and you could have been
born from stone, wood or metal, brought to life
through magic or technology.
70
CHARACTER CREATION
THE STEPS
INSPIRATION
Take a look at the different categories:
Backgrounds, Species, and Discipline.
STEP 2: BACKGROUND
Where did your character grow up, and what
did she do before joining the CCI? Choose
a background from the list, and add the
corresponding bonuses and Perks to your
character. (Page 72)
STEP 3: SPECIES
What’s the physiology of your character? Chose
what species you belong to from the list, and
add the corresponding bonuses and Perks to
your character. (Page 78)
STEP 5: CAREER
Choose a discipline for your character. The
career is equivalent to a “ job” in the CCI
and is your specialty and focus. Add the
corresponding bonus to your character.
(Page 120)
71
STEP 1: CHARACTER CONCEPT STEP 2: BACKGROUND
Before you start to write down any text or Members of the Agency come from all
numbers on your character sheet, take a across the Multiverse, from every imaginable
moment or two to think about what kind of background and with every plausible backstory.
character you want to play. Would you enjoy This variation and diversity can bring some
playing a charming and cheerful Laurenti, a complications and misunderstandings between
curious and restless Marmoseti or perhaps the agents, even if they all strive for the same
a bitter and brash Automaton? The Agency goal. On the other hand, this diversity provides
welcomes most members of the Multiverse, an extraordinary advantage and strength in the
as long as they genuinely want to help the Agency.
Concord to prosper. The agents are subjected to
several necessary personality tests, so the most Choose a background from the list, and write
destructive, violent or scared are sent home down the bonuses that it includes, either
before the real training starts. directly on the Character Sheet or on a piece
of scrap paper.
A Character Concept is a short sentence
that describes your character, that usually After that, you should decide what your
incorporates your species and discipline. There background signifies for you. “From the slums”
are no hard rules to this part, and as long as you could mean many things, and you should give
write the essence of your character, you’re free the choice a little more detail.
to do this in any way you like.
There should be an opportunity for each
“The Fun-loving Marmoseti gun-nut,” “A total player to talk to the Game Master about their
sourpuss,” “The heroic Kald heir,” or “The Sneaky background and concept. Maybe there are some
detective” are all fine Character Concepts, things that you don’t want the other players to
as long as you can look at the concept you’ve know about you. You could’ve had a sibling that
written down and think “Yeah, that’s right, this once was an agent but now is missing. Details
is whom I’m playing.” like this can be used by the GM to weave your
character deeper into the story.
Before the players settle into their concepts, the
Game Master should explain to the players what Understanding where your character is from is
type of adventure or campaign she will bring to an excellent tool when forming her persona. It
the table. On the other hand, after the players also provides inspiration on how to play your
have finished their concepts (or the characters character, what she knows and how she reacts
are done all together), the Game Master should in various situations, and why she joined the
look them over to get an idea of what the players Agency. The background is just a basic idea, but
expect. If all characters are action-heroes and is should complement your Character Concept.
martial artists, the players are most likely
looking forward to an action-heavy campaign. When you shape the character’s background,
think about what kind of family she has, if any.
The system invites the GM to run adventures Are they blood relatives, or did she grow up in
that cover all Veterancies, so a group that puts an orphanage where the other children became
its focus on diversity should be better off in siblings? What kind of relationship did she
general. have with her family? Good or bad, did it have
something to do with her joining the Agency?
In the end, the best move is to create a character Does she have family members in the Agency?
that’s entertaining to both you and the other
players.
72
Everyone joins the Agency for different
reasons. It can be for money or morality,
pride or skepticism. Think about your
character’s intentions, and her long-term
goal. When it comes to humans, they are
most often recruited in one of two ways:
either they catch the CCI’s attention by being
exceptional at what they do, or they are
accidentally caught up in a CCI operation
on Earth. Needless to say, she still needs to
fit into the program. A Human unfit for the
Agency, who finds out about the existence
of the Multiverse is placed somewhere else
in the Concord. There are a lot of different
Concordian businesses managed and
handled by Humans.
BACKGROUNDS
PLAYER’S HANDBOOK
ACADEMIC
Doctor, Scientist
This background signifies that your
character was brought up or spent most
of her lifetime in the academic world of
Concordia. She might have been a student
of the historical academies on Sanguine
that translate and copy scrolls of ancient
rituals, an apprentice to one of the mining
companies on Donum that draw up new
blueprints, or a scholar to one of the great
houses of Ennead that perfects the art of
medicine. Your schooling prompts you to
always help others with your knowledge;
perhaps by providing inventions, care, and
cultivation to the society. high seating in one of the prosperous bank-
clans of the Bazaar. Now that she is an agent,
Bonus: WITS +1, WIS +1, 1 Free Skill Dot the wealth from her family is no longer at her
Perk: Lab Rat disposal. This could be because your character
1 Free Veterancy Dot left her home and that severed her bond to
her family, or that her parent’s support and
encouragement sparked her dream to become
ARISTOCRAT an agent, creating a life of her own. If she joined
Important Religious Family, Industry Magnate the Agency to provoke and tarnish her family
Family legacy, or just thought that the high society
This background signifies that your character lifestyle wasn’t for her, it’s all in the past now.
was brought up or spent most of her life in the The life of an agent awaits.
wealthy society of Concordia. It could be that
she came from a high-ranking family from
Bonus: CHA +1, WITS +1, 1 Free Skill Dot
Sanguine, or that they were members of one of
Perk: Highborn
the great tribes on Omeyocan, or that they have
1 Free Veterancy Dot
73
ARTIST CRAFTSMAN
Dancer, Circus Performer, Painter Blacksmith, Carpenter
This background signifies that your character This background signifies that your character
was brought up or spent most of her lifetime was brought up or spent most of her life
in the aesthetic crowd of Concordia. She might working with her hands, crafting items.
have been a singer that pursued a career on She could be a carpenter from Earth that
the hotel stages of Concordia Prime, an acting carves beautiful furniture, a blacksmith from
performer that entertained the workers on Omeyocan that forges gorgeous trinkets or
Donum after a hard day of work, or a traveling deadly weapons, or a leatherworker from
painter that wanted to view every sky in Brumal who takes care of the fur and hide from
Concordia. Maybe she was born into the the fallen monsters and beasts. You could have,
circus life and didn’t have any say in what at an early age, learned to appreciate the love of
her future would hold, or she had the urge to craftsmanship, or it could have been something
express herself, so she ran away from home to that was pushed upon you to make a living.
pursue the free and exciting life of an artist. Either way, you have a keen eye for details and
Your character is someone with an expressive quality. You joined the Agency to put your
mind that can look at the world from a different ability to the test, or you saw your skills as a
perspective, or someone that can push her body ticket to a new more exciting life.
into the perfect balance between strength and
gracefulness. She sure is an asset to the Agency. Bonus: CON +1, CHA +1, 1 Free Skill Dot
Perk: Handy
Bonus: DEX +1, CHA +1, 1 Free Skill Dot 1 Free Veterancy Dot
Perk: Graceful
1 Free Veterancy Dot
CRIMINAL
Thief, Gangster, Smuggler, Charlatan
BORN LEADER This background signifies that your character
Politician, Leader, Chieftain was brought up or spent most of her lifetime
This background signifies that your character in the criminal world of Concordia. She might
was brought up or spent most of her lifetime have been a member of a street gang from the
in the political sphere of Concordia. She might vast concrete cities of Earth, a smuggler that
have been a leader of a workforce on Donum peddled dangerous goods in the black markets
trying to keep both the bureaucrats and the on Ennead, or a scheming lobbyist for the
laborers pleased, a leader of a trading route on criminal families, working the diplomats on
Omeyocan, or a manager at a diner in a small Concordia Prime. Maybe she was forced into
town on Earth. Maybe the Agency saw potential the criminal world, or perhaps she wanted a
and contacted you? In your line of work, you more thrilling lifestyle. Either way, and for
have shown great leadership and the will to whatever reason, your character must have left
grow. Maybe you wanted a more adventurous that lifestyle behind to get through the initial
life, and your talents lead you there. It is vital to CCI screening. Maybe she now wants to correct
the Agency to have leaders that the agents can the mistakes she’s made or atone for the pain
put their trust in. she’s caused. Maybe the criminal world kicked
her out.
Bonus: CHA +1, WIS +1, 1 Free Skill Dot
Perk: Charming Bonus: DEX +1, WITS +1, 1 Free Skill Dot
1 Free Veterancy Dot Perk: Street Smart
1 Free Veterancy Dot
74
HARD WORKER OUTSIDER
Miner, Factory Worker, Farmer Gate builder, Conjured, Vat-grown
This background signifies that your character This background signifies that your character
was brought up or spent most of her life in the was brought up or spent most of her lifetime
working class of Concordia. She could be a in the outskirts of the Concord. It could mean
miner from Donum, a farmer from Ennead or that she grew up in a lab, she was a member
construction worker from Earth. Hard work of a small village that was in quarantine after
pays off; it doesn’t matter what the chore is, a Vagrant visit, or she came from one of the
just take a deep breath, roll up your sleeves and worlds that are still waiting for the Concordia
get going. Maybe your character didn’t have Prime infrastructure and have limited gate
any choice in the matter of leaving her old life traffic. Either way, your character grew up on
behind, or perhaps you think that hard labor a distant world or in a forgotten community
doesn’t satisfy your dreaming and adventurous on the outskirts of the Concord. She might
mind. If you chose to challenge your dream feel like an outsider, and she wants to show the
to get out of the factories or had to leave the Concordia what they lost out on. She might
struggling farm to raise money, you now have think that the separation from the rest of the
the chance to show the worlds that you are worlds made her stronger and that they need
much more than you seem to be. her more than she needs them. The Agency
welcomes everyone, even the ones found under
PLAYER’S HANDBOOK
Bonus: CON +1, DEX +1, 1 Free Skill Dot a rock. Especially when they’ve removed the
Perk: Strong backbone stone themselves.
1 Free Veterancy Dot
Bonus: FOC +1, WITS +1, 1 Free Skill Dot
1 Free knowledge Perk
NOMAD 1 Free Veterancy Dot
Nomad, Peddler, Circus Act
This background signifies that your character
was brought up or spent most of her life on SAVAGE
the road. She could be a lost Automaton that Soldier, Mercenary
wanted a new family to be of service to, or an This background signifies that your character
abandoned child that the members of the Great was brought up or spent most of her life in a
Caravan took in and nurtured, or a performer violent sector of Concordia. She could be a
that found herself in a new town each day. She mischievous and misbehaving Chuna that has
could’ve been born and raised in a flying ship, entertained the crowds in an underground
exploring the world from a safe moving home, Ennead fighting pit, or an Ogri that joined
but one day wanted to explore the world on her the Omeyocan military ranks to defend her
own. Maybe an agent saw some potential in her homeworld from the forces from below, or
and left her with a card and encouraging words: someone who sells her bone breaking services
“If you want an adventurous lifestyle, there’s an to the highest bidder in the Bazaar. Either way,
alternative to a life on the road.” The Agency she is probably a proud and brave type that
needs all the knowledge about the worlds and chose the life of a soldier, or someone that is
their development they can get, and few know prone to protecting, defending or hurting. The
the backroads as well as the nomads. Agency welcomes members of your caliber, and
now the transformation from soldier to agent
Bonus: CON +1, WIS +1, 1 Free Skill Dot begins.
Perk: Traveler
1 Free Veterancy Dot Bonus: CON +1, WITS +1, 1 Free Skill Dot
Perk: Solid immune system
1 Free Veterancy Dot
75
SCHOLAR
Architect, Designer, Engineer
This background signifies that your character Gadgets and their functionality have always
was brought up or spent most of her life in one fascinated her. Your character has always
of the educational systems in the Concord. wondered about how things are put together.
She could be an architect that plans new How do gears, nuts, and bolts make things tick?
additions to the skyline on Concordia Prime, And how do the joints and cords of a body serve
or an engineer that tinkers with mining tools the movement of a person?
to improve the quality in both safety and
effectiveness, or a designer from Sanguine that Bonus: FOC +1, WIS +1, 1 Free Skill Dot
has the challenge of making distressing and Perk: Tech Dissector
restricting ceremonial clothes and trinkets. 1 Free Veterancy Dot
76
SLUMMER WILDLING
Street kid, Vagabond, Beggar Tribal Warrior, Adventurer, Explorer
This background signifies that your character This background signifies that your character
was brought up or spent most of her life in one was brought up or spent most of her life in
of the low-class societies of Concordia. She the wilderness of Concordia. She could be a
could be a youngling born and raised in an hunter in a small pack from Brumal, member
orphanage on Concordia Prime, a snake-oil of a service team from the Bazaar looking for
salesman from the Bazaar, or a vagabond from lost adventures, or a park ranger who lives in
the lower mazes on Ennead. She learned at an a lonely cabin on the outskirts of Earth. She
early age that the world is unfair and had to appreciated the calm and simple life in the
grow up quick, or she had someone taking care wild, but now she’s longing for another kind of
of her and learned to appreciate all the small adventure. Your character probably already has
things the world had to offer. Perhaps one day exciting stories to tell, filled with monsters and
an agent saved her life, or the other way around, treasures. If you are someone who wants to test
and the agent saw the potential in her. In one your skills in a stricter and more professional
way or another, she got out of the life she once setting, the Agency welcomes you.
had. Now she has the chance for a fresh start,
and a backpack full of rough life lessons to Bonus: FOC +1, CON +1, 1 Free Skill Dot
guide her on the path of an agent. Perk: Greenie
PLAYER’S HANDBOOK
77
SPECIES
STEP 3: SPECIES
Within Concordia, there is a vast quantity of These descriptions are not meant to be absolute,
worlds and in them a considerable roster of but instead meant to give you a broad overview,
species. Everyone is welcome to start training so you can go ahead and create your character’s
towards becoming an agent, if they pass the own history, look, personality and role in
tests. When you select the species of your society with a good point of reference.
character, you also gain some important
character statistics, their BASIC ABILITIES. The Remember that BASIC ABILITIES do not
BASIC ABILITIES are CONSTITUTION, DEXTERITY, define your character. Storytelling and good
FOCUS, WISDOM, WITS, and CHARISMA. Some species roleplaying is what creates a character, but
also come with perks that are unique. There is their stats provide inspiration and a good
also a short history, physical and behavioral foundation for how your character behaves
descriptions, and some notes about their and appears to other players and NPCs.
involvement with the Concord.
78
ACAAN
A RIFT IN PARADISE DUAL MOOD
The Acaan constitutes the main population The Acaan are generally a happy people, finding
of Omeyocan, the glorious twin empire that time for the pleasures of life in most situations.
settled South- and Meso-America. Omeyocan, They try to stay on the straight and narrow
as well as its people, is split into two, a Dark and but often find themselves disappointed when
Bright side. Once, they were one people, but like the other species around them deal in deceit
many other worlds, they became divided in the and broken promises. The Acaan are often
wake of the Vagrants, when a significant part trustworthy and kind. This is believed to be
of their society wanted the wheels of the war the result of the duality of Omeyocan, and
machine to continue to spin. The Ogri, Acaan, for every happy, kind Acaan, there is a dark
and Prismborn, who wished for peace, banished sibling that’s the opposite. Although extremely
the warmongers to the dark side of Omeyocan. uncommon outside of the oppressive dark
The ones who got exiled soon felt the effect of side of Omeyocan, the dark siblings are petty,
the draining, cold side of the world, losing their brooding and vindictive. They are skeptical
sight and exchanging their coppery skin color and disillusioned, and often make good
PLAYER’S HANDBOOK
79
BASIC ABILITY: PERK: SQUAT
CONSTITUTION 0 You might gain SUPPORT on rolls when being
DEXTERITY 0 small has its advantage.
FOCUS -2
WISDOM 0
WITS 2
CHARISMA 2
80
ALDEN
ALONE APT
The Alden are an ancient and complicated The mind of an Alden is a wondrous and
people. They are the only enduring species of scary thing. They do not age, and they can live
their world, save the Alden-built Automatons. forever unless accidents or other individuals
There are speculations that their homeworld, will it otherwise. They often seem to have some
Helix, was once home to a myriad of different weird motive for everything; planning things
species, but the Alden either let them die out now that will pay off a lifetime from now. They
or did the deed themselves. Only the immortal are usually prone to “zoning out,” standing
elders of Aldenkind know the real story. for hours contemplating the machinations of
Nowadays, the Alden are a reclusive race, and reality.
the few members of their species you might
encounter are unregistered and unplanned DISPLACED
births, exiled from Helix in order to preserve A rare sight in the Concord, the Alden you
the delicate balance of souls that define their see are almost exclusively exiled from their
home’s unique design. home or born outside of Helix. The balance
PLAYER’S HANDBOOK
81
BASIC ABILITY:
CONSTITUTION -3
DEXTERITY -5
FOCUS 5
WISDOM 5
WITS 2
CHARISMA 0
82
ATUM
OLD BLOOD STRONG BACK
If there were a single historical ancestor to Servitude is often the central theme at the
Humans, the Atum would be it. They represent beginning of most Atum lives. They are not
the working force on the world of Ennead and exactly slaves, but close enough. They cannot
the bulk of its people. They are not slaves or leave their homeland due to their affiliation
thralls, but treated with respect, even if they with the Master of their house, and they can’t
are generally entitled to less than the Chuna, avoid work as the community is depending on
the higher caste of their world. Ennead is hot them. Ennead doesn’t have a system of coin
and dry, presenting an endless vista of desert or trade, so the houses collectively provide
dunes with the occasional settlement or cool for their subjects. The Atums are however
water oasis, usually in close vicinity of each free to pursue any occupation available and
other. The arid world is separated into regions, needed by their house and are encouraged to
each under the sovereignty of a house leader, a aspire towards divinity, as a few Atums in the
god. To be divine is not a birthright here, but history of Ennead have become Masters of their
something you earn. In elaborate rituals, the houses. In all other aspects, Atums are a lot like
PLAYER’S HANDBOOK
old gods turn over their powers to new gods- Humans. They laugh, cry, play and fight, and
to-be every millennium, ushering in new eras usually let their ambitions and feelings get the
of war or peace. This honor is seldom bestowed better of them.
upon Atums, whose lives are usually simple
ones of work, chores, and ceremony. Upon ABLE HANDS
birth, an Atum’s appointed path is set, and most Atums are by far the most represented people of
end up working in the same professions as their Ennead, but they are also strongly represented
parents. in the rest of the Concord. Often prone to
leaving Ennead if they are not explicitly needed
DEEP SKIN for a specific purpose, the migration of Atums
Atums have the same height and weight range is undoubtedly noticed on their homeworld. It’s
as Humans, with an average of 5,6 feet and 160 not enough to cripple their society, but enough
pounds. They usually have dark outer skin, to give all remaining members plenty of room
but beneath that, they have a layer of skin that and food. They are often recruited into the CCI,
is either bright gold, silver or copper colored. as they usually work hard and aspire to become
Their hair is of the same color as their inner ever better. They go through the screening
skin and is usually straight and strong. Many process like all others.
Atum scar their bodies in intricate patterns that
reveal their inner skin. The Atums are tough,
hardened by work and the harsh nature of
their homeworld. It is a privilege for the Atum
to work with magic and ceremony since they
believe that this improves their chances to give
birth to a Chuna.
83
BASIC ABILITY: PERK: TRICKS
CONSTITUTION 0 You can manipulate Aether to a small degree.
DEXTERITY 0 Change the color of a small object, create sounds,
FOCUS 1 or levitate small objects within arm’s reach.
WISDOM 0
WITS 0
CHARISMA 1
84
AUTOMATON
THE MANY CARBON SOUL
The automatons were the first explorers of the There is a lot less stigma around the
Concord. The Alden sent them out to different Automatons than Earthlings would imagine.
worlds soon after the Vagrants’ brief visit to With the myriad of creatures in the Multiverse,
Helix, to establish a connection between the made from flesh, wood, or steel, it is easy to
worlds, and to spur the flames of cooperation, accept something like a conscious machine.
leading to the creation of the Concord. It And the Automatons are very conscious. They
all came to pass as the Alden had predicted, have a full range of emotions and feelings,
and the Automatons were free to explore the blurring the borders of what one would
Multiverse after their task was done. Nowadays, typically name “soul.” The Automatons tend
the technology that enabled the creation of to be a bit rigid in their temper though, and
sentient machines has spread to other worlds as are often hard to sway. A happy Automaton is
well, and there are many different versions of seldom sad, and a grumpy Automaton is rarely
Automatons, from the sleek, minimalist designs giddy.
from Helix to the clanky but happy helpers
PLAYER’S HANDBOOK
85
BASIC ABILITY: PERK: CONSTRUCT
CONSTITUTION 2 You don’t need to drink or eat. You can get
healed trough MECHANICS. Treating you with
DEXTERITY 0 medicinal means is not optimal, and always
FOCUS 0 results in a CRIPPLE effect.
WISDOM 0
WITS 4
CHARISMA -4
86
CADAVER
WORK HARD, PLAY HARDER HEARTS OF GOLD
The “life” of a Cadaver is one of hard work There seems to be something enjoyable about
and blissful ignorance. As they are mostly being undead, because most of these guys seem
compliant, the Lahmia use them as the main to have a good time. The Cadaver are usually
workforce on Sanguine. The Cadaver are in pretty harmonious with most situations, and
large supply and usually have a vague sense they seldom complain. They do have some bad
of purpose in the world, so they are useful in habits though, and the little rascals often get
almost any task. They have acute olfactory into trouble. They often have bad eyesight, and
senses and motor skills, but a lack of pain even if it can be corrected with thick glasses,
receptors and survival instincts, making them they tend to rely more on their sense of taste.
susceptible to accidental suicide due to ill- They have one of the most acute pallets in the
conceived shenanigans. This is something the Multiverse, and they tend to lick everything
Lahmia have gotten used to since the Cadaver they get their hands on. While they seldom
are nearly impossible to break in and respond carry any strong negative opinions,
better to encouragement than threats. the Cadaver are individuals as much as anyone.
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87
BASIC ABILITY: PERK: SQUAT
CONSTITUTION 0 You might gain SUPPORT on rolls when being
DEXTERITY 0 small has its advantage.
FOCUS 3 PERK: CONSTRUCT
WISDOM 0 You don’t need to drink or eat. You can get
WITS 0 healed trough MECHANICS. Treating you with
medicinal means is not optimal, and always
CHARISMA -3
results in a CRIPPLE effect.
88
CHUNA
DIVINITY DIGNIFIED
The Chuna represent the higher caste of Born into service and responsibility, the
Ennead, subjects only to their gods and their Enneadian Chuna are often calm and serious.
proxies. The Chuna have no lineage, and Atums At a young age, they have to choose a path -
or Chunas can both be born from Atum or The Path of the Leviathan or the Path of the
Chuna parents, or a mix. What separates them, Behemoth. The path of the Leviathan is the
is the amount of raw Aether in their essence. path of peace, a life colored by education, art,
At a certain tipping point, an Ennead-born and civil service. The path of the Behemoth is
child with enough magic in her will show the path of the warrior, with combat, tactics,
animal features, often representing a god or and struggle as the main focus. This is the
a land. It might be small things like whiskers upbringings the Chuna choose from on Ennead,
or eyes, but the more majestic features often and it shapes a lot of their adult lives. If a
grant immediate status and respect, the head Chuna decides to live her life on Ennead, she
of an animal representing the highest status. will aspire to be their house’s next Leviathan
Any form of animal aspect is enough to be (diplomat), or Behemoth (general.) Another
PLAYER’S HANDBOOK
considered a Chuna. If a Chuna is born to Atum significant influence is the Chuna’s house
parents, they are immediately removed from the affiliation. There are a lot of esteemed houses on
parents. This is usually welcomed, as it means a Ennead, each fighting to expand their domain
better and more luxurious life for the child. and gain power. Each house has its own style
and agendas, and some war-bound houses
ENTITLEMENT have Leviathans more focused on war than a
Chunas are physically much like the Atums, peaceful house’s Behemoth. Some houses revel
with dark-skinned, human-like forms and in riches and even treat their Atums like kings,
a thin layer of gold or silver second skin while others languish in damp swamplands
just beneath the first layer. The big primary where even the Chuna must scavenge for food.
difference is that the Chuna are born with a
large amount of Aether in their bodies, making SOVEREIGN
them exhibit signs of divinity. This comes in the The CCI has an established presence on Ennead,
form of different animal aspects and can differ and many Chuna join the CCI to spread the
from small details like whiskers or bat ears glory of their house out into the Concord. There
to substantial changes in their anatomy, like are some that feel that war takes its toll, and
complete limbs switched to animal form. All leave their home if their house does an excessive
forms of animal are represented in the Chuna, amount of fighting with their neighboring
but the most prestigious and highest status houses. Their lives usually somewhat resemble a
is when a child takes the shape of the House noble’s life on Earth, and they can leave Ennead
Master. A child born into the house of Sobek, to escape heartbreak, seek redemption, or as
for example, would be put in very high regard if a rebellion against their parents. The Chuna
it were born with crocodile aspects, especially if are seldom shunned, and are often believed
they were exhibited in the head and face. There to be fully responsible for their own destinies.
is no distinct pattern to the change, neither the The Chuna who feels that they have a shot at
status of the parents, divinity or other cultural becoming their house’s Behemoth or Leviathan,
or geographical elements, seem to have an is seen as a bit unreasonable though if they
impact. The second big difference is the size, decide to cast that additional privilege aside.
as the Chunas are commonly much larger that
Atums, reaching between seven to nine feet in
height.
89
BASIC ABILITY: PERK: TOWERING
CONSTITUTION 2 You might gain SUPPORT to rolls when height
DEXTERITY 2 and a large anatomy would be beneficial.
FOCUS -3 PERK: GIFTED
WISDOM 0 Choose one Physical Perk. (Page 66)
WITS 0
CHARISMA -2
90
FAUN
KERNELS ALLURING
The Fauns are a conundrum to the Concord. At first glance, the Fauns do not justify the
They are born from pods attached to a great mysteries and rumors that surround them.
tree, later named Weald, that stands in a They are often pleasant and easy going, and
specially prepared garden at Concordia Prime. pleasurable to be around. There can sometimes
The tree seems to be the last of its kind, and be something eerie about their calm and
many speculate that the Fauns will grow roots disarming ways, but it is a notion quickly
and settle down as trees themselves when they dismissed. The Fauns are usually quiet and
are old enough, or when the time is right. In the timid, but they can be lightning fast to act
400 years the tree has sprouted pods, no Fauns when they are threatened or otherwise called
have yet taken root. The seed that produced to action. As they grow older, they tend to get
the tree was found by the Great Caravan, in an less alluring and enticing, giving way to a more
unknown abandoned world, and handed over calm and graceful beauty.
to the CCI. They planted the tree on Concordia
Prime, and after growing to maturity, the FAVORED
PLAYER’S HANDBOOK
tree started to produce pods, and when the There is slight favoritism for the Fauns joining
pods burst, the Faun emerged, fully matured the CCI. The great Mother-Tree is in official
and with knowledge of the world. The only care of the CCI, standing in a special garden
conclusion was that everything the tree saw and on Concordia Prime. Many believe that the
heard was passed on to its children. Mother-Tree likes the CCI, and sends many
of her children their way. Some Faun go other
MAJESTIC ways, trying different paths of life. They seem to
All born as children from the great Weald, be individuals, valuing the possibility to shape
the fauns are bubbling with Aether. They are their own future.
naturally susceptible to magic, which is often
both a blessing and a curse. Their bodies are
sleek and limber and made of living wood,
with massive antlers growing from their heads.
Their backs are hollow most of their youth, a
reminder of their time attached to the Mother
Tree. As they become older, their back closes
up, a sign of maturity that is celebrated with
backless dresses and clothes. The Fauns are a
bit shorter thanHumans, seldom reaching more
than six feet, not including antlers. They are
light and thin, and often beautiful, with their
hard exterior delicately shaped into soft curves.
The antlers fall off periodically, and it’s said that
if a Faun is worthy in her old age, the antlers
will stay and form the first branches as the Faun
slowly turns into a new Mother-Tree.
91
BASIC ABILITY: PERK: AETHER SENSITIVE
CONSTITUTION -4 You might gain SUPPORT on rolls when you try
DEXTERITY 0 to discover Aether or when conducting rituals
and using mystical items.
FOCUS 2
WISDOM 0
WITS -2
CHARISMA 4
92
HUMAN
CLUELESS RECKLESS
Hailing from the infamous last bastion Earth, A weird bunch indeed. Despite being devoid of
the Humans are unique; they are one of the magic, their creativity often makes them seem
few races that are included in the Concord but the most magical of all species. Filled with
not aware of its existence, and they are the only wanderlust, they sway wildly between different
species with near immunity to magic. Having needs, moods, and inspirations. They quickly
survived in an Aetherless environment for adapt to different situations and often adopt
countless generations, the Human species was personas formed out of desire, adaptation,
once made up of other species from all over the and circumstance. While they are extremely
Concord. As they got trapped on Earth, their unpredictable, they can be counted on for their
magic dissipated and left them shallow husks. adaptability as they become accustomed to
As time went on, their hollow hearts filled up things faster than any other race.
with vivid imaginations, to replace the Aether
that no longer flowed through them. Nowadays, FEARLESS
Humans are a great asset to the Concord, as The Humans, being generally unaware of the
PLAYER’S HANDBOOK
they are by far the best at working undercover Concord’s existence, are always recruited
on Earth. Earth, even with its chaotic, hostile, actively by the CCI. Either because they
and complicated environment is still the have seen enough to create severe damage to
backdrop to an abundance of drama. operations, or if they have shown impressive
skill in some particular field. Humans often
FORMLESS find it staggering to see the glory of Concordia
The Humans resemble the basic mold for Prime, but the intuitive and imaginative
sentient life. Being trapped on Earth after the Humans quickly overcome it. There is no going
de-Aetherization of the gates, most species back once they’ve seen the Multiverse, except
reverted to either animal or human form, for long and elaborate mind-altering rituals, so
taking only a few generations to devolve fully. they are as often as possible shipped to whatever
It is believed that the human form is evidence planet they wish to live out their lives on if
that all the species on all the worlds have a they’re not fit for the Agency.
common lineage or inheritance, or that there
is an interconnection through the Aether. The
Humans come in all shapes and sizes, but are
often around six feet tall and weighing around
180 pounds. The skin exists on a spectrum from
brown to peach, ranging from warm black to
pinkish white.
93
BASIC ABILITY: PERK: AETHER RESISTANCE
CONSTITUTION 0 You gain SUPPORT on rolls when you try to avoid
DEXTERITY 0 harmful Aether effects. If someone tries to cast
a positive effect on you, they gain CRIPPLE.
FOCUS 0
WISDOM 0
WITS 0
CHARISMA 0
94
KALD
GAS & SNOW FUN & VIOLENCE
The Kald are usually unbothered by the affairs If a quote could characterize the outlook of
of the Concord. Their world went through a most Kald, it would be this: “There is no point to
glacial apocalypse many centuries ago, and it life if you can’t enjoy it.” Enjoying a good meal
has stayed that way ever since. The Kald have and games, roughhousing with your friends
learned to adapt to their world, using their after an exhausting day of hunting or mining,
mining and mechanical skills to survive the are activities held in the highest regard. This is
cold and hunt large snow-beasts for food and something almost hardcoded into the Kald–
security. The surface of their world is covered enjoyment, good spirits and copious amounts
with snow and ice, usually several yards of adrenaline. They seldom tire enough to say
thick. Here and there, extensive ruins from no to fun or a few violent activities. Out in
long forgotten civilizations stand broken and the Concord, they tend to seek out thrilling
abandoned in the white landscape, shooting occupations like CCI agents, criminals or
from the ground like dark colossal reminders entertainers. They’re seldom ashamed and tend
of a long-lost abundance. The Kald have no to laugh off both harm and ridicule. If you
PLAYER’S HANDBOOK
longing for old grandeur and are perfectly succeed in breaking their patience, and the
happy living in tribes, mining the iron-rich Kald believe they’re doing the world a favor by
soil and building snowvessels and harpoons getting rid of you, it’s usually frightfully quick
from new metals and old salvage. When the work.
Concord came, some Kald left their home for
new adventures, but without a government or LEAPS & BOUNDS
broader society, they are not that interested in Brumal is a place where you don’t have the time
the machinations of the Concord. to worry about the rest of the Multiverse. There
are usually monsters to slay, food to procure,
FUR & BONE and metal to mine. The Kald are aware of the
The Kald are large, almost the size of an Ogri. Multiverse, and the CCI has a small office on
Standing over eight feet and weighing in at Brumal. The Kald are not shy of adventure
nearly 800 pounds, they usually look a lot more though, and can easily join the CCI if given the
menacing than they are. They have coarse, opportunity.
straight fur on their thick skin, and bony spikes
protruding from their elbows, shoulders, and
jaws. The males have distinct bone ridges on
their heads and down their backs, and the
different patterns and shapes hint toward clan
and family kinship. Fur covers most of their
bodies, except for their faces, hands, feet and
the bone formations on their backs. They often
pierce and tattoo their skin in different tribal
patterns. They are mostly happy and carefree,
putting on broad squinting smiles as they help
others without wanting anything in return.
95
BASIC ABILITY: PERK: TOWERING
CONSTITUTION 3 You might gain SUPPORT to rolls when height
DEXTERITY -1 and a large anatomy would be beneficial.
FOCUS -1
WISDOM -2
WITS 0
CHARISMA 3
96
LAHMIA
PRIDE WORTH
The Lahmia are the ruling species of their Pride and displays of superiority haunt the
homeworld, Sanguine. They are an often proud Lahmia society. The ability to accomplish feats
and contemptuous people, waging endless wars of skill and strength is only measured in context
and battles against each other. It is all with to handicap and self-limitation. To fight blinded
the intention of gaining the blessing of their is indeed harder than to fight with your sight
elder council, who rule their world silently and intact, so if you want to show your opponent
without guidance. When the elder council stirs who’s boss, you close your eyes. Even if you lose,
in their slumber each millennium or so, they the fighter with the most disadvantage is still
approach the rest of their kind with unmatched considered the winner by Sanguine measure.
fury and ruthlessness. Only the strongest and Such foolish and often suicidal behavior is
proudest are left alone, seemingly without another Lahmian tradition not permitted
intelligent choice, as if the council were acting within the ranks of the CCI, but many still find
instinctively or almost harmonically. Once it honorable to take on impossible odds.
upon a time, most of the Lahmia clan leaders
PLAYER’S HANDBOOK
97
BASIC ABILITY: PERK: AETHER CONSUMER
CONSTITUTION 0 You can consume Aether from living creatures.
DEXTERITY 3 When it is done, you are considered to have
taken a rest. This replaces your regular rest.
FOCUS 0 In a close combat fight, you may spend an Effect
WISDOM 0 to drain Aether from your opponent.
WITS -3
CHARISMA 2
98
LAURENTI
VIOLENT PAST RISE TO THE WORD
The Laurenti people are the brothers and sisters Cool is the heart of the predator. The Laurenti
of the Ornithura. Suffering the same fate as are having a harder time adapting to a life
them when their homeworld was destroyed, of peace and serenity than their friends, the
they too joined the Crusade looking for Ornithura. Driven by principals and conviction,
vengeance. Dragons, they were called. The the proud Laurenti will do whatever it takes to
Laurenti, like the Orithura, do not stop growing honor their elder dragons, and if the dragons
in their lifespan, and die once their bodies say it’s peace and humbleness from now on, the
start to collapse in on themselves, though not clans abide without question. It does seem to
before they weigh tons and grow large enough dissolve a bit in the young though, and many
to take up a small hangar. The elders were the who follow the path of CCI often genuinely feel
only ones left alive after the Vagrants came, and compassion toward their friends and the people
they lent their great statures to the crusading they protect.
war machine, wreaking havoc on countless
worlds looking for any sign of the threat that TO EACH THEIR OWN
PLAYER’S HANDBOOK
destroyed their home. By the time the Crusade The Laurenti look to the Ornithura for guidance
disbanded, the Ornithura and Laurenti formed when it comes to the inner journey. The
a pact of peace, swearing to right their wrongs. elder Roc of the Ornithura often prompts the
They worked together to help the dragons Laurenti to go out and seek their own paths.
produce new eggs, and the Laurenti went from There are, however, few Roc and an enormous
5 to 5,000 members in just a few generations. Caravan, so sometimes the Laurenti just run
Nowadays, they steer a peaceful caravan from away from home for whatever reason to go fight
world to world together with the Ornithura, with the CCI.
backtracking the steps of the Crusade and
leaving each world better than they found it.
RIGID BODIES
The Laurenti are compact and show explosive
bursts of power. They are about the same
height as adult Humans during the first parts
of their lives but are significantly larger if they
stretch out their legs. They are usually a bit
heavier than Humans, built for stability with
dense muscles. They have thick and scaly skin
and often resemble a wide variety of different
Earthly lizards, from monitors to salamanders,
with thick tails and a wide range of head
ornaments like flaps, horns, and scaly ridges.
They can withstand high amounts of heat and
cold, but risk freezing in place due to a limited
body temperature control. The Laurenti do
not wither with old age but continue to grow
larger and larger until they are crushed beneath
their own weight. The eldest of the Laurenti
are called dragons, and they are usually several
yards high and weigh several tons. There’s only
a handful of dragons still alive.
99
BASIC ABILITY: PERK: REGENERATION
CONSTITUTION 2 You can regenerate your body once per day.
DEXTERITY -2 Heal 3 health and downgrade a wound.
FOCUS 0
WISDOM 2
WITS 0
CHARISMA 0
100
MARMOSETI
CREATIVE FOCUSED
Surviving is like breathing to the Marmoseti. The Marmoseti are known to be a bit...
Long, calculated breaths planned over insensitive. They often become wrapped up in
centuries. Whatever society the Marmoseti some gadget, plan, or idea, and lose awareness
enjoyed before the Vagrants attacked is long of the rest of the world. A Marmoseti set on
gone now. All that is known is that they had making lots and lots of money will step over
great technology and knowledge of magic. any number of corpses to do so, and not notice
Many signs point to the fact that they were a the harm she’s done. On the other hand, if
peaceful society. The Vagrants lay swift waste she is hell-bent on saving the environment
to the Marmoseti homeworld. The shattered instead, she probably wouldn’t care for money
Marmoseti empire picked up the remains and and risk ending up broke and lost. Mostly they
started to look outward, building gates to find keep their friends close, to pull them out of
new worlds less ravaged by the attacks. They such fanatic behavior, and some Marmoseti
began mapping all the lost and destroyed seem oddly unaffected by the phenomenon all
worlds, creating a network of two-way gates in together.
PLAYER’S HANDBOOK
101
BASIC ABILITY: PERK: SQUAT
CONSTITUTION -2 You might gain SUPPORT on rolls when being
DEXTERITY 2 small has its advantage.
FOCUS -1
WISDOM 3
WITS 0
CHARISMA 0
102
MORIDIAH
BROKEN FANG HUNT FOR GLORY
The Moridiah came to be through a great and Fallen far from the savage grace and primal
vicious betrayal. It all began eons ago, as the supremacy of their father, the Moridiah seek
god King Fenris was cast into the void by the nothing but a place in the world, and to be
other gods of Ennead, as they slaughtered his accepted for what they are, with the skills
people. After centuries of drifting dormant and talents they provide. This often leads
and near death through the endless void, his to frustration, when different humiliating
enormous frame broke through the membrane concepts like “training” and “orders” hinder
and plunged towards the soil of another world, their eagerness to prove themselves. They are
Sanguine. As the unfamiliar Aether surged often adept at their skills and seldom deterred
through his body, he awoke changed, purer for long because their desperation to act
in form and spirit than he had ever been. On outweighs their desire for subordination.
this new world, he once again faced war, as the
Lahmia sought to end this new and unfamiliar PLEA FOR POWER
threat. Even though Fenris was no longer a god A Moridiah is often a training officer’s dream
PLAYER’S HANDBOOK
of war, he fought the Lahmia until they decided and nightmare at the same time. While they are
to make a truce. Fenris took a new name, Lobo, quick, robust, and agile, they are also stubborn,
the god of Strays and the Unwanted. The land unruly, and opinionated. The CCI is reluctant to
of the Lobo became the land of exiles, where recruit all but the most promising of Moridiah,
the downtrodden Lahmia could partake in the even though the Moridiah often long to explore
blood of the wolf, thus giving themselves the the Multiverse through membership with the
ability to take on a new form. As time went CCI.
on, the change became permanent, and they
became the new Moridiah, all outcasts, and the
power once held by Fenris himself was scattered
amongst them, his children.
APEX PREDATORS
The Moridiah all have the look of their father,
Lobo. They are wolves, but walking upright
with clawed hands instead of forepaws. They are
large, muscular and explosive, and often carry a
temper. The average Moridiah is about nine feet
tall and weighs around 1,200 pounds, but they
can vary significantly in size. They have thick
fur covering their whole bodies, and the colors
range from dull gray and brown to vivid orange
and yellow, and often with lighter and darker
patterns. They have an acute sense of smell and
hearing, lacking somewhat in eyesight. They
are facultatively bipedal, meaning that walking
upright is a choice, and not the only option.
They reach higher speeds on all four “legs” but
lose a lot of grace, and the ability to use their
hands for other purposes.
103
BASIC ABILITY: PERK: TOWERING
CONSTITUTION 3 You might gain SUPPORT to rolls when height
DEXTERITY 3 and a large anatomy would be beneficial.
FOCUS 2
WISDOM -2
WITS -2
CHARISMA -2
104
NONSENSE
SHOVELS & GREED BOTTLES & BOMBS
Generations ago, Donum was a thriving Other members of Concordia often perceive
world with an abundance of resources, and Nonsense as hard-hearted and brooding.
the inhabitants possessed a vast ingenuity Nothing could be further from the truth. The
in the field of industrial technology. In this Nonsense act this way intentionally to control
flourishing society, bureaucracy grew more their feelings, because when they break, their
and more complex and made way for a new feelings come flooding out uncontrollably. A
time to come. Small family foundries became tiny giggle can escalate into a burst of hysterical
huge corporations, small societies grew into laughter, or a frowny face can explode into rage.
cities, and the hunt for resources and efficient After generations, the Nonsense have developed
refinement escalated. In a few generations, techniques to control their feelings. They
the world started to crumble into the void, know how to avoid things that could trigger
and conflict arose between the huge family them, such as sad music, scary ghost stories or
companies. Occult weapons of mass destruction alcohol. It is crucial for them to keep this curse
started to roll out of the factories. The depletion in check, but once in a while, under controlled
PLAYER’S HANDBOOK
of resources continued to escalate. When the circumstances, they let all their feelings out.
Vagrants invaded Donum, the population
responded with a devastating and unforgiving FRIENDS & FOLLOWERS
force, as arcane ordnance rained down like A lot of Nonsense try their skill and luck in
hellfire, covering the skies in soot and spectral the Agency’s training program. Few of them
smoke. After the impact, Donum was covered succeed. When it comes to the physical test, a
with a fog that twisted the senses of the Nonsense usually gets a reasonably good score.
Vagrants and mutated them into moss and It is the psychological part that is tricky. But the
fungus. The fog also affected the population. ones who get to enter the Agency are trusted
The inhabitants mutated in appearance and and welcomed. Nonsense take pride in whatever
mind, going through a horrid devolution to role they play in Concordia and are fiercely
gremlin-like creatures. When the automatons loyal to anyone who shows them compassion
found Donum through the first gates and and helps them down from a spell or mania.
encountered the mutated critters, they had
already started to call each other “Nonsense.”
105
BASIC ABILITY: PERK: SQUAT
CONSTITUTION 0 You might gain SUPPORT on rolls when being
DEXTERITY 0 small has its advantage.
FOCUS 3 PERK: SOLID IMMUNE SYSTEM
WISDOM 0 You might gain SUPPORT on rolls when trying
WITS -3 to suppress the effects of harmful poison or
sickness effects.
CHARISMA 0
106
OGRI
THE TWINFLOWER SANDS OF MADNESS
The Ogri took charge of their world, Omeyocan, Time is not a friend of the Ogri. As an Ogri
a long time ago. They rose from slavery grows older, she will gain massive power over
and overthrew their masters, ushering in a the Aether and become able to perform feats
lasting time of peace and prosperity. Defying of extreme prowess. Conjuring whole temples
their former owners, they chose a path the from their minds or altering a large amount of
warmongers did not know how to follow: a matter is not a problem, but such power takes
path of tranquility. Their peaceful stubbornness its toll. As the patterns and forms take shape
influenced the other slave races, and when and grow in their minds over the centuries,
there were no more slaves to be had, the a madness is seeded. Over time this madness
former masters soon made themselves extinct takes root and spreads, causing the Ogri to
through internal fighting. When the time of the become increasingly violent and unreasonable.
Vagrants came, all but two races of Omeyocan When this happens, they must be cleansed
suffered the same fate as the old masters: The and purified. Their souls are ripped from their
Ogri and the Acaan. Together they built vessels bodies by the younger priests, purified through
PLAYER’S HANDBOOK
of war for their fallen brothers and sisters, long and difficult rituals, and then placed in the
the Prismhusks, golems who could house the Prismhusk the Ogri elder created in her youth.
spirits of fallen Ogri. After the last Vagrant Should the Husk have taken on their own life
was gone, the Omeyocan elders gathered and become a Prismborn, the elder’s soul is set
together to perform a massive ritual, trying to free. This realization, that time will give them
expel all the new darkness from their world. power and take away their ability to use it often
It went catastrophically wrong as the Vagrant instills an understandable sadness in the Ogri,
corruption lingered in the magic undertow, and as well as a sense of urgency. They are usually
the world split into two: a light and a dark side. keen on creating patterns and ways to improve
After a time, the dark side became a place of their lives and others, to leave a positive mark
exile, where all criminal elements were sent. on the Multiverse before they are taken.
107
BASIC ABILITY: PERK: TOWERING
CONSTITUTION 4 You might gain SUPPORT to rolls when height
DEXTERITY -3 and a large anatomy would be beneficial.
FOCUS 0
WISDOM 3
WITS -2
CHARISMA 0
108
ORNITHURA
SAD EYES OPEN BOOKS
The Ornithura lost their homeworld, and The watchers in the night sky have changed
all but a few members, when the Vagrants their ways a lot since the time of the Crusade.
attacked. They were shattered and broken when Nowadays, they preach patience, love, and
the Sanguine Crusade picked them up, and kindness. There are still young and rebellious
they abandoned their ruined homeworld to members of the Caravan, but the elders are
exact revenge on the Vagrants. Back then, the quick to forgive. The Ornithura tend to be
Ornithura were fierce warriors, striking from sharp in mind and body, and are usually
the sky with cold precision and sharp blades. quite talkative and social. They tend to keep
As time went on, they started to question their their hearts on their sleeves, and even if they
savage ways, as the Ornithura are actually sometimes are moody and bubble over with
a peaceful and harmonious species deep in emotions, they seldom hold a grudge and often
their hearts. They began to see the truth: the apologize.
Crusade did far more damage than good,
and resulted in chasing invisible enemies and OPEN HEARTS
PLAYER’S HANDBOOK
punishing innocents. When the Concord was The Roc teach that it is noble to find one’s
formed, and the Crusade was forced to disband, purpose in the Multiverse, trying to do as much
the Orithura people were both relieved and good as one can along the way. This means
regretful. They quickly set about on repairing that if you want to leave the Caravan for some
the damage and suffering they had caused other venture, you are encouraged to do so. The
innocents. They created the Great Caravan Caravan is often the only life the Ornithura
together with the Laurenti, a species with which have known, so even if the traveling gives a
they shared a similar fate. The Caravan had a change in scenery, it seldom gives any real
single purpose: ever to travel, leaving each place insight in other people’s lives. The Ornithura
better than it was before. embrace this and often want to learn and
intimately experience other paths of life, given
FEATHER FALL a chance.
A colorful and majestic race, the Orithura
are birdlike, with feathers, working wings
attached to their upper arms, and beaks.
There are different races within the Ornithura
species, with all kinds of colors, patterns, and
beaks. Their range of body size is the same for
Humans, but weigh only half as much, at the
most. They often have feet with sharp claws
and good gripping ability, and they have four
digits and a thumb on each hand. The wings
start at the lower back and continue up to the
shoulders, and out to the elbows. In flight, the
Ornithura can grip the longest of her primary
feathers, which makes for an agile and swift
gliding style. It is generally difficult for the
Ornithura to take off and shoot through the
skies, as their wings are made for gliding. The
Ornithura continue to grow their entire lives,
and the eldest of their kind, the Roc, are several
yards high and weigh several tons. There are
only a few Roc alive.
109
BASIC ABILITY: PERK: GLIDE
CONSTITUTION -2 You can glide through the air. You might gain
DEXTERITY 2 SUPPORT on rolls when the ability to soar is in
your favor.
FOCUS 0
WISDOM 0
WITS 2
CHARISMA 0
110
PHYLLIA
UNKNOWN ORIGIN ADAPT AND ADJUST
The Phyllia are mysterious and covert. There The Phyllia can be anything. Their adaption is
is very little known about their past. This is both a blessing and a curse, as they are known
due to their origin from an unknown world, to be of fickle opinion, and often change their
their short lifespans, and their reluctance for minds to suit the room. Social chameleons
recording their history. All that is known, to some say, turncoats say others. One thing is
the Concord and Phyllia alike, is that they for sure, they always seem to be okay with the
are highly adaptive, intelligent and loyal to outcomes. Some speculate that the Phyllia have
whatever cause they adopt. They have no learned and adapted to the social game as well,
problem learning languages and codes quickly, learning what to say and how to say it in order
and even change color and carapace patterns to to have their own way. They are good listeners
match their various roles and environments. though, and often good friends if you let them.
with six arms, wings and a hard outer carapace. taking on any job they can find and pouring
The carapace can slowly change color, adapting themselves into it, absorbing it to become a part
to the environment or the Phyllia’s general of their personality. This is also true for the
mood. Their wings are hidden under their back Phyllia members of the CCI. They seem to take
carapace, and make a distinct low buzzing their responsibilities very seriously, and seldom
sound when they fly or hover. They compensate turn away from the initial training enrollment,
for their small statures by being both stronger even if some of the physical tests are hard to
and more durable than their size would suggest, finish if you are less than two feet tall. They do
being able to lift many times their own weight, make excellent spies and Masks and are often
possibly lifting a child or dog in flight. seen in positions where their small stature is
either supportive or not a hindrance.
111
BASIC ABILITY: PERK: TINY
CONSTITUTION -6 You might gain SUPPORT on rolls when being
DEXTERITY 4 tiny has its advantage.
FOCUS -2 PERK: WINGS
WISDOM 0 You have the ability to fly. Moreover, you might
WITS 2 gain SUPPORT on rolls when the ability to fly is
an advantage.
CHARISMA 0
112
PISCAN
RICHES TO RAGS HEAT TO HUMBLENESS
The Piscans have a rich history. They started off There is wisdom in humbleness, and there is
as explorers and conquerors, moved on to being a lot of humbleness to be had in defeat. The
warriors, and finally settled as simple farmers Piscans could have been the conquering force
and survivors. The Piscan homeworld is almost of the Multiverse, but their internal fighting
fully aquatic, with a few enormous table corrals almost brought extinction to their kind instead.
stretching far above the surface. These make Nowadays, the Piscan know that you need to
the home for the surface-dwelling Piscans, who let the past be the past, focus on living your
now treat the roaring ocean with the utmost life right now, and do good by your peers. They
fear and respect. The Piscans once built great are a race of individuals, and all kinds are
societies and cities deep on the ocean floor, represented. There are those that long for the
spreading empires and drawing borders, ever glory days when the force of the Piscan empires
expanding their ambitious reach. They handled could shake the foundation of the Multiverse,
the Vagrants with ease, but hesitated to move and there are those who value the serenity
toward other worlds, as the different worlds of listening to rain. Either way, they tend to
PLAYER’S HANDBOOK
they had seen possessed limited water supplies. be quite pleasing in their ways, charming as
After a devastating civil war arose, the empires villains or heroes.
of the ocean depths employed all their might
to annihilate each other. They bred monsters HOME TO HEART
of war that ultimately turned on their masters, Subaura, the Piscan homeworld, is a place to
claiming the depths as their own. The Piscans be hardened and humbled, with the roaring
barely remember that time, and they now make seas and colossal predators looming in both
their home in the towering corals, living a the clouds and the depths. It is not hard to
simpler yet dignified life. understand that the Piscans often long for
another life, and many would trade their huts
ART TO WAR and boats for a ticket off-world any day. The
Piscans are amphibious people, able to operate CCI frequently recruit Piscans, due to their
on land or in water. They are the same size often rigorous discipline for training and
as Humans, but weigh slightly more, due to learning. Since there are so few Piscans in
their dense musculature. They have scaly skin, existence, they are a rare site among the ranks
and each Piscan has its own unique color and of the CCI.
pattern. Some families are brown and gray with
spiny fins on their arms, legs, and head, while
others have flowing, soft, sail-like fins in bright
and striking color patterns. Color is often a sign
of family and heritage, so a Piscan can tell a lot
about the ancestry of her peers by looking at
their skin.
113
BASIC ABILITY: PERK: AMPHIBIAN
CONSTITUTION 0 You can breathe underwater, and you might
DEXTERITY -2 gain SUPPORT on mobility rolls in and under
water.
FOCUS -2
WISDOM 0
WITS 3
CHARISMA 3
114
PRISMBORN
HAPPY ACCIDENTS THE EYES OF A CHILD
The Prismborn are sentient constructs, much The Prismborn are often newer to the world
like automatons. Ever since the first arrival of than they let on. They are often curious and
the Vagrants, Ogri have built the Prismborn, wide-eyed, but patient and calm at the same
inactive husks to be used as vessels for Ogri time. The Prismborn often have a good sense of
spirts after death. The construction is done in empathy, realizing that their creator did them
a grand ceremony during an Ogri mage’s 20th an enormous favor by letting them live. They
birthday, so the inactive Prismborn is meant are often grateful to be a part of the whole, and
to remain idle for the greater part of an Ogri’s it is not uncommon to see Prismborn sharing
lifespan. However, Prismborn contain hearts their compassion unwisely, aiding criminals
made of Life-Crystals. Sometimes, during the and the corrupt. They are seldom stupid, but
long wait for the Ogri spirit, some Life-Crystals a bit naive, disconnected from the broader
sprout a consciousness of their own, and the scope of things. This, of course, differs from
Prismborn come to life. Such an occasion is individual to individual, and Prismborn long
celebrated in bright Omeyocan but is severely in the game develop the same skepticism and
PLAYER’S HANDBOOK
115
BASIC ABILITY: PERK: TOWERING
CONSTITUTION 6 You might gain SUPPORT to rolls when height
DEXTERITY 0 and a large anatomy would be beneficial.
FOCUS -4 PERK: CONSTRUCT
WISDOM -2 You don’t need to drink or eat. You can get
WITS 0 healed trough MECHANICS. Treating you with
medicinal means is not optimal, and always
CHARISMA 0 suffers a CRIPPLE effect.
116
STEWARD
TRAUMAS TRIALS
The Stewards are a relatively new phenomenon The Stewards have much to prove. They are
within the Concord. As the first settlers on often seen as a lower form of life by the crueler
Earth all reverted to Aetherless basic forms, a species, and either they conform with every
lot of species devolved into animal forms over action they can to reinforce that misconception,
generations. In some cases, their sentience or they do all they can to prove that they are
lingered, and while most animals were reduced smarter and more significant than their animal
to different amounts of lower intelligence, some kin. They do see them as kin though, and
stayed sentient. This phenomenon often skips many Stewards feel a great connection and
a few generations, and a litter can sometimes familiarity with their non-sentient brothers and
include only one sentient member of many. sisters. They are as smart as any other species,
Such animals are quickly adopted by the CCI, often more so, as they work twice as hard to be
and put to work outside of Earth, as their recognized, so the CCI put all their trust in this
behavior is a reminder for Humans to look into rare commodity.
the mystic and occult. The Stewards can take
PLAYER’S HANDBOOK
OPINIONS
As a player, you should check with the GM if
Stewards are a part of the world.
117
BASIC ABILITY: PERK: SQUAT
CONSTITUTION 0 You might gain SUPPORT on rolls when being
DEXTERITY 2 small has its advantage.
FOCUS 2 PERK: BEAST
WISDOM -3 You lack digits suited for complex tasks, and
WITS 0 must rely on other means to get by. You are
easily mistaken for a non sentient creature.
CHARISMA 0
118
CAREER
PLAYER’S HANDBOOK
119
PERSONAL PROWESS
Keep the concept of your character in mind.
What does she strive for? What will be her
weaknesses? Here is also an opportunity for
the players to get to know each other if you
want to have some interaction and stories when
creating the characters.
Bonus:
3 points to add to your BASIC ABILITIES.
5 Skill Dots, choose one Skill for each field.
STEP 5: CAREER
When an agent is finished with her basic
training, she moves on to become a specialist.
This is where she transfers from the CCI
training facility to the HQ of her new branch
and starts to focus on a specific career. In
the following chapter, it is assumed that your
character chose and got into the FOU, the Field
Operations Unit. This is where the best of the
best go, to be sent around the Multiverse on
important high-stakes missions.
Bonus:
Your chosen career will give you two
Vetarancy Dots in a main discipline, one
Vetarancy Dot in a secondary discipline, and
two Dots to distribute within associated Skills.
120
REACTION FORCE
MAIN DISCIPLINE: CONFRONTATION
SECONDARY DISCIPLINE: OBSERVATION
Sometimes, the bureau needs to intervene
swiftly and effectively in hostile situations.
There are a lot of external and internal
threats out there, and many of them only
respond to deadly force. The Reaction Force
is the sword of the CCI. With precision and
thought, they strike where they are needed.
They are the warriors and soldiers of the
bureau, with expertise in a multitude of
weapons and techniques. The focus of the
Reactions Force is always protection.
PLAYER’S HANDBOOK
• Protect civilians.
121
COMMANDO
MAIN DISCIPLINE: CONFRONTATION
SECONDARY DISCIPLINE: EXPLORATION
There are a lot of hostile and obscured
environments in the Multiverse. Many of those
spots make great hideouts or headquarters
for rapscallions and even monsters. It is often
a dirty and hard job to get to those places to
eliminate a threat. Enter the Commandos. The
brave and slightly insane men, women and
others that join the Commandos are not afraid
to get dirty. They specialize in weapon training
and hostile terrain operations, and they are
often an invaluable asset in those kinds of
situations.
122
MASK
MAIN DISCIPLINE: INFILTRATION
SECONDARY DISCIPLINE: CONFRONTATION
There have indeed been dark times in CCI
history, and sometimes there has been
no way to solve a conflict transparently
and openly. The bureau seldom officially
recognizes the assets they have to deal with
such situations, but they exist, nonetheless.
The Masks are closer to assassins than the
CCI care to admit. Their job is to take out
targets that need to disappear without a
trace. They are also skilled infiltrators, able
to disguise themselves as anonymous staff of
PLAYER’S HANDBOOK
• Kill.
• Lie.
123
FOX
MAIN DISCIPLINE: INFILTRATION
SECONDARY DISCIPLINE: SCHOLARSHIP
Information is the key to victory. Sometimes
the information is in the open for a sharp eye to
find, but most often, the data is tightly secured
in the hands of the enemy. The need to extract
such information requires finesse, stealth,
and technique. The Fox is the most slippery of
agents, a less lethal and more cunning version
of the Mask. The Fox is used to infiltrate
different organizations to extract things like
Information, prisoners, hostages, items and
whatever else you can think of. It is imperative
that the Fox remains cool and level-headed, and
at the same time vigilant and ready to either
bailout or go for the pot.
• Lie.
• Convince.
124
OPERATOR
MAIN DISCIPLINE: OBSERVATION
SECONDARY DISCIPLINE: INFILTRATION
Without tactics and strategy, the CCI
would not be able to fulfill their charge
in the Concord. Without analyzation and
assessment of situations and gathering
of clues, such tactics and strategy would
fall short. A case often starts with clues
or witnesses, and it is the analyzation and
handling of data that will ultimately solve
any situation. The Operators are the CCI’s
investigators, examining different locations
and collecting information in the field. They
PLAYER’S HANDBOOK
• Crack cases.
• Analyze clues.
125
THERAPIST
MAIN DISCIPLINE: OBSERVATION
SECONDARY DISCIPLINE: SCHOLARSHIP
The CCI send hundreds of Strike Teams on
missions continuously, around the clock.
Many tasks are dangerous, both to one’s flesh,
mind and sometimes even soul. The need for
patchwork, healing, and danger assessment is
great within the bureau, both in the field and
at the base. The Therapist is arguably one of
the most important roles for an agent to have,
making sure that the other agents survive their
dangerous tasks. Therapists in the field usually
have a rough job, dragging wounded comrades
out of harm’s way. It’s not an easy job, and the
Therapists often enjoy substantial pension pay
after their work in the CCI is done.
• Get bloody.
Bonus:
2 dots in Observation
1 dot in Scholarship
Distribute 2 Dots within Observation and
Scholarship Skills
126
SPOOK
MAIN DISCIPLINE: EXPLORATION
SECONDARY DISCIPLINE: CONFRONTATION
In a perfect world, all threats to the Concord
are easy to find, and remain in one place
until apprehended. The Multiverse does not
work in such a way, and more often than not,
tracking and location skills are invaluable
to a CCI Team. The Spooks are the hunters
that the CCI often need. They specialize in
finding missing people, be they friend or
foe. They are experts in shadowing, making
associates of known criminals lead them to
their targets. They often specialize in either
PLAYER’S HANDBOOK
• Play rough.
• Stalk suspects.
127
NAVIGATOR
MAIN DISCIPLINE: EXPLORATION
SECONDARY DISCIPLINE: OBSERVATION
Speed and agility are virtues every Strike Team
value highly. To traverse large spaces you need
vehicles, and there are thousands of different
steering instruments, engines, propulsions, and
mechanization throughout the vehicular worlds
of the Concord. To know them all is a tall order,
even amongst the immortal scholars of Helix.
A common assumption about the Navigators
is that they are merely getaway drivers. This
is far from the truth. The Navigators are a
combination of mechanics and logistics officers,
focused on analyzing and operating different
machinery during intense situations.
• Rock.
Bonus:
2 Dots in Exploration
1 Dot in Observation
Distribute 2 Dots within Exploration and
Observation Skills
128
LOCKSMITH
MAIN DISCIPLINE: SCHOLARSHIP
SECONDARY DISCIPLINE: INFILTRATION
So, an Operator can find clues, and a
Commando, a Navigator or a Spook can get
you there. Once inside, a Mask or a Reaction
Force Agent can dispose of the problem. But
who is going to get you through the door?
Who is going to disarm the lasers? Who is
going to bust open the safe at the end of the
hallway in the basement? The Locksmith is
an expert at gaining access to troublesome
locations that require some specific
expertise. A good Locksmith is well versed
PLAYER’S HANDBOOK
129
EXCAVATOR
MAIN DISCIPLINE: SCHOLARSHIP
SECONDARY DISCIPLINE: EXPLORATION
There are a lot of lingering threats in the
Concord, from dormant Vagrant eggs lying
in wait for centuries, to lost artifacts that
beckon to the greedy and hungry. There are
indeed dangers buried in the ground, waiting
for the right time to emerge. To battle this,
you need knowledge and know-how. You need
agents who are willing to spend nights and
days with their backs bent over ancient tomes
and scriptures, trying to figure out to what
purpose the rusted old orrery in Mt Alabaster
suddenly started moving on its own, when the
alignment of worlds were right. The Excavators
are a big part of the CCI brain trust. The
Vagrants are the most significant outside threat
to the Concord, and most of their remnants
on Concordian soil is thousands of years old.
There is a lot of dormant and lost knowledge
and information in the Concord, and you need
skilled historians and researchers to solve the
mysteries of the past.
• Avoid traps.
130
FINISHING TOUCHES
STEP 6: FINISHING TOUCHES When describing your character, there are
Your character is nearly complete. You need two schools: either you try to give your fellow
to make some last touches and write down the players your mental image, or you let them
overall description of your character including create their own. There’s no right answer to this;
what she looks like and what her personality’s it’s up to you. One could argue that you’ll never
like. You also need to record the statistics and succeed in sharing your exact image, so you
derived attributes connected to your character, might as well be a bit loose in your description:
and give her some starting equipment. Read
through this chapter; you still have some ”My character is a cool Acaan Fox with a nice
choices left to make. suit.”
flavor. Choose a Social Perk that summarizes horns and gold trimming on her otherwise
the personality of your character. A person standard black suit. She always has her shades
is, of course, more complicated than one on.”
archetype; you are so much more than “scary”
or “charming.” But in the end, your character You might feel the urge to describe the shape
is just that, a character. Characters in books, and prong of the horns, as well as the patterns
movies or games are usually a bit less complex of golden decoration on the suit. This tends to
than real people, often because it makes it easier be a bit much for most, and you don’t want your
to relate to them, and they get to represent peers to stop listening altogether. In the end, all
something. That being said, a character should groups are different. It’s really up to you.
still be believable. You choose the core of your
character, a primary grounded state to which
you can revert when everything else fails. BIO
This part should be easy, even if it takes a little
Choose one Social Perk. (Page 59) time. Sum up your character’s history. What’s
her story? You should already have an idea since
you’ve chosen a template background along
APPEARANCE with her education and species. Tie it together
Write down what your character looks like with with a short passage that sums her up from the
a few simple words. Assuming she has hair, beginning to where she’s at now.
what does it look like? It can be good to define,
at least to yourself:
CLEARANCE LEVEL (CL)
• Hair and other facial features. Record your Clearance Level. All characters
start the game with a Clearance Level of 1. Your
• Body type. CL represents your status in the Agency, and at
the beginning of each mission, your Task Force
• Clothing style (any additions to the black suit?) pools together their CLs and checks out items
from the armory up to the pooled amount.
• Defining features (how would a witness Some items may already be on other missions,
describe her: Scars? Striking eyes? Limp?) but most of them should be available.
131
A group with four characters, each with a
CL of 3, are going on a mission to extract a
captured diplomat from sky pirates. They check
out items for 12 (4x3) points. They decide to
give their Fox a level-six teleportation smoke
bomb called Kemuridama, and agree to make
it their primary tactic for solving the mission.
They wanted the Skeleton Key, but the key is
on a mission to the Clockwork Fields in the
deep Flash Network. They decide to check out
a shotgun (CL 2), and a rifle (CL 2) instead, as
the pirates are known to mean business. That
totals 12 points, and their budget is spent at
the armory. They’ll have to make do with their
standard equipment, magical teleporting smoke
bombs, and some extra heat.
GRIT
GRIT is a measure of your character’s health and
explosiveness. It’s a collective of size, brawn,
and general toughness. It affects how much
damage you can receive, and how much damage
you dish out in close combat. Grit is based on
your character’s CON.
132
STARTING EQUIPMENT
STARTING EQUIPMENT
Each character starts with some necessary
STANDARD ARMOR
equipment. It’s not much, but then again, a big
Some careers let you choose one standard piece
part of what makes the life of an agent exciting
of armor. Armors have a value in defense that
is checking out equipment from the armory
you subtract from the final damage number.
before going on a mission.
There are three pieces of armor you can choose
from: shield, light armor, or heavy armor.
Each career’s starting equipment can be found
on their respective pages.
STANDARD ARMOR - SHIELD
This shield can be crafted from leather, wood,
BUREAU APPROVED UNIFORM steel, or any other sturdy material. You could
The CCI standard issue uniform is an elegant
have had it from before you were an agent or
three-piece suit with pants, vest, and jacket.
it might be part of your culture, a symbol of
It is customary to complete the look with a
caste or kinship. You could also have gotten this
white shirt, black tie and black shoes. However,
from the CCI, as the logical choice of armor for
PLAYER’S HANDBOOK
133
SIDEARMS
There are four categories you can choose a
sidearm from: light blunt weapon, light sharp
weapon, light firearms, and light throw and
missile. In the list, you will also see what kind
of BASIC ABILITY and Skill you will use to attack
with that weapon, how much damage the
weapon does, if you apply GRIT, and its range.
LIGHT FIREARMS
Light firearms can include pistols, revolvers or
similar one-handed firearms.
SIDEARM: LIGHT
CL 1
SIDEARMS BASIC + ABILITY SKILL DAMAGE RANGE
BLUNT WEAPON DEX + MELEE COMBAT 2 + GRIT MELEE
SHARP WEAPON DEX + MELEE COMBAT 3 + GRIT MELEE
FIREARM FOC + FIREARMS 3 SHORT
THROW & MISSILE FOC + THROW AND MISSILE 3 + GRIT SHORT
134
KITS FIRST AID KIT
A First Aid Kit includes most things needed to
stop your fellow agent from bleeding, and how
Many different careers rely on Kits. Kits are
to stitch her back together. The kit contains
collections of items required for an agent to
bandages, scissors, basic surgical tools, needles,
better utilize their many skills. Exactly what’s in
and thread.
each Kit is up to you and the GM, but we advise
you not to specify it in too much detail, but
rather propose likely contents during gameplay
and according to need. Many times, you can
SURVEILLANCE KIT
The Surveillance Kit contains most things
utilize a specific thing from the Kit, like a rope
needed when tracking, shadowing or spying on
or a cutting object, to gain SUPPORT on a roll,
others. It includes a notepad, a small recording
and not necessarily a roll connected to the Kit’s
device, a shotgun microphone, as well as a small
original purpose.
kit of tools for collecting samples. It might also
contain a small hand mirror for looking around
Most often, a Kit is used to avoid a CRIPPLE effect
corners and a miniature spy camera.
(like when trying to repair a car without tools) or
to gain a SUPPORT effect.
EXPEDITION KIT
PLAYER’S HANDBOOK
135
PERSONAL EFFECTS
Choose five personal effects. These are just a few
examples of what kinds of personal effects your
character will bring with her to the Agency, and
what she has gathered during her life. These are
personal belongings that can help you with the
concept of your character.
• Lighter
• Suitcase
• Hip flask
• Leather bag
• Army bag
• Thermos
• Binoculars
• Lunchbox
136
GAME MASTER’S HANDBOOK
So, you decided to saddle up as GM and enhancing it by playing their roles respectfully
guide the players through untold stories and and entertainingly. That is the core of the
adventures? Write history together as the game, and the GM often receives a bit more
Concord takes shape beneath your feet? It responsibility than the rest of the group, in
doesn’t matter if it sounds exciting, daunting or terms of logistics and planning. After all, the
even terrifying, we’ll get you into shape lickety GM is the only person truly required to play the
split! game, so planning a game night with an absent
GM seldom works out.
In this chapter are some excellent tools that
will help you become the best GM you can be, Compared to the players who only control and
as long as you remember to add the essential portray their own characters, the GM describes
ingredient: Yourself. and portrays all other characters in the game.
These are called Non-player characters, also
What are my responsibilities as a GM? referred to as NPCs. The GM interprets the
As a GM, you are responsible for delivering rules and explains the outcomes in a way that
memorable and entertaining experiences to the players can understand, describes the
the other players in the room, while they are setting where the Scenes take place, and how
responsible for embracing the experience and the Scenes play out.
138
The GM has to be prepared for what the players THE FIRST SESSION
are going to do in these situations, players Before you can jump into the fray with your
can and should change the outcome of most fantastic story, your captivating characters, and
Scenes, as the game quickly becomes tedious your shocking plot twists, you need to know
if the players can’t alter the story. The game what they are. You need to prepare, even if you
is designed to move fast and loose and favors run a pre-written adventure.
“movie magic” rather than strict rules. This
might mean that a character can carry as much The believability of your game world wholly
as is favorable to the story, or move as fast as depends on the details in your head. The clearer
the drama requires her to. In most RPGs, the your picture of the world, the easier it is to paint
amount you can carry or how fast you can that picture for your players. If your NPCs have
run is often detailed explicitly. So, if you’ve names and feelings (and weird accents), they
played other RPGs, be prepared to do things will seem alive and in place. In movies, viewers
differently! undergo what’s referred to as the suspension of
disbelief. This means that even if you see goofy
characters in made up places, you still feel
STARTING THE GAME that the story and the characters are believable
GAME MASTER’S HANDBOOK
139
HOW TO HANDLE THE GROUP 4: RECAP
Let your players re-tell the last gaming session.
What happened? Who did what at what cost
Running a game can be a lot of work. There’s
and with what result? This will not only refresh
the logistics (when and where do we play?),
everyone’s memories but will cause the players
understanding and accepting the rules, and
to become immersed in the story again.
compartmentalizing (for instance, your players
may get angry with each other because their
characters are angry with each other.) The key to
5: PLAY
You should be ready now. Oh, and don’t be too
this puzzle is communication, and thankfully
hard on your players. It’s supposed to be fun for
for you, the game is all about communication.
everyone, and if your players would rather goof
As long as you are open-minded, you should be
around than play the game, perhaps it’s not for
able to work out any kinks in the machinery.
them.
Who knows? Maybe your group will have an
even more special bond than most and won’t
have any of these problems. If you want some
friendly tips anyway, here’s some collected SURPRISE: THE RED DIE
wisdom from the RPG community: Sometimes, life is not fair. That’s true in
both real life, and in Agents of Concordia.
In order to make life a little tougher for your
1: DE-DERPING players, you can add the Red Die. The Red
Sometimes, it’s super fun to see your gaming
Die, as ominous and ill-boding as it sounds,
pals again! A ton of cool stuff has happened
represents sudden dark twists of fate. By giving
since the last session, and you just need to tell
a character an Experience Point in the current
everyone! Set a timer for 20 minutes before you
Scene’s veterancy, you can add a Red Die to a
begin playing, so your players (and you) can
player’s dice roll. The result of the Red Die will
inform each other of what’s happening in life.
be subtracted from the rolled total. Adding
Otherwise, it might seep out during play, and
the red die represents something sudden and
that can easily break the mood.
unexpected, like a wasp in your face or a
battery suddenly going out. Don’t use the Red
2: SET THE MOOD Die too often; it loses its punch if it rears its
Good lighting, thematic music and getting
ugly head more than once or twice each session.
rid of distractions like TVs or cellphones will
However, by all means, use it when the situation
add to the experience and make the game
is at its most volatile.
memorable and enjoyable.
3: IMMERSION
When you’ve gotten all the nonsense out of
your system, give the players a moment to find
their characters. Ask them how they are doing,
if their characters have some new feelings and TIP:
ideas, and throw in a personal question like,
“What’s your (the character’s) favorite food?” After the first session, invite the Players
Give each player time to speak, and try to think to engage in a preliminary discourse.
of a new personal question each time. It doesn’t Take a moment to discuss their first
have to be super creative; it just has to get each impressions of Agents of Concordia.
Player try to think like their character. The players might want to redistribute
some Skill points. This is something we
encourage, so be sure that you are on
the same page. If you give your players
some leeway, I’m sure they will return
the favor.
140
CREATURES AND VILLAINS
141
B: Brute. The threat is prone to violence and 05: Situational. This threat is usually not a
strives to dominate or hurt other living things priority but might be causing some more
physically. significant problem that needs to be dealt with.
06-10: Below CCI priority. This is generally not
G: Glutton. The threat is a consumer, and feeds considered a threat and is rarely handled by the
on its surroundings. It is insatiable and focused. CCI.
142
TARGET NUMBER ROLLS ROGUE AGENT
This is the pre-rolled number for all checks SE-04
the villain or monster makes unless stated CONCORDIA PRIME
otherwise. If a targeted agent wants to defend I was as surprised by his actions as anyone. It’s
herself, she has to exceed that number to win. always a sad story when you have to hunt down
If she rolls half, the villain or creature gets a CCI brother.
one Success Level, just as if comparing values
the other way around. The agent’s roll total is There are more rogue agents than one might
the villain’s Target Number, no matter if it’s a think. There will always be those who believe
STEALTH, CAUTION, CONVINCE or any other roll. in a less extreme and covert way to protect the
Multiverse, and some of them are agents, fed up
Most creatures have a separate number for with the work. The CCI goes to great lengths
attack purposes, but some are the same to persuade rogues to either come back, or to
throughout. You can, of course, go ahead and at least try to sway the Concord in a political
raise or lower these numbers in specific cases, and non-violent matter. Most do not listen, and
for instance, if you want your massive beast some become a liability that needs suppression.
to have better eyesight to spot agents with or
GAME MASTER’S HANDBOOK
Proficiency: 4
Health: 14
Target Number: 8
143
THUGS & CULTISTS THE WAXMEN
SB-05 SM-04
* THE PRIMAL SHALLOWS
Yeeesh, can someone please shut down the The Faceless could be anywhere. That’s why we
market where you can buy these guys in bulk? always make a verbal greeting in the CCI. The
Waxmen can wave, but they cannot say hello.
Many stories need a good thug. They come in
numbers, usually have a cool theme, and fall The Waxmen are semi-sentient wax puppets,
like bowling pins. They are sometimes used to constructed by an unknown mastermind to
progress the story, but more often used to give infiltrate society. The Waxmen can take the
the heroes some time to shine. A recurring shape of any creature they touch, but cannot
band of thugs might kick the characters’ asses at create vocal cords or copy any other bodily
the beginning of the story, but as the characters functions besides movement. The mastermind,
progress, they might get a nice boost by whoever they are, uses the Waxmen to infiltrate
returning the favor when they come back from and gather information. There is an untold
gaining experience and insight. number of them, and their origin is unknown.
Some speculate that they originated from a
Thugs and cultists usually run in minor gangs, ritual where old and insidious magic was used.
either freelance, native to a specific home
area, or attached to some larger corporation Waxmen often come in groups. They have no
or society. The thugging or cult lifestyle often emotional bond to each other; if one Waxman
attract the downtrodden, uneducated, or the gets discovered the other Waxmen will keep
frustrated and desperate. They usually have a their persona hidden and continue their
strong sense of family, adopting gang names, mission.
mannerisms, and cultural rituals. Cultists often
worship different existing or nonexistent beings, The Waxmen are made of wax through and
often Vagrants of great and terrible power. through, animated by spellcraft. They do not
Once in a blue moon, the worshipped being is feel pain, and can continue to move and repair
actually aware of, or cares for, its worshippers. themselves if broken. It is hard to tell a Waxman
from a regular person, but there are some
Thugs exist in almost all societies and on most definite tells. The Waxmen cannot speak, and
worlds, albeit with a few exceptions. Ogri they do not bleed. They are vulnerable to fire,
and Acaan from light Omeyocan are rarely and their form melts away if exposed to open
hired thugs, while dark Omeyocan thugs are flame. If they are exposed or cornered, they
in plenty. Cultists come from many worlds, either move in for the kill or make a break for it.
but a trigger is often social imbalance and the
existence of a large poor population. Thugs The Waxmen are regarded as a rival
or cultists rarely pose a threat on their own, organization, puppeteered by an unknown
but they are usually attached to some cause or mastermind, believed to be a CCI defect. They
benefactor that commands and directs their carry out missions, steal high profile items and
effort towards unreasonable and harmful goals. target highly ranked officials for assassination.
Their purpose is unknown, but it seems that
Proficiency: 3 they have a specific plan and a patient mindset.
Health: 8
Target Number: 4 Proficiency: 3
Health: 8
Attack description: Sidearms Target Number: 6
Attack hit: 5
Attack damage: 2 Attack description: Natural weapons
Attack hit: 6
Attack damage: 3
144
TEMPLATE LARGE BEAST
*
*
Of all possible creatures in the Multiverse, why
do i always run into angry ones, and why are
they always big enough to ride?
Proficiency: 3
Health: 20
Target Number: 6
145
TEMPLATE SMALL BEAST MECHANICAL GHEIST
* NM-03
* THE PRIMAL SHALLOWS
Hi little guy, aren’t you a funny looking dog? I was five steps from my car when I felt it. A
Who is this, is this your friend? And this? And presence. My fears turned to reality when I
this...? ...Back away with me, calmly, and when i stopped and started to back away, and the empty
say, run. vehicle began to back away as well.
There are a lot of creatures in the Multiverse, The Mechanical Gheist is a formless parasitic
big and small. This is the template for a small Vagrant from the Primal Shallows. It possesses
beast, about the same size as a wolf and a Aether batteries, and gains control over all
natural predator. You should try to answer a few connected machines. Once it settles, it is
questions about your creature before presenting permanent, and the only way to destroy it is to
it to the group–what class is it, how do they fit destroy or completely discharge its battery. If
into the environment, and what do they bring left unattended, it will protect itself by blending
to the story? Your small beast might just be part in and using some of its battery power to spawn
of the setting, but you should still give it some eggs.
love.
The Gheists are very territorial and quickly feel
Small beasts often travel and live in groups, and threatened by all except their offspring. They
might exhibit territorial or protective behavior. build hives, and try to interconnect as much
Small creatures might have abilities and habits tech and batteries as possible. They cannot
that help them hide, scavenge for food or steal. survive long without a host, so they usually
latch on to the first battery they find when they
Small predatorial beasts often run in packs, and breach through. This is crucial to the threat
the most clever ones hunt significantly larger level, as they can possess anything from a
prey. If they are solitary, they usually have portable radio to a Donum mining mech.
some sort of mechanism to not become food
themselves. They might be covered in spikes, If viewed through spectral lenses, the Gheist
their flesh might be poisonous, or they have resembles a nine-foot-tall stick figure with long
some unique movability or crafting ability. appendages but no head. It has several joints in
its long fingers, and it looks like it is burning
Beasts are often a link in the local wildlife, with a greenish blue flame.
and seldom pose a threat significant enough to
call in the CCI. However, if one were out of its Gheists are usually a minor nuisance, as they
natural habitat, say on Earth for some reason, typically find small objects to possess, close to
the CCI would often be the ones to handle it. their breach. When the breach is investigated,
the Gheist is found. Trouble comes when they
Proficiency: 2 find an abandoned warehouse full of old, non-
Health: 6 sentient construction robots. Gheists cannot
Target Number: 4 possess machinery that already have souls, so
Automatons are safe.
Attack description: Natural weapons
Attack hit: 8 Proficiency: 3
Attack damage: 2 Health: 16
Target Number: 5
146
ASSASSIN AVERAGE JOE
SS-04 SE-07
* *
I hate going after assassins. It always switches Hey, was that a lost and terrified human? There,
mid-hunt, and it’s hard to tell when you are by the gate! Well, don’t just stand there, get her!
suddenly being hunted.
The average joe poses no immediate threat
Assassins are individuals who commit murder to the Concord. These guys and gals are just
for money and specialize in doing it without inhabitants from earth, who usually get in all
being noticed. There are many types of sorts of shenanigans. They are included in this
assassins, from those who use exotic methods section to give you a sense of what the stat line
like poisonous animals and mysticism, to those of a “normal” human looks like.
with silenced guns. They typically come from
violent backgrounds and have spent a long time Proficiency: 1
honing their skills. Most assassins work alone Health: 10
or in small groups. Target Number: 6
GAME MASTER’S HANDBOOK
147
THE SPHINX
SG-02
THE PRIMAL SHALLOWS
Figuring out the riddles is not the kind of test
you think it is. The Sphinx measures the activity
in your cerebrum to determine if your brain is
worth consuming. Don’t ponder on that, you’ll
make it worse.
148
CRAWLING REMAINS THE NOISE
ND-04 SL-02
DONUM THE PRIMAL SHALLOWS
It’s like a reversed canary. If there are Crawling I hate hunting signal-based Vagrants.
Remains about, the air is unbreathable. Sometimes, you think the wrong thought, and
they escape through your mind’s eye.
Crawling Remains come in different shapes
and sizes. Like Nonsense, they are a result of The Noise is a signal-based organism from
the aftermath on Donum. Their home territory the Primal Shallows. It takes the form of a
is in the middle of Donum where the breach repetitive rhythmic melody and festers in the
happened. Their appearance is hideous and mind of its victims like a song you can’t get
consists of different animals twisted together out of your head. It then starts to whisper
into a crawling abomination. While others suggestions to the victim on how to spread it,
find the air in the center of Donum to be by singing or playing it to others, spreading the
unbreathable and toxic, for the Crawling disease. When enough people are taken, the
Remains, it sustains them. Outside the center, whispers turn to screams, and the Noise starts
they become crazed and ferocious, seeking out to brainwash them all into an army, bent on
GAME MASTER’S HANDBOOK
any and all living creatures to violently attack. reaching the Singularity.
149
WHALERUSS
ND-03
BRUMAL
Yeah, it’s that thing on top of the mountain.
They always do that, seek out the highest point
and do that horrible mating call. It’s fine as
long as you can stand shattered windows and
avalanches.
Proficiency: 2
Health: 60
Target Number: 10
“MOLLY”
NE-01
THE PRIMAL DEPTHS
Last time she came around, I was only a kid.
I remember the mass exodus from Elutheria,
and when one of the chains of district five broke
halfway due to the rapid rust she spread. The
remains of the broken links crushed my old
neighborhood.
Coming within 300 feet of Molly will result in
Molly is a lumbering, translucent titan, who death. You will start to crumble, mold and rust
walks slowly forward on all four. She spreads gripping you and spreading over and through
deterioration, leeching off the lifeforce of things you until you die. Molly walks slowly, absorbing
around her. She shimmers in the air like heat all life around her until she has enough power
waves, vaguely in the shape of some titanic to open a rift to the next world. She will move
animal. In her wake, she spreads rot, rust and on, heading for the Singularity. Some think
mold, deteriorating all in her path. Earth will stop her, but no one really knows.
Molly is about 30 stories high, and incorporeal, Proficiency: 8
immune to all non-magical damage as Health: 255
bullets and swords pass through her. If her Target Number: 11
body is destroyed through magical means,
she materializes in the Primal Realms and Attack description: Aura of Decay, Mystic
consumes the life around her and starts to Attack hit: 12, one automatic hit each turn
regrow. Attack damage: 6
150
GARGOYLE their memories and flesh as they decay.
SE-05
SANGUINE Rancorous rex is a singular being, with an
You have to be nice to the statues, but not too intelligent mind. It speaks through a chorus of
nice. Gargoyles get stuck within your thoughts, mumbling voices belonging to its victims which
and you don’t want a mental stalker, benign or are being controlled and are decaying inside
otherwise. its body. It is somehow able to exist in several
places at once, so if you kill one of its forms,
The Gargoyles are parasitic creatures from the parts still in the Primal Depths will be
Sanguine. They have low brain function and intact with the memories and grudges from the
psychically latch on to other sentient beings, former incarnation.
copying their thoughts and feelings. This
is supposedly a way for the Gargoyles to Rancorous Rex is believed to be the sole
find ways to adapt and survive in different content of its homeworld; Rancorous Rex is
environments, but it is strenuous and confusing a planet. The seeds it sends out are infectious
for the victims, who experience memory loss, and spread as it feeds. It is hard to stop but can
time skips, confusion, and a strong feeling of be damaged with fire, acid, and other regular
GAME MASTER’S HANDBOOK
paranoia, often enhanced by being silently means of causing damage. The easiest way to
and covertly followed by a statue that silently deal with it though is to organize clean and
watches while you sleep. The Gargoyles sneak guarded disposal systems. On a few occasions,
around and position themselves within hearing Rancorous Rex has reached Earth. It is unclear
distance of their victims, leaching their how it intends to get to the Singularity.
thoughts and feelings.
The CCI has fought Rancorous Rex many
Proficiency: 2 times. The easiest way to defeat it is to burn
Health: 10 down the whole town, and then clean up the
Target Number: 6 mess, assuming all the inhabitants have been
evacuated.
Attack description: Natural weapons
Attack hit: 5 Proficiency: 2
Health: 60
Attack damage: 4
Target Number: 6
151
encounter suitable for their unknown master.
They are clad in tatters, hovering above ground,
and overlooking the rampage of the creatures
they distort.
Proficiency: 4
Health: 30
Target Number: 8
152
HERALD OF FABRICATION HERALD OF REPLICATION
NA-02 NM-02
THE PRIMAL DEPTHS THE PRIMAL DEPTHS
She has the most followers of the Heralds. Her It came down on Diego once, in the early days.
cultists believe that she will change them into the Instantly made a perfect replica of a large city,
form they were meant to have. She would change mirroring all movement. Down to the last detail.
them all right, but not to something outside of It spread like wildfire, wiping out settlements
our prioritized list. while copying reality, exchanging everything with
its twisted self.
The Herald of Fabrication is also called the
Mother of Monsters. She is large, about the The amorphous mass that is the Herald of
size of a mansion or stadium. She resembles Replication is essentially unstoppable by
a wormlike caterpillar, up to 100 yards in normal means. It slides and worms through the
diameter and three miles long. When she landscape, covering and fusing with everything
arrives, she immediately starts to devour all it touches, twisting its form. It’s about the size
matter around her and gives birth to horrible of a twenty-car train, and only a bit slower.
mutants: Vagrants resembling their mother
GAME MASTER’S HANDBOOK
with elements of the consumed matter fused The Herald of Replication starts as a pile of
into their forms. moving pus or goo, and slides through the
landscape, picking up all it touches into its
She is born from a single spore, floating like a body. Everything devoured in the goo is fused
speck on the wind. When the spore settles, it with it, turning the goo into something else.
turns to an egg, and then evolves into a small If the Herald has moved through a forest
caterpillar. It then starts growing, often nesting devouring trees and dirt, it might come out on
in pools of murky water, away from danger. the other side covered in bark, with its insides
There it grows to enormous proportions and the texture of tree fibers.
starts to engulf whole worlds with its misshapen
spawn. In the wake of the Herald, a trail of twisted
petrified versions of the things of the old
She slips through cracks in the void with landscape remains. The new landscape is
ease, and the CCI has argued that they should twisted and misshapen, with a new fauna of
try to capture it and keep it alive in a secure venomous Vagrant insects.
location. That tactic has proven to be fatal
and catastrophic, so new attempts have been Proficiency: 8
rejected. Health: 400
Target Number: 13
Proficiency: 10
Health: 300 Attack description: Mystic, one automatic hit each turn
Target Number: 15 Attack hit: 16
Attack damage: 10
Attack description: Natural weapons
Attack hit: 18
Attack damage: 12
153
HERALD OF HABITATION HERALD OF DEVASTATION
ND-02 NB-02
THE PRIMAL DEPTHS THE PRIMAL DEPTHS
It’s not like a regular nest. It’s more... complex. The Heralds are the monsters you scare kids
There are tons of worker drones, hive defenders with. Sure, Artifex has seen one or two Heralds
and builders, like an ant or wasp hive, with the in the last decade, but it’s not like they can slip
queen in the middle. through a crack in reality, right?
The Herald of Habitation paves the way for The appearance of a Herald is an upheaval event
her children, constructing large habitats and in the Concord. The Herald of Devastation
hanging hives. She is the most clever of the typically enters the Concord through the
Heralds and will hide away from detection to Black Gate, as its massive size cannot travel
slowly grow her enormous hive and cover it through the otherwise thin cracks in reality. A
with eggs. She may reside underground, high massive gathering of cultists could open a rift
up in the trees or beneath the ocean floor. The to summon one, and the titan-sized Vagrant
children of the Herald are large insects, with would immediately kill everyone on site and
bladed legs and sharp teeth. Their size ranges head on to wrecking the world it is summoned
from as small as a cat to as large as an elephant. to.
They always swarm in the millions, and they
build, collect food and breed. The Herald of Devastation is sometimes called
“The Demon Beetle.” It resembles an enormous
All children have a psychic link with their whip Scorpion, with a striking black and white
queen the Herald, and move in ominous pattern over its impenetrable husk. The Herald
unison. is about 200 yards long and 100 yards high, and
weighs about 10,000 tons. It is immune to most
If left unchecked, the Herald will consume magical and physical weapons.
whole worlds before she starts to pick away at
the membrane to the next world. It has a few weaknesses, so the Demon Beetle
has been beaten before. Its momentum gives it
Proficiency: 9 strength, so slowing it down or trapping it in a
Health: 260 levitation bubble weakens it severely, making a
Target Number: 20 combination of powerful explosives and rituals
a means to an end. Should the Herald show up
Attack description: Natural weapons outside of Artifex, it could lay waste to several
Attack hit: 13 worlds before it gets caught.
Attack damage: 9
Proficiency: 12
Health: 600
Target Number: 16
154
EQUIPMENT
The Concordia universe is full of magical items LAB KIT
and mystical artifacts. When the CCI finds CL 1
such an item in the wrong hands, they transfer A Lab Kit is typically a large trunk that folds
it to their HQ and analyze it. Depending on out into a table and contains what you need to
what they find, they either store it indefinitely, do chemical, alchemical and magical analysis.
destroy it, or send it to the armory. The items This kit is quite cumbersome but will allow the
that end up in the armory may be checked out researcher to do work that would be impossible
by agents like any other equipment. Before otherwise.
a mission, agents get to equip themselves in
any way they deem fit. This responsibility is
laid upon the agents to enforce commitment, DEMOLITIONS KIT
and their only limit is their Clearance Level.
Sometimes the item you want is already
CL 1
A Demolitions Kit contains all you need to blow
GAME MASTER’S HANDBOOK
ITEM RULES
Many of the items in this book come without DISGUISE KIT
any specific rules. In those cases, it’s up to the CL 1
GM to hand out SUPPORT or remove CRIPPLE A Disguise kit includes things that help you
effects when the item is used. Other times, the hide your identity when in social situations. It
effect is neutral but can still give SUPPORT. In contains wigs, make-up, and facial prosthetics
many regards, items work a lot like Perks. including noses and ears.
155
FIRST AID KIT
CL 1
A First Aid Kit includes most things needed to
stop your fellow agent from bleeding, and how
to stitch her back together. The kit contains
bandages, scissors, basic surgical tools, needles,
and thread.
SURVEILLANCE KIT
CL 1
The Surveillance Kit contains most things
needed when tracking, shadowing or spying on
others. It includes a notepad, a small recording
device, a shotgun microphone, as well as a small
kit of tools for collecting samples. It might also
contain a small hand mirror for looking around
corners and a miniature spy camera.
EXPEDITION KIT
CL 1
The Expedition Kit contains all you need to
traverse difficult terrain, as well as sampling
materials needed to extract and bring back
items from those places. It contains climbing
gear, survival equipment like rope and fire
making tools, and a small tarp. The Kit includes
a short shovel, but it is not weighted to be
a weapon and provides a weak swing. The
Expedition Kit is generally cumbersome and
comes in a large backpack.
COVERT KIT
CL 1 “Components listed are realistic suggestions,
This Kit contains most things needed when but characters can improvise along with
sneaking around in the dark, as well as when agreement from the GM.”
breaking into places. It includes a rope,
grappling hook, glass cutters, various electronic
tools, and dark face paint.
SIDEARM: LIGHT
CL 1
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ANCILLIAN SHIELD If the powder is sprinkled over a component,
CL 1 it shows a ghostly vision of what the rest of the
One of twelve. One is said to have hidden thing looks like. Can be used to ID a suspect
powers, but which one? from a single strand of hair. Three uses.
CLOCKWORK DUST X3 The goggles are bulky, strapped to the head with
CL 1 leather straps and contain an array of lenses,
The Clockwork Dust is part of many illusionary able to detect all kinds of light, Aether residue,
tricks. and heat. The goggles are quite brittle, but the
technicians at the CCI can usually put them
The powder was initially used by the Marmoseti back together if they’re broken.
to repair old machines.
157
SIDEARM: HEAVY
CL 2
HUGIN
CL 3
Once part of a set, Hugin is the last of its kind.
AEROSOL CEMENT
CL 3
This is what you get when you mix Norwegian
ingenuity with Enneadan alchemy. Instant
aqueducts!
158
RITUAL KIT
CL 3
There’s a lot of crazy stuff in this kit! This bottle
says “unicorn powder.” Is this powder you put on
unicorns, or is it made from unicorns?
MASK OF LOPTR
GAME MASTER’S HANDBOOK
CL 4
No, don’t check that thing out again. You always
put in on, get drunk, and become impossible to
find. We are on a mission, you know?
159
through the sky at high speed. The jetpack is If the user gains more Success Levels against
not easy to steer, and losing control can often be any target, that target is knocked back further.
catastrophic. When maneuvering past obstacles, At GM’s discretion, a creature of enough size
a DEX + PILOT VEHICLE is often required, as well as may withstand the force.
when taking off and landing (safely.) Failure to
land or take off usually causes minor scrapes
and bruises, while failing to dodge a building KEMURIDAMA
may well result in death. CL 6
For millennia, the Kemuridama has been used
The jetpack has only one speed: insane, and by mystics and thieves for infiltration. This
comes fitted to most body types. The jetpack ancient tool consists of an enchanted smoke
is strong enough to lift its pilot and one more bomb and a linked chalk crayon. When the
individual. Its fuel source lasts indefinitely if chalk is used to draw a closed circle, the smoke
not compromised, but the jetpack is delicate bomb is activated and can be thrown at any
and can’t take much more than being dropped time. When the bomb is thrown, all living
from waist height. beings who are in the direct burst of smoke are
instantly teleported to the previously drawn
circle. The smoke burst is usually enough
STEWBREW CALDARIA to teleport four to eight people, and it has a
CL 5 worldwide range. If the circle is disturbed, the
The Stewbrew Caldaria is a mystical cauldron bomb will go off, but no one will be teleported.
that can do amazing things when heated. If you
heat the Caldaria, the runes on its sides start to
glow. Anything you put in the cauldron after THE POWDER OF BWITI
that is instantly turned to delicious stew. You CL7
can even recharge batteries by holding them in The Powder of Bwiti contains the lingering
the steam above the pot. The opening is about spirit of a jungle wisp, trapped in a bottle, and
one foot wide, and the Caldaria can’t break when the dust is sprinkled over a corpse or
down living or magic material. The stew is carcass, the spirit temporarily possesses the
nourishing and delicious, but you have to pour body and can access the mind of the body’s
it out since all non-magical spoons will turn to former owner. It will linger for about a minute,
mush in the pot. ready to answer questions by accessing the
memories and feelings from the dead body.
The spirit is friendly and will leave the body
THE BASHOSEN after a minute and never return. There’s enough
CL 6 dust in the container for one use. If used on
The Bashosen is a massive foldable hand- anything else it does not affect it.
held fan, known from ancient Earth lore. It is
infused with magical runes, and when the user
hums a particular melody and swings the fan
at the same time, it creates a stream of wind
strong enough to boost the sails of a ship. If
continuously waved towards a person, they
will fall and will not be able to move towards
the user of the Bashosen. If the wielder is
steady and focused, the wind can reach almost
hurricane levels at 65 mph.
160
DOWSING DEVICE ASP THE SERPENT
CL 7 CL 8
The Dowsing Device is an enchanted Y-shaped Asp the Serpent is the legendary self-swinging
handle of some sort, with a pointer in the front sword of King Nebuchadnezzar of Babylon.
end. It is decorated with various occult pebbles The sword is shaped like a snake and feels alive
and trinkets but can be anything from a bike when you hold it. The sword is intuitive, and
handle to an ornamented wooden artifact. it almost swings on its own. You can see the
With the use of either a mechanical interface sword twitch in its sheath when its holder is
or mystical attunement, the user can adjust angry.
the device to point towards a specific material
or object. The user rolls WIS + RITUALS, and the The sword is a sharp melee weapon, with
difficulty depends on the target: damage 4. It adds one automatic Success Level
to each MELEE WEAPON roll the wielder makes.
TN 5 for materials (wood, water, clay)
TN +2 for single specifics (oakwood, fresh water, C.R.O.P. (CLOSE RANGE OPENING
molded clay) PROJECTOR)
GAME MASTER’S HANDBOOK
CL 8
TN +2 for mixed materials (house, car, watch) The CROP is a special projector that creates
temporary close-range portals. There can only
TN +2 for a specific item (my fathers’ car, my be two portals active at a time, and they must
brother, the Oritcze vase) be within proximity of each other (100 yards.)
The portals are about the size of a large Ogri,
A person can only roll for each item once; if some nine feet across. When there are two
you fail, you are not attuned to the object or portals active, they create a gateway between
material enough. them. The gateway is fully open, and you can
both see across them and walk or throw stuff
through. The gates last an hour unless the
JARNGREIPR CROP wielder closes them manually. After the
CL 7 one-hour cooldown, the gun can be used again.
These powerfully enchanted gauntlets are one If the gates close with something in it, that
of a kind. Forged in the fallen frozen empire of something is cut clean off. No known magic or
Ennead, the gauntlets change size to fit their material can prevent it.
handler, and they are completely indestructible.
The insides of the gauntlets are cool and dry,
and the outside of the glove is protected from PNEUMA PHILTER
all sorts of energy, from kinetic and electric CL 8
to mystical and Vagrant. The gloves make a The Pneuma Philter is an expensive and scarce
difference between outgoing and incoming alchemical concoction, that needs to be drunk
force, so a human can’t use the glove to punch in one go to be effective. It immediately turns
through a wall, but can make an incoming the consumer to incorporeal form, a shadowy
semi-truck crush itself against an upheld glove. ghost made of untouchable mist. The consumer
Any sharp debris could still hurt the person, cannot touch or be touched, but she can turn
but all forward kinetic force hitting the hand visible or invisible at will, fly at running speed,
would be absorbed. and speak in soft, airy whispers. She can see
and hear, but not touch or taste. Her possessions
on her person are turned as well, and return to
their original form when the effect wears off.
They are unusable in incorporeal form. The
effect lasts an hour, and the user gets a sense of
when it starts to wear off.
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LEOWOLD ARV55
CL 9
The Leowold ARV55 is the best aviating
recreational vehicle built in the Multiverse.
It combines the sleek Donum design made
popular in many ground vehicles on Earth,
with the advanced propulsion system from Clan
Yaimoloth of Kald. The ARV55, or “flying car”
as the agents say, can hold up to six passengers,
reaches 0-100 mph in four seconds, tops out at
220mph, and turns on a dime. It is bulletproof,
soaking up damages of 8 or less like they are
nothing. Drive safe!
PICAYUNE WIDGET
CL 9
The Picayune Widget (the PW) is used to shrink
non-living objects. You attach it to the building
or thing you want to shrink, and turn the knob
until it reaches the size you prefer. The weight
changes accordingly. No living things are
affected, so if you shrink a house with people
in it, either the house or the people in it will be
crushed, depending on the house’s structural
integrity. The shrunk item stays attached to the
PW, and regains its full size when de-attached.
It is recommended to re-size all objects
carefully with the knob to avoid accidents. The
PW can only hold one item at a time and can
shrink anything the size of a skyscraper or
smaller.
162
The wearer still leaves tracks, but not where she
is standing, only when the tracks aren’t covered
by the spell, as the wearer walks away.
MARMOSETI SUITCASE
CL 11
There are a number of Marmoseti suitcases out
there, of different calibers. The CCI suitcases
typically look like trunks or regular suitcases,
but the space inside is folded many times,
creating a large room inside the case. The
interiors are roughly the size of a three-room
apartment, and each suitcase is full of furniture
and equipment. If you’re lucky, the last users
left the place in decent shape. The weight of
the suitcase is constant and quite heavy. The
suitcase is actually an advanced portal to
a pocket in space, so shaking the case does The only limitations are the user’s imagination
nothing to the room. and the amount of sacrifice. Depending on
what the ritual will do, there needs to be Aether
sacrifice of the same potency. An animal fuels
NECRONOMICON a minor effect, like a seance or a blessing. A
CL 11 person is enough for a moderate effect, like
One of the most infamous books in the history dispelling a ward or putting one up. If you
of the Concord, the Necronomicon is not want to open a rift to another world, you need
that scary by its own design, but rather by its perhaps a dozen people or a rare artifact.
potential. It is a hefty tome, covered in the skin Humans as sacrifice won’t do since there is
of some twisted Vagrant. Inside it, you find virtually no magic in them. A ritual takes
the blueprint to magic. It lets you understand between one to ten hours.
almost any kind of magic or ritual, and can be
used to create all sorts of rituals like dispellings,
exorcisms, summonings, and opening rifts.
163
THE DEVASTATOR Once the Flowstone is gone, the reading bits
CL 12 become scrap, useless trinkets that might be
The Devastator is rolled out on two occasions: tradable with gullible natives, if you are of the
when you need to destroy something big or crueler kind.
when you need to create a big crater. It comes
with a hover-truck and must be managed by The user may ask a single question, and the
four people. It has 30 shells stored, and it can answer may be somewhat vague, interpreted
take down almost anything. Most of the rounds from runes, cards or bones.
are standard explosives, but the science team at
CCI HQ can create specialized shells should the
need arise. THE COILING DEATH EATERS
CL 13
The Devastator is handled by four people who The Coiling Death Eaters are magical wormlike
roll either FIREARMS, DEMOLITION, PILOT VEHICLE, parasites that feed on death. If you let one
and MECHANICS. If all rolls are successful in the slither down the throat of a recently deceased
same turn, the Devastator hits and does 10 dmg individual, the worm will fester and eat the
times the total number of Success Levels. death in the body, shockingly and abruptly
bringing the person or animal back to life. This
will not work if the subject has been dead for
HEAD OF THE SERPENT more than a day since the trauma to the body
CL 12 becomes too severe for the worm to consume.
The Head of the Serpent was retrieved from the After the subject is revived, the worm crawls
high priestess of a massive cult, who used the out from a random body opening and shrivels
magic artifact to amass followers and wealth up and dies.
before she was ultimately stopped in the nick of
time. All who view the wearer of the helm feel
compelled to her, and feel an intuitive bond or EXPERIMENTAL MOBILE PORTAL
connection. They still need to be convinced to CL 13
obey orders, but sooner or later they become The Mobile Portal is all new tech from the
totally entranced. Bazaar, and it consists of a portal frame,
batteries and a control device. Once the Portal
The wearer gains an automatic Success Level is assembled from the crate, it can be lit and
on all social rolls and can push the limits a bit directed towards any portal in the regular
on what she could ask as a favor. The recipient network. It is completely stealth, so there is no
would feel like their best friend is asking, a way of connecting to it from somewhere else. It
friend they have faith in. takes about an hour to get it assembled, and five
minutes to open and direct the portal.
DIVINATION KIT
CL 12
The divination kit consists of reading bits and
a flowstone. When the divination ritual begins,
the flowstone is placed among the reading
bits, and the ceremony starts. At the end of
the ritual, when the user is attuned to the
Flowstone, she asks a question about the future.
The flowstone disappears, hurled into the future
by the magic, to the spot most vital to the
question. The reading bits are hit in the present
by the wave, and the reader may interpret the
answer. The Flowstone can only tell of a future
that would have been, had the user not looked.
164
PROGRESSION
When the agents succeed or fail in missions, INFILTRATION
they gradually get better at their job. They will The agent...
get more dots in Veterancies, Clearance Levels,
and Skills, as well as higher Basic Attributes. ...told a lie to an antagonist.
...avoided getting seen by an antagonist.
At the end of each adventure, the characters ...used inventiveness to avoid or trick a foe.
will gain free experience points to distribute as ...got deceived by someone unfamiliar.
they like, as well as Veterancies and CL, which
are more specific. OBSERVATION
The agent...
VETERANCY
Veterancy represents the ability to stay calm in ...found something hidden or secret.
different situations. The agents spend Veterancy ...deduced something useful or true.
GAME MASTER’S HANDBOOK
Points during missions to get special effects ...used inventiveness to gather information from
and to succeed in rolls that would otherwise a person or place.
fail. Any spent point is regained at the end of ...accidentally spilled a secret or other sensitive
each mission; they are only spent temporarily. information.
If you look at a Character Sheet, you will see
that each Veterancy has one line for permanent EXPLORATION
dots (circles) and one line for tenths. When The agent...
an agent gains points in Veterancy from
different situations, she gains tenths. A tenth ...got exhausted from non-combat physical
has no value of its own, but when a full row tasks.
is complete, and the character has ten tenths, ...found something hidden or obscured that she
she removes them all and gains a permanent wasn’t looking for.
dot. The dot can be temporarily spent during ...used inventiveness to manage in the wilds or a
missions, and return in full when the mission hostile environment.
is over, or the character takes a long rest. There ...got utterly lost, contracted an illness or got
are three ways to gain tenths: poisoned by being careless.
by receiving the negative Red Die (handed out
as a penalty by the GM), by fumbling a roll SCHOLARSHIP
(getting a negative result) or fulfilling a criterion The agent...
at the end of the mission (or adventure, if the
agents go rogue), from the following list: ...used general knowledge to solve a situation.
...gained actionable knowledge by analyzing or
CONFRONTATION studying.
The agent... ...used inventiveness to create or use an item to
her advantage.
...was in a physical conflict. ...Made a wrongful assumption or failed at a
...ended a physical conflict without anyone task that would have significantly benefited
getting hurt. from proper preparation.
...used inventiveness to gain the upper hand in
a fight. You can go through the list together, and the
...had the chance to watch a superior foe fight. players can justify how they think they’ve filled
the criterion. Each criterion is worth 1 Tenth.
Red Die and fumbles give one tenth in the
Veterancy corresponding to the Scene.
165
CLEARANCE LEVEL (CL) EXPERIENCE POINTS (XP)
When solving missions, or, to be more specific, After each mission (or adventure, if the agents
Mission Objectives, the agents rise in the ranks go rogue) the agents gain XP. XP are free points
of the CCI. Each agent has a Clearing Level that that can be used to buy different improvements
gives them a better pension and access to more for their characters. The ratings differ, as some
classified information and equipment. Many things are more expensive than others.
agents see their Clearance Level as an essential
measure of their prowess in the Agency. When At the end of a mission, each character gains 1
going out on a mission, the agents pool together XP per achievement if they;
their CL and get to check out equipment from
the armory for that pool total. • Learned something new about the world.
When gaining CL, the character gains Tenths. If • Overcame a hardship or conflict.
you look at a Character Sheet, you will see that
Clearance Level has one line for permanent dots • Did something that fit her persona, rather
(circles) and one line for tenths. When an agent than acting mechanically.
gains points in CL from finishing objectives,
she gains tenths. A tenth has no value of its • Had a player who respected the other player’s
own, but when a full row is complete, and the time and effort.
character has ten tenths, she removes them all
and gains a permanent dot. • Had a player who entertained someone else in
the room while remaining focused on the
Each Objective is worth a different CL. game.
A Main Objective is usually worth two to four
tenths, a Secondary Objective is worth one to A character can only benefit from each
three, and a Minor Objective is worth one. achievement once each mission, for a maximum
The specifics of each Objective is generally of 4XP.
known by the agents when a mission begins, but
not the reward. If you, as a GM, want to, you can As a GM, you should discuss each bullet point
have the agents roll to write the report at the end with the players, and make them justify the
of a mission. Only one agent may make the roll, decision. When they have gained their XP, they
and no Veterancy may be spent. The agent rolls may spend it (and any saved XP from previous
CHA + CONVINCE (TN 7). If she succeeds, all agents missions) on the things on this list:
gain one extra CL-tenth per Success Level. Is she
fails, the group loses one CL-tenth.
166
ADVENTURE
This is the introductory scenario for Agents of The adventure is cut into three large parts: the
Concordia. If you are a player and will not be Hook, the Line, and the Sinker.
Game Master for this Adventure, do not read
any further. If you are planning to be GM, I Some part of the story is written in such a way
advise you to read the adventure in full before that it can be read out loud for the players. You
you start playing. may do this if you wish, but it is perfectly fine
to read it yourself and retell it to the players in
LAYOUT your own words.
The adventure is a semi-sandbox. The players
are dropped in the middle of nowhere and have HOOK
an assignment that needs to be done within a The characters get a mission to procure a safe
set timeframe. The objective is clear, and there place for a protected individual going into
are plenty of things that need attention. The hiding. The bureau has selected a small village
drama will seek the players out if they don’t in the jungles of Omeyocan, far from the
seek it out first, and if they do nothing, they protected individual’s natural enemies. The
will fail their first assignment. There is no given characters have three days to secure the place
order to solve the different situations; it’s in the before she arrives. Can they clear the site of
hands of the players. drama before the time is up?
168
LINE BEHIND THE SCENES
The place is riddled with drama, and the The village is not safe. There’s a doctor, Wayland
characters need to be quick in making decisions Cetrix, who is hunting the girl. Several years
if they are going to subjugate or befriend ago, he used divination to see that she was
the unsavory local elements. Can they turn coming here, but the vision did not show when.
potential threats into protectors, or do they Averland came to the village five years ago,
handle things by the book? and has waited ever since. If he can harvest her
precious and exotic organs, he will be set for
SINKER life.
The girl arrives, but she is not alone. Questions
arise, and trouble is brewing; some characters There are a few other problems here as well;
in the village are not whom they seem, and most of them provide moral dilemmas for the
some are outright dangerous. Can they root it characters. Should they let the villagers live
all out, or will they leave the girl in an unsafe their lives, or should they interfere in all their
environment? business while trying to make the place safer?
are about 400 residents in the village, and presence of agents means that they have been
most of them do not have electricity or other discovered. They are on the run from the
modern commodities. The whole town is non- Concord, due to a smuggling scheme that would
economic, and all work as hard as they can, have led to their incarceration. They protect the
and get food and items for free from the general village from intrusive wildlife, but they do not
storage. Those who slack off are cut from the have paperwork or licenses for their weapons.
privilege of the warehouse, though this is not They will not try to harm the players unless
common. When the players arrive, there are they feel that their freedom is being threatened
no punishments carried out, save for the ration or questioned.
cut for the Amaro family (more on this is in the
“behind the scenes” section.) • There is a family feud between the manager
for the community center and the Amaro
The island is peaceful, and has no predators farmer family. The farm’s new line of crops has
larger than wolves. There is only one other not gone as well as they had hoped, and they
settlement on the island, a small fishing village have used a secret chemical mix to try to grow
that serves as a harbor. Many residents live their new fruit, but it has made the whole batch
on Eco-farms, growing fruit and vegetables poisonous instead. They have to keep it a secret
amongst the jungle trees. At first glance, the as well, as agricultural chemicals are prohibited
place seems like a real paradise. on the island. On top of that, the community
manager is reluctant to give them food from
the community storage, as he believes they are
secretly harboring food from the rest of the
town (they have not told him about the unlawful
use of chemicals, that have turned the crops bad.)
The Amaro family’s mother will try to poison
the players and blame it on the community
manager, Wya, taking advantage of the new
arrivals.
169
• There is a cave in the jungle, a big sinkhole Your primary objective is to secure the area and
hidden amid the thick jungle tapestry. defuse any possible threat to the protectee. The
Youngsters come here to explore, play around, protectee is sensitive to stress, so there must be
and challenge each other in different dares. This no risk of commotions, stressful situations, or
poses no threat, but there might be more hidden dangerous situations. The selected spot is highly
in the underground ruins in the caverns. classified, so you will be traveling incognito.
• There are a couple of older men who get quite The Protectee will arrive with an escort detail
loud about their despise for the Concord, as after three days, and you will remain until all
soon as they get mead into their bodies. They’re stressful incidents have been diffused or five
not a threat, but if the characters take offense, it days have passed in total.
might blossom into a fight.
Your contact in the hiding place is an
• Some local kids are sneaking around at night, Omeyocan called “Pacar,” and he will meet you
trying to steal sweets from the warehouse. upon arrival.
• The town will arrange a feast for the agents SECONDARY OBJECTIVE:
after two days, where the Amaro family mother Confiscate dangerous Items. (2 CL)
will try to poison the agents, kids will sneak off Confiscate and secure any unregistered weapon
and get into fights, and some giant sea crabs or otherwise hazardous item, and return them
will wander into the light from the dancing to the CCI for evaluation. (2 CL)
flames and become frightened. Oh, and the
village coordinator will accidentally burn MINOR OBJECTIVES:
the whole village to the ground with unsafe Protect civilians (1 CL)
fireworks. Minimize damage to nature (1 CL)
Minimize damage to infrastructure (1 CL)
During the mission, these happenings will
be included in the setting, but depending on You will need no special equipment or financial
where the agents are, they might miss them or aid. Checkout from the armory as usual.
be affected by them in different ways. They will
have to use their investigative Skills to find out
what’s going on, and how they can prevent or SERVING THE MISSION
deflate dramatic and volatile situations. You can start the adventure in any way you like.
The two recommended ways are either to begin
the adventure at the CCI hub or to put them on
HOOK a boat to the island. If you begin the adventure
at the hub, you’ll let their assigned executive
director give them their mission briefing, send
LOGISTICS them to the armory for item checkout and then
On this mission, the characters get no special let them step through the gate. This is a bit of
equipment. They may check out equipment a slow start, so it is only recommended if you
from the armory after they get the mission have a lot of time, or you are in a more extended
briefing. (They may check out items for a total campaign where you want to dig deep into the
value of their collective Clearance Level.) characters and their connection to the CCI. The
other way is to place them on the boat heading
MISSION BRIEFING: OPERATION GENESIS from Omeyocan mainland to the island. Tell
Primary objective: Precautionary security detail them the mission and what’s going on, and
(4 CL) give them the opportunity to decide what they
checked out from the armory.
You are going to a location that has been
selected as a secret hiding place for an
individual who needs special protection.
170
ARRIVING AT THE ISLAND The village sits in the middle of a clearing and
is composed of huts made from giant, hollowed
out gourds, enforced with straw and clay.
The Omeyocan sea is clear, warm, and washes In the middle of the village, a large community
its bright cyan colors against sunbaked sand center is visible, along with a two-story hut with
beaches. It’s reminiscent of tropical Oceania on big balconies and a town square in front. The
Earth, and it is absolutely stunning. The large huts are close together, with dirt roads between
wooden catamaran cuts like a skimming arrow them. Some have small gardens, and towering
through the tropical water, and in the distance, palm trees are scattered between the buildings
the jungle-island of your destination starts to to provide shade and protection from the wind.
take shape. There are a lot of passengers on Electrical poles are thinly spread throughout
the boat, most of them Acaan islanders who’ve the village, and one could imagine that only
been to the mainland to buy and sell supplies one-tenth of the houses have electricity. The
and visit friends and family. The ship stops at clearing is about one-and-a-half miles wide and
a lot of different islands, and the full tour takes covered with huts all the way to the forest line.
many hours. The boat stops and drops you off
at a small fishing camp. It is hot under Inti, Pacar leads the players to a nice-looking hut
the blazing ball of raw Aether that slowly drifts with a small garden. It has two large rooms
over the sky. The air is moist and smells like downstairs, and a small tower with a bedroom,
seawater and warm sand. An old Acaan in a tall accessible through a ladder in the living room.
headdress greets you at the pier: It overlooks a small garden enclosed in a fence.
The hut is spacious with no doors, except the
Hey, glad you could come! Inti bless you! I got rickety doors to the garden and to the front. The
ADVENTURE
the quick briefing from Concordia Prime; we’ll doors are basic with wooden clasps, and there
be delighted to have you! I’m your contact, Mr. are no locks, only offering protection from
Pacar. I know it’s on the down n’ low, so I might weather and animals.
as well tell you what they told me. You are here
to scout the area for different suspicious activity, Old lightbulbs are hanging from a line in the
to make way for a lady who’ll be staying with us roof, and it seems as if this hut has electricity.
indefinitely, and she needs a quiet place to settle (An observant character could have spotted the
down. After that, we tell no one about her, and path leading to the house on the way in.)
just welcome her to the community. I haven’t told Pacar bids them a good day, and recommends
anyone else, I thought I’d leave that decision to that they present themselves to the Community
you. It’s a good community, and easily notified Manager, Wya, at the center of town.
or assembled if needed. If you want anything
else from me, let me know. I’ve arranged a large It’s the middle of the day, and the village is
hut for your accommodation, and after that, I stirring with children, workers carrying fruit
thought she could have it. and vegetables to the community store, and
elders playing worn boardgames in the gazing
The Omeyocan elder offers to carry any bags sun. There seem to be a lot of different species
that the agents might have, but he only has two represented.
hands, and he looks quite old. He leads them
through the jungle, on a small path covered
in wooden planks. After about 40 minutes of
walking, and after passing a few crossroads
along the way, they arrive in the village.
171
LINE - PLACES
On the first day in this unnamed village,
trouble will not come to the characters;
they need to seek it out. In general, most of
the people in this town will have a happy
disposition, and their troubles are quite
mundane. The villagers will sooner flee than
fight, with a few brave exceptions, should the
need arise.
172
THE ARWIN FARM Such dangerous chemicals are not allowed on
The Arwin farm is a large treehouse in the the island, so they have tried to get rid of the
thick jungle. There’s a path leading there, and evidence. Akka, the Amaro house mother, hates
there’s often at least one Arwin in town to Wya and vice versa. The feud has been going
deliver goods. Twenty people live on the farm, on for a long while, and Akka will try to frame
mostly Chunas and Atums from house Sobek, Wya at the feast.
with reptilian features. The farm consists of
a big swamp with an apple orchard, and a big
treehouse some 40 feet above it, accessible by THE JONES’ FARM
the wooden pathway winding up through the Close to the village, about ten minutes out
trees. The farm smells like sweet melon mixed towards the coast, lies the Jones’ farm. Joan
with the putrid swamp. Jones is a human female from Earth that grows
edible flowers off the windy cliff towards the
The Arwins will be reluctant to invite the agents sea. She lives alone in a rickety but homely
into the house and will be suspicious. This is house at the treeline. The flowers make the
due to the fact that the Arwins were an old whole area smell like freshly washed clothes.
smuggling crew that settled down here to avoid She is content with life, but worries about the
the law. They’ve been here for 15 years, plenty “giant crab thingies” that can sometimes be
of time to turn their lives around, and now spotted of the coast.
use their combat prowess to protect the town
from dangerous animals. They have several This area contains no drama, but the crabs will
weapons in the house, along with a hidden stash be foreshadowing a later incident.
ADVENTURE
173
THE SINKHOLE Once a week, a large catamaran arrives to
The sinkhole is a large pit in the middle of the trade, and the villagers from the inland have
island. It is several hundred yards deep, and a shed where they put goods and receive other
about 100 yards across. There’s only darkness products in return. Mostly foodstuffs that are
if you look down there. If the characters hard to grow on the island.
arrive during the day, they will see teenagers
playing at the edge of the hole, daring each The fishermen are skimming some goods off
other to climb out on branches over the pit. If the top, and are sneaking candy and trading the
a character can fly, she can fly down into the villagers’ things for tobacco. If confronted, they
dark. At the bottom, in pitch darkness, is the will gruff that it’s none of the agents’ business,
entrance to a giant temple, and behind that, unless they out themselves as agents, in which
several large halls and winding pathways. case they are sorry, and it won’t happen again
This is the inside of one of the old titanic ever.
Prismborns, long dead and forgotten in the
ocean. The island is formed around its body.
There is nothing of value in here unless you as
GM get inspired and want to do a short sub-
adventure.
174
LINE - FOUR DAYS AND FOUR Wya will charge Akka, and they will slug it out
in the square. Wya will win if the agents don’t
NIGHTS intervene, and Akka and her two children will
swear revenge and limp back to their farm.
The doctor will visit the village and look at
If the agents don’t stir up drama themselves patients in the community center. He is curious
(as any good agent would), things will start to as to what the agents are doing in the town, but
reveal themselves on their own. This is a short he will not ask outright and seem nosy.
list of things that can happen during their stay.
If the characters notice any of these occurrences
will depend on where they are and what they
do. Feel free to move these around if you want,
NIGHT 2: THE SEARCH
Late in the evening, a search party is forming in
and remember that they might be void if the
the town square, with torches and farming tools
agents have already acted on them.
in hand. It seems that some of the kids in town
have gone missing, and the parents and friends
are going to search for them.
DAY 1: ARRIVAL
On the day of the agents’ arrival, the rumors The search will continue all night, and at the
quickly start to spread about some newcomers brink of dawn, they will find them at a camp
in the village. If the characters out themselves on the beach. It seems that the kids are all right
as agents, it will make many people nervous, and that they just ran away from home. If you
but most non-criminals will be compliant. as GM want to add more drama to this, you
Nothing special happens on this day unless the could add that the kids don’t want to come
ADVENTURE
characters evoke it. home, and will fight with their parents before
running away permanently.
175
and different ground effects, packed tightly in
the box, pointing in all directions. He shouts
“Let the festivities begin,” and happily shoves a
burning torch into the box. If the characters are
fast, they may try to stop him. No other villager
is quick enough.
The characters will be offered fruit punch to unconscious, and then die. Dr. Cetrix will treat
drink. Wya pours the punch, and he pours the them, but if he doesn’t trust them, he will also
same punch to many of the close guests. The give them a sedative, rendering them sluggish
agents’ cups are laced with poison. Enough and feverish the coming days. The treated
to kill an average person if untreated. If the characters gain a CRIPPLE on all rolls that require
characters drink the poison, they will feel fast thinking. The doctor says that this is
queasy after a few minutes, and start vomiting normal, but it is, in fact, a spike he deliberately
after half an hour. Akka will immediately gave them to make them easier to handle.
begin to accuse Wya of the heinous crime and
demand that he be exiled from the island. The In any case, the night will probably end in
others will not hear her out, and try to fetch a tragedy of some sort. If by a miracle, no
the doctor to tend to the characters. Dr. Cetrix fireworks are fired off and no one is poisoned,
will arrive after another 30 minutes (he was not the only thing that is happening that’s out of the
attending the party) and treat the characters. ordinary this night is a drunken fight between a
If left unchecked, they will lose one point of few of the youngsters, ending in a broken nose
health every 5 minutes until they first fall and some curse words.
176
SINKER - DAY 4; ARRIVAL AND ATTACK
DAY 4: ARRIVAL
On day four, the protectee arrives. She is a
mature Faun named Blithe, and she is pregnant,
looking like she is in the third trimester. Any
character with occult or species knowledge
knows that Fauns cannot become pregnant, and
this is something utterly unique. She will arrive
with a small security detail of one CL 6 Ogri
in a black suit. He is an Ogri of few words and
will help the Faun to her new home. Pacar will
escort her to the hut where the agents live and
inform them that she will live there now. The
Ogri agent is her caretaker and will stay with
her. If approached, she speaks in vague, half
completed sentences as her mind seems to float
into the distance.
177
LINE - CHARACTERS Vagrant moth to gain visions of the future.
They slowly mutate, slowly becoming moth
creatures, and start to get detached from the
PACAR, ACCAAN ELDER here and now, acting only on future events and
Pacar is a grey old Acaan, suntanned with lots premonitions. They are motivated by greed and
of smile lines and crow’s-feet on his face. He power, trying to get to the Singularity.
has a long white beard decorated with beads
and rings. He is old and slow moving, though Wayland has hardly taken any dust yet and has
his body suggests that he once was strong and no mutations or mental issues. He came to the
explosive. island many years ago, with the premonition
that there would come a girl with innards of
Pacar is generally friendly and will help as pure gold for the taking. He has not forgotten
many as he can, as often as he can. He is one his mission, and even if he has become a part of
of the elders of the village, and contact person the island community, he yearns for the day he
for Concordia officials. He has a radio and gets to go home.
electricity in his shack.
Proficiency: 3
Health: 16
WYA Target Number: 6
Acaan Community organizer Wya is a hefty
Acaan, with dark brown hair and big horns. Attack description: Natural weapons
He is dressed in bright, colorful clothes, and he Attack hit: 8
almost always smiles, wearing his heart on his Attack damage: 4
sleeve.
178
AMARO FAMILY MEMBER, ARWIN FAMILY MEMBER,
MARMOSETI FARMERS ATUM SWAMP FARMERS, EX-SMUGGLER
The members of the Amaro farm are all The Awrin “ family” consists of 20 members,
Marmoseti. They are rejects from The Bazaar, comprised of mostly Atums and a few low-level
and they all have farmer’s clothes with some Chuna. They have an emerald-colored second
accessory to remind them of home, like a skin, and are all covered in extensive emerald
turban or some dangling jewelry. colored scarifications.
They leave most of the talking to Akka. If they The gang settled on the island some 15 years
are threatened, they fight with various pliers ago, and they have turned the village into their
and shears. protective territory, guarding their new friends
from the shadows like watchdogs. They have
Proficiency: 2 an arsenal of homemade weapons, but they do
Health: 6 not carry them out in the open, as weapons are
Target Number: 5 forbidden.
Proficiency: 3
Health: 20
Target Number: 6
179
BLITHE, FAUN VIRGIN MOTHER
Blithe is a sweet girl, a fair-skinned and oaken-
ENDING THE MISSON
This mission might end in multiple ways. The
barked faun with small antlers and big eyes. She
characters might expose Dr. Cetrix early, and
is pregnant in the third trimester, so her belly
glide through the mission, or they may miss
is clearly showing. She has a ceremonial toga,
it altogether. If you want to end with a finale,
which makes her look even more regal.
you may push the characters to either stay and
protect Blithe, or have the fireworks explosion
Blithe is soft-spoken and walks softly and
expose Dr. Cetrix.
slowly. She seems utterly confused in her
calmness, almost drugged; a side effect of her
Don’t be afraid to cut to the debrief. You might
pregnancy but this may raise concern. She is
do it as soon as a shot is about to hit the head of
compliant to all kind demands.
Dr. Cetrix, or as soon as the crabs are defeated.
It’s up to you if you want to wrap things up and
Proficiency: 3
end on a high note. As long as the characters
Health: 10
don’t feel cheated if they had some cool plans
Target Number: 8
left, you can do a cutoff to end a pleasant
evening in the game room. Cut to the debrief
Attack description: Fist
with their assignment officer saying “Well, what
Attack hit: 3
happened next?” You could let the characters
Attack damage: 1
explain in their own words how they felt it
would have ended.
SLAG, OGRI SPOOK CL 6 When you have finished the mission and the
Slag is a large, by the book Ogri with a black
debrief, award the characters CL equal to the
suit, black shoes, and black shades. He doesn’t
objectives they achieved, and follow the rest of
smile or talk much, and almost always works
“Progression” on page 165.
alone. He has no visible equipment other than
the gun that can sometimes be seen through his
jacket.
LAST NOTES
Remember to wing it. Remember to hand
Slag is a good guy. He has never-ending
out CRIPPLES, SUPPORTS and Target Numbers
patience, but he is exceptionally explosive if
(TN). Remember that it’s not a competition.
he decides to take action. He is dedicated to
Remember that it’s nicer to kill off new
protecting Blithe, and will not take orders from
characters than experienced ones, and
the other agents, nor will he give them. “You
remember to make it memorable if you do.
have your mission, I have mine,” is his standard
answer. He will not give away any details of
Last of all, and by far the most important,
what his mission encompasses to agents below
remember that you are all responsible for each
CL6.
other’s entertainment. Have fun, give fun!
Proficiency: 3
Health: 16
Target Number: 7
180
PLEDGERS
CLEARANCE LEVEL 1: TRAINEE Mark Thompson, Marko Sertic, Markus
Alan the Alpal, Alton C. Capps, Anders Mergard, Martin Ellermeier, Martin Hoag,
Jonsson, Andrew Chirgwin, Chris Eliasen, Matteo Signorini, Matthew, Mauro Adorna,
Clayton Notestine, Cory Aughenbaugh, Michael Gunn, Michael Novy, Mikailos,
Doug Grimes, Ed, Eirik Gronlien, Michael Schwartz, Mike Maurer, Misuchiel,
Erik Lagnebäck, Haevermaet Anthony, Natascha McGilvray, Nate Ng, Nbaer,
John Bowlin, Juha-Matti Marjamaa, NecroNuke9, Neil, Nicholas Cotterill, Nieka
Kristofer Norén, Landon B, Lunchkunn, Fields, Noël, Noralie, Obsidian, Oliver Peltier,
Matt Evans, Michael Tree, Patrick Chapman, Orko, Owain Pearce, Paul Rivers, Peter
Pavel Gurov, Petter, Renegade Game Studios, Petrovich, Philippe Bouchard, Pietro, Rabih
Terrieux Hubert, Trip Space-Parasite, Ghandour, Remi Bilodeau, Richard Rivera, Rick
Vincent Arebalo, Lindhorst, Robert Daley, Robert G. Male, Ryan
Kent, Ryan Towers, Rylai, Sabrina Enqvist,
Samuel Webb, Sarah Williams, Scorpinou,
CLEARANCE LEVEL 3: STATIONARY AGENT Scott, Scott Fenrir, Scottie Taylor, Seth Hartley,
Aaron, Aaron Lim, Adam, Adam, Shiftab, Simon Taylor,
Adam Boisvert, Adam Neisius,Adumbratus, Simon Tingell, Siqi Li, Sominex,
Airsaber, Alcethenecromancer, Alex Katrenick Spyros Veronikis, Stephane Gelgoot,
Amelia Ng, Anders Lindberg, André Markund, Stephane Lorek, Steven Lord, Steven Thesken,
Andrew Peregrine Anthony “LibrariaNPC” Svend Andersen, Taco, Taylor Guest, Thierry
DeMinico, Mysterious stranger, Bavo, Bee De Gagné, Thomas Frank, Thomas R., Todd
Bolen, Ben Hall, Ben W, Björn, Blangis, Brian Thomas, Travis Stodter, Tyler Magruder,
C. Kapaun, Bryan Jones, Caraig, Carol Darnell, Warren Nelson, wormstorm, Wyrd Edizioni,
Catriona Beamish, Céline Badaroux Denizon, Zakharov Sawyer,
Chandler, Chris Stewart, Christopher Avery,
Chuck Dee, Cody, Contesse, Craig, Damian CLEARANCE LEVEL 4: REACTION FORCE
Guitian, Daniel Kraemer, Darren Richley, Erwan Gas, Ilmenstein, David Csobay,
David Ginsburg, David Queen, Alex Viksten, Christer Eliasson, Dan Backlund,
David Stephenson, David Yellope, Didas_94, Daniel Lehto, Daniel Mossberg, Elias Lindqvist,
Diontae, DivNull Productions, Dmitry Baranov, Krister Persson, Oskar, Adrian Czajkowski,
Drew Wendorf, DrewSouth, E.Powell, Eleanor Andrew Walker, Brian Hunt, Heath Dobson,
Hingley, Emily Holder, Eric Troup, Firanai, Jason Gabel, Anton Sjöstedt,
Fr. Thomas Bailey, OSB, Frank Mitchell,
Frida Irenè Blom, Geefax, Graeme Doherty, CLEARANCE LEVEL 5: INVESTIGATOR
Greg Conant, Harry Nelson, Ian Borchardt, Adam Roy, Alan Norris, Alexander Hrebluk,
Ida Nyman, Iseir, J-P Spore, Jacob & Natasha Alexander Thissen, Anna Forslund, Anton,
Germany, Jakob Øelund, James Meredith, Arawn D. Draven, Black Lotus Kult, Arvid
Jan Kubis, Jens Alm, Jessica Huang, Ji K Lim, Silvmarker, Aymar, Brenna Parker, Brian
Jisoo Lee, Joel, Joerg Sterner, Johannes Läuffer, Habenicht, Brigid Dunn, Bruce E. Coulson,
john, John Daly, John Di Pietro, Jr., Jon Terry, Carmen Marin, Cato Vandrare, Charles-
Jonathan Korman, Jonathon Dyer, Alexandre Begin, Chris I-B, Chris Snyder,
Joseph Schutte, Joshua Straub, Kaira Murphy, Christer Johansson, Christoffer Krook,
Kenneth, Kevin Serrano, Krister Lundmark, Christoffer Rosén, Christopher Harlan,
Kristopher Volter, Kwangmin Kim, Clay Gardner, Daniel Fuentes, Daniel
Kyle Burckhard, Laura, LORANGE, Jacobsson, Danny Lapointe, David Dalton,
Luc Teunen, Luke Lattimer-Rogers, MacAnus, David Harrison, David Rubin, David Starner,
madkids, MageAkyla, Magnus Fredlundh, Marc Dennis M, Douglas Molineu, Dylan Johansson,
PANTEL, Marcelino, Mark H, Ed Gass-Donnelly, Eric Bonnet,
181
Evelina Ekersund, Filippo Franco, Frank Carr, CLEARANCE LEVEL 7: RETAILING OffICER
Fredrik Andersson, Fredrik Ernstson, Fredrik Andreas Uppling ,Bruyndonx Arjaan, Incrade
Söderberg, Gavin Baumber, Greg Maroda, family, Legend Gamestore,
Guy Edward Larke, Harald Eckmüller, Hardy,
Heather Miller, Hiplobbe, Hjalti Nönnuson, CLEARANCE LEVEL 9: DEPUTY DIRECTOR
Hoarau, Jack Krause, Jamie, Jan Mertens, Aedan Wright, Alyxa Lorenn, Andrea
Jason Corley, Jay Watson, Jeff Workman, (page 130), Andreas Andersson, Big Wolf,
Jenevieve “Tasha” DeFer, Jennifer Claywood, Björn Flintberg, Brian, Brian Weisberg,
Jere Manninen, Jeremy Wasik, Oliver & Jimmy Bryan Considine, Cardinal, Charles Pugsley,
Lindqvist, Joel Mattson, Dogma, Chef Pandakage, Christer Kågström (page
Johan Hellgren, Johan Linder, Johann Prieur, 11), Christian Öberg, Christopher Haase,
Johanna Larnemark, John A W Phillips, Christopher Stepps, Daniel Dräger (page 56),
John Desmarais, John Henry, Johnny Casady, Daniel Keeling, Daniel Sjögren, Donald A.
Jordan, Jordan Huggins, Joshua Grenitz, Turner, Drake Schneider, Elis Lantto, Fiikragg,
Karl B. Fischer, Karl Deckard, Kasper Grönkjär, Filontar, Geoffrey Allen, Guillaume, Gun
Katrina Johnson, KennyAsche, Key Bjuhr, Pow, Gustaf Wiktorén, jack, Deputy Director
korrekturratte, Kristine Dietriche, Kyle Webb, Jake Lindauer, Jason Cleveland, JD44, Jerry G
LaserKing9, Lawrence Alman, Lee Langston, Prochazka, Jim Davies, Josefin, Joseph ‘BEAR’
Leland Rodriguez, Andrew Hewson, Thompson - TAPM Systems, Justin, Klas
Lindsey Bright, Luigi Purgato, Claywood, Leif Ershag, Marc Lindström,
Luke Cunningham, Magnus Wiklund, Marcus Lindqvist, Mark Edwards, Mark Solino,
Mango Mary (page 64), Mary McMurtrey, Mattias Wiking,
Marc Oliver Schneeberger, Morgan Weeks, Naïck (page 121), Nathan
Mark Barr, Marvin Langenberg, Bingaman, Nimbral, Olle Carlgren, Patrice
Mateo Aristizabal, Mats Bergkvist, Mermoud, Pedro(TE), Peter Allen,
Matt Hudgins, Matthew Redman, C.C.I Section 8, Rickibray, Riri, Rolf Böhm,
Mechanical Egg Games, Ronsley, Ross Shaw, RPG Crunch, Runeslinger,
Michael Baker, Michael Cassells, Sandra H. Bruel, Sean T Berry, Shawn Polka,
Michael Feldhusen, Michael Kusternig, Simon, SirFlipsALot, Stefan Lundmark
Michele Facco, Mikael Hedström, (page 18), Stygian Fox Publishing,
Mikael Lundström Ramirez, Mike Douglas, Tracey Willis, Tyler Brunette, Viktor Sidén,
Mike Williams, Mychal S Capozzi, William Deeley,
Måns Broman, Nick Stinchcombe,
Nicklas Bystedt, Nicolangela Moon,
Ols Jonas Petter Olsson, Yuna Ulc, Paco Garcia
Jaen, Paul Tobin, Peter Taylor, philip hindley,
Philip Rogers, Phillip McGregor, QuirkyAI,
Redfuji6, Richard Greene, Robert Dickerson,
Ryan Bruin, Sabrina Klevenow, Sam Benke,
Sam Parsons, Samuel Larsén, Sarah Flewelling,
Sarah Templeton, Scott Dahlgren, Sebastian,
Sebastian Salonen, Simone Maccapani, SoSo T,
Stefan Anundi, Stefan Persson, Stephen Smith,
Stuart McIlwraith, Taicho, Terence Dunn,
Iyar Nitzan, The Freelancing Roleplayer, Thimo
Wilke, Tobias Wilz, Todd Stephens,
Tom Shen, Tomás Alarnes Piñeiro,
Tommi Putkonen, Tommy Salomonsson,
Tony johnson, Tony Phoenix, Udo Femi,
Valerio Vistarini, Waldviech, WK, Zach Miller,
Zachery Bickett, ZahanMara, Zaratan,
182
AGENT OVERVIEW DOSSIER Name
Specie
CLEARANCE LEVEL
Description
Note
Background
Personality
Motivations
Habits
PERKS
1st
Likes Loathes
2nd
EQUIPMENT
Notes
3rd
4th
183
WITS DEXTERITY CHARISMA WISDOM CONSTITUTION FOCUS
CONFRONTATION SKILLS
Used CHECK CONFLICT - -
DODGE - -
MARTIAL ARTS - -
Notes
MELEE COMBAT - -
FIREARMS - -
THROW & MISSILE WEAPONS - -
INFILTRATION
Used CHECK MOTIVE - -
STEALTH - -
CONVINCE - -
Notes
SKULLDUGGERY - -
DEMOLITION - -
STREETWISE - -
OBSERVATION
Used CHECK SETTING - -
CAUTION - -
INTIMIDATION - -
Notes
TRANSLATE - -
SURVEILLANCE - -
FIRST AID - -
EXPLORATION
Used CHECK RESOURCES - -
ENDURANCE - -
GYMNASTICS - -
Notes
BEAST HANDLING - -
MAKESHIFT - -
PILOT VEHICLE - -
SCHOLARSHIP
Used CHECK PROPERTIES - -
KEEP CALM - -
MECHANICS - -
Notes
CULTURE - -
ALCHEMY - -
RITUALS - -
Grit Wound THR Health
184
INDEX
A Chuna......................................................................89
Acaan........................................................................79 Claw Compass kit................................................157
Academic.................................................................73 Clearance Level (CL)....................................131,166
Aerosol Cement....................................................158 Clockwork dust....................................................157
Aether consumer....................................................69 Combat......................................... ...........................17
Aether.........................................................................8 Commando.......................................................... 122
Aether Resistance...................................................69 Confrontation.........................................................15
Aether sensitive......................................................70 Constitution (CON)..............................................47
Alchemy...................................................................58 Construct................................................................70
Alden........................................................................81 Convince..................................................................52
Amphibian..............................................................66 Covert kit..............................................................156
Ancillian Shield....................................................157 Craftsman................................................................74
Animal lover...........................................................59 Creatures & Villains........................................... 141
Aristocrat................................................................73 Creatures & Villains anatomy...........................142
Artist........................................................................74 Criminal..................................................................74
Asp the Serpent.....................................................161 Cripple.....................................................................13
Attack action...........................................................18 Cryptic.....................................................................63
Atum........................................................................83 Culture (Skill).........................................................58
Automaton..............................................................85
D
B Death........................................................................20
Basic abilities...........................................................47 Demolition..............................................................52
Basic training........................................................119 Dexterity (DEX).....................................................47
Beast Handling.......................................................55 Dodge.......................................................................50
Beast..........................................................................70 Daredevil.................................................................63
Bookworm..............................................................62 Divination kit.......................................................164
Born leader...............................................................74 Dowsing device.....................................................161
Disguise kit...........................................................155
C Demolitions kit....................................................155
C.R.O.P...................................................................161
Cadaver....................................................................87 E
Camping grenade.................................................157 Endurance...............................................................55
Canny.......................................................................62 Enhanced olfaction................................................66
Career..............................................................119,120 Equipment.............................................................155
Caution....................................................................53 Excavator...............................................................130
CCI...........................................................................27 Expedition kit.......................................................156
Character creation..................................................71 Experience points (XP).......................................166
Charisma (CHA)....................................................48 Experimental Mobile Portal..............................164
Charming................................................................59 Exploration.......... ...................................................16
Chatty..................................................... .................60 Explosives kit........................................................157
Check Conflict........................................................50
Check for consciousness.......................................20 F
Check for wounds..................................................20 Faun..........................................................................91
Check Motive..........................................................51 Firearms (Skill) .....................................................51
Check Properties....................................................57 First aid (Skill)........................................................54
Check Resources.....................................................55 First aid kit............................................................156
Check Setting..........................................................53 First aid....................................................................20
Checks....................................................................9,11 Fox..........................................................................124
185
G M
Gadget whisperer...................................................63 Makeshift................................................................55
Gates...........................................................................8 Marmoseti.............................................................101
Glide.........................................................................66 Marmoseti suitcase..............................................163
Gloomy.....................................................................60 Martial arts.............................................................50
Goggles of Dr. Buerhausen.................................157 Mask.......................................................................123
Graceful...................................................................66 Mask of Loptr........................................................159
Greenie.....................................................................63 Mechanics kit.......................................................155
Grit...................................................................19, 132 Mechanics...............................................................57
Melee Weapons......................................................50
H Moridiah................................................................103
Handy.......................................................................63
Hard worker............................................................75 N
Head of the serpent..............................................164 Natural weapons/tools..........................................66
Healing....................................................................20 Navigator...............................................................128
Health.......................................................................20 Navigator (perk).....................................................65
Helm of Hades......................................................162 Necronomicon......................................................163
Highborn............ ....................................................64 Night owl.................................................................65
Hugin......................................................................158 Night sight...............................................................67
Human.....................................................................93 Nomad.....................................................................75
Nonsense...............................................................105
I
Infiltration...............................................................15 O
Initiative..................................................................17 Observation.............................................................16
Intensive care.........................................................20 Ogri........................................................................107
Intimidation...........................................................53 Operator................................................................125
Ornithura..............................................................109
J Outsider...................................................................75
Jarngreipr...............................................................161
Jetpack...................................................................159
Joker..................... ...................................................60 P
Peculiar....................................................................60
Phoenix Matches..................................................159
K Phyllia....................................................................111
Kald..........................................................................95 Picayune widget...................................................162
Keep calm...............................................................57 Pilot Vehicle............................................................56
Kemuridama.........................................................160 Piscan.....................................................................113
Pneuma philter......................................................161
L Primer........................................................................5
Lab kit....................................................................155 Prismborn.............................................................115
Lab rat......................................................................64 Proficiency level (PL)...........................................142
Lahmia.....................................................................97 progression............................................................165
Laurenti...................................................................99
Leowold ARV55....................................................162
Locksmith.............................................................129
186
INDEX
R T
Reaction force.......................................................121 Target number (TN)..............................................12
Regeneration...........................................................67 Tech dissector.........................................................65
Reinforced skin......................................................67 Technology................................................................8
Relentless.................................................................67 The Bashosen........................................................160
Research kit...........................................................155 The Coiling Death Eaters...................................164
Rest...........................................................................20 The Devastator......................................................164
Ritual kit................................................................159 The Green armor...................................................162
Rituals......................................................................58 The Henlein Insight.............................................163
The powder of Bwiti............................................160
S Therapist................................................................126
Savage.......................................................................75 Thrown & Missile Weapons.................................51
Scary.........................................................................61 Timing .....................................................................14
scholar......................................................................76 Tiny..........................................................................68
Scholarship..............................................................16 Towering..................................................................69
Sidearm: Heavy.....................................................158 Translate..................................................................53
Sidearm: Light...............................................134,158 Traveler....................................................................65
Sidearms................................................................134 Tricks........................................................................70
Skeleton key...........................................................157
Skills.........................................................................49 U
Skullduggery...........................................................52 Unarmed damage.................................................132
Slummer..................................................................75
Social chameleon...................................................61 V
Solid Immune system............................................67 Veterancy.........................................................15, 165
Species......................................................................78 Veterancy: reaction................................................17
Spook......................................................................127
Squat.........................................................................68 W
Standard armor - Heavy armor.........................133 Wageslave............................................................... 77
Standard armor - Light armor...........................133 Wallflower...............................................................62
Standard armor - Shield.....................................133 Wildling..................................................................77
Stealth.......................................................................51 Wings...................................................................... 69
Steward ..................................................................117 Wisdom (WIS).......................................................47
Stewbrew Caldaria...............................................160 Wits (WITS)...........................................................48
Stoneface..................................................................61 Wordsmith............................................................. 77
Stormy.......................................................................61 Worlds......................................................................29
Street smart.............................................................65 Wound threshold..........................................20, 132
Streetwise................................................................52
Strong backbone.....................................................67
Strong grit...............................................................68
Stubborn..................................................................62
Success levels...........................................................13
Support....................................................................13
surveillance kit.....................................................156
Surveillance............................................................53
187
TITLE LOREM IPSUM
Name Loremipsum & Name Loremipsum
THE CONSTELLATION
TITLE LOREM IPSUM OF THETITLE
MULTIVERSE
LOREM IPSUM
Name Loremipsum, Name Loremipsum, Name Name Loremipsum
Loremipsum,
EARTH
CONCORDIA PRIME
CONCORDIA
THE INHABITED MULTIVERSE
ARTIFEX
THE PRIMAL