Apocalypse Prevention Inc. Savage Worlds Edition
Apocalypse Prevention Inc. Savage Worlds Edition
Players take on the role of agent Some races are considered Il-
for Apocalypse Prevention, Inc. legal, either through wrong-doing
from the various races that now or the threat their existence cre-
inhabit Earth. The core races are: ates on Earth. These demons are
l Humans: Creative and stub- hunted, captured, and deported if
born rulers of Earth possible, but these endeavors also
l Burners: Fire demons, refu- unfortunately end in blood shed.
gees from a machine race Playable Illegal races are:
l Changelings: Shapeshifting l Carriers: Disease-eating
demons that live beside humans demons that can create cata-
l Hidden Folk: Body-hopping strophic pandemics
elves in search for a way to free the l Oracles: Demons that
rest of their kind can tell the future, but bring bad
l Husks: Statue-like demons luck in their wake
with a flair for the artistic
l Lochs: Giant fish-demons,
dethroned from their kingdom
l Ondine: Merfolk, the ter-
ritorial, indigenous aquatic race to
Earth
MEMORANDUM
By now, you have learned that the true meaning of API is Apocalypse Prevention,
Inc. We are delighted you have joined our company in our cause to do just that!
Your contribution to our global family is important to ensure our sustained suc-
cess and growing protection of all countries. We hope that your career here will
be a gratifying one.
Please read the attached New Agent Handbook thoroughly, as it explains what’s
expected of you as a new agent and defender of Earth, as well as information on
your possible non-human coworkers and threats we currently face.
To reiterate from orientation, you are henceforth prohibited from contacting your
former friends and family. Your continued existence must stay top secret and can
cause problems if compromised. Appropriate disciplinary action will be taken if
this important rule is broken, up to and including termination.
We would also request you to complete all the pending paperwork (Forms found
at the end of the New Agent Handbook).
Sincerely,
ISBN: 978-0-9826427-6-4
Artwork:
Tazio Betten
Kat Burress
Casper Petersen
Derek Stevens
Mike Mumah
Amy Ashbaugh
Special Thanks: It took a lot to get this book out. I want to thank Clint Black for
backing me up everytime we had another delay and encouraging us through the
whole process. Thanks to Jay Peters to took up the reigns of the API conversion,
and Ron Blessing for really helping to refine it. Thanks to all the players who
helped us test the converted rules. Also, thanks to Ron Ringenbach for being the
biggest cheerleader. In the end, we have an awesome book here. Enjoy!
This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated
logos and trademarks are copyrights of Pinnacle Entertainment Group. Used
with permission. Pinnacle makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product.
http://www.thirdeyegames.net
Imanol Moreno (Order #16815528)
APOCALYPSE PREVENTION, INC.
Table of Contents
Chapter One: Character Creation 8
Chapter Two: The World of Magic 50
Chapter Three: API Organization 107
Chapter Four: Demonology 133
Chapter Five: Telling Stories for API 163
8 Chapter one
Imanol Moreno (Order #16815528)
ple can berate or belittle those they con-
Ethnicity/Race: Some parts of the sider “beneath them”. They could be very
world ignore the race issue, but such is polite to everyone, but may come off as na-
not the case in the majority of the United ïve or innocent. Or they could be very gruff,
States, where racism and prejudice still ex- making first contact difficult, but often have
ist between all races. Prejudice even exists an inner fragility. A character’s disposition
within particular races, where a person may is shaped by many of the other factors this
not be dark enough or too dark to fit easily section covers.
within racial boundaries. Some live truly
colorblind, but most know the real world’s Occupation: After compiling all the
harsh realities. Figuring out how the char- other information about the character, their
acter views race can reveal many things. role should reveal itself. Some decide to
Are they a bigot, do they strive to unify the follow in their parent’s footsteps, learn-
races, or are they colorblind? ing the same profession/trade or possibly
taking over the family business. Some at-
Family Life: How a character was raised tempt to strike out with their own business
certainly has an impact on how they cur- ventures, while others end up employees.
rently live. The relationship between their They could go on to be a premiere butcher
parents shapes their view on relationships or chef, specialize in mechanics or robot-
between men and women, with the child of- ics, or become a paranormal investigator.
ten making the same mistakes as an adult. The possibilities are endless. If they joined
Some grow up with loving families, while Apocalypse Prevention Inc. as an agent,
others are abused, neglected, and mis- sub-contractor, or informant, what is their
treated throughout their lives. Others have motivation for serving the company? Their
siblings with which they constantly fought reasons may gauge how closely the com-
or competed. This creates a life pattern and pany watches their actions.
forms a character’s trust limitations.
Character Creation 9
Imanol Moreno (Order #16815528)
Humans
Other Names: Norms, Baselines, Homo sapiens
Stereotypes: Resourceful, Creative, Weak
Appearance
They are simplistic in design
and believe themselves to be the
model for demon races that have
a similar appearance. They have
even coined the term “humanoid”,
used to describe races that stand
upright, with two arms, two legs, and
a single head. Skin tones range from
very dark to extremely pale, usu-
ally dependent upon their parental
origins. Humans have no breeding
limitations within their species, lead-
ing to various mixtures of color and
size among their race. Their average
lifespan is approximately 90 years
of age, but the oldest human
has been just shy of 120
years.
Many demons under-
Character Creation 11
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Burners
Other Names: Cauloni, Fire Starters, Drews
Stereotypes: Hot-headed, Sexy, Patriotic
Energy Source
A Burner’s energy can be
used to power small devices such
as a flashlight or iPod. This also
gives them a +1 bonus to all Sync rolls
for Cybernetics. To power a larger de-
vice, like a computer or television, they
would need to make a Vigor roll. Failure
Character Creation 13
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Changelings
Other Names: Shyfters, Unknowns, Nobodies
Stereotypes: Expert spies, Deceivers, Loners
Origins Lifestyle
Little is known about the origins of Changelings are instinctual loners
the elusive demons called Changelings, and rarely enjoy large crowds. They grow
even among their own kind. They have up human, but always have a sense that
no other world to call home besides Earth they are different from other people. Kids
and they have no written history, only that sit and read during recess instead
stories passed from parent to child. They of playing, coworkers that no one knows
adopted their “Changeling” moniker from outside of work, or strange neighbors
human legends of stolen children taken that live upstairs and never talk to any-
by faeries and swapped with their own one could all be Changelings.
(as if the pests could accomplish such When tapped by their real parents,
a thing). This act has become a strong Changelings are taught to control their
tradition in order to better associate their shapeshifting abilities, but are left alone
children with human culture. It is their afterward. Some may figure out their
greatest survival mechanism. powers before being tapped, but never
Changeling parents conduct a long to their fullest potential. After their train-
and arduous search for the perfect surro- ing, they have the choice of sealing away
gate family for their child. Each has their their gifts and continuing their human
own criteria, whether they seek to teach farce or taking on their lost demon an-
their child discipline by placing them in cestry in favor of their previous life. Most
a military home, compassion by plac- feel a sense of comfort in finally under-
ing them with a loving couple, diverse- standing why they felt so different.
ness by placing them in a multi-cultured Most Changelings continue to live
household, or teach them survivalism their everyday lives, while also seeking
by leaving them to an orphanage. The adventure and intrigue with the help of
only real necessity is that the surrogate their gifts. A life of crime is quite alluring
has a child that can be replaced with a when one can become a veritable cha-
Changeling child altered to copy their ap- meleon in the black market. Others may
pearance. The tradition also says to de- become vigilantes, using their abilities to
vour the replaced child, but many mod- clean up their neighborhood while easily
ern Changelings believe this part to be keeping a secret identity.
both archaic and unnecessary. Change-
ling parents watch their children from Recruitment
afar, waiting until the fateful day when Apocalypse Prevention, Inc. has sev-
they can return to share the truth. Most eral Changelings under employment and
wait until the child reaches puberty. This the company happily extends help to the
tradition and Changelings are believed to untapped. Likewise, they often become
have existed beside humanity forever. spies or double agents. Specializing in
covert operations can get them rather
14 Chapter one
Imanol Moreno (Order #16815528)
large paychecks. +1 to -1 Charisma modifier based on the
form taken. They can also choose to shift
Appearance only a small part of their body (ie., vocal
In their natural form, Changelings chords to mimic another’s voice or skin
are thin and asexual with hairless silver color to gain a +2 to a Stealth check).
skin. Their eyes are black voids and they
have only small holes for their mouths, Object Shapeshifting
noses, and ears. They are an alien- Upon reaching the Seasoned level,
looking bunch, lending to the idea that Changelings can turn into inanimate ob-
Changelings are actually “visitors” from jects (i.e. chair, chest, or door). Complex
outer space. objects (i.e. motorcycle) are possible,
Through the Changeling but duplicating the proper working
tradition, they have a human parts to be ridden is impossible.
form that is second nature to This applies to all objects with in-
them. While naturally asex- ner working parts that cannot be
ual, most identify with one copied. They prefer to become ob-
gender more than another, jects of a single piece.
carried over from their human
years. Changelings rarely
share their true form with oth-
2D Shapeshifting
Crafty Changelings that
ers. Their average lifespan is
have reached Veteran status
slightly less than humans at 80
learn to flatten their bodies to
years of age.
become 2D. They can appear as
part of a wall or floor design or to
Inhuman Appearance slip out of bars with ease. While
Appearance (Fear) in the form, the Changeling takes
Anyone seeing a Change- double damage from all attacks.
ling in their natural form must
make a Guts check or be
Shaken. If they are already
Isolation
When able to become
shaken they do not take a
anyone, Changelings often
wound from this effect. See
lose their own sense of self
Fear (Savage Worlds Deluxe
and personality in the mix.
Edition, page 85) for addition-
They exhibit difficulty deal-
al effects.
ing with others on a per-
sonal level as their empath-
Natural Shapeshift- ic comprehension wanes.
ing The cost to raise Spirit is
Changelings are born doubled for Changelings.
with the uncanny ability
to change their shape to
mimic another person (hu-
man or demon) to near
perfection. To copy another
person (human or demon)
requires a Persuasion roll.
This ability can provide a
Character Creation 15
Imanol Moreno (Order #16815528)
Husks
Other Names: Shattered, Empty Heads, China Dolls
Stereotypes: Enigmatic, Naïve, Unearthly
Origins off without a word when their duties cease to
amuse them. Their needs are so few in fact
Husks are relative newcomers to Earth,
first encountered in the wild forests of British that it’s a wonder they have a culture at all.
Columbia. Their kaleidoscopic portal they ar- This is a shame since, when properly motivat-
rive through (similar to that of the Burners) ed, they make extremely talented artists and
never opens in the same place twice and have beautiful (if haunting) singing voices. At
proves difficult to quarantine. Husks are per- the moment, special consideration is given
haps one of the most inhuman demons dis- to Husks that become API agents, while oth-
covered to date, in both physiology and man- ers are gently rounded up and deported. The
nerisms. Further cultural differences make company does what it can to contain mass
it difficult for anything more than cursory re- immigration into Earth when it happens, but a
search of their history or customs. few often slip through the cracks.
They whisper in their sibilant language To say that Husks are childlike is an over-
about their homeworld, Sussulak. Its air is simplification, as they are very deep and com-
quite poisonous to humans, so what little ex- plex. Most people only see their naïve curios-
ploration that has been done has been via ity and the strange gaps in their knowledge.
remote control probes. Images received have Much of human nature, drives, and emotions
revealed a swampy planet of brown quagmire are a complete mystery to Husks, who really
and blackened tar pits, with only the occa- only care about amusing themselves, wheth-
sional twisted tree or rocky pillar to distinguish er with creative arts, singing, studying magic,
it. Not many living creatures beyond swarms or discovering more about Earth. They shat-
of insects that live survive on decaying plant ter themselves all of the time just to move, so
matter and each other. they often find it curious, unsettling or amus-
The only things of true beauty and inter- ing that other races are so tragically frail.
est are the Sussulak carvings. Stones seem Some even conduct experiments that leave
to naturally form into towering pillars and mangled human bodies behind. API has the
many of these have been carved into fantasti- most trouble with these misguided Husks.
cal shapes not unlike totem poles. All manner
of native creature can be found carved into Recruitment
these monuments, but nothing is known of It is uncommon for Husks to volunteer
their origin, not even by the Husks. for service, but they will join if their other
choice is deportation. Since it is difficult to tell
Lifestyle them apart, all licensed Husks have a unique
identifying symbol carved into their forehead
Whether the Husks should have been al-
lowed residential status is still debated to this in a contrasting colour. The process is per-
day. Many points for and against their stay- formed using painless, but permanent magic
ing have been made. Husks have developed that cannot be copied. Due to their species’
beyond the need for food, consisting of a diet, poor record as employees, Husks are usually
it would seem, of a variety of gasses readily employed in advisory roles, rather than field
found in Earth’s atmosphere and simple sun- agents. If they prove themselves trustworthy
light. Since these demons require no food, and loyal enough, certain agents are allowed
the concepts of money or a hard day’s work out into the field, even unaccompanied.
often go over their heads. Many contribute
nothing to Earth’s economies, neither produc- Appearance
ing goods nor spending money on it, leading A Husk’s skin is referred to as their shell.
to believe they simply take up space. The few It is made from a substance that resembles
that do work are very unreliable, wandering fine, ivory-colored porcelain. In fact, they look
16 Chapter one
Imanol Moreno (Order #16815528)
very much like fine art sculptures, lacking a network of fractures at the principle body
hair, eyelashes, or pupils and irises in their joints. The fractures remain in place until the
eyes. They do not exhibit facial expressions Husk declares they are Setting the Shell. For
and their mouth does not move as they talk the first Round of combat, Draw 2 Initiative
(lip reading is impossible). Their face always cards and take the lower.
displays placid impassivity, making it difficult l Setting the Shell: Husks are never
to distinguish one from another. Their voices “at rest” (in terms of healing wounds or fa-
are barely audible whispers, found unsettling tigue) unless they allow any cracks in their
by some. Females do exhibit breasts, but shell to heal, becoming a motionless statue.
neither gender has genitalia. They can only They must Crack the Shell to move again.
reproduce in Sussulak, as a male and female l Inhuman Biology: Husks take no
sculpt a child from piece of the mysterious pil- damage from deprivation, disease or infection
lar of their homeworld. and can only be choked if eternally enclosed
Husks that remain perfectly still and has in a vacuum. If their shell is exposed to clean
set their shell are often mistaken for a stat- air, a Husk cannot suffocate. Poisonous gas-
ues. Their shell makes it quite impossible for ses affect them normally, but they are unaf-
them to move in this state. In order to move, fected by injected or ingested poisons.
they must break themselves, flexing sharply l Limb Loss: If an enemy target’s a
and causing their shell to fracture at the Limb and Wounds the Husk, the
joints. Peeking through the cracks, the crea- limb struck shatters into frag-
tures seem composed of swirling black mist ments and become useless.
that seeps out in thin tendrils. They don’t un- Husks can survive their head
derstand pain exactly, but they try to keep being shattered, but is rendered
movement to a minimum. This gives them a effective blind, deaf and mute.
robotic motion that makes some think of The Husk can restore lost
old-fashioned clockwork automatons. limbs by naturally healing
They can set their shell, thus healing the wound that caused
their cracks, at any time. Average lifes- the loss, but it must also
pan is 300 years of age. collect at least 90% of
the shattered limb.
Naturally Creative A lost limb can be
sealed over at the
Husks receive two free d6s in
end by Setting
Knowledge that relate to the Arts. Exam-
the Shell, so
ples would be Knowledge – Sculpture,
a Husk that
Knowledge – Painting and so on. This
has lost body
also represents an ability to create works
parts can still
in this area, so a Husk with Knowledge –
rest.
Painting could create paintings.
l Untreat-
able: Inhuman, inor-
Path of Fractures ganic biology makes
Husks gain access to the Path of the Husks untreat-
Fractures. This doesn’t count toward the able using conven-
limit of Paths based on Smarts. tional medicine.
The Healing skill
has no effect on
Husk Shell them but spells
l Cracking the Shell: Before from the Path
a Husk can even move, they must of Healing
create fissures in their shell to work nor-
make themselves flexible. Outside mally.
combat, they can simply perform
the action at their leisure. When
a fight breaks out, they must
use their first action to create
Character Creation 17
Imanol Moreno (Order #16815528)
Hidden Folk
Other Names: Body-Snatchers, Hidden, Elves
Stereotypes: Majestic, Enigmatic, Soul-Stealers
Origins
Hidden Folk were named by the peo- Lifestyles
ple of ancient Europe who saw them only Hidden Folk used to be called so be-
as creatures that lived in the forests. Most cause they hid in the forests. Today it’s
woodsman and guides that entered were because they hide among humanity itself,
cursed by the Hidden Folk and never re- walking the same streets and living very
turned. Others that came back were never similar lives. But they have things they need
the same, sometimes burned at the stake to do to keep their effectively immortality.
or drowned to prove they weren’t tainted by Upon returning to Earth as ghostly crea-
witches or faeries. tures, they located their blood lineage that
In actuality, these humans were gone still exists within humanity today. The blood
forever as soon as they met one of the Hid- is too thinned for these humans to know
den. Their kind existed for thousands of their true heritage from the time before
years independent of humanity with claims history, but they are the key for the Elves’
of being the first race of Earth. They created survival. They take over the body and mind
sprawling tree communities and attempted of their descendents entirely, removing the
harmony with nature itself, until the first hu- person they were before. They also need
mans arrived. They had no clue of human to ensure future host bodies by creating as
origins or their behavior and attempted to many offspring as they can and fostering
befriend them, like they had other races giant families. The Hidden itself hops from
before. There were many celebrations and body to body through generations, each
cordial dealings, even many marriages be- time working to increase the number of po-
tween the two races, but the humans were tential hosts at their disposal.
devious indeed. The ancient Hidden were Their second core goal is attempting
tricked into sealing themselves away to a to remove the curse that sealed away their
lost dimension with a finely-crafted oath real bodies in a state of suspended anima-
that gave humans rulership of the Earth. tion in a pocket dimension. Reversing a
The Elves found a loophole in this pact pact is difficult though, even more so for
centuries later, letting them leave their pris- the Hidden, and who knows if that will ever
on as ethereal beings. Unlike Spectrals, truly happen. Still, the possibilities must be
they cannot exist this way indefinitely and explored, no matter the cost.
found their only recourse in melding their
spirits with the body of their half-human de-
scendents. They blended into human soci- Recruitment
ety, but their spirit also changed their host They have lived beside and at the ex-
body’s appearance, which made it impos- pense of humans for millennia, and believe
sible in some cases. They were hunted as themselves superior in every way. How-
body-snatchers by many a demon hunter, ever, they see the Earth as their home as
especially when Apocalypse Prevention, well and API is the best recourse they have
Inc. first opened their doors. Over time, for a unified front in defending it. They act
their ability to hop bodies and wealth of an- as diplomats or soldiers in many instanc-
cient knowledge proved too useful to the es, but are also quite keen on espionage
company for them to stay Illegals for long. missions where taking over bodies would
The Hidden Folk have returned to friendly prove helpful.
terms with humanity… but for how long?
18 Chapter one
Imanol Moreno (Order #16815528)
Appearance the target make contested Persuasion rolls
The host body begins as a normal and the target is possessed if the Hidden
human and then the Hidden’s spirit takes wins. They can control the target’s body
over. The process burns off excess fat the for up to one hour, plus an additional hour
body once had, bulks up their muscles, and with a raise. However, their actual body is
makes them appear majestic in nature. The left defenseless and vulnerable. When the
most noticeable changes are their larger, duration lapses, they snap back to their
almond-shaped eyes and slightly pointed original body and suffer a -1 penalty to ALL
ears that accompany their change. They rolls (except damage) for one day as they
can then live an average human readjust.
lifespan before needing to hop
bodies. Unbridled Prowess
The spirit of a Hidden brings
Inhuman with it great power. After taking over
a body, it strengthens the muscles
Appearance and provides the following bonuses:
Appearance (Fear) the body is counted as a Wild
Anyone seeing a Hid- Card, gains a +1 to Fighting
den Folk must make a rolls, damage rolls and in-
Guts check or be Shaken. creases the Toughness of the
If they are already shaken body by 1.
they do not take a wound
from this effect. See Fear
(Savage Worlds Deluxe Oath Bound
Edition, page 85) for ad- Once the Hidden Folk
ditional effects. agree to something, giving
their word or other compa-
rable vow, they must do
Hopping Bodies everything in their power
l Permanent: A to fulfill the bargain. Few
spirit transfer can only give their word so will-
be permanently bind- ingly, because they suf-
ing with a direct Hidden fer the loss of a Smarts
Folk descendant. This die if they then ignore it.
type of transfer is often Each time they lose pieces
held for the lifespan, but of their history and existences,
they can voluntarily shift until they are nothing more than
bodies as often as once a empty minds in a rotting human
year. They automatically take body. Trying their hardest to
over the body and mind entire- fulfill their oath and then failing
ly (no resistance roll needed), does not count toward this loss.
erasing any sense of being the
vessel once had. They can ac-
cess memories when needed Clueless
with a successful -1 Smarts Due to their constant shift-
check. When they leave the ing of bodies through the ages,
body, it is an empty shell with Hidden Folk seldom have all
no identity. their thoughts collected. See
l Temporary: They Savage Worlds Deluxe Edi-
can temporarily leave their tion p.28
primary bodies to take control
of another. The Hidden and
Character Creation 19
Imanol Moreno (Order #16815528)
Lochs
Other Names: Sedrone, Nessies, Gills
Stereotypes: Wise, Monstrous, Slimy
Origins and become wise men or therapists to oth-
ers, spreading their new-found wisdom to any
Lochs come from Domainya, a dimen-
sion made entirely of water, where they were that would listen. They hope to guide others
feared and known as the Sedrone (a rough to avoid grim fates like that of the Sedrone.
human translation of their language). In Do- Some even pursue science to find a cure or a
mainya, the Sedrone were cruel and oppres- way to survive the birthing process.
sive rulers of other aquatic races, living indul- Others chose to stay in the Amazonian
gent, decadent lives on their follower’s backs. jungles where they first arrived. They angrily
The wisest of these seemingly obedient races rail against their doomed fate, instilling them-
created a virus called the Contagion to push selves with enough hate to survive in the
the ruling demons from their high pedestals. harsh lands of Earth where every step could
The Contagion is an epidemic that makes mean extinction. They viciously attack any-
breeding between Sedrone impossible. one that crosses their path, lending credence
In an understandably fuming rage, the to myths that Lochs are only monsters.
Sedrone army launched and slaughtered Most Lochs, no matter their methods,
even their loyal subjects. They left nothing are looking for humans to mate with them.
alive in their destructive wake and, to this day, Obviously, their appearance makes coercing
their decimated kingdoms are still stained humans to mate a tricky ordeal. It’s a scary
blood red. Sedrone were never a scientific thought and the actual experience itself is as
race and left themselves with no clue to the well. However, they are in a race against time,
source of their blight or how to cure it. Many with their youngest killed by travelers and
believed their once-powerful race was now their oldest dying in Earth’s severe conditions.
destined to fade away.
They traveled to Earth seeking a cure Recruitment
for the Contagion. As aquatic beings, they Before the Contagion, Loch recruitment
stuck to bodies of water (i.e. swamps, lakes, averages were low and the demons’ popula-
lagoons) in their search for anyone with an- tion on Earth sparse at best. However, now
swers to stop their extinction. However, their that the Lochs are in need of help, they enlist
appearance quickly frightened off most hu- with Apocalypse Prevention, Inc. quite fre-
mans. Sheltered away from humanity, they quently. Image Emitters allow them to appear
became myths and legends commonly known human and fit in. They are in high demand,
as loch ness monsters or creatures from the used to help find new mates. API knows the
black lagoon. Some of these proud demons chosen humans’ fate if they mate with the
brought rages of blood and sex to humanity, Lochs in disguise, but they are considered
killing and defiling any that searched for them. acceptable casualties in exchange for the
Joining with Apocalypse Prevention, powerful warriors they receive in the fight to
Inc. shed some light on their future… while defend Earth.
they could no longer breed with each other,
the Contagion did not halt their breeding with
humans. Human females that give birth to a Appearance
Loch child die during or after childbirth. Hu- Loch’s stand up to ten feet tall and are
man males die well before that. very muscular, humanoid fish-demons. Most
have wide gaping mouths and bulging eyes,
with spiked fins that extend from their bod-
Lifestyle ies. Some possess features resembling other
The Lochs have fallen from grace and aquatic creatures, like lobster claws for hands
many have been intensely humbled by the or tentacles that extend from their head like
experience. They have done soul-searching hair. They have clawed and webbed fingers
20 Chapter one
Imanol Moreno (Order #16815528)
and toes to aid in their swimming and combat.
Their skin and scales feel smooth like a snake,
Racial Enemy – Ondine
not slimy as others might assume.
Lochs and the Ondine hate each other.
Their language is guttural and cannot All interactions with Ondine are at -4 Cha-
be spoken by non-aquatic races. They have risma. This penalty does not stack with
learned to conform their vocal chords to Earth’s Outsider.
atmosphere and speak our languages, but
make the sound of sludge bubbling in the back
of their throats while they speak. Average lifes- Outsider
pan is about 250 years of age. As per Savage Worlds Deluxe Edition,
p. 30. -2 Charisma when dealing with mem-
bers not of their own race.
Inhuman
Appearance
Appearance (Fear -2)
Anyone seeing a
Loch for the first time
must make a Guts check at
-2 or be Shaken. If they are
already shaken when they
see the Loch they do not
take a wound from this ef-
fect. See Fear (Savage
Worlds Deluxe Edi-
tion, p.85) for addi-
tional effects.
Aquatic
Lochs can
breathe above and below
water normally and without pen-
alty. They move at full Swim-
ming speed in water and
can speak their aquatic
language while sub-
merged. They also receive
a free d6 in Swimming and
are immune to damage from
the ocean’s crushing depths or the
crushing spell from the Path of Telekinesis.
Gigantic
Lochs gain one level to Strength and Vigor
due to their massive size but suffer a -1 penalty
to all Agility-based skill rolls. Lochs gain +1 Size
and they deal Str+d6 damage with their claws
and teeth. Any clothing or armor requires spe-
cial sizes to fit correctly. Lochs cannot take the
Brawny edge.
Character Creation 21
Imanol Moreno (Order #16815528)
Ondine
Other Names: Mermaids, Sirens, Children of Poseidon
Stereotypes: Seductive, Territorial, False Demigods
Origins oceans for thousands of years. Their modern
cultural doctrine paints Humanity as spoiled,
Ondine are a strange phenomenon on
Earth with “divine” roots. Their people believe dirty, and inconsequential, most of this left
that they are descendent from a proud race over from centuries of hatred between the
of soldiers that served Poseidon, the Greek races or the mass pollution being spread by
god of the sea. The Ondine wielded mastery humans. It is also due to an overwhelming
of water magic and fought beside the gods sense of pride and arrogance among their
themselves against massive kraken and sea race. They were chosen by the gods to rule
serpents that plagued ancient humanity. Fa- the waterways. The Earth is covered by 70%
vored warriors to the sea god were blessed water and that fact should make the Ondine
with unspeakable beauty, the males becom- the clear rulers of the planet in their minds.
ing Poseidon’s avatars on Earth and the fe- However, the clear and present danger
males becoming the sea god’s many wives presented by human pollution into the oceans
to give birth to future generations of Ondine. and seas has taken its toll on the Ondine.
Their spoken history tells of a great battle of Their once beautiful underwater cities have
jealousy and megalomania between Zeus and been covered in trash or disintegrated by toxic
Poseidon that forced their master to abandon dumping. The few remaining settlements are
the Ondine so they would not be destroyed. clouded by illusionary magic, but that doesn’t
Only his chosen avatars and wives survived. keep the little-learned Lochs from attempting
When left to their own devices, the ma- to take them over. Much of the Ondine’s ev-
jority of Ondine held humans (Zeus’ favorites) eryday life revolves around avoiding human-
in contempt, a sentiment that continues even ity and fighting Lochs. Every so often, one
today. They constructed sprawling underwa- may feel compassion for a human and save
ter cities to stay far away from humans, their them from drowning or other horrible death
green-eyed god, and their destructive ways. (i.e. like being eaten alive by seas monsters)
Some are the source of legends of helping but the majority are just as happy to stay clear
the occasional drowning human to safety of humans entirely.
and are depicted as kind and selfless. Others
used their entrancing voices to attract sea- Appearance
men and pirates, just to watch the sailors fight Sirens are a race of half-human and
to the death for their hand. half-aquatic people. Unlike a Half-Loch that
Apocalypse Prevention, Inc. has run is an equal mix of the two worlds, Ondine
many tests over the years and found that Si- have a human top-half and long body of a
ren DNA is possibly a mutation on humanity’s fish (or dolphin) from the waste down with
due to many similarities in the basic codes. fins, webbed fingers, and a tail for optimal
Boasts of divinity are usually ignored by the underwater performance. They may also turn
company as such beings are usually just in- their fins to legs for short periods of time to
fluential and powerful demons. appear human. They are all born attractive to
With the Lochs to act as the company’s the point of obsessive behavior from people
eyes and ears, API has been able to gather they interact with and have skin tones that
a lot more information on Ondine culture, match the region they inhabit. An Ondine can
but usually only from one side of the territo- only be born from a female Ondine. Even if a
rial battle that now rages on beneath Earth’s male Ondine impregnates a human, the child
oceans. will not be Ondine. Birthing experiments with
Ondine and Lochs have yet to be attempted.
Lifestyles Average lifespan for a Siren is approximately
140 years of age.
These demons have lived below Earth’s
22 Chapter one
Imanol Moreno (Order #16815528)
ocean’s crushing depths or the crushing spell
from the Path of Telekinesis.
Mother’s Milk
Both genders of Ondine can pro-
duce milk from their breasts at will and
one sip gives the drinker the ability to breathe
saltwater for about twenty minutes (does not
work for freshwater). Attempts to extract the
milk forcibly do not work, as it must be given
willingly. This has been used in the past to
help drowning victims get to shore with-
out dying or to nurse newborns.
Siren’s Song
Ondine gain an automatic d6 in
Persuasion, regardless of Spirit. Their voice
rarely misses a note and they know how to
use it to their advantage. For the cost of
one Fatigue, the Ondine may use their
voice to entrance the target with
their beauty and lure anyone
Recruitment who hears it to them. Those
Ondine don’t like working along- failing a Spirit check (made
side Lochs, but they are still very useful to at -2) follow the sound of the
the company. Their abilities make them great voice and instantly fall in
for rescue assignments for agents lost on sea love with the Siren while
missions especially. Some are hired for es- in its presence. If the
pionage, such as seducing enemies in order victim rolls Snake
to catch them with their pants down. They Eyes then they
make the firm stance to only join the compa- fall into an ob-
ny if they are provided with aid in cleaning the sessive love
oceans, but this also gives Lochs free reign in with the Ondine,
their territories to help with the efforts. This is growing jeal-
not a deal easily made. ous, violent and posses-
sive over them (i.e., punching
Inhuman Appearance someone because they smiled at
‘their’ love).
Appearance (Fear)
This ability cannot be used in combat.
Anyone seeing an Ondine for the first
time must make a Guts check or be Shaken.
If they are already shaken when they see the Water is Life
Ondine they do not take a wound from this While the Ondine can leave their wa-
effect. See Fear (Savage Worlds Deluxe Edi- tery homes for a short time, they were never
tion, p.85) for additional effects. meant to live above water. They must be sub-
merged in saltwater for an hour at least every
Aquatic eight hours out, or their fins start to grow back
and they begin to die. Every additional eight
Ondine can breathe above and below
hours that passes, they are dealt one Wound
water normally and without penalty. They
until they are dead. Sirens forced to live in
move at full Swimming speed in water and
cities circumvent this with frequent saltwater
can speak their aquatic language while sub-
baths, but they always feel the urge to return
merged. They also receive a free d6 in Swim-
to the sea for the real thing.
ming and are immune to damage from the
Character Creation 23
Imanol Moreno (Order #16815528)
Spectrals
Other Names: Ghosts, Caspers, Haunters
Stereotypes: Troubled, Scary, Damned
Lifestyle
A Spectral’s “deathstyle” is fueled by Recruitment
their Passion. They are urged not to waste Apocalypse Prevention, Inc. rarely “re-
a single moment of their precious time. cruits” their Spectral agents. Instead, they
They always seem to be in a hurry, despite are largely composed of former employ-
their unaging properties. The spend their ees that the company just couldn’t “let go”.
days seeking out their true purpose for ex- Most had some sort of influence or status
isting, whether it be protecting loved ones, within the company and are still expected
working for redemption for past wrongdo- to uphold their duties. There are some from
ings, or even chasing down their enemies outside the company that also prove to be
useful. API often makes deals with these
24 Chapter one
Imanol Moreno (Order #16815528)
Spectrals to care for their loved ones in appropriate Spectral Skills (page 34).
their stead or help the Spectral with per- l Appearance (Fear): If someone
sonal goals as payment. is able to see a Spectral they will need to
make a Guts check or become Shaken. If
Appearance they are already Shaken prior to seeing the
They appear in death as they did in Spectral they do not receive a wound from
life, with the same personality and physi- this effect. See Fear (Savage Worlds De-
cal features. Their wardrobe matches the luxe Edition, p.85) for additional effects.
clothing they wore when they died and their l Passing through a person leaves
hair style never changes (which shivers down their spine and gives them
some have come to dread). They a -1 penalty for one minute (these
are not fluid creatures. They are penalties cannot be applied more
forever trapped in the visual than once).
representation of their death, l They can see other invis-
including any scars they may ible people or creatures.
have acquired. A prostitute that l They do not need to
chose the wrong “john” may ap- sleep or eat.
pear as a completely naked,
glittery ghost with scars all Racial Edge: Evolved
over her body. A marine who
died in battle may appear per- Spirit
fectly normal, except for half Requirements: Spectral
of their face being blown off. The Spectral evolves
There are even a few ghost into another type of spirit,
pirates on payroll. Mani- gaining access to all their
festations of the obvious- advantages, weaknesses,
ly dead can be startling and additional Spectral skills
to onlookers. It was not (page 152).
until Apocalypse Pre-
vention, Inc. invented Sealed Inner Circles
the Ectoplasmic Re- Spectrals cannot learn or
organizer that ghosts cast magic of any kind.
were able to change their
appearance. Spectrals can
exist (lifespan) as long as they Undead
have a Passion to keep them Spectrals can be af-
on this plane. fected by spells that affect
the (un)dead, such as the
Path of Death.
Ghost Form
Spectrals are invisible
and immaterial. They take
no damage from physi-
cal attacks and can move
through mundane barriers
without restriction. The
Spectral can manifest
as a wispy figure at will,
but are unable to interact
with the world around them
without directly purchasing the
Character Creation 25
Imanol Moreno (Order #16815528)
Taylari
Other Names: Living Vampires, Parasites, Vamps
Stereotypes: Brooding, Monsters, Immortal
Origins of Blood Beer, instead of liquor. Most take
Legends of vampires permeate our nighttime positions, as they still need a job
history and have been heavily shaped by to make money. Their choice of lifestyle is
pop culture, literature, and film. Meeting a unlimited and they have all the time in the
Taylari in-person proves how vastly differ- world to try out new things. A Taylari ages
ent they are from the rumors. Unfortunate one year for every five that pass. This adds
events surrounding the first vampire, Tay- layers to a Taylari’s worldview, lifestyle,
lares, and the ancient gods cursed their wardrobe, and their lingo.
kind to dislike sunlight, be repelled by gar- Their existence as a Taylari is auto-
lic, and crave blood. Otherwise, they are matically someone else’s doing. Either they
very similar to everyday humans. Taylari were born and owe their parents (or Vam-
can be either created or born, which is a pire Family) for their curse or they must
foreign concept to most so-called vampire repay their creator for their new life. Much
experts. Created Taylari usually come from of their lives is spent performing errands
seduced or coerced Thralls tricked into ac- or missions until their “masters” release
cepting the “gift of everlasting life”. Some them from their debt. This takes longer if
people still fall for that story. Others are cre- they also receive tutelage along the Path
ated by new vampires reluctant to kill their of Blood. Vampire Families seldom let their
first victim or from a vampire attack. children go at all.
Born Taylari take on Vampire Family They constantly wrestle with blood
traits (See page 157), passed down by their cravings and the effects it may have on
cursed blood. Children raised in a vampire their immortal souls. They are caught in
household are taught the values of their an unending fight between life and death,
Vampire Family, as well as acceptance of which may be perpetuated by their own ac-
their curse at an early age and how to toler- tions. Does killing another hasten their own
ate drinking blood. Orphaned Taylari grow spiritual degradation into hell or bring them
up with no clue about their true origins, closer to immortality? Each character de-
constantly questioning their place in the cides their destiny and outlook, but tread
world. Doctors may diagnose them with ail- carefully for fear of becoming one of the
ments like bi-polar disorder to hemophilia. Taylari Mortus.
When a Taylari dies, they become a
Taylari Mortus or “dead vampire”, losing Recruitment
all intelligent thought and becoming bestial Recruiting Taylari to Apocalypse Pre-
creatures. They hunt from shadows and at- vention, Inc. is like training a cat. They are
tack anyone they see with no concept of fickle about organizational affiliations, es-
friend or foe (Taylari Mortus on page 173). pecially if they already belong to a Vampire
Family, and they quickly lose interest if they
Lifestyle become bored. When they do get involved,
Taylari often lead normal lives and they are a great asset and bring mastery
become upstanding members of society. of the night and blood to their squad’s aid.
They tell their friends that work has them They are especially fond of missions to
tied up while they actually go out to feed at hunt down and destroy the Taylari Mortus,
night. Younger vamps still ask their parents as Taylari as a whole like to self-police their
for money, but may spend it on a six-pack kind. Otherwise, Taylari are usually caught
26 Chapter one
Imanol Moreno (Order #16815528)
up in their own life of underworld politick- make a Guts check at -1 in order to keep
ing or just trying to survive. A lot of newer from being Shaken. If one is already Shak-
Taylari join API, having just been created or en when they see the Taylari’s Face, they
just learning the truth about their birth. do not take a Wound from this effect. See
Fear (SWDE, p.85) for additional effects.
Appearance
Taylari have paler complexions and Path of Blood
wear sunglasses to protect their sensitive Taylari gain access to the Path of
eyes. Older vampires find it hard to adapt Blood. This does not count toward the limit
to modern fashions, preferring to of Paths based on Smarts.
dress in the style of “their time”.
Born Taylari adapt easier to
these types of changes. The
Racial Edge: Vampire Family
Requirements: Taylari
average lifespan of a Tay-
The character was born into a
lari is 365 to 390 years of age.
Vampire family and has access
When it is time to feed or scare,
to all their advantages and
they reveal their Face of Death,
weaknesses. See page 157.
where their facial features become
contorted and bestial versions of
themselves. They also bear their Vampire Vulner-
true weapon… their fangs.
abilities
l Sunlight: They
Vampire Abilities don’t burst into flames
l Lifespan: Taylari age in sunlight, but they still
one year for every five that feel uncomfortable during
passes after the age of 15 if daylight hours. They suffer
they are born or starting from a -1 penalty to all rolls except
the moment they are created. damage during the day and a
l Nightvision: Taylari -2 in direct sunlight.
suffer no penalties from dark- l Fire: Taylari suffer an ad-
ness (unless magical). ditional d6 damage from sources of
l Tough: Taylari are fire. This die can ace like normal. In
extremely tough, increasing addition, any Soak rolls made against
their Toughness by 1. fire damage receive a -4 modifier.
l Resistant: Their l Garlic: The scent of garlic
cursed blood fights infection can repel a Taylari about ten feet.
and poisons, granting a +3 They must make a Guts check to get
to all Vigor rolls to resist tox- any closer with penalties incurred due
ins and disease. to the quantity of garlic (-1 for a large
amount, -2 for a very large amount).
Ingesting garlic requires an immedi-
Face of Death ate Vigor roll without the usual bo-
They gain fangs that deal
nus. Failure on this roll inflicts one
Str+1d6 damage. Wounds in-
Wound that cannot be soaked.
flicted from their bite heal dam-
l Slow Healer: Their blood
age they have suffered, even
curse slows their natural heal-
after the golden hour.
ing, forcing them to drink blood.
l Appearance (Fear
Instead of rolling for natural heal-
-1): Anyone seeing the Tay-
ing every five days, a Taylari rolls
lari’s “Face of Death” for
every 10 and they never recover
the first time needs to
more than one wound at a time.
Character Creation 27
Imanol Moreno (Order #16815528)
Wolf People
Other Names: Ferals, Moonies, Pups
Stereotypes: Reckless, Muscle, Bestial
28 Chapter one
Imanol Moreno (Order #16815528)
nails, but appear as human for most in- character reverts to their human form. In
tents and purposes. addition, the Wolf Person receives a +2 to
In Half-wolf form, they grow hair all Survival checks and deals+1d4 damage
over, their face picks up wolf-like fea- with melee strikes when in Half-Wolf form.
tures, their ears come to a point, and their
muscles budge with pumping adrenaline.
The fur color and style can range from Path of Animalia
black or white to grey or light brown or Wolf People gain access to the Path of
even a combination. Average lifespan is Animalia. This does not count toward the
about 85 years of age. limit of Paths from which they can learn
based on Smarts.
Half-Wolf Form
The Half-wolf form is Racial Edge: Wolf Form
their biggest asset in Requirements: Wolf Person
combat. They can take The Wolf Person surpasses their
this form at will and can Half-Wolf form and can actually be-
stay in it until they fall come a wolf. This aids with wilder-
asleep, are knocked un- ness survival, interacting with real
conscious, or they die. wolves, accessing small space or
l To change forms pulling off their actions as ran-
the Wolf Person must dom dog attacks. There is no
spend a full turn taking no duration or limit but returning
actions and the change to human form requires a full
must be declared before turn. They keep their Attributes
the cards are dealt for and appear as a larger version
initiative. In addition, of a regular wolf.
while shifting they l Bonuses: +2 to Survival
suffer a -2 penalty checks and Pace +6, Natural At-
to their Parry as tack - Bite (Str+1d8).
they are not in
control of them-
selves during Lunacy
this time. During a full moon (as well as
l Appearance the day before and day after), Wolf
(Fear -1): Anyone see- People lose control of themselves
ing the Wolf Person in to their powerful Animal Mind. They
Half-Wolf form for the first lose all inhibitions for sexual or ex-
time needs to make a Guts citing (random fights, speeding,
check at -1 in order to keep etc.) things but can attempt a
from being Shaken. If one Spirit check at -2 to resist these
is already Shaken when urges for a short time. Taking
they see the Wolf Person’s their Half-Wolf form imposes
form then they do not take a a further penalty of -2 to this
Wound from this effect. See roll, which must be made im-
Fear (SWDX, p.85) for addi- mediately upon shifting.
tional effects.
l Bonuses: See Ber- Weakness to Silver
serk (Savage Worlds Deluxe Against silver weap-
Edition, p. 32). Once the ons, Wolf People take
Berserk fades (by taking double damage.
a full turn and mak-
ing a Smarts roll), the
Character Creation 29
Imanol Moreno (Order #16815528)
Carriers
Other Names: Sickos, Wretched, Neibas
Stereotypes: Dirty, Caring, Genocidal
Character Creation 31
Imanol Moreno (Order #16815528)
Oracles
Other Names: Seers, Three-eyes, Kalasu
Stereotypes: Wise, Honest, Bad Luck
Path of Fortune
Oracles gain access to the
Path of Fortune. This does not
count toward the limit of Paths
from which they can learn
based on Smarts.
Blackouts
Cost to raise Vigor during
character creation is doubled.
Also, at least once per day (de-
pending on stress), the Oracle
must make a Vigor roll to resist fall-
ing into a fugue state. Some allow
themselves to black out, hoping
visions are not far behind, but
this seldom occurs at particu-
larly helpful times.
Character Creation 33
Imanol Moreno (Order #16815528)
Spectral Skills
Affect Senses tains its current physical stats, including any
penalties the target had before possession.
Governing Stat: Spirit.
Haunting spirits use this skill to manip-
ulate their surroundings and enhance their Possess Object
frightful presence. Manipulating sight may Governing Attribute: Vigor.
create intricate illusions, such as bleeding Spectrals with this skill can possess
or warped walls or making a statue’s eyes non-living objects. This differs from Stir, as
follow the target. Manipulating hearing may the ghost does not simply move the object,
fill the target’s ears with disturbing breath- but becomes the object. The size of the ob-
ing, rattling chains, or painful moans. Touch ject possessed affects the roll, as stretching
may affect the temperature in the room to or shrinking their ectoplasmic body is often
cause chills or make the target feel spider complex (-2 for Large, -4 for Huge). Upon
possession, the Spectral gains full access to
legs crawling on their necks. Smell/Taste
all the item’s internal parts. For instance, if
may create foul odors of blood, rotting fish,
they possess a gun, they can pull the trigger
or dead bodies. On a Raise, the target or jam the object. If they posses a car, they
must make an opposed Spirit roll to avoid can start the engine and drive around with-
being Shaken. out limit. If they possess a house, they gain
access to all doors, windows, electrical sys-
Float tems, and appliances that may be connected.
Governing Attribute: Agility. They also have the ability to react to anything
The Float skill explains many myths that happens inside or around the object, but
does not gain omniscient perception or spon-
of flying spirits. Without it, a Spectral must
taneous knowledge of all inner functions. If
“walk” the Earth, bound by gravity and
the Spectral is affecting one room of a pos-
needing to walk, run, or travel in cars the sessed house, a Notice roll is needed to tell
same as everyone else. This skill allows the if things are also happening in other rooms. If
Spectral to levitate their ectoplasmic bodies the engine goes out while possessing a car,
and break these rules. Duration of Float is the ghost still needs a successful Drive check
equal to their Spirit in minutes. Their Pace to diagnose the issue.
while Floating is equal to their Spirit die (d4 Other Spectral skills work well in conjunc-
= 4, d6 = 6, etc.) Other skills and combat tion with Possess Object. Float can be used
checks suffer a -2 penalty while floating, to make items fly, Affect Senses can make ob-
due to the concentration needed. jects appear demonic, and Affect Senses may
create an eerie hum from the object.
Possess Being
Governing Attribute: Smarts. Stir
Spectrals can actively possess people or Governing Attribute: Strength.
animals with this skill. If they have a willing Ghosts normally phase through any-
subject (i.e. adepts with the Commune spell), thing they attempt to touch. However, those
no check is needed to enter their body and with Stir have overcome this handicap. This
there is no limit to duration until the target skill requires a conscious act that the Spec-
resists. Resistant targets force a contested tral must check for each time they attempt
check of the Possess Being against their to move or affect an object or person. When
Spirit. Control of the target’s body lasts for the target is moved, the effect is over. If they
one minute if successful and two minutes on hold on, they need only check again if their
a Raise. In combat, they can control their vic- grip is interrupted. They must check for Stir
tim for a single action if successful and two if each time they strike an opponent to maintain
they get a Raise. The host’s consciousness is their grasp. If they fail, the weapon phases
repressed and they remember nothing of their through their hand and immediately drops to
actions after the duration ends. The body re- the ground.
34 Chapter one
Imanol Moreno (Order #16815528)
Training Packages New Edges
All API agents are allowed to select
one training package from the list below,
Authentic Implants Edge
The cyborg has received implants from
representing where they came from before
API or another reputable source. They can
being recruited and where they spent their
select up to 2 Implants per purchase of this
time once recruited.
Edge. A normal sized person can hold up
to 6 implants.
Social
Good Cop: d6 Persuasion, d4
l
Streetwise
Shoddy Implants Edge
The cyborg has connections with cy-
l Bad Cop: d6 Intimidation, d4 Taunt
ber docs who are less than credible. They
can select up to 3 Implants per purchase of
Tech this Edge, but suffer a -1 penalty to all Sync
l Gear: d6 Repair, d4 Lockpicking checks. A normal sized person can hold up
l Computers: d6 Knowledge (Com- to 6 implants.
puters), d4 Persuasion
Character Creation 35
Imanol Moreno (Order #16815528)
Third Circle Opening
Requirements: Second Circle Opening,
New Hindrances
Spirit d10+
You can access all tiers of magic, Bleeder (Major)
wielding the most potent arcane forces When incapacitated, the character re-
imaginable. ceives an additional -1 penalty to their Vigor
roll if they are ‘Bleeding Out’. This penalty
Library is in addition to any other Wound penalties.
You have access to a large, personal
library full of information. The character re- Combat Fear (Major)
ceives +2 to Common Knowledge rolls. The character is not paralyzed with
fear but they freeze easily in combat. They
Great Library must discard any initiative card that is
greater than 10, excluding Jokers.
Requirements: Library
Your library contains books on many
different subjects, from the mundane to the Deep Sleeper (Minor)
fantastic. The character gains an additional The character needs at least nine
+2 to Investigation and Knowledge rolls. hours of sleep per day to function and feel
rested (instead of the normal six hours). If
Light Sleeper the character only gets six hours or less
sleep in a night they must make a Vigor
You only need four hours of sleep per
night and can be woken easily by noises check upon waking or suffer a point of Fa-
with a Notice roll at -2. tigue. For effects, see Sleep (SWDX p.89)
Conversion
Phobia – Phobia
Poor Senses - Hard of Hearing, Bad Eyes
Scrawny – Small
Sickly – Anemic
When converting a character from
Speech Impediment – Quirk
API to Savage Worlds or vice versa, use Unattractive - Ugly
the guidelines below. If the Gift or Draw- Unlucky - Bad Luck
back is not listed it is either described un- Ward – (Major) Mechanically the same.
der New Edges or New Hindrances, or it Weak Stomach – Yellow
was removed.
Character Creation 37
Imanol Moreno (Order #16815528)
New Fighting Style Edges
Fighting Style – Brawler Through centuries of compiling data on
Requirements: Strength d6+, Fighting d6+ non-humans, API educates Elites on
This fighting style represents street- taking out supernatural enemies. They
fighting, wrestling and all-out brawls, fa- learn about an adept’s vulnerable spots
vored by thugs and tough guys. Anyone (mouth, hands & eye), the sensitivity of a
with this Edge deals Str+d4 damage with Burner’s tail, and using garlic and silver
an unarmed attack. In addition, you are weapons to their fullest extent. With this
never counted as unarmed. instruction, Elite operatives can conduct
missions without needing magic, cyber-
netics, or abilities other than their combat
Fighting Style - training.
Martial Arts (Hard) API agents trained in this Elite fight-
Requirements: Agility d6+, Fighting d6+ ing style deal +1d6 damage when fight-
The fighter has specific training ing demons. In addition, you are never
in hard-style martial arts, such as Tae counted as unarmed.
Kwon Do, Karate or Boxing, focusing on
offensive techniques with fast and hard Adaptive Combatant
strikes. Damage from an unarmed at- Requirements: Fighting
tack is increased to Str+d4. In addition, Style – Brawler -or- Fighting
you are never counted as unarmed. Style - Martial Arts (Soft)
The fighter is accus-
Fighting Style - tomed to using their envi-
ronment to their advantage.
Martial Arts (Soft) They receive a +1 Parry
Requirements: Smarts d6+,
Fighting d6+
starting on the second
This style denotes specific round of combat as it takes
training in a soft-style martial a round to acclimate to their
art, such as Aikido or Tai Chi. surroundings. Opponents also suf-
Soft styles focus on defen- fer an additional -1 to hit the fighter
sive techniques, using their when he is in cover.
opponent’s momentum
against them and striking pressure Improved
points. The fighter’s Parry is increased Adaptive Combatant
by 2. In addition, you are never counted Requirements: Seasoned,
as unarmed. Adaptive Combatant
The bonus to Parry in-
Fighting Style - Elite creases to +2 and the pen-
Requirements: Veteran, Human, alty to opponent’s rolls when
Fighting d8+ the fighter is behind cover in-
Elites are API’s best human creases to -2.
agents. These veterans in the fight
against the End of Times have trained Ground Fighter
in major exercises and learned sev- Requirements: Fighting Style -
eral fighting styles. These particular Brawler -or- Fighting Style - Martial
humans also gain the eye of higher-ups Arts (Hard) -or- Fighting Style - Elite
and receive more specialized training.
38 Chapter one
Imanol Moreno (Order #16815528)
The fighter suffers no penalties to Really Tuff Mutha
Fighting rolls while Prone and can stand Requirements: Heroic, Tuff Mutha, Vigor
as a free action. d10+
This fighter has seen more than their
Body Slam share of fights. Their Toughness is in-
Requirements: Fighting Style – Brawler, creased by an additional point and the
Strength 1d6+ damage they deal from unarmed attacks
The fighter lifts their opponent and increases to Str+d6.
slams them hard into the ground. This
technique causes Str+d6 damage and Boxer’s Hands
knocks the opponent prone but can only Requirements: Seasoned, Strength d6+,
be done after a successful grapple. Fighting Style - Martial Arts (Hard)
The fighter’s fists become lethal
Back Breaker weapons, increasing the damage dealt
Requirements: Body Slam, Veteran with unarmed strikes to Str+d6.
Improving on the Body Slam tech-
nique, the damage increases to Coil and Strike
Str+d8. Requirements: Fighting Style - Martial
Arts (Hard)
Stomp By holding their action
Requirements: Sea- for a round (no move-
soned, Fighting Style - ment or attacks al-
Brawler lowed), the fighter
When attack- can time her strike
ing a prone target and deliver a pre-
in melee and the cise, damaging attack.
fighter is standing, This grants them a +4 to their
the fighter deals +1d6 damage. Fighting roll and a +4 to dam-
age on their next attack.
Sucker Punch
Requirements: Seasoned, Fighting Tiger Claws
Style – Brawler -or- Fighting Style - Requirements: Seasoned,
Martial Arts (Hard) Fighting Style - Martial Arts
By taking a -2 to their Fight- (Hard)
ing roll, the fighter can strike a The fighter attacks with her
soft spot on their target, cutting nails, ripping into the target’s
unarmored Toughness in half flesh with each strike. Tiger
(rounded up) against this at- Claws only deals Str in dam-
tack. age, no matter what other
enhancements the fighter
Tuff Mutha has. Opponents who are
Requirements: Veteran, Fighting damaged by this attack
Style – Brawler, Vigor d8+ receive a -2 penalty to
The fighter can take a hit all Fighting and Shoot-
quite well, making them more ing rolls as well as re-
durable. Toughness is in- ducing their Parry by 2 for
creased by 1. one round.
Character Creation 39
Imanol Moreno (Order #16815528)
Improved Tiger Claws
Requirements: Veteran, Tiger Claws Focused Strikes
The fighter’s claw attack is stronger Requirements: Fighting Style - Martial
and more fierce. Damage is no longer Arts (Soft) -or- Fighting Style - Elite
limited to Str only. Upon learning this technique, the
fighter has honed their skills through in-
Deflecting Throw tense training to strike specific parts of
Requirements: Fighting Style - Martial their opponent’s body. The penalty for a
Arts (Soft) called shot with an unarmed attack is re-
The fighter blocks an incoming strike duced by 2.
and uses the attacker’s momentum to
throw them. When attacked in melee Jaw Breaker
combat, the fighter can make a Fighting Requirements: Fighting Style - Elite
roll to counter the attack and knock the Elites quickly take out an enemy’s
attacker prone. The difficulty for this ma- natural weapons. This attack is primarily
neuver is the total Fighting result of the used to fight vampires or others with their
attacker and it does use up the fighter’s mouths as major weapons. If successful,
action. If the fighter fails his Fighting roll Jaw Breaker inflicts normal damage, but
he will automatically be hit by the attack, they render the target’s jaw useless and
even if the attack did not beat his Parry. broken. When a target is damaged by this
attack they are
Expert unable to make
Requirements: bite attacks until
Heroic, Fighting all Wounds are
Style - Elite healed.
The Elite gains
a +2 bonus to all Fight- Leaping Dodge
ing and Shooting rolls Requirements: Seasoned, Fight-
and deals +1d8 dam- ing Style - Martial Arts (Soft)
age (instead of +1d6) The fighter dodges
on a Raise when fight- an incoming attack and
ing a particular non- leaps a distance equal
human race. They learn to their Pace away
the anatomy and magical from their opponent.
properties of their target This is done by
race. This allows for the making a successful
group to have a Vampire Agility roll against the
hunter or Loch poacher attacker’s Fighting total
in the squad. In addition, and uses up the fighter’s
if they don’t already have action for the round. If the
it, the agent gains the Quick Edge Agility roll is not successful,
against their target race, which ap- the fighter will only be hit by
plies even if only one enemy out of a the attack if it beats his Parry.
group is of their said race. This tech-
nique can be taken several times for
one large cumulative bonus or sev-
Mana Leak
Requirement: Fighting Style - Elite, Fo-
eral bonuses to different non-human cused Strikes
races. Adept’s have weak spots and
40 Chapter one
Imanol Moreno (Order #16815528)
pressure points that affect their flow of
Mana. If successful, no damage is dealt, Counter Attack
but the difficulty of the adept’s Casting Requirements: Fighting Style - Elite
Roll for their next spell receives an addi- This defensive maneuver can be
tion -4 penalty. This technique cannot be used against supernatural enemies that
performed with a weapon and requires a target the Elite with a melee attack. By
Called Shot to the target’s vitals. lowering their center of gravity, they de-
liver a deadly attack from below, using
Improved Mana Leak their being’s momentum. The difficulty
Requirement: Heroic, Mana Leak for this maneuver is the total Fighting re-
Building on their prior training, the ad- sult of the attacker and it does use up the
ept now increases the Casting Roll pen- fighter’s action. Damage dealt is equal to
alty to -6 and the attack deals Strength in the agent’s Strength. If the fighter fails his
damage. Fighting roll he will automatically be hit
by the attack, even if the attack did not
Pressure Points beat his Parry.
Requirements: Heroic, Focused Strikes
Through precise placement of their Combat Sense
strikes to exposed pressure points, the Requirements: Seasoned, Fighting d8+,
fighter can inflict terrible pain. This re- Notice d8+
quires a called shot to an unarmored This character is adept at fighting
area and inflicts Smarts+d8 damage. and keeping track of multiple foes. Op-
ponents gain no Gang Up bonus against
Push Hands him.
Requirements: Seasoned, Fighting Style -
Martial Arts (Soft) Take the Hit
Taught in styles like Tai Chi, this tech- Requirements: Novice, Vigor d10+
nique lets the fighter throw their opponent Characters with this Edge are good
off balance with a powerful shove. This at rolling with punches, are lucky, have
attack deals Str+d6 damage and knocks fate on their side, or are perhaps just
the target prone. really tough. They add +2 to Soak rolls
made to eliminate wounds.
Breakfall (Formerly Quick Recovery)
Requirements: Seasoned, Fighting Style -
Martial Arts (Soft)
Through constant training drills the
fighter has learned to roll with throws and
slams, reducing the damage they take
from these attacks. The fighter’s gains +2
Toughness against damage from attacks
that knock the target prone.
Character Creation 41
Imanol Moreno (Order #16815528)
Cybernetic Implant Format
Implants l Sync Difficulty: The penalty to
Sync rolls for using the implant
l Duration: How long the cyborg has
Cybernetic implants (page 129) are
access to the effect after activation
very powerful, even rivaling magic in some
l Governing Attribute: The attribute
instances. Though they bring their own set
attached to the implant, determining cost of
of emotional ramifications to the cyborg, as
raising Sync Die type
melding flesh with metal can be quite trau-
l Effect: The effect of the spell.
matic for some, others have no problem. A
l Upgrades: Effects that can be se-
character should know that most implants
lected once per skill increase above d6.
are either slightly shoddy (if purchased from
alleyway cyber docs) or completely track-
able (if gained from API). Cyborg agents
are made to sign an agreement to have a
Implants as Skills
homing beacon placed in their implants. Similar to magic, cybernetic implants
This way, if anything ever happened to their are selectable using the same rules as
agent, API could retrieve their investment. Skills, but only if you have purchased the
It is a business after all. The Clean Implants correct Edges to give you access. No
Edge can remove these failsafes. matter how many times you purchase the
Edge, a normal-sized body is limited to 6
Using Implants implants total. Larger characters can have
a number of additional implants equal to
their size modifier (i.e. Size +2 could have
To utilize the awesome power of an im-
8 implants total). The Skill die used for the
plant, you roll your Sync Die and a Wild Die,
implant is called you Sync die, representing
referred to as a Sync roll. Your Sync die is
how well synced you are with that particu-
the Skill die type that is currently applied
lar implant. Whenever the cyborg wishes to
to your Implant. Some implants are harder
use one of their implants, they must make
to sync with than other, and each implant
a Sync roll (their Sync Die and a Wild Die)
type has its own Difficulty that is applied to
and hope for success.
the Sync roll. Activating an implant requires
a full action. Making a Sync roll can have
Each time the character raises their
many different outcomes:
die type for an implant, they make it eas-
l Success: Implants come online for
ier for them to succeed at their Sync roll.
the duration
Starting at d8, they also receive one of
l Raise: +1 bonus to Sync roll the
the Upgrades listed with the implant. Each
next time they use the Implant
implant can only be applied once. At any
l Failure: Glitch causes effect to fail
time the cyborg doesn’t wish to install one
l 1 on Sync Die: Short circuit ren-
of the listed Upgrades, they may choose to
ders that implant useless for the rest of the
simply receive a +1 to all future Sync rolls.
Scene
There are no Rank limitations for selecting
l Snake Eyes: Surge of energy
Implants.
backfires, rendering all implants useless
for the rest of the Scene. In addition, the
cyborg is Shaken and takes 3 damage per Armor Plating Implant
implant they possess. Sync Difficulty: -1
Duration: 10 minutes
Governing Attribute: Strength
Effect: With a word, the cyborg can
call upon a suit of armor that protects their
42 Chapter one
Imanol Moreno (Order #16815528)
body, receiving Armor 2.
Upgrades: Views on Cybernetics
l Tougher: Armor 3 Humans: The rulers of Earth of the
l Even Tougher: Armor 4 biggest users and creators of cybernetics,
l Spiked Armor: +2 damage. many viewing it as a way to become more
l Bulletproof: +2 Parry vs. firearms than human. Others just like it for the nifty
gadgets that come along with them.
Burners: These fire demons excel in
Audio Implant synchronizing with cybernetics, due to their
Sync Difficulty: -2 Inner Fire. This leads to many, many burn-
Duration: 30 minutes ers having at least an implant or two, but
Governing Attribute: Smarts their lower constitution makes many cyber
Effect: This implant replaces the cy- docs hesitant to operate for fear of leaving
borg’s inner ear, often leaving them without a fiery corpse on their table.
ears at all. One upgrade is included upon Changeling: Implants are not a part
purchase and the implant can be upgraded of the self, never changing and removing
small parts of the humanity a Changeling
further for additional abilities.
has. Only those with a strong sense of self
Upgrades:
even venture down this road.
l Audio Enhancer: Increases range Hidden Folk: Seldom do the Hidden
of hearing, giving a +2 bonus to all hearing- Folk participate in cybernetics, mostly be-
based Notice rolls. cause they know they’ll eventually leave
l Decibel Adjuster: Hear all levels them all behind anyway. Too bad the im-
of the sound spectrum, from dog whistles plants can’t go with them.
to subliminal messages. Husks: Cybernetics don’t work for
l Radar Hearing: They can pinpoint Husks, sadly, and they stare at the other
opponent positions by sound, making them races with a mixture of fear and wonder.
immune to Surprise attacks within 100 ft. Lochs: The sea demons have devel-
l Radio Interceptor: Tap into any oped a strange love of human technology,
radio communication in the area to listen especially the advances in cybernetics.
in on cell phone calls, military airwaves, or Today, they are the second most common
their favorite music station at will. With a race, after humans, to be approved for cy-
Knowledge (Computers) roll, this can also bernetics, which some think makes them
be used to interrupt the signal and broad- even better agents.
cast a different message. Ondine: To think that an Ondine would
poison their body with a hunk of garbage
l Translator: The implant is pro-
crafted by human hands is laughable. Even
grammed with three languages and trans-
though they would sync perfectly with most
mits translation to the brain. They receive implants, Ondine scoff at the idea.
a +2 bonus on Knowledge rolls to mimic or Spectrals: They long for the days
dissect languages. where they had a body that could have had
implants. Being immaterial, this is an im-
Backup Implant possibility now.
Sync Difficulty: -2 Taylari: Vampires already wrestle with
Duration: See text. so many different sides to themselves, but
just can’t help adding “cyborg” to the list.
Governing Attribute: Vigor
The company doesn’t always sign off on
Effect: They install backup resources
implants for Taylari, however, as they could
into their body, usually by shifting or remov- be misused if they were to die.
ing organs and using that space. There is Wolf People: Some Wolf People revel
only room for two backups in any body. No in their wild nature and consider cybernet-
roll is required to activate the backup. ics to be a taint on their spirit. Others shrug
Upgrades: their shoulders and give in to the procedure
l Backup Blood: The Backup Blood as a true test of how hardened they are.
container is housed inside of the cyborg’s
Character Creation 43
Imanol Moreno (Order #16815528)
gut. They can use it to hold off the effects tics. Can be used to access the internet or
of Bleeding Out, automatically succeeding watch TV as well.
at any Vigor rolls to prevent this. A Taylari l Hand Missiles: A mini-missile
can use this blood to instantly heal up to 3 launcher stored in the forearm. The palm
Wounds. The implant needs 2 days to re- opens up to fire a missile barrage inflict-
plenish its tank, taking the blood it needs ing 2d8+2 damage on impact. Bicep holds
from the cyborg’s body. ammo for 5 shots with a Range of 40 yards.
l More Blood: Takes only 1 day to l Light: Stored in the forearm,
replenish and can heal up to 5 Wounds to- the powerful LED flashlight rises out and
tal for a Taylari. shines as far as 200 ft.
l Backup Heart: The Backup Heart l Machine Gun: A gun stored in
pumps along side their actual heart, aiding the forearm. The palm opens to fire bullets
blood flow and adrenaline. Up to twice per to inflict 2d6+2 damage at a Range of 30
day, the cyborg can apply a +2 bonus to yards. Bicep hold up to 75 bullets and is
any physical Action. Auto-fire capable.
l Extra Pumping: Can apply bonus l Retractable Blades: Blades ex-
three times per day. tend from the forearms over the hands
l Backup Oxygen: In areas with that inflict Str+1d6 damage. Can draw out
tainted air, underwater, or in a vacuum blade and attack within the same turn with
with no air, the cyborg can switch to an no penalty.
implanted oxygen supply. They have up l Strength Boost: +1 Strength die
to fifteen minutes of air before they must type for the purposes of Lifting or Carrying
breathe normally again. The implant needs objects and +2 damage to all attacks. (May
two days to replenish its tank, taking the air only be taken at d10 or higher)
it needs from the cyborg’s body.
l Bigger Tank: Can hold up to 30
minutes of air.
Hand Implant
Sync Difficulty: -2
Duration: 30 minutes
Arm Implant Governing Attribute: Smarts
Sync Difficulty: -3 Effect: This implant replaces a hand
Duration: 10 minutes with bionic parts or upgrades the hand on
Governing Attribute: an existing bionic arm for extra abilities.
Effect: This implant replaces an arm The hand cannot be upgraded if the Bionic
with a bionic limb or additional arms can be Arm has upgrades that already use the
attached to their sides, each giving +1 to hand. When purchased, it gives a +2 bonus
Fighting and Melee rolls. Bionic arms can to Strength rolls to resist Disarm and one of
also be used to Parry any attack (including the listed upgrades. The hand can have ad-
blades and firearms) without penalty. ditional upgrades for multiple abilities.
Upgrades: Upgrades:
l Compartment: A forearm compart- l Camera: The hand has a mini-
ment. Usually used to keep an extra dag- camera installed in one finger and can re-
ger or small weapon. cord up to 30 minutes with infrared
l Console: A viewable screen capability and full stereo sound.
that lays out system readings, their l Claw: Blades extend from
damage, or can run system diagnos- the finger tips or knuckles, dealing
Str+1d6 damage and slicing their op-
ponent to shreds.
l Detachable: The hand can
be detached and remote controlled to
perform actions, appearing much like
a large, metallic spider. Skills used suf-
44 Chapter one
Imanol Moreno (Order #16815528)
fer a -1 penalty. l Speed Bonus: This makes
l Flashlight: A flashlight them quicker, while expending less
installed into the pointer finger energy. The character gains another
that can shine as far as 100 ft. +1 Pace and a +2 bonus to any Vigor
l Laser: One finger has rolls for sustained running.
a small laser torch, capable
of cutting through rope, thin
metal, and other objects with
Foot Implant
Sync Difficulty: -2
ease. Deals 2 damage directly
Duration: 30 minutes
to Object Toughness, ignoring
Governing Attribute: Agility
any AR.
Effect: This implant replaces a foot
l Skeleton Key: A lock
with a bionic part or upgrades the foot
pick extends from a finger, and
of an existing bionic leg for additional
gives a +2 bonus to Lockpicking
abilities. Each foot includes one up-
rolls.
grade, but can be further upgraded
as well.
Leg Implant Upgrades:
Sync Difficulty: -2 l Switchblade: Blades protract
Duration: 1 hour from foot, dealing Str+1d6 damage with
Governing Attribute: Agility kicks.
Effect: The cyborg has one l Chainsaw Foot: The blades
or both of their legs replaced from Switchblade begin to spin, boost-
with bionic limbs. Each leg ing damage to Str+1d8 for kicks.
replaced adds +2 Pace l Rockets: The soles open and
and +1 Damage to release propulsion capable of flight up
Rush Attacks. They to 30 MPH. Fuel is in a condensed gel
may also upgrade form, capable of up to 30 minutes of
to give the following continuous use. All actions while in flight
abilities. are at a -1 penalty due to concentration
Upgrades: needed, but they deal +2 damage if strik-
l Flexibility: The leg is lighter and ing an opponent with speed. However, they
more flexible metal with joints that can also receive +2 Parry due to speed, while
bend in any direction at will. No roll needed in flight.
for contortion with the leg and they can ig- l Stabilizers: Metal rods extend into
nore a fall up to 5 ft x their Agility die type. the ground from the heel to hold the cyborg
l Holster: A leg compartment cre- in place, giving a +2 bonus to resist any at-
ated to hold a weapon of choice, usu- tempt trip, sweep, push, or otherwise knock
ally a firearm. It extends and provides the them down of back. Firearm kickback is
weapon in hand, negating any penalty for lessened, giving a +1 bonus to Shooting
Readying a weapon and attacking on the rolls. Takes a turn to retract the Stabilizers
same turn. as well.
l Undetectable: The weapon inside l Stabilizers II: Immune to trip,
the Holster becomes undetectable by any sweep or push attacks.
kind of scanning.
Grenade launcher: The cyborg
l
bends their leg, with the calf unlatching and
Torso Implant
Sync Difficulty: -3
swinging down to reveal a grenade launch-
Duration: 1 hr
er. One shot deals 3d6+2 damage on im-
Governing Attribute: Vigor
pact and 1d6+1 damage to those in a 10 ft.
Effect: The cyborg’s insides and limbs
radius. Holds 2 shots and has a Range of
are transferred to a metal torso with various
30 yards.
Character Creation 45
Imanol Moreno (Order #16815528)
tubes and pumps to keep everything work- Nanotech Underlayer
ing. As a result, they receive a +1 bonus Sync Difficulty: -4
against Poisons, drugs and Diseases and Duration: 5 minutes
+1 Toughness. They may also upgrade to Governing Attribute: Strength
receive the following abilities. Effect: A layer of nano-bots is implant-
Upgrades: ed underneath the cyborg’s skin.
l Compartment: Stor- When activated, the nano-
age compartment in their bots harden the skin for
chest. The compart- extra protection. The
ment is sound proof cyborg receives Armor
and fixed with shock 2 and may receive 2
absorbers to keep more Wounds before
sensitive materials taking penalties. They
(such as combusti- also suffer a -1 penalty
bles) still, even if run- to physical rolls (ex-
ning a marathon. cluding damage) due
l Chest Guns: to stiffness. It does
The chest protectors not affect appear-
open to reveal ma- ances, allowing the
chine guns that in- cyborg to be protect-
flict 3d6+2 damage. ed and live a some-
Range of 20 yards. what normal life.
Stores 100 bullets Upgrades:
and is Autofire ca- l Durable:
pable. Boost to Armor 3
l Missile l Extra Du-
Launchers: Twin rable: Boost to Ar-
missile launch- mor 4
ers rise out of their l Wound
shoulders and fire at a single target up Soaker: +1 Wound before taking penalties
to 40 yards away. 5 shots of ammunition l Limber: No stiffness penalty (may
stored in the chest, inflicting 3d6 damage only be taken at d10 or higher)
in a small burst.
l More Missiles: Stores up to 10
shots. Data Chip Implant
l Nanotech Regeneration Unit: Sync Difficulty: -1
The torso releases nano-bots into the cy- Duration: Permanent
borg’s blood stream, granting 1 additional Governing Attribute: Smarts
Bennyie per Scene to be used to Soak Effect: A chip loaded in the cyborg’s
Wounds. brain to aid in Skill usage. Choose one Skill
l Self-destruct: A mechanism set and the character receives a +2 bonus to
to explode if they die, hopefully taking out checks for that Skill. They may only have
their opponents in the process. The explo- a number of Data chips equal to half their
sion also destroys the cyborg’s parts, so Smarts die type.
they cannot be harvested by Scroungers. Upgrades:
Inflicts 3d12+5 damage to everything within l Boosted Skill: +1 bonus to se-
a 50 ft. radius if the cyborg’s life signs flat- lected skill (may be applied multiple times)
line.
Facial Implant
Sync Difficulty: -1
Duration: 10 minutes
46 Chapter one
Imanol Moreno (Order #16815528)
Governing Attribute: Vigor ratings, or look up phone numbers in an
Effect: Implants installed directly into instant. While they can access map web
the cyborg’s face. They suffer a -1 penalty sites with this ability, this implant does not
to appearance-related Charisma due to the compare to the GPS implant. Gives a +2
Facial implant. They choose one upgrade bonus to research rolls, as they can cross-
when selected, then can upgrade to have reference information in seconds.
multiple effects. l GPS Navigation: Wireless ac-
Upgrades: cess to their global position that lets them
l Bloodhound: Odor detection map out distances and locations with ease.
enhancers that give the ability to identify It takes seconds to perform a search that
smells with a successful Notice roll. Also would take other computers minutes. Pro-
gives a +2 bonus to Tracking by smell. vides a +2 bonus to all Navigation rolls.
l Fangs: Metallic fangs and new jaw l Memory Chip Interface: Allows
are installed. They inflict Str+1d6 with AP 2 them to download memories to a disk to
with a successful Bite and are able to bite be shared. They can share fond memories,
through chains or bars easily. letting other feel the rush their past. Some
l Gas Filter: An apparatus over even become addicted to this experience.
the cyborg’s mouth and nose that protects Others use memory chips to convey mis-
against air born poisons and ill-effects. sion occurrences. Memory chips are often
l Magic Sensor: Receptors installed found for cheap on the black market.
in the cyborg’s temples that allow them to l Universal Data Jack: Allows the
sense magical forces within a 300 ft. ra- cyborg to interface directly with any com-
dius. It can be used to track adepts that puter in existence, giving a +2 bonus to all
have cast magic within one hour with a -2 Computer rolls.
penalty.
l Summonable: The facial implant is
encased in the chin, able to be summoned
Follicle Implant
Sync Difficulty: -2
at will. This means they only suffer the -1
Duration: 5 minutes
Charisma while in use.
Governing Attribute: Agility
Effect: Cybernetic hair follicles im-
Interface Implant planted in the scalp. There are two different
Sync Difficulty: -1 types: Wired and Thick (choose one upon
Duration: 10 minutes implantation). Wired hair is thin and stringy,
Governing Attribute: Smarts while Thick implants resemble dreadlocks.
Effect: This Implant allows All are fiber-optic and can ap-
the cyborg to connect to pear as any color at will.
computers and use them Cyborg’s can only have
more efficiently. They are one type and get one of
half-machine after all. the upgrades below.
Each interface comes Wired Upgrades:
with one of the listed l Monomolecular
abilities, but can be up- Wire: A plucked strand
graded to have multiple becomes a thread of
abilities. monomolecular wire,
Upgrades: used to cut objects by
l Built-in Con- severing their adjacent mol-
nectivity: Accesses the ecules. The wire can be up to 5 ft. in
internet at will through length, even if it styled shorter. If tightened
a satellite connection. and held against an item (living or dead), it
Can be used to perform cuts through with 2d6+2 damage per turn.
research, check movie Cannot be used as an aggressive weapon,
Character Creation 47
Imanol Moreno (Order #16815528)
but can be used to Entangle. mask, Anti-venom (Pump implant), or Gas
l Microfilament Whip: Pulls a hand- Filter (Facial implant).
ful of hair from their scalp that weaves itself l Wider Cloud: Boosts cloud size
together to create a Whip, which inflicts to 30 ft.
Str+1d6. l Tentacles: The thick hair responds
l Stronger Whip: Damage raised as tentacles that move at the cyborg’s will.
to Str+1d8 They can Parry firearm attacks aimed at
l Spikes: The hair shoots up into their head with a -1 penalty. They are pre-
spikes, which can then be launched at the hensile with Strength d4 and extend up to
cyborg’s opponent with a successful Shoot- 3 ft.
ing roll inflicting 1d6+2.
l Sharper Spikes: Damage raised
to 1d8+3.
Pump Implant
Sync Difficulty: -3
Thick Upgrades:
Duration: 1 minute
l Smoke (Black): The ends of the
Governing Attribute: Vigor
thick hair open and emit a thicket of black
Effect: A pump is stored in the cy-
smoke, obscuring vision in a 15 ft. radius.
borg’s torso, connected to a series of tubes
Gives a -2 penalty to Shooting attacks
hidden under the skin to resemble veins
through the black smoke and blinds every-
(Notice -3 to see them). When activated,
one caught within.
chemicals are pumped directly into the cy-
l Smoke (Poison): Instead of blind-
borg’s body for instant effects. The cyborg
ing opponents, those caught inside must
picks 1 pump type to start, but can upgrade
make a -2 Vigor roll against Poison or suf-
to have multiple pump types.
fer 2d6 damage per Round they are within
Upgrades:
the smoke. The cyborg is not automatically
l Adrenaline: They are pumped full
immune to their effect, needing either a gas
of speed, giving them the ability to perform
Melanie heard about this “special” doctor that could hook her up with all kinds of shit. She
was really only into Vicodin and maybe weed or blow, but this guy supposedly had some-
thing very different. She wandered the cold, dark streets trying to find the doctor’s place,
eventually settling on a small, secluded alley, hidden by a cleverly-placed tarp. Inside, she
saw worktables held up by books, dirt everywhere, and bits of machine parts everywhere.
Her instinct was to turn and leave, but her hunger for the drug held her in place. Then,
a creepy, dirty man showed himself. He had been awaiting her arrival and removed his
glasses to show off his own robotic eyes. He also knew what she was there for… an internal
pump that could be used to inject drugs into the system with a thought. She became fasci-
nated and the prospect took over her mind. He told her to lie on the table after grabbing his
due payment from her bag and she only hoped that whatever he did wouldn’t hurt too much.
She was sorely disappointed.
He put a breathing apparatus on her face and instructed her to inhale deeply. But the gas
didn’t put her to sleep as she had hoped, it merely paralyzed her movement. Melanie felt
every cut to her arms, her legs, her stomach and back. The incisions into her neck and her
head were worst of all. She tried to scream, but couldn’t move her lungs to produce more
than a weak whimper. “No pain, no gain.” The man said, seemingly gleeful over her agony
that eventually forced her to pass out.
When she awoke, she was home and felt very different. Her pain hadn’t left, but it was
numbed in an instant, as soon as she thought she wanted it gone. She went from her bed to
the mirror and crumbled when she saw the reflection of her naked body… covered in scars,
gauze, and tubes. Was she this desperate for drugs? She realized that the answer was yes,
as she released more painkillers through her tubes to get rid of her tears, of her anxiety over
her new look, and eventually of her normal life.
48 Chapter one
Imanol Moreno (Order #16815528)
+1 Action per round at a -2 penalty and +1 Optical Implant
damage for the duration. Sync Difficulty: -2
l Anti-Venom: Any mundane poi- Duration: 1 hr
son that enters their system is immediately Governing Attribute: Smarts
eradicated, and they are then immune to Effect: These implants replace the cy-
further poison for the duration. This gives borg’s organic eye. Each eye comes with
a +2 bonus against supernatural poisons. one of the listed abilities, but can be up-
l Pain Killers: They ignore all Wound graded to have multiple abilities.
penalties for the duration. Any spells or su- Upgrades:
pernatural effects that cause pain l 360-degree Vision: Dig-
are also cancelled out. ital sensor interfaces are in-
l Pheromones: stalled into the brain, giving
Pumped through the 360 degree vision. They
blood and sweat glands, gain a +2 bonus against
the character emits a Surprise attacks.
trace pheromone that l Hover eye: The
sexually attracts others. eye can hover up to 8
They gain a +2 Charis- ft above the ground, al-
ma for Seduction. lowing it to scout, always
wirelessly connected to
Voice Modulator the user.
Sync Difficulty: -1 l Infrared: The eye
Duration: 1 hour has heat-vision, allowing the cy-
Governing Attribute: Smarts borg to see at night and invisible be-
Effect: This implant replaces the char- ings that generate heat.
acter’s voice box with a cybernetic voice l Laser Eye: The eye has a built-in
modulator. They can listen to a voice and laser pointer that improves aim and gives a
instantly replicate its vocal tones and inflec- +2 bonus to Shooting rolls.
tion by releasing small nano-bots from the l Microscopic: The eye can be
ear to the vocal chords. This implant gives used to view items closely, even at a cel-
a +1 bonus to related rolls. lular level.
Upgrades: l Recording Eye: The eye can digi-
l Effect Bonus: +2 to related rolls tally record up to 1 hr of video before need-
l Duration Bonus: 1 Day ing to be downloaded and cleared to record
l Voice Storage: Can store up to 5 again.
voices for later use l Telescopic: This eye increases
range of sight to triple the normal distance.
l Third Eye: A third eye is installed
into the forehead, adding a +2 bonus to
sight-based Notice rolls.
Character Creation 49
Imanol Moreno (Order #16815528)
Chapter Two:
The World of Magic
“Adept” is the most commonly used powers or gifts from their deity of choice.
designation for those with an affinity for
casting magic. They are also sometimes The reasons to practice magic also
called magi, hoodoos, witches, or sorcer- vary widely. Some begin their journey be-
ers. Some demons are born with special- cause it runs in their family and the belief
ties in certain magical Paths or even mag- that magic is their birthright. Others join
ic that only their kind can master, such as secret schools of magic called Orders to
a Burner’s propensity for fire magic or a develop camaraderie with others of simi-
Taylari’s ability to control blood. Adepts lar magical interests. Some social rejects
come from different schools of thought or lone-wolves may research magic by
and practice, from witchcraft to necro- themselves, discovering new spells and
mancy to rune magic. Others may even cultivating their powers in the privacy of
believe their gifts are awakened psychic their own home.
Descendants of Ten
It is no coincidence that adepts are plentiful among humans. The Circle of Ten
made sure to take on many students on their travels, hoping to arm humanity with
enough power to fight against supernatural forces. Every direct descendant of the
Circle of Ten has the gift of magic and has progressed to master one Path or an-
other. Many believe the Board of Directors to be their own Order, as they share all
their magical secrets with each other in order to one day possess every spell in
existence. No one knows if they will ever succeed in their goal, as new spells are
created by the dozen every year.
50 Chapter Two
Imanol Moreno (Order #16815528)
Discoveries mals, or protection of their land. Howev-
er, the pressures of sustaining a normal
life when surrounded by magic can be-
Magic has existed for as long as hu- come too much for some. Hermits are of-
manity (and perhaps longer). Adepts ten born out of growing so powerful that
learn to shape reality by either bend- they separate themselves for everyone
ing or breaking the existing rules of the else’s safety. Master adepts are often
universe. Many adepts question exactly sought out for secrets of the supernatural
how humans are able to do this and and to learn unique spells. Some are will-
many have narrowed their answer to… ing to share and, of course, others are
the soul. Some beings have the ability to not. Others may join an Order, a secret
cast magic naturally, while others must society of magic.
forcibly open their soul to the universe
and absorb its power. Some strike out on their own, even
using magic to become psuedo-superhe-
Other more scientific minds from roes or masked vigilantes, getting a thrill
Apocalypse Prevention, Inc. experiment- from fighting for “the American way of
ed with magical occurrences and their life”. Others may take a more villainous
effect on the world and adepts. In May approach, no longer considering them-
1982, they discovered that all supernatu- selves human, having obviously evolved
ral abilities, from psychic phenomena to further than others thanks to their magi-
a magician’s tricks to a demon’s natural cal talents. This type of behavior is more
powers, all come from the same source. tolerable in areas without strong Apoca-
The only difference between an adept lypse Prevention, Inc. presence, as long
that casts magic with deep prayer and as they do not break the cardinal rules
an adept who speaks magic words to the of API. Often, these areas are deeply in
elements, is their choice of focus. Psy- need of additional protection for which
chics use their minds as a focus, while API may not have the numbers. These
worshippers use a holy symbol, and a vigilantes may even become sub-con-
witch may use nature itself. This scien- tractors with API backing, but without of-
tific discovery rocked the foundations of ficial API status (See page 113).
magical societies, as every Order held
strong to their own personal beliefs of Some adepts acknowledge their mag-
magic origins. ic, but try to live as normal people. One
is just as likely to find an adept in a large
Magic Shops
Many magic shops operate in the US. Of course, most are a complete and utter hoax,
selling crystal balls carved from totally non-magical stones, arrowheads for false luck,
and many books on using fake magic. To date, no adept has yet to publish a book with
real magic within its pages, as this would be neither truly profitable nor wise to break the
rules laid out by Apocalypse Prevention, Inc.
True magic shops do exist, but are quite limited on the types of items they may carry
legally. API has record of many magical objects needed for large-scale destruction or ep-
idemic rituals and obviously doesn’t allow stores to carry these items under the rules of
their store permits. Likewise, weapons
or charms that are integral to harming
legal demon races are prohibited from
sale, especially those that work closely
with Apocalypse Prevention, Inc. How-
ever, there is no way for the company to
know of every use for every herb, stone,
or other magical object.
52 Chapter Two
Imanol Moreno (Order #16815528)
Circle, very close to the center, but not can have beneficial and malicious conno-
quite. The bull’s-eye itself is the true goal tations. If used to bring a comrade back
of any adept worth their mettle and gives from near death, the applications are ob-
a measure of control over the universe. It viously good. However, if used to bring
can also take one’s whole life to achieve torture victims back to full health, only
this level of mastery. to torture them over and over again, the
magic’s application is obviously wicked.
1st Inner Circle
An adept first learns powers within the After years of learning and casting
1st Inner Circle. These spells are com- magic and reaching the 2nd Circle, an
prised of fundamental magic that can be adept’s appearance twists to match the
performed easily and without needing too use of their magic. Using their magic for
much control. Some adepts spend years good may garner a healthy glow about
in training at this level before ever at- them. Some even develop an actual
tempting to move beyond. Other adepts halo or may be giddy with happiness all
never progress past the 1st Circle, happy of the time. Likewise, practicing black
to stay safe in the use of simple magic. magic may give veiny or leathery skin.
Some even age faster than they normally
would.
2nd Inner Circle
When adepts move past 1st level
child’s play, they can progress to 2nd
level magic. This magic further solidifies
Spells and
the adept’s control over their environ-
ment and reality itself. While they can- Casting
not break universal laws, they can easily
bend them to their will. When attempting to cast a spell, you
roll your Spell Die and Wild die. Spell-
casting is based on the skill associated
3rd Inner Circle with the spell you are casting. This roll
Spells from the 3rd Circle break the is referred to as the Casting roll. The dif-
laws of reality, space, and time outright. ficulty of this roll is listed under each in-
Its rituals are the cause of many apoca- dividual spell as the Casting Difficulty. In
lyptic myths or legendary monster sum- addition, the Casting Difficulty is applied
monings. Most never achieve this level to the target’s resistance check if appli-
of control over the universal laws. Those cable. Failing a Casting roll can result in
that attempt 3rd level magic without many different outcomes.
proper control or training find themselves l Success: Spell is cast and the
accidentally ported to hellish dimensions Sacrifice is consumed.
or blinked out of existence altogether. l Raise: Spell is cast and the Sac-
rifice is not consumed.
Failure: Spell fails to be cast;
White and l
and the Sacrifice is consumed.
l 1 on Spell die: Caster is Shaken.
Black Magic l Snake Eyes: Spell fails to be
cast, caster is Shaken and suffers one
Magic itself is neutral. Its reflection of level of Fatigue, Sacrifice is consumed.
good or evil magic only comes from the In addition, caster takes 1d6 damage per
adept in question. Even a healing spell Circle of the spell.
World of Magic 53
Imanol Moreno (Order #16815528)
Multiple Fatigue levels result in Ex-
haustion and Incapacitation as usual.
Resisting Spells
Magical Fatigue recovers at the rate of Some spells have an effect that the
1 per hour. target can attempt to resist. When resist-
ing Magic, the target must roll Spirit or
Spells as Skills Vigor (specified in the spell description)
against the result of the adept’s Casting
Spells are learned in the same way roll. The casting Difficulty penalty is ap-
as Skills and are based on the govern- plied to the resistance check as well.
ing Ability that is listed with each spell.
Before learning spells, a character must
take the appropriate Edge (Inner Circle
Spell Format
Opening, Second Circle Opening, and Rank: Required rank of the Adept in
Third Circle Opening). Also, the adept order to learn the spell.
cannot learn a 2nd or 3rd Circle spell Casting Time: How long it takes to
from a Path without first learning a spell cast the spell.
from the previous Circle of that Path. Duration: Length of time the spell
At the initial skill level of d4, the adept lasts, measured in increments of rounds,
may cast the base form of the spell and minutes, hours, days, etc.
is not provided any upgrades. For every Range: Distance from which a spell
skill increase beginning at d8, the adept can be cast
chooses an upgrade which is applied to Resistance: Yes: Target can avoid
the spell. Upgrades may be taken more the effect with a successful Spirit or Vigor
than once unless otherwise specified. roll (specified by spell). No: Cannot re-
sist.If the spell can be resisted the appro-
The adept may only access as many priate Trait roll will be listed.
Paths as half their Smarts, so some- Governing Attribute: This is the At-
one with a Smarts d6 would get access tribute that the spell is based on, which
to three Paths. Taking the Path Access determines the cost for improving the
Edge can allow for more. spell die type.
Effect: The effect of the spell.
Casting Penalty Sacrifice: Spell component or pen-
alty incurred to cast the spell.
Despite the growing ability of adepts with Upgrades: Effects that can be se-
access to more powerful effect in the 2nd lected once per skill increase above d6.
and 3rd Circles, these spells are also
more difficult to pull off. The following
penalties apply to spells, based on their
Bloodcasting
Circle level: The Sacrifice for some spells is the
caster’s blood. This functions exactly
1st Circle = 0 as a normal casting roll, except that a
2nd Circle = –2 natural 1 on the Spell Die always results
3rd Circle = –4 in a Wound (which can be soaked with
Bennies) instead of Fatigue, even if the
damage roll was not normally enough to
cause a wound.
54 Chapter Two
Imanol Moreno (Order #16815528)
Paths of Magic
Hands, Mouth & Eyes Animalia: Power over the animal kingdom
The hands, mouth, eyes rule is uni-
Augmentation: Enhancement of the body
versal to most spells. It’s simple re-
ally. Adepts must perform tricky hand Blood: Vampire mastery over blood curse
movement, recite magic words, physi- Death: Control of ghosts and zombies
cally see their target, or any combina- Domination: Control thoughts and actions
tion of the three. Few spells deviate
Elements: Power over elemental magic
from this rule, but every adept devel-
ops their own style. Unless the spell Figments: Control of dreams and illusions
specifically requires one of the three Fortune: Bend fate and divination
(i.e. Anchor Spirit requires hands to Fractures: Husk living statue magic
draw the mystic symbol), then the Health: Medical and cleansing magic
player may choose which of the three
Mirrors: Power of reflections and light
their character prefers.
Neutralization: Power of negation
Portals: Creation of pathways and portals
Magical Orders
Psychometry: Visions from objects
Wild Ones - page 56
Shadows: Manipulation of darkness
New Seekers - page 61
Sickness: Magic of pestilence and disease
Brotherhood of the Iron Skull - page 67 Telekinesis: Move objects with one’s mind
Flower Children - page 72 Telepathy: Mental communication
True Faith Ministries - page 86 Time: Control over the flow of time
Psychics of Seville - page 102 Wares: Manipulation of machines
Paths of Magic
Path of Animalia Resistance: No
Governing Attribute: Spirit
The Path of Animalia gives the adept
power to communicate and control their Effect: This spell allows the adept to
animal brethren. These spells work just communicate directly with an animal by
as easily on non-Earthly animals as well. creating an empathic connection between
While very powerful, the adept must be the animal and their inner animal spirit.
careful not to lose themselves to their ani- Upon purchase, the adept can choose one
mal side, lest they stop being human and family of animals that they can communi-
instead become a beast. Sacrifices often cate with: canines, felines, horses, ants,
include bloodletting or loss of mental facul- rats, or another that fits their concept. This
ties. spell can be useful for gathering informa-
tion from the animal or for just having a
casual conversation. The animal’s intel-
(1st) Animal Dialect ligence has a large bearing on the infor-
Rank: Novice mation they can retrieve and relay. While
Casting Time: 1 Action dogs or elephants are highly intelligent and
Duration: 1 hour could carry on a great conversation about
Range: Self what they’ve seen, conversing with a dung
World of Magic 55
Imanol Moreno (Order #16815528)
Order: The Wild Ones
Description: The Wild Ones are a ally as little as possible. The more “civi-
small, but powerful coven of thirteen lized” members kept loose, camouflage
witches located in the Everglades of clothing. With mastery of animal magic,
Florida. They started their spiritual ca- they can easily hide. All members of the
reers as animal activists, attempting to coven know each other and can often tell
find magic to stop infringement on natu- each other by scent alone.
ral lands by the opportunistic humans. In
their quest, they found their future leader,
Mayte. She had lived in the Everglades
(2nd) Familiar
Path: Animalia
since she was a child, lost by her arche- Rank: Veteran
ologist parents. She survived by finding Casting Time: 10 min
innate magical power within and becom- Duration: Permanent
ing a commanding witch in the arts of Range: Touch
Animalia. The activists became her fol- Resistance: No
lowers and learned her special magic, Governing Attribute: Spirit
the power to give animals the minds and Effect: A staple for witches in leg-
emotions of human beings. ends, this spell gives an animal the intel-
ligence, personality, and emotions equal
The Wild Ones are named because to that of a human. This also gives them
collective lives beside their wild animal the gift of human speech. This spell can
friends. They hope to acquire answers be cast on a pet (i.e. cat or dog), but oth-
to stop the destruction of their homes. ers have alligators or even horses as fa-
Each witch specializes in a certain type miliars.
of Everglades animal, from snakes and When the spell is cast, the animal
alligators to manatees and dragonflies. begins with a child-like intelligence, but
They have kept the remaining wetlands learns through time, including languag-
safe from trespassers and opportunists, es, empathy, and debate. The animal
using their animal friends as spies or has all their normal statistics but begins
defenders. Some have even needed to with a d4 Smarts with human-level intel-
kill intruders in their career, but they sel- ligence. An adept starts with the ability to
dom take this drastic route to salvaging have one animal familiar at a time, but
the wetlands. Two wrongs do not make can obtain multiples through upgrades.
a right, after all. Animals imbued with this power are
counted as Wild Cards.
Joining: The Wild Ones keep their
Sacrifice: The adept permanently
numbers at a strong thirteen and only
sacrifices 1 die from Smarts, instilling the
replace a member if one dies (occurring
animal with a piece of their mind.
only twice before). It is Mayte’s wish to
Upgrades: Effect Bonus (+1 simul-
keep their numbers small and only fill
taneous familiar), Effect Bonus (Smarts
their ranks with those that truly believe
d6 instead of d4)
in their humanitarian efforts. After the
death of one of their past members, her
replacement was found to be a spy, there
to steal their magic. They have a sense
of xenophobia due to this situation.
56 Chapter Two
Imanol Moreno (Order #16815528)
beetle will hardly garner too much informa- room, screamed from his surroundings,
tion. The exception to this is smaller insects and hear the breathing or footsteps of a
that can work together as a swarm or colo- would-be stalker. Their hearing bonus also
ny. Ants are not individually intelligent, but applies to Tracking checks when following
speak as a choir together, especially if their even faint sounds and they get a +2 bonus
queen agrees to an audience. The GM is to Notice rolls. Very loud sounds or sonic
encouraged to give each animal a specific attacks are twice as effective.
voice, reflecting flaws and gifts natural to l Smell/Taste: The adept gains the
their animal kingdom, just like any other ability to make Memorize checks for the
NPC. The animal is not forced to do obey scent of people, animals, or places, al-
the adept or even acknowledge the words, lowing them track by smell or even iden-
but the adept gets a +4 bonus to any Ride tify people based completely on scent.
checks while speaking their tongue. Likewise, upon tasting any dish, the adept
Sacrifice: The adept must be in physi- instantly has knowledge of every ingredi-
cal contact with the animal when casting ent used in its making with a successful
and then bite their own tongue. Smarts roll.
Upgrades: Duration Bonus (12 hours l Touch: Enhanced touch makes
> 1 day), Range Bonus (1 other by touch), the adept sensitive to everything from the
Range Bonus (Animal within 10ft.(2”) exact temperature to the shift of winds
away), Effect Bonus (+1 Animal type) from a simple foot movement to whispered
words. They receive a +2 bonus to Parry
for the duration. They are very susceptible
(1st) Beast Senses to physical pain and suffer double Wound
Rank: Novice
penalties while in effect.
Casting Time: 1 Action
l Danger: By calling upon a preda-
Duration: 1 hour
tor spirit within them, the adept can in-
Range: Self
stantly sense impending danger in the im-
Resistance: No
mediate area. They sense the presence of
Governing Attribute: Smarts
others and if they are approaching. They
Effect: An adept with this spell can
are instinctual immune to surprise attacks
shift their senses to match that of a certain
and draw an extra card for initiative on
animal. Whether it is an eagle’s keen eye,
the first round of combat, using whichever
the night vision of a feline, or the danger
card is higher. The danger they sense is
sense of the cockroach, the adept gains
not necessarily directed toward the adept
a +2 Notice bonus to rolls associated with
themselves, which may lead them into
that sense, in addition to the effects listed
other peoples’ affairs quite often. Howev-
below. One sense is available upon pur-
er, some adepts become overly paranoid,
chase, with others available through up-
jumping at the slightest breeze.
grades. An adept that can call upon several
Sacrifice: Side-effects are listed with
different senses can use them separately
each sense above.
or together with a single casting.
Upgrades: Duration Bonus (+2
l Sight: Enhanced sight allows the
hours), Range Bonus (Touch), Effect Bo-
adept to see twice as far with more ac-
nus (+1 Sense), Effect Bonus: Sight (Tar-
curacy and in darkness as if it were day.
geted strike penalties reduced by 1), Effect
Penalties to Called Shots are reduced by
Bonus: Hearing (Can use bonus to detect
1 and they receive no penalty for darkness
deception by listening to heart rate), Ef-
(unless magical). Bright lights or blinding
fect Bonus: Smell/Taste (+1 to memorize
effects are twice as effective.
smells), Effect Bonus: Smell/Taste (+1 to
l Hearing: Enhanced hearing is be-
track smells), Effect Bonus: Danger (+1
yond that of any human, allowing the ad-
ept to hear anything whispered across the round gets Initiative bonus)
World of Magic 57
Imanol Moreno (Order #16815528)
(2nd) Beast Calling may dictate simple movements (i.e. turning
Rank: Veteran to look in certain direction, guiding through
Casting Time: 1 Action doors, or making a distracting noise) with a
Duration: 1 hour successful Spirit roll. More complex direc-
Range: 1 mile radius tion require a successful -2 Spirit roll.
Resistance: No While riding the animal’s senses, the
Governing Attribute: Spirit adept’s physical body lies dormant and
Effect: The adept sends his or her without movement. If their body is harmed
magic outward and searches for creatures or the spirit extends farther than the range
they are linked to (dogs, cats, birds, etc.), of the spell, the adept is snapped back into
calling up to five of them to their aid. The their body instantly. Such an ordeal is spiri-
animals must be within one mile of the tually painful, giving them a -2 penalty to all
adept and are compelled to come when rolls (except damage) for 1 hour
called. The adept must still wait for them to Sacrifice: After the spell ends, the ad-
arrive, as they are not magically teleport- ept loses one of his or her senses (GM’s
ed to their location, but they also gain an choice) for 1 hour.
empathic connection to their targets that Upgrades: Duration Bonus (1 hour > 3
provides information on their current loca- hours > 5 hours), Range Bonus (+2 miles),
tion at all times or if there were no animals Effect Bonus (+1 to guiding actions), Re-
within range. When the animals reach the duce Penalty (-1 penalty from rushing back
adept, they can be given commands, but into body, instead of -2), Ride the Human
simple tasks only (i.e. “Attack”, “Guard”, or (Can be used on a human target)
other basic commands). If the adept knows
the Animal Dialect spell, their instructions (3rd) Bestial Form
can be more complex. Rank: Heroic
Sacrifice: The adept must bite their Casting Time: 3 minutes
tongue hard enough to draw blood. This Duration: 1 hour
leaves them with a -1 penalty to Persua- Range: Self
sion rolls for the duration of the spell and Resistance: No
about an hour afterward. Governing Attribute: Vigor
Upgrades: Range Bonus (+2 miles), Effect: An adept with this spell can
Effect Bonus (+1 Animal type), Effect Bo- shapeshift into their chosen animal type,
nus (Summon up to 10 > up to 20 15 > up acquiring all the animal’s natural abilities.
to 5020), Swarm (If used on insects, they Taking a bird’s form garners flight, a tiger
can summon 10 for every 1 normally sum- form gains claws and additional balance,
moned) and a dog form gains heightened hearing
and smell. They adopt the animal’s physi-
(2nd) Ride Senses cal traits (i.e. their size) and take the higher
Rank: Seasoned of any physical Attributes between them
Casting Time: 1 min. (i.e. an adept with Strength d4 turns into
Duration: 30 min. a bear with higher Strength. Their Strength
Range: Self/2 miles rises to that of the bear). They retain their
Resistance: Spirit mental faculties, but suffer a -2 penalty to
Governing Attribute: Spirit using them while in animal form. This also
Effect: This spell allows the adept to automatically grants the adept with the Ani-
achieve a state of astral projection and at- mal Dialect spell effects, but they cannot
taches their spirit to an animal to use their speak in human tones (unless of course,
senses. The adept experiences everything they have transformed into a parrot or oth-
from the animal’s point of view. While not er animal capable of human speech).
complete animal possession, the adept Sacrifice: The adept becomes en-
58 Chapter Two
Imanol Moreno (Order #16815528)
grossed in their animal spirit, and this bes- Duration: 1 min.
tial nature crosses over into their human Range: Self
life. The adept receives a -4 penalty to all Resistance: No
Smarts and Persuasion checks for twice Governing Attribute: Strength
the duration they spent in their animal form. Effect: The Iron Fist spell enhances
Upgrades: Duration bonus (6 hours > the adept’s attacks, making them truly for-
12 hours > 1 day), Effect bonus (+1 Ani- midable in hand-to-hand combat. Every
mal type), Swarm (If animal is an insect, adept’s spell appearance is unique. Some
the adept turns into a swarm, instead of a turn their hands into pure spiked iron, while
single bug) others sprout thorns on their hands or go
for traditional claws. No matter the appear-
ance, the spell adds +1d4 damage to their
Path of Augmentation unarmed strikes for the duration.
The Path of Augmentation uses magic Sacrifice: Enough iron to fill the palm
to change and enhance an adept’s physi- of their hand.
cal body. When using these spells, their Upgrades: Duration Bonus (+2 min),
muscles appear to ripple almost too much damage Bonus (1d6 > 1d8 > 1d10 > 1d12)
and they look as though strung out on ste-
roids. Common sacrifices are side-effects
due to the strain of pushing their body be- (1st) Night Vision
yond its natural limits. Rank: Novice
Casting Time: 1 Action
Duration: 20 min.
(1st) Hyperjump Range: Self
Rank: Novice Resistance: No
Casting Time: 1 Action Governing Attribute: Smarts
Duration: Instant Effect: This spell augments the ad-
Range: Self ept’s eyes, allowing them to see in dark-
Resistance: No ness of night as if it were day. Also, they
Governing Attribute: Strength are only rendered partially blind (-3 pen-
Effect: Jumping is often the fastest alty) by magical darkness. Their eyes ap-
way to get from here to there. This spell pear to shimmer in the night, much like cat
allows the adept to perform longer and eyes, giving them an eerie look.
quicker jumps. Their jumping distance is Sacrifice: A cat’s paw.
equal to their pace when jumping horizon- Upgrades: Duration Bonus (+20 min),
tally and half their pace when jumping ver- Range Bonus (+1 other by touch)
tically. In addition, they receive a +2 bonus
to Strength rolls for jumping extra distance.
This spell affects a single jump per casting. (1st) Olympian Strength
Sacrifice: If jumping more than 6” Rank: Novice
horizontally or 3” vertically, the adept takes Casting Time: 1 Action
1d6 damage upon landing from the undo Duration: 5 min.
strain on their legs. Range: Self
Upgrades: Duration Bonus (2 Resistance: No
Rounds), Effect Bonus (Additional +1 to Governing Attribute: Strength
Jumping Checks), Reduce Penalty (1d6 Effect: An adept with this spell can ac-
damage taken at +2”/1”) complish feats of strength beyond a normal
person. This spell doubles the adept’s car-
rying/lifting amounts and adds a +2 bonus
(1st) Iron Fist to all Strength rolls. The adept also ignores
Rank: Novice 2 points of Toughness when attempting to
Casting Time: 1 Action damage non-living objects.
World of Magic 59
Imanol Moreno (Order #16815528)
Sacrifice: A stone three times larger slowly removed from their body with hack-
than their hand. ing coughs and vomiting. If they attempt
Upgrades: Duration Bonus (15 min. to continue with activity during this period,
> 30 min. > 1 hour), Effect Bonus (Ignore they have a -2 penalty to all rolls and can
+1 Object Toughness), Effect Bonus (Tri- become a liability.
ple carrying/lifting weight amount > Qua- Upgrades: Reduce Casting (1 min. >
druple), Effect Bonus (+1 to Strength rolls) 30 sec.), Duration Bonus (1 hour > 2 hours
> 5 hours), Range Bonus (+1 Other), Per-
fect Swimmer (+50% Swimming Pace >
(2nd) Hyper Movement Double), Reduce Penalty (30 min.), Re-
Rank: Seasoned
duce Penalty (-1 to rolls > No penalty)
Casting Time: 1 Action
Duration: 20 min.
Range: Self (3rd) Regeneration
Resistance: No Rank: Heroic
Governing Attribute: Agility Casting Time: 1 Action
Effect: This spell boosts the adept’s Duration: 4 Rounds
Pace. They move in a blur of colors, giving Range: Self
+3 to their Pace and gaining a +1 bonus Resistance: No
to all combat rolls. The adept does not re- Governing Attribute: Vigor
ceive any penalty to avoid obstacles while Effect: This spell pushes the adept’s
in hyper-movement, as their mind stays body to the limit, accelerating their heal-
just as alert. ing rate to such an extent that they regain
Sacrifice: The strain on the adept’s Health in an inhumanly faster fashion,
muscles reduces their Strength die for one whether active or inactive. Their enemies
day after the duration ends. simply watch as their wounds slowly close
Upgrades: Duration Bonus (+20 before their eyes. For the duration, the
min.), Effect Bonus (+1 Pace) adept regains 1 Wound at the beginning
of every round. Regeneration will remove
Wounds more than one hour old and re-
(2nd) Like a Fish mains in effect even if the adept is inca-
Rank: Seasoned
pacitated.
Casting Time: 2 min.
Sacrifice: The speedy replication of
Duration: 30 min.
the body’s cells taxes the body. The adept
Range: Self
suffers a -2 Penalty to Toughness and to
Resistance: No
Vigor rolls for 1 week.
Governing Attribute: Vigor
Upgrades: Duration Bonus (+2
Effect: With this spell, the adept re-
Rounds), Range Bonus (+1 other by touch,
places their lungs for gills and then able
Additional target also pays Sacrifice)
to breath either fresh or salt water with-
out issue. Slits appear on their neck and
begin to filter as soon as they enter the
water. They are also able dive far down to
the crushing depths of the ocean without
taking any. With webbed hands and feet,
the adept is able to move at their full Pace
while swimming and can hold their breath
for the duration of the spell without worry-
ing about Fatigue.
Sacrifice: Transitioning back to their
lungs is not an enjoyable one. They must
spend an hour in rest, while the water is
60 Chapter Two
Imanol Moreno (Order #16815528)
Order: New Seekers
Description: This Order was see if they are New Seeker material.
originally founded in Malibu, CA at the Having proven to be a great physical
height of the 80’s health craze. Many specimen, the inductee can then enter
adepts became obsessed with honing the Order and gain the mental training
the power of their bodies, doing aero- needed to pursue true enlightenment.
bics and lifting weights almost uncon-
trollably. This same craze led to the Garb: New Seekers are not ashamed
creation of many spells within today’s of their bodies and usually wear cloth-
Path of Augmentation, pushing the body ing to show off their perfect physiques,
beyond its natural limits. The Seekers including muscle shirts or tight shorts.
wanted nothing but toned, muscular Members greet their brothers and
bodies, with rock hard biceps and sisters with the statement “We seek
washboard abs. Many rivalries sprung together”, to which the other replies “We
up within the Order, leading to fights, find together”.
conflicts, and even a few deaths.
World of Magic 61
Imanol Moreno (Order #16815528)
Path of Blood (1st) Plasma Tentacles
Rank: Novice
(Taylari Only) Casting Time: 1 Action
The Path of Blood is only available to Duration: 1 min.
inheritors of the vampire curse, the Tay- Range: Self
lari. Non-vampire adepts have attempted Resistance: No
to replicate these effects to create simi- Governing Attribute: Vigor
lar spells, but always fail. The sacrifices Effect: The vampire creates whip-like
required are usually the vampire’s own tentacles from their cursed blood. They slit
blood, meaning self-infliction of lethal dam- their wrist and let the blood pour out. In-
age. This can be done with a dagger or stead of collecting in a pool at their feet,
by biting into one of their veins, neither of the blood extends out into a tentacle that is
which is pleasant to behold. fully at the vampire’s control. The tentacle
is 5 ft. (1”) in length with d4 in Strength. In
(1st) Knowledge of Blood combat, the vampire makes a Fighting roll
Rank: Novice to manipulate all their created tentacles at
Casting Time: 1 min. one time, inflicting the tentacle’s Strength
Duration: Instant in damage and ignoring one point of un-
Range: Self armored Toughness per tentacle. For ex-
Resistance: No ample, an adept with two blood tentacles
Governing Attribute: Vigor at Strength d4 would make one Fighting
Effect: With but a taste of the target’s roll for the attack and the damage caused
blood, the vampire gains an immediate would be 2d4, ignoring two points of unar-
understanding of their general personality, mored Toughness.
blood traits (illnesses or habits that may Sacrifice: Because the tentacles are
run in their family), and likes/dislikes. The made from the vampire’s own blood, the
vampire senses this information in the form Taylari must perform Bloodcasting.
of emotional impulses or spontaneous vi- Upgrades: Duration Bonus (5 min. >
sions. Some stalk their victims and retrieve 10 min. > 30 min.), Tentacle Strength (d6 >
a blood sample before they strike, to en- d8 > d10 > d12), Effect Bonus (+1 tentacle
sure that the target is the type they want to summoned), Increased Length (+5 ft (1”))
drink from. Others even keep entire labs of
blood samples, just in case. (2nd) Blood Armory
Sacrifice: The vampire must mix a Rank: Veteran
small amount of their own blood with the Casting Time: 1 Action
sample they drink, requiring them to per- Duration: 1 min.
form Bloodcasting. Many spread their own Range: Self
blood on their lips just before drinking in Resistance: No
order to mix. Governing Attribute: Vigor
Upgrades: Deeper Knowledge (Tar- Effect: The vampire with this spell can
get’s true name > Recent history up to a create weapons and armor from their own
week), Drives (Learn Passion), Gauge blood, making it as hard as iron. Weapons
Strength (Sense the approximate Skill lev- are created by bleeding their wrist. The
els > Attribute levels), Track (Gets a sense weapon starts with identical stats of the
of target’s location, gaining a +1 bonus to normal weapon type, but is lighter, faster
Tracking checks for 1 hour) and easier to wield, granting +1 to Fighting
rolls using the weapons.
Gelatinous blood armor can also be
secreted from the vampire’s pores to cover
them entirely, providing Armor +2.
62 Chapter Two
Imanol Moreno (Order #16815528)
Sacrifice: Bleeding causes the Taylari (2nd) Recreation
to perform Bloodcasting. Rank: Veteran
Upgrades: Duration Bonus (+2 min), Casting Time: 5 hours
damage Bonus: Weapon (+1 damage), Ar- Duration: Permanent
mor (+1 Armor), Two-Handed Summoning Range: Self
(Summon two of the same weapon type Resistance: No
during a single casting) Governing Attribute: Vigor
Effect: Vampires use this spell to re-
(2nd) Mimicry place missing limbs or organs, creating
Rank: Seasoned clones of them with their blood. First, the
Casting Time: 1 Action vampire must kill another and bleed their
Duration: 1 hour body dry, not leaving a single drop. This of-
Range: Self ten means hanging the victim from the ceil-
Resistance: No ing to bleed them out completely or spend-
Governing Attribute: Vigor ing hours drinking far beyond normal limits.
Effect: By tasting their target’s blood, Once they have drunk all they can, the
the vampire gains insight into their abili- vampire uses that blood to form new parts.
ties and how they work. The vampire may This spell does not heal any Wounds. It
choose one Skill from the target and in- only replaces missing parts. The ordeal is
creases his own skill by
one die type to a maxi-
mum of the target’s skill
level. For example, if the
target has Fighting d8, the
Taylari could increase his
own Fighting up to a d8.
Observant onlookers
will see that the vampire
performs the skill in ex-
actly the same manner as
the target, with no devia-
tion from the target’s per-
sonal style.
Sacrifice: The vam-
pire must mix their own
blood with the sample
they drink, requiring them
to perform Bloodcasting.
Many spread their own
blood on their lips just be-
fore drinking to mix.
Upgrades: Duration
Bonus (+2 hours), Effect
Bonus (+1 simultaneous
Skill copied), Effect Bonus
(+1 Skill Die)
World of Magic 63
Imanol Moreno (Order #16815528)
truly grotesque to behold, forcing a -2 Guts into a long, flying blade that inflicts 2d6
check for anyone watching. Failure means damage if it lands. Attacks are made using
they are Shaken. If they are already Shak- Throwing. If creating more than one, treat
en when they fail the check they do not suf- the attack as Automatic Fire with a Rate
fer a Wound. of Fire equal to the number of shards cre-
Sacrifice: The limb or organ’s es- ated. Range is equal to Throwing range.
sence was stolen from another, giving the l Withdraw: The vampire can draw
vampire a -2 penalty to all rolls to use the the blood from a victim’s open wound at a
limb or organ for 1 week. In addition, the distance. This deals 2d6 damage as blood
Taylari must perform Bloodcasting to suc- flies through the air into the vampire’s
cessfully meld the new organ with their mouth, healing Wounds. The target makes
own body. a magic resistance check with a Vigor roll
Upgrades: Reduce Casting (-2 against the vampire’s casting roll.
hours), Reduce Penalty (-1, instead of -2 Sacrifice: Controlling blood at this
> No penalty), Effect Bonus (+1 simultane- level further disrupts the vampire’s mind,
ous organ or limb created) leading them along a path of their inner de-
mon. They must resist the urge to go on a
1 hour blood binge with a -2 Spirit roll.
(3rd) Hemokinesis Upgrades: Duration Bonus (10 min.
Rank: Heroic
> 30 min. > 1 hour), Range Bonus (12” >
Casting Time: 1 Action
24” > Line of sight), Effect Bonus: Clot (Ad-
Duration: 5 mins.
ditional -1 Penalty), Effect Bonus: Blood
Range: 6”
Shaping (+2 Object Toughness), Effect Bo-
Resistance: See Below
nus (+1 Effect Type), Effect Bonus: Shrap-
Governing Attribute: Smarts
nel (+1 created per use), damage Bonus
Effect: This spell teaches ultimate
(+1 damage)
control over a vampire’s blood. With He-
mokinesis, they can control their own blood
or that of another, their blood flow, and (3rd) Leech
even their organ placement to avoid being Rank: Legendary
staked or otherwise impaled. The vampire Casting Time: 1 min.
makes a Control Action to do the following Duration: 1 month
effects (the vampire learns one upon pur- Range: Touch
chase and others through upgrades): Resistance: Vigor
l Blood Shaping: They may form Governing Attribute: Vigor
elaborate shapes and constructs from Effect: Vampires are known for steal-
blood. The blood they control becomes ing life force, draining the victim’s bodies
hard like iron and has Toughness 10. Well dry. However, those with this spell can also
known uses are large blood cages used steal (not simply mimic) their victim’s Skill
to capture victims or blood chains to bind or Attribute dice by robbing fragments of
them. The target must roll Agility vs. the their minds through blood. They must drink
vampire’s casting roll or become trapped. directly from their target (requiring a suc-
l Clot: They can cause another’s cessful Grapple) and can steal 1 Skill die
blood to stop its flow and clot, causing pain with a Success (with a raise they can steal
and rigor mortis. Those affected take 2d6 two skill dice or an Attribute die). The target
damage per round and get a -1 penalty to must be decided on before making the roll.
all rolls for the duration. The target makes Much like the Mimicry spell, they cannot
a magic resistance check with a Vigor roll raise their skill or attribute higher than their
against the vampire’s casting roll. victim’s. The process is lengthy and pain-
l Shrapnel: The vampire can fling or ful for the vampire and victim, leaving both
spit blood at the target, turning each blood drained after the transfer, but it lasts for 1
64 Chapter Two
Imanol Moreno (Order #16815528)
lunar month after which both vampire and Casting Time: 1 min.
victim return to normal. Duration: 1 hour
Sacrifice: The vampire must mix their Range: Self
own blood with the sample they drink, re- Resistance: No
quiring Bloodcasting. Damage caused by Governing Attribute: Spirit
this roll cannot be healed for 1 lunar month. Effect: This spell renders the adept’s
Upgrades: Effect Bonus (+1 Skill level body dead for all intents and purposes,
stolen), Effect Bonus (+1 Attribute level placing them into a Death Trance that
stolen) stops their heartbeat and breathing. They
are in a state of sleep and the appearance
of being dead, but can still hear everything
Path of Death that happens around them, which has
The Path of Death is the primarily tool helped more than one adept avoid an undo
for necromancers and other adepts that autopsy (even though they feel no pain in
seek to manipulate and control spirits. this state). The Recovery time occurs after
Most become quick enemies of any Spec- the trance has lapsed.
tral that learns their name and should be Sacrifice: A handful of spider’s web.
careful how often they flaunt their power. The adept also suffers a -1 penalty to all
Also, ghosts receive a -2 penalty to their Agility and Agility-linked Skill rolls for the
Magic Resistance check against any next day if they remain in this state for
Death spell, if the adept knows their name. longer than 1 hour, due to the rigidness in
Evolved Spirits (page 151) ignore this pen- their bones from being “dead”,
alty, as they are no longer simple ghosts. Upgrades: Range (Touch – must be
willing), Duration Bonus (+1 hour), Old
(1st) Commune Corpse (The adept’s skin becomes rigid
Rank: Novice and dirty, appearing as an older corpse)
Casting Time: 1 min.
Duration: 1 hour (1st) Merciful Death
Range: Self Rank: Novice
Resistance: No Casting Time: 1 Action
Governing Attribute: Spirit Duration: Instant
Effect: This spell opens the adept’s Range: Touch
body to ghosts or other spirits in their im- Resistance: No
mediate area. The adept is able to see and Governing Attribute: Spirit
communicate clearly with them, but the Effect: Some adepts may be faced
spirits are still intangible to the touch. This with the difficult and controversial situa-
spell also allows a ghost or spirit to pos- tion of euthanasia. This spell instantly kills
sess the adept’s body more easily. Resist- someone with a touch who solemnly wish-
ing possession during this spell suffers a -1 es for death. There is no resistance, as the
penalty. Spirits are often choosy about who adept and target must simultaneously will
they possess, so not all adepts are at risk. the effect into existence. The adept com-
Sacrifice: One 12-inch white candle, monly takes the target’s final words before
which burns through during casting. bidding them a merciful death. Some may
Upgrades: Range Bonus (+1 other by attempt to fulfill some sort of final wish as
touch), Translate (Understand the ghost no well, such as delivering a message to a
matter the language they speak), Reduce family member.
Penalty (No Penalty to Resist Possession) Sacrifice: Two coins placed on the
target’s eyelids.
(1st) Death Trance Upgrades: Protected Spirit (The ghost
Rank: Novice of the target can never be summoned)
World of Magic 65
Imanol Moreno (Order #16815528)
(1st) Summon Ghost tract other spirits within 24” for the dura-
Rank: Novice tion. They are not necessarily violent, but
Casting Time: 5 min. they are not happy to drawn from their own
Duration: 30 min. agendas.
Range: 24” Upgrades: Duration Bonus (6 hours
Resistance: Spirit > 12 hours > 1 day > 2 days > 5 days),
Governing Attribute: Spirit Range Bonus (+1 simultaneous spirit),
Effect: This spell summons a ghost Range Bonus (8” > 18”), Reduce Area (-2”
from the immediate area. Upon first learn- radius), Protection (Caster cannot be ad-
ing this spell, one ghost can be summoned, versely affected while in the circle)
though this spell does not give power over
them or the ability to see/communicate with (2nd) Command the Dead
them. If the adept does not know the name Rank: Veteran
of the ghost to be summoned, any ghost Casting Time: 1 Action
within range is brought forth. If they do Duration: Maintained
know the ghost’s true name, they can even Range: 6”
be brought back from the Bright Lights by Resistance: Spirit
performing this ritual on their grave with a Governing Attribute: Spirit
–5 penalty. Not every ghost is happy to be Effect: This spell allows the adept to
summoned and may attempt to harm or command ghosts to do their bidding, from
possess the adept for revenge. spying to possession to attacking an op-
Sacrifice: One 12-inch black candle, ponent. Their Actions become the actions
which burns through during casting. of the ghosts they control. At first, the ad-
Upgrades: Reduce Casting (-2 min, ept can control only one ghost. However,
Min: 1 min.), Duration Bonus (1 hour > the more they control the more tasks they
3 hours > 6 hours > 12 hours > 1 day), can accomplish with just a single Control
Range Bonus (72” > 96”. > 192” > ½ mile Action. The ghost must perform any action
> 1 mile), Effect Bonus (3 ghosts > 6 > 10) the adept commands, short of destroying
itself. Controlled ghosts must also stay
(2nd) Anchor Spirit within the spell’s range at all times or they
Rank: Seasoned snap out of the control.
Casting Time: 1 Action Two adepts that know this spell may
Duration: 3 hours wrestle for control of the same spirit, forc-
Range: 4” ing opposing Spirit checks where the win-
Resistance: Spirit ner is the first to four successes. Each con-
Governing Attribute: Spirit test still requires an Action.
Effect: This spell is used to keep a Sacrifice: The strain on the spirits to
spirit or ghost in place (usually to use other assert command over a soul leaves the
spells on it or to coerce information). The adept totally drained. Any Fatigue damage
adept draws a symbol on the ground and suffered in casting this spell is recovered at
the ghost becomes trapped in the immedi- half the normal rate.
ate area (12” radius) if they fail their Magic Upgrades: Range Bonus (+6”), Effect
Resistance. The same symbol can be Bonus (+1 ghost)
used for multiple castings, as long as the
spirit to affect is within 4”. The spirit cannot
move outside the circle for the spell’s dura-
tion, which as a tendency to anger them.
Anyone that steps inside the circle is fully
susceptible to that anger.
Sacrifice: The adept begins to at-
66 Chapter Two
Imanol Moreno (Order #16815528)
Order: Brotherhood of the Iron Skull
Description: The Brotherhood was
founded by rich, privileged, white men Garb: Members of the Brotherhood
and handed down to several genera- look like other wealthy elitists. They are
tions of their children. Their national often hated for the wealth alone (but
leader is Baxter Heinz, but is far from usually deserve more based on their
the only living alumni. They have repre- treatment of “lessers”). During sum-
sentation in just about every ivy league moning rituals, they dress in long black
school in the United States and a few robes and adorn animal skulls on their
in Europe. They specialize in the Path heads. They all wear a ring crafted of
of Death, bending ghosts to their will bone, a sign of belonging to the Order.
to hone their talents and sustain their
fortunes.
(3rd) Imbue the Iron Skull
Path: Death
Most of their ghostly victims were
Rank: Heroic
quite wealthy (some are even de-
ceased friends and relatives) and they Casting Time: 5 min.
are forced to disclose important bank- Duration: 30 days
ing information and any dirt they have Range: 6”
on others for future blackmailing. The Resistance: Spirit
Brotherhood is powerful and their en- Governing Attribute: Spirit
emies live just long enough to regret it Effect: Masters of the Brotherhood
(even moreso in death). of the Iron Skull imbue a carved iron skull
the power to absorb any ghost in the im-
Each chapter has approximately ten mediate area. The ghost is locked inside
to twelve members. Their small numbers for the duration, in a pocket dimension
help with keeping them secret, but they of darkness. This spell can affect several
stick together out of fear and control ghosts within range at one time (but only
primarily. The more powerful the chapter two ghosts to start).
becomes, the quicker the dead comes At any time, the adept can summon the
back to bite them. Many in the Brother- ghosts from the iron skull with a standard
hood of the Iron Skull are relentlessly action without the need to reassert control
haunted by powerful ghosts, hunted over the ghost. Command the Dead (See
by evolved spirits, and even become page 66) is assumed to be in effect as long
targets of Spirit Eaters on occasion. All as the ghost is connected to the iron skull.
members are wealthy (or at least their Masters of the Brotherhood use this
parents are), so they can afford living as
spell to control an army of ghosts with
far from cemeteries as possible.
ease, combining their controlled ghosts
Joining: Most inductees are descen- from Command the Dead with those from
dents of Order alumni, making their this spell.
entry into the Brotherhood automatic Sacrifice: The adept may choose ei-
(even if they refuse). This involves little ther to Bloodcast or to sacrifice a person
more than a small animal sacrifice and or animal, spilling the blood over a finely
an accompanying ritual in devotion to crafted skull carved from pure iron.
the Order. Other inductees must also Upgrades: Reduce Casting (3 min. >
summon a ghost as tribute to the chap- 1 min.), Range Bonus (12” > 24”), Effect
ter leader, which they retain in their Iron Bonus (+2 ghost capacity)
Skull. The ghost must also have infor-
mation that can bring at least a small
profit to the Order.
World of Magic 67
Imanol Moreno (Order #16815528)
(2nd) Exorcism touch), Damage Bonus (+1 damage), Ef-
Rank: Seasoned fect Bonus (Can affect thrown weapons),
Casting Time: 1 min. Reduce Penalty (30 min. > 15 min. > 5 min.
Duration: 1 day > No penalty)
Range: Touch
Resistance: Spirit (3rd) Raise the Dead
Governing Attribute: Spirit Rank: Heroic
Effect: This spell is opposite to Sum- Casting Time: 1 Action
mon Ghost, pushing a ghost out of the Duration: Maintained
area or forcing them to cease any object or Range: 6”
person possession. The effect is instanta- Resistance: No
neous, but the spell’s Duration marks how Governing Attribute: Spirit
long the spirit is banished from the area or Effect: This spell can force a currently
how long the person is safe from reposses- controlled ghost (see Command the Dead)
sion. Many adepts make a great living as a into a corpse, effectively creating a Zombie
paranormal exorcist. (page 142 of SWDX). This spell uses the
Sacrifice: This spell requires intricate same rules as Control the Dead. The spirit
hand signs, requiring a successful casting does not get a Magic Resistance check
roll to fully complete. If the check fails, the for being transferred into a zombie, as
spirit is only momentarily banished, but they are already under the adept’s control.
can reenter immediately, disregarding du- Zombies are slow by nature, but are very
ration. deadly in numbers.
Upgrades: Reduce Casting (30 sec, Sacrifice: The strain of commanding
instead of 1 min.), Duration Bonus (3 days both body and soul,soul drains the adept.
> 1 week > 2 weeks > 1 month), Range Bo- Fatigue SDamage suffered in casting this
nus (6” > 12” > 24” > 48” > 120”), Reduce spell is recovered three times slower than
Penalty (Spell does not fully complete if the the normal rate
Casting Roll fails by 2 or more > 4 or more) Upgrades: Range Bonus (+6”), Effect
Bonus (+1 simultaneous zombies)
(2nd) Ghost Strike
Rank: Veteran
Casting Time: 1 Action
Path of Domination
The Path of Domination teaches an
Duration: 2 Rounds adept how to completely dominate a vic-
Range: Self
tim’s mind, from commanding their Actions
Resistance: No
to removing or editing memories. Some
Governing Attribute: Spirit
say these adepts control not only the
Effect: This spell allows the adept to
victim’s mind, but their soul as well. This
strike and hurt a spirit’s ectoplasmic body,
heinous path is widely practiced, despite
either unarmed or with a melee weapon.
its usually wicked intent, and is a favorite
This spell does not affect ranged weap-
for Illegal demons who wish to keep their
ons or firearms. The adept must still have
presence hidden at all costs. Most spells
some way of knowing the ghost’s location,
in this path require the target to both hear
like using Commune. Their body or weap-
and understand the caster words.
on glows with blue ethereal energy to any
onlookers.
Sacrifice: The adept becomes intan- (1st) Mind Shield
gible, unable to touch any object or person Rank: Novice
for 1 hour after using this spell. Casting Time: 1 Action
Upgrades: Duration Bonus (+2 Duration: 20 min.
Rounds), Range Bonus (+1 other by Range: Self
68 Chapter Two
Imanol Moreno (Order #16815528)
Resistance: No Range: Touch
Governing Attribute: Spirit Resistance: Spirit
Effect: The adept with this spell can Governing Attribute: Smarts
fortify their mind against intrusion from out- Effect: This spell allows the adept to
side forces, providing a +1 bonus to their alter another’s memories. Vampires could
Magic Resistance rolls. This resistance bo- use this to scramble their victim’s memory
nus applies only to spells that intrude upon after feeding, while more good-natured ad-
the adept’s mind, like those from the Path epts may use it to remove traumatic mem-
of Telepathy, Path of Psychometry, and (of ories from an abuse victim. At first, they
course) the Path of Domination. can affect very recent memories (within the
Sacrifice: The adept’s veins bulge last 30 min.), but with upgrades they can
out of their forehead, making an unsightly accomplish so much more. A Notice roll
scene and giving a -1 penalty to Charisma is needed to find the particular memory to
for the duration. alter, the difficulty depending on the exact
Upgrades: Duration Bonus (+20 min.), memory’s depth. Most simply shrug at the
Range Bonus (+1 other by touch), Effect strangeness of their altered memories and
Bonus (+1 bonus to Magic Resistance) move on with their lives.
However, those that look further into
their memories may eventually unlock
(1st) Mind Trick them again. They receive one Magic Re-
Rank: Novice
sistance roll per day of investigation and
Casting Time: 1 Action
break the spell upon succeeding three
Duration: 1 min.
times. After searching for answers for too
Range: 2”
long, most simply let their hunches go and
Resistance: Spirit
apologize for their sudden and brief lapse
Governing Attribute: Smarts
into insanity. Cannot be cast during com-
Effect: The Mind Trick spell is the sim-
bat.
plest of Domination spells, but also very
Sacrifice: The adept’s nose bleeds
useful. This spell allows the adept to make
and their vision blurs after casting, giving a
a statement that the target immediately
-1 penalty to all rolls for 1 hour.
agrees with and believes. “I’m supposed
Upgrades: Reduce Casting (3 min. >
to be here”, “You don’t want to sell drugs
1 min.), Range (+2”), Effect Bonus (Affect
here”, “I’m your friend”, or “There are spi-
memories within 2. > 10 . > 1 day > 1 week
ders in your hair” are just a few examples.
> 1 month > 3 months > 6 months), Ef-
The target must be able to hear the adept’s
fect Bonus (+1 success needed to negate
voice and must understand their language.
spell)
This hypnotic suggestion fades at the end
of the duration, usually leaving the target
confused and hostile feelings. If attempted (2nd) Command
in combat, the target gets a +2 bonus to Rank: Veteran
their Magic Resistance. If the target takes Casting Time: 1 Action
damage, they snap out of the spell effects. Duration: 10 min.
Sacrifice: A “joker” playing card. Range: 2”
Upgrades: Duration Bonus (+1 min), Resistance: Spirit
Battle Trick (+1 to Magic Resistance in Governing Attribute: Spirit
combat > No bonus) Effect: With this spell, the adept takes
control of the target’s mind and body, bend-
ing it to their will. They must be within range
(2nd) Alter Memories to hear and clearly understand the adept
Rank: Seasoned
as they give commands, but is not restrict-
Casting Time: 5 min.
ed to any type of range afterward. At first,
Duration: Permanent (See description)
they can give simple orders that are easily
World of Magic 69
Imanol Moreno (Order #16815528)
followed, such as “Get down”, “Fetch that”, ories can be used to manufacture a past,
or “Guard me”. With upgrades, the adept giving them a basis for new personalities.
can attach conditions or additional steps to Sacrifice: The adept’s Spirit is perma-
their commands, such as “Stay here and nently reduced by one die.
come get me if anyone approaches”. The Upgrades: Reduce Casting (-3 hours,
victim cannot be made to commit suicide. Min: 12 hours), Steal (Adept keeps the
If they are attacked, commanded to hurt memories in their own mind)
a loved one, or commanded to perform a
task that goes against their Passion, they
get an additional Magic Resistance check.
(3rd) Enthrall
Rank: Heroic
In combat, a single Persuasion roll can be
Casting Time: 1 hour
made to task out all their victims’ move-
Duration: 1 week
ments if they are doing the same thing. Range: 2”
Separate actions are required if they each Resistance: Spirit
have different tasks. Governing Attribute: Spirit
Sacrifice: The adept’s veins bulge Effect: After using either Command or
out of their forehead and neck, making an Alter Memories on the same target three or
unsightly scene and giving a -1 penalty to more times, the adept can enact Enthrall to
Charisma for the duration. force their victim into further subservience.
Upgrades: Duration Bonus (30 min. > If the target fails their Magic Resistance,
1 hour > 3 hours > 6 ), Effect Bonus (+1 resisting the adept’s commands becomes
step/condition), Effect Bonus (+1 simulta- almost impossible and the adept receives
neous target) a +2 bonus to Persuasion when giving
even mundane commands.
(3rd) Blank Slate However, it also makes them more re-
Rank: Heroic sistant to the commands of others. Anyone
Casting Time: 1 day else trying to issue the target commands
Duration: Permanent has a -2 penalty to their Persuasion rolls.
Range: Touch This is how some adepts acquiring acquire
Resistance: Spirit servants that are unquestioning and ob-
Governing Attribute: Smarts sessively loyal.
Effect: This spell is an extreme ver- Sacrifice: For the duration of the spell,
sion of Alter Memories, but removes the the adept reduces their Spirit by one die
victim’s memories instead, including their type to assert absolute control on another.
name, personality, and everything else Upgrades: Reduce Casting (30 min,
about them. The process takes time, so instead of 1 hour), Duration Bonus (1
the subject must be restrained or other- month > 3 months > 6 months > 1 year >
wise subdued for the duration (i.e. rope Permanent), Effect Bonus (-1 to resistoth-
or the Enthrall spell). The adept induces er’s Persuasion), Effect Bonus (+1 to resist
a state of amnesia on their target, making othersto Persuasion)
the target a blank slate for them to mold.
They are like a newborn, needing to be
taught the ways of the world all over again. Path of Elements
Rebuilding their personality and feel- The Path of Elements gives the ad-
ings may take months or even years to ept power over the powers of the six el-
complete and can only happen if they have ements: earth, fire, wood, water, air, and
freedom from any mental control. Many metal. Each element must be taken as a
powerful magic-users have been known to separate Path. For instance, if a charac-
use Blank Slate to create new, untainted ter has a 1st Circle spell for Fire, they can
students with no personal beliefs or past then select a 2nd Circle spell for Fire as
teachings to cloud their minds. Alter Mem- well. However, they could not select a 2nd
70 Chapter Two
Imanol Moreno (Order #16815528)
Circle spell for Air, until they also had a 1st one five gallons of drinkable water or can
Circle spell for Air. Each element counts as cleanse up to one five gallons of stale or
a separate Path when figuring the number diseased water.
of Paths one adept can follow. Common l Wood: They can strengthen any
sacrifices are the need for intricate hand wooden weapon in an instant, adding +1
signs to cast. damage for 1 hour. The adept can increase
the growth cycle of plant-life, bringing a
(1st) Control of Elements flower to bloom in seconds. This spell even
commands larger trees to bear fruit in min-
Rank: Novice
utes. This effect can also be used to wither
Casting Time: 1 Action
a plant or shrivel the fruit on a tree.
Duration: 10 min.
Sacrifice: Spellcasting requires in-
Range: Varies
Resistance: No tricate hand signs, requiring a successful
Governing Attribute: Spirit casting roll for the spell to fully complete.
Effect: This spell gives the adept If the adept is interrupted, she immediately
control over their chosen element in their suffers 1d6 damage.The spell effects are
surroundings. Note: Summoned element halved (rounded down) if the check fails.
must come from someplace else. If a char- Upgrades: Temperature Bonus: Air,
acter summons metal coins, some may Fire, or Water (+10 25 degrees), Current
come looking for them. Please see addi- Bonus: Air or Water (+20 MPH), damage
tional ability descriptions below: Bonus: Fire, Metal or Wood (+1 damage),
l Air: They can increase or decrease Effect Bonus: Water (+1 5 gallons), Effect
wind currents by 10 20 MPH or its temper- Bonus: Fire (Small Burst, 1d6 damage >
ature by ten 25 degrees. This affects a 12” Medium Burst, 1d8 damage > Large Burst,
radius area around the adept. 1d10 damage), Effect Bonus: Metal (Small
l Earth: They can produce five ten Burst of Rust > Medium Burst of Rust >
pounds of clay, rock, or sand at will. The Large Burst of Rust), Effect Bonus: Earth
adept can also command the earth to cre- or Metal (10 lbs. > 25 lbs. > 50 lbs. > 100
ate tunnels, allowing for easy expeditions lbs.), Wider Digging : Earth (+5 ft(1”)),
into buried areas or a possible getaway. Speed Digging: Earth (+2”), Reduce Pen-
The tunnels can be up to 5 ft (1”) in diam- alty (Spell does not fully complete if the
eter, dug at a rate of 10 ft (2”) per minute. Casting Roll fails by 2 or more > 4 or more).
l Fire: They can spark a fire or ex-
tinguish one within their line of sight in an (1st) Element Shield
instant. The fire created or doused can be Rank: Novice
up to one sq. ft. If summoned in combat, it Casting Time: 1 Action
deals 1d4 damage. They can also increase Duration: 2 1 min.
or decrease the temperature of objects Range: Self
they touch by ten 25 degrees. Resistance: No
l Metal: They can sharpen and Governing Attribute: Spirit
strengthen any blade in an instant, adding Effect: This spell calls upon the ele-
+1 damage for 1 hour. They can also pro- ments to protect the adept, charging their
duce five ten pounds of metal (most sum- body with an invisible, magical armor that
mon it in the form of coins) from within 1 provides +4 Toughness against damage
mile. They can cause 1 sq. ft. of metal to from their chosen element, including the
rust, reducing the Toughness of the object Blast spell. Without upgrades, it does not
by 2 or become clear of rust with a thought. protect any of the adept’s equipment or
l Water: This spell allows the ad- clothing. When the element doesn’t cause
ept to increase or decrease water currents direct damage, use the effects below:
by 10 MPH or its temperature by ten 25 l Air: The adept can resist even the
degrees. The adept can also summon harshest winds and can stand in a hur-
World of Magic 71
Imanol Moreno (Order #16815528)
Order: Flower Children
Description: The Flower Children Garb: Flower Children view them-
are an Order of elementalists that seek selves as modern day hippies. They
peace through communing with the wear earth tones and natural colors,
elements. Following the Path of Ele- adorn themselves with creative makeup,
ments, members are able to merge wear jewelry made from the Earth, and
their spirit and their love for the Earth to speak in special lingo. They give the
bring about change. They stage protests Peace sign (holding up two fingers) ad
against large corporations and environ- nauseam and repeat the phrase “Peace
mental destruction and many regard and love and bunnies and eggs”. Other
them as hippies that are “stuck in the Flower Children will reply “Milk and
60’s”. honey, far out”.
72 Chapter Two
Imanol Moreno (Order #16815528)
ricane or tornado (up to 50 MPH winds) to sense the presence of any buried or hid-
without being moved or harmed. den items or animals living in the ground.
l Earth: Provides protections from Metal specifically looks for metal deposits
earthen damage, such as falling rocks and in the earth or particular types of metal.
avalanches. Also reduces damage from l Fire: The adept can sense if there
falls onto earth (like concrete). is a fire burning within range. This includes
l Fire: A fire shield prevents harm anything from a camp fire to a flicker of a
from the most common of elements: fire. cigarette lighter.
They can run into burning buildings and l Water: Also known as dowsing,
other fire stunts without worry. the adept can sense the nearest water
l Metal: Provides protection against supply. They cannot tell whether the water
damage from any metallic weapons, in- will be fresh or salt water.
cluding bullets. l Wood: The adept senses for cer-
l Water: They are immune to dam- tain types of plant-life. This is especially
age caused by the crushing properties of useful if they need non-poisonous food
water, either those of tremendous tidal sources or ingredients for herbal medi-
waves or caused by the depths of the sea. cines.
Also immune to “The Crushing” (page 99). Sacrifice: A compass or crafted divin-
l Wood: Provides protection against ing rod.
damage from any wooden weapon. Also Upgrades: Duration Bonus (+1 hour),
protects from scrapes and scratches Range Bonus (+2 miles), Effect Bonus:
gained by traveling in the woods or forests. Air (+1 day forecast), Fresh or Salt Water
Sacrifice: At least 1 lb. or 1 ft. area of (Knows what type of water is nearby)
the element possessed by the adept.
Upgrades: Duration Bonus (+2 min),
Range Bonus (+1 other by touch), Effect
(2nd) Blast
Rank: Veteran
Bonus (Toughness +2), Withstand Wind:
Casting Time: 1 Action
Air (+20 50 MPH), Effect Bonus: Metal
Duration: Instant
(Add Bulletproof effect), Garb Protection Range: 6”
(Shield extends to clothing and equipment) Resistance: No
Governing Attribute: Agility
(1st) Sense Element Effect: This spell conjures a torrent of
Rank: Novice the adept’s chosen element and launch-
Casting Time: 1 Action es it at their target, dealing 2d6 damage.
Duration: 1 hour The only difference between Blast of dif-
Range: 1 mile ferent elements is their appearance, they
Resistance: No all inflict the same damage. While an air
Governing Attribute: Smarts Blast is a surge of wind mixed with electric-
Effect: An adept with this spell can ity from the adept’s hands, an earth Blast
sense the location of their chosen element. may instead soften the ground and shoot
The feeling pulls the adept closer, doesn’t the target with penetrating mud. A metal
provide visual of what they’ll find when Blast may be conjured as flying daggers
they arrive (i.e. anyone that might be using from the adept’s finger tips, while a wood
or also looking for the element). Also, see Blast may launch thorns from surrounding
the following effects: trees. The element need not be present,
l Air: The adept can sense shifts as it is magically summoned. The adept
in the air density and temperature, being uses Shooting to attack with Blast, which
able to predict weather changes with star- is susceptible to Raises as well (increasing
tling accuracy. The adept can provide a 24 damage by 1d6).
hour forecast without error. Sacrifice: Spell casting needs intri-
l Earth/Metal: Earth gives the ability cate hand signs, halving the effect (Round-
World of Magic 73
Imanol Moreno (Order #16815528)
ed down) on a failed Casting Roll. Should l Metal: This effect allows the ad-
the adept be interrupted during casting, ept to shape a 5 sq. ft. of even the hardest
they suffer an immediate 1d6 damage. metal, like it was clay. They can also repair
Upgrades: Range Bonus (12” > 24” > any damage done to suits of metallic ar-
48”), damage Bonus (+1 damage), Simul- mor or mend pieces of metal together for
blast (Can fire at two targets with the same sculpting and jury-rigged repairs/weapons.
casting), Reduce Penalty (Spell does not l Water: As water has no physical
fully complete if the Casting Roll fails by 2 form to shape, the adept can instead affect
or more > 4 or more) its current at will. With this, they can cause
immense tidal waves up to 10 ft (2”) high or
(2nd) Shape Element spiraling whirlpools in a Large Burst.
l Wood: They can shape trees and
Rank: Seasoned
other plant-life to their liking, for aesthetic
Casting Time: 1 Action
Duration: 1 hour or functional (i.e. ladder) uses. They can
Range: Varies also will the tree to produce wooden weap-
Resistance: No ons for them to fight. With one Create Ac-
Governing Attribute: Smarts tion, the character can create three arrows.
Effect: This spell allows the adept to Sacrifice: Due to the intricate hand
shape their chosen element in many ways. signs required, the effects are halved
For most effects, the Duration is how long (rounded down) if the check fails.
the adept has to make their changes, but Upgrades: Stench Bonus: Air (-1 to all
the modifications made are permanent. rolls), Cloud Bonus: Air (+30 ft. radius), Ar-
Also, see the following effects: rows: Wood (+3 Arrows), Wooden Weap-
l Air: As air has no physical form on: Wood (Shape 1 Staff or Club), Stone
to shape, the adept can instead shift the Lifting Bonus: Earth (Quadruple > Six
wind’s direction at will. They may change times > Ten times), Lifting Duration Bonus:
the wind’s smell to induce nausea for any- Earth (+1 hour), Tidal Height: Water (+2”),
one within 100 ft. (-1 penalty to all rolls). Whirlpool Bonus: Water (+6”. diameter),
Victims can resist with a Vigor roll. The ad- Effect Bonus: Earth, Fire, or Metal (+2 5
ept can also make the air a very pleasant sq. ft,)
smell or create additional oxygen where
there was none before. As the wind is for- (3rd) Elemental Form
ever changing, the effects created are not Rank: Heroic
permanent. Instead, changes last for the Casting Time: 30 seconds
spell duration. Duration: 10 min.
l Earth: This spell lets the adept to Range: Self
shape 5 sq. ft. of even the hardest stone, Resistance: No
like it was clay. In addition, if faced with a Governing Attribute: Vigor
particularly steep climbing wall, they will Effect: The adept’s body shapeshifts
hand grips on the wall into existence to into their chosen element. First-time wit-
lower the climbing Difficulty. They can also nesses need to make a Guts check at dif-
lift twice their normal carry/lifting weight in ficulty 8. Bonuses are applied as below:
earth without penalty. l Air: They turn into a billow of smoke
l Fire: They can create shapes or mist, allowing them to easily travel be-
out of up to 5 sq. ft. of fire, making ani- neath doorways or through keyholes. They
mal shapes or even people. This can be can also travel quickly by catching the wind
used to tell stories over the camp fire more current. In this form, they are immaterial
elaborately or to control a forest fire. This and cannot take conventional damage.
power can also be used to make fire follow l Earth: They become a being made
after their enemy, thin or spread (causing of the nearest earth nearby (i.e. concrete,
damage per normal). brick, etc.). They gain +3 Armor and Un-
74 Chapter Two
Imanol Moreno (Order #16815528)
armed strikes deal +1d8 damage. Howev- through pipelines, go underneath doors,
er, the adept draws two cards for initiative hide very easily, and cannot be harmed by
and selects the lowest of the two. conventional means in this form.
l Fire: They become a being of flick- l Wood: They can choose to either
ering flame. In this form, their the caster’s take on the form of a large tree or become
Pace is doubled, and they can make a a being of wood with a +2 bonus to Fight-
second attack per round at -2. Unarmed ing rolls when Grappling from vines that
strikes deal +1d6 damage. If the adept grow out of their body, and deal +1d4 dam-
gets a Raise on their Fighting roll, the tar- age. They also succeed automatically to
get catches fire and begins to burn. resist any attempts to throw, push, or trip
l Metal: They The caster becomes them, being stabilized by rooting their feet
a hulking, metallic being with sharpened to the ground in an instant.
fingers and steel skin. They get +5 Armor, Sacrifice: The adept loses one of their
and unarmed strikes deal +1d6 damage. senses for 1 hour after the duration ends,
The adept must also draw two cards for related to the element in question. Sight
initiative and take the lowest. (Fire), Touch (Wood), Hearing (Metal),
l Water: The adept melts into a Smell (Earth), Taste (Air/Water)
puddle of water, capable of moving freely Upgrades: Reduce Casting (-10 sec),
as a pool of rolling liquid at half their nor- Duration Bonus (20 min. > 30 min. > 1
mal Pace. This can allow them to travel hour), Extra Armor: Earth, Metal, or Wood
(+1 Armor), damage Bonus:
Earth, Fire, Metal, or Wood
(+1 unarmed damage),
Effect Bonus: Air (Move
double the speed of wind),
Effect Bonus: Water (Can
move at normal Movement
> Double Movement)
(3rd) Elemental
Travel
Rank: Heroic
Casting Time: 1 Action
Duration: Instant or 1 hour
Range: self
Resistance: No
Governing Attribute:
Smarts
Effect: This powerful
spell allows the adept to
travel through their chosen
element and use it as a
means of transport, instead
of a weapon. This is slightly
different for each element,
explained below:
l Air: They actually
turns into air (much like Ele-
mental Form), but can travel
as the fastest wind (starting
World of Magic 75
Imanol Moreno (Order #16815528)
at 50 MPH). Note: While they are travel-
ing, their environment is being effected by
Path of Figments
The Path of Figments teaches adepts
their strong winds, causing buildings to to control the power of dreams and illu-
crumble, trees to fall, and catching care- sions. Practitioners of this Path are often
less people in their airstreams. called Oneiromancers (or Dream Mages).
l Earth: They can sink into the earth The power to manipulate dreams is pow-
and travel through it as they would normal- erful indeed, enough to extort any number
ly, but with a speed boost going up to 40 of services from an opponent. The down-
MPH. Many also use this to pass through fall to this magic is that it seldom works in
mountains or stone doors with no problem. combat, needing precise timing and ritual
l Fire: They become subsumed in periods to enact.
a flame of any size, instantly teleported
to another fire within 1 mile. For instance,
they could actually disappear into a burn- (1st) Induce Sleep
ing building and appear out the end of a Rank: Novice
cigar. Casting Time: 1 min.
l Metal: They can travel up to 40 Duration: 1 hour
MPH along electric wiring, pipes, or metal- Range: Touch
lic buildings/structures. Resistance: Spirit
l Water: They may dive into a lake Governing Attribute: Spirit
and appear at the other side in a blink of an Effect: This spell sends the target to
eye, traveling up to 1 mile instantly. a restful, peaceful sleep. If the target is an
l Wood: There are two uses for unwilling participant, they receive a +1 bo-
wood travel. #1- They may increase their nus to their Spirit roll to resist. This spell
movement though a forest or wood by cannot be performed in the heat of combat.
simply phasing through plant-life as they Sacrifice: The adept hums a low-
move, avoiding the need to dodge or oth- toned tune for the duration of the casting.
erwise look for a clear path. #2- they can Many choose “Rock-a-bye-baby”.
instantly teleport from the bottom of a tree Upgrades: Duration Bonus (+1 hour),
to the top (or vice versa). Range Bonus (6” > 12”), Range Bonus (+1
Sacrifice: The trip is slightly disorient- other), Forced Sleep (No bonus to Magic
ing, giving the adept (and anyone brought Resistance)
with them) a -2 penalty to all rolls (except
damage) for 1 hour after the duration ends. (1st) View Dreams
For Water, Fire, and Wood (#2) with an In- Rank: Novice
stant Duration, the penalty lasts for 30 min. Casting Time: 5 min.
Upgrades: Duration Bonus: Air, Earth, Duration: 1 hour
or Metal (+1 hour), Range Bonus (+1 other Range: Touch
by touch), Effect Bonus: Air, Earth, or Met- Resistance: Spirit
al (+20 MPH), Effect Bonus: Water or Fire Governing Attribute: Spirit
(+1 mile distance), Root System: Wood Effect: An adept with this spell can
(Travel through root systems using rule for view a sleeper’s dreams and find out their
Water & Fire for 1 mile), Reduce Penalty target’s deepest secrets (through interpre-
(-1 penalty), Reduce Penalty (-10 min, Min: tation). Not everyone dreams the same, so
10 min.) the adept may see messages and emo-
tions coded in symbolism (i.e. animals that
symbolize good or bad aspects or weather
symbolizing bad emotions), while other
dreams are very vivid and direct manifes-
tations of fears or recessed memories. A
Smarts or Knowledge (Psychology) check
76 Chapter Two
Imanol Moreno (Order #16815528)
may be required based on the difficulty of Effect: This spell allows the creation of
the symbolism. illusions that can fool their target’s senses.
Sacrifice: A handful of white sand. The adept picks which senses they wish
Upgrades: Reduce Casting (-1 min), to manipulate upon purchasing the spell
Range Bonus (6” > 12”), Duration Bonus (sight, smell/taste, hearing), but cannot
(+1 hour) start with touch. Illusions based on sight
can make the target see hallucinations of
(2nd) Dream Walker the adept’s design, smell/taste can create
odors, and hearing can make the target
Rank: Veteran
hear heavy breathing or someone speak-
Casting Time: 10 min.
ing to them. Touch makes the target un-
Duration: 1 hour
Range: Touch
able to pass through an illusionary wall or
Resistance: Spirit other concoction. If the target succeeds in
Governing Attribute: Spirit their Magic Resistance, they do not sense
Effect: With this spell, the adept can the illusion at all. Those that fail their check
enter their target’s dream as they sleep. believe in the illusion’s existence, and can-
Their spirit leaves their body defenseless not disbelieve until the duration ends.
and vulnerable and enters the target’s Sacrifice: The adept moves just a
deepest recesses. While in the dream- step behind their comrades, being slowed
land, the adept can change the dream, by the use of their magic and getting a
forcing the target to dream whatever they penalty of -2 Pace and -1 initiative place in
choose. For each change they make, the combat for 30 min.
target gets an additional Magic Resistance Upgrades: Duration Bonus (10 min.
check. If the resistance succeeds, the ad- > 30 min. > 1 hour), Range Duration (12”
ept cannot change that particular facet of > 24” > 48”), Effect Bonus (+1 sense from
their dream. touch, sight, smell/taste, or hearing), Re-
The target’s mind may also fight back, duce Penalty (-10 min, Min: 10 min.)
as the figments in the dream notice the ad-
ept as foreign and may attack. Extended (3rd) Day Dream Apparition
periods in someone else’s dream is not Rank: Heroic
a good thing, but the adept can leave the Casting Time: 1 Action
dream at any time. In combat, this requires Duration: Maintained
an action. If the adept dies in the target’s Range: 4”
mind, their body falls comatose indefinitely. Resistance: Spirit
Sacrifice: When returning to their Governing Attribute: Spirit
body, the adept feel dizzy, receiving a -1 Effect: This spell allows the adept
penalty to all rolls for 2 hours. to pull objects or figures from the target’s
Upgrades: Reduce Casting (-2 min), dreams, making them a reality and control-
Duration Bonus (+1 hour), Range Bo- ling them. The target need not be sleeping
nus (6” > 12”), Strong Influence (-1 pen- for this effect, but it assumes that the adept
alty to target’s Magic Resistance for dream has used View Dreams or Dream Walker
changes) on the target at least once.
l People: They may conjure people
(2nd) Illusions from the target’s dreams, such as like con-
juring the target’s dad to traumatize the tar-
Rank: Seasoned
get. Because the figure is taken from their
Casting Time: 1 Action
own minds, the father acts appropriately
Duration: 5 min.
Range: 6”
without needed prompts from the adept.
Resistance: Spirit At any moment, the apparition can be
Governing Attribute: Smarts commanded to attack others with a Con-
trol Action, dealing base damage equal to
World of Magic 77
Imanol Moreno (Order #16815528)
the adept’s Spirit. This spell supports one target will lose his footing suddenly and
figure to be drawn out at first. If more than miss. If used when making a jump check,
one is summoned, they all act on the ad- the target will constantly question how they
ept’s single Control Action. misgauged the gap. The spell does not en-
l Items: They may pull items from sure failure, just makes it more likely.
the target’s mind. The item appears ethe- Sacrifice: A broken luck charm
real and are very easily broken (half Tough- (crushed 4-leaf clover, ragged rabbit’s foot,
ness, rounded down). The items can only partially-melted double-sided coin or troll
be used with a -1 penalty to the skill roll. doll, etc).
For instance, dream tools would be harder Upgrades: Range Bonus (12” > 24”),
to use to fix an engine (Repair -1). Effect Bonus (-1 penalty), Extend Critical
l Weapons: Dream weapons ap- Failure (Critical Failure on a Snake Eyes
pear as ethereal versions of themselves or 1’s and 2’s)
with the same statistics as normal weap-
ons.
Sacrifice: The apparitions come from
(1st) Luck
Rank: Novice
the target’s mind and do not like being
Casting Time: 1 Action
used against their progenitor. If the adept
Duration: Instant
fails any Spirit check, the apparition turns
Range: Self
their attention and attacks with great fer- Resistance: No
vor. Governing Attribute: Spirit
Upgrades: Range Bonus (12” > 24” > Effect: With this spell, the adept can
Line of sight), damage Bonus: People or will fate to step in and affect a single act’s
Weapon (+1 damage), Effect Bonus (+1 outcome in a positive manner, providing
simultaneous summoning) a +2 bonus to that roll. The effect always
looks like it was just luck that the charac-
Path of Fortune ter landed their strike against the 10-year
Affecting fate itself has always been a martial arts veteran or just luckily found the
lofty goal for any adept, but they can get exact piece of evidence needed to solve
a taste of that true power with the Path of their case. The spell does not ensure suc-
Fortune. This path gives limited control of cess, just makes it more likely.
luck and divination abilities. This Path is a Sacrifice: A good luck charm (4-leaf
favorite among gamblers, con artists, or clover, rabbit’s foot, double-sided coin, troll
other adepts that simply want to “up their doll, etc.).
chances of success”. Fate is very fickle Upgrades: Range Bonus (1 other
though, and adepts should be careful how within 6”), Effect Bonus (+1 bonus), Ex-
often they tempt its forces. ploding Bonus (Dice explode on top two
numbers)
(1st) Hex
Rank: Novice (2nd) Divine
Casting Time: 1 Action Rank: Seasoned
Duration: Instant Casting Time: 30 min.
Range: 6” Duration: 1 hour
Resistance: Spirit Range: N/A
Governing Attribute: Spirit Resistance: No
Effect: With this spell, the adept can Governing Attribute: Smarts
force fate to step in and affect a single act Effect: By using a personal divination
in a negative fashion, giving a -2 penalty to tool (i.e. tea leaves, runes, tarot cards, as-
that check. The error will always appear to trology, I-ching, or Ouija board), the adept
be an accident. If affecting an attack, the can divine the best course of action to take
78 Chapter Two
Imanol Moreno (Order #16815528)
in a given situation. This is by no means Sacrifice: The universe will balance it-
discerning the exact future. Instead, it’s self by applying severely bad luck to either
simply a guide that helps those that choose the adept or to someone close to them.
to follow its advice. The adept asks a sin- For instance, their father could lose his
gle question on behalf of another, casts business or their sister may be diagnosed
this spell to divine the answer, and the tool with a terminal disease. Their ultimate fate
provides a sign or course of action that should be at least as severe as the situa-
they should take, interpreted by the adept. tion they were delivered from.
If they follow the advice, they receive Upgrades: Range Bonus (Effects an-
a +1 bonus to all rolls that directly aid in other within 6” > 12” > 24”), Protection (No
resolving the situation for the next hour. If loved ones die because of this spell)
they do not follow the adept’s advice, the
asker suffers a -1 penalty to all those rolls.
The GM is the final arbiter of which rolls Path of Fractures
receive a bonus or penalty. Malicious ad-
epts often provide wrong information pur-
(Husks Only)
The Path of Fractures works specifi-
posefully, knowing that it will delay their cally with their unusual shell-like biology.
target. Adepts cannot use this spell on It’s technically possible for adepts of other
themselves. species to learn the basics of this Path,
Sacrifice: The adept must bleed but attempting to cast any Fracture spell
themselves onto their chosen tool to ready results in an instant, painful death as their
it for this spell, requiring them to perform body is dissected and peeled. It is un-
Bloodcasting. However, the tool does not known whether anyone has thus far been
need to be used right away. It can be kept brave, foolish, or suicidal enough to try.
for later usage for up to one week, giving
the adept time to heal before its actual use.
Upgrades: Duration Bonus (+1 hour), (1st) My Little Friend
Effect Bonus (+1 bonus), Effect Bonus (-1 Rank: Novice
penalty), Storage (1 month > 3 months > Casting Time: 1 Action
6 months) Duration: As Required
Range: Line of Sight
Resistance: No
(3rd) Fate Governing Attribute: Vigor
Rank: Legendary Effect: Usually the first spell learned,
Casting Time: 1 hour this spell removes parts of the Husk’s body
Duration: Instant without damaging them. They can literally
Range: Self snap off an extremity, usually a hand or
Resistance: No arm, and it continues to function under the
Governing Attribute: Spirit control of its owner. They most common
Effect: The adept wills fate itself to use is to detach their hand for it to crawl
step in and solve a situation outright. The around on its fingertips. The detached limb
effects can be very outlandish or can be has no mind of its own, nor can it see for
very simple, depending on the circum- itself, so it must remain within the Husk’s
stances, and the GM’s ultimate decision. line of sight, controlled like a remote con-
For instance, if the adept is trapped trol toy. It is ineffectual for attacking and is
in a basement with a bomb that’s about to mostly used for retrieving small objects or
go off, the universe may send in a hero to activating buttons and levers that are out of
save them. The universe could also make reach. It might just be able to pull the trig-
the bomb short out just in time or it could ger on a gun, but aiming would be beyond
cause an earthquake, making the base- its normal capabilities.
ment collapse on top of the bomb in a way Sacrifice: The Husk suffers the ef-
that it contains the blast.
World of Magic 79
Imanol Moreno (Order #16815528)
fects of the Lost Limb Hindrance for the which must come from a targeted strike to
Duration. the torso. While inside the Husk, the object
cannot be seen or heard, and non-magical
(1st) My Little Eye methods of detection (i.e. metal detectors
or bloodhounds) cannot discover it. This
Rank: Novice
spell can also be used to store items inside
Casting Time: 1 min.
other Husks as well. In this case, the target
Duration: As Required
Range: 1 mile
can attempt to resist the effect, but cannot
Resistance: No remove the items inserted without injuring
Governing Attribute: Smarts himself as noted above.
Effect: The Husk carefully cracks Sacrifice: The Husk suffers a -1 pen-
away their entire eye and a small portion of alty to Toughness for the Duration.
the surrounding face, and leaves it some- Upgrades: Effect Bonus (+1 square
where inconspicuous. That eye now acts foot of internal space)
as a spy camera, allowing its owner to see
and hear everything from its point of view. (2nd) Projectile Shell
The eye cannot turn to look around of its Rank: Veteran
own accord, so it must be carefully placed Casting Time: 1 Action
to obtain the best results. This spell can be Duration: Instant
used in conjunction with My Little Friend to Range: 12”/24”/48”
allow the remote control limb to function, Resistance: No
removing the line of sight limitation. The Governing Attribute: Agility
Husk simply attaches the eye to the de- Effect: The Husk flexes an out-
tached limb, where it fuses in place. stretched arm, causing fissures to shoot
Sacrifice: The Husk suffers the effects through it in an intricate web, shattering
of the One Eye Hindrance for the Duration. it into tiny glass-sharp pieces. These drift
If they chose to remove both eyes, they are gently away from the evaporating smoke
effectively blinded for the duration instead. inside before firing themselves at their
Upgrades: Reduce Casting (-20 sec, chosen targets in a hail of deadly shrapnel,
Min: 20 sec.) inflicting 2d8 damage upon a successful
Shooting roll.
Sacrifice: Until the lost limb is re-
(1st) Inner Space stored, the Husk suffers from the Lost Limb
Rank: Novice
Hindrance.
Casting Time: 1 Action
Upgrades: Range Bonus (18”/36”/72””
Duration: As Required
> 24”/48”/96”), Damage Bonus (+2)
Range: Personal
Resistance: Vigor
Governing Attribute: Vigor (2nd) Self Healing
Effect: The Husk carefully cracks open Rank: Veteran
a portion of his shell and opens it like a Casting Time: 1 Action
door into his smoky interior. There is plenty Duration: Instant
of room inside to store any number of ob- Range: 6”
jects up to 1 square foot. They are stored Resistance: No
safely, without fear of being damaged by Governing Attribute: Vigor
sudden jarring, but they cannot keep live Effect: The Husk summons all of the
creatures in this compartment. To retrieve lost and shattered fragments of their shell,
them, the spell must be cast again. Others which fly through the air and reintegrate
can attempt to forcibly retrieve the objects with their body. Any missing limbs within
by shattering the Husk’s chest cavity. It Range are instantly restored, even if re-
takes one wound to smash the cavity open, moved purposefully. damage caused to
80 Chapter Two
Imanol Moreno (Order #16815528)
shattered limbs by others is not healed, are allowed a Magic Resistance (Vigor)
but those removed purposefully are re- roll.)
stored normally. Either way, any limbs are
returned to working order and may be used
again, making this spell very useful to any
(3rd) Porcelain Prison
Rank: Legendary
Husk.
Casting Time: 1 Action
Sacrifice: Using this spell automati-
Duration: 3 hours
cally sets the Husk’s shell into their perfect
Range: Touch
whole self, meaning they must fracture Resistance: Spirit
their joints again before they can move. Governing Attribute: Vigor
Upgrades: Range Bonus (12” > 24”> Effect: A massive network of the
48”) Husk’s shell fractures and explodes, al-
lowing it to expand outwards and engulf
(3rd) Homonculus a nearby target. The target must remain
(Another -1 per body part) grappled throughout casting. Once envel-
Rank: Heroic oped, the victim floats in the featureless
Casting Time: 1 hour back void in a confused, dream-like state.
Duration: 1 day The Husk can control this dream to an
Range: Self extent with a Persuasion check, present-
Resistance: No ing the captive with whatever images the
Governing Attribute: Smarts adept wishes and can communicate freely
Effect: The pinnacle of spells from the with them. However, while the Husk can-
Path of Fractures is the ability to disas- not harm their captive in any way while
semble their shell (and the shells of other inside, they can release the victim at any
willing Husks) to create entirely new struc- time at no additional cost. The captive is
tures from the results. The final construct unable to escape by normal means, al-
is known as a homonculus and can be though creative use of magic might allow
extremely bizarre. The caster chooses the it. If the Husk suffers a wound, the captive
shape for their creation, constructed from is released automatically.
body parts taken from Husks. The homon- Sacrifice: While holding a prisoner
culus is not especially smart, but can be captive using this spell the Husk’s Tough-
given simple orders by its creator. The ru- ness is cut in half and they cannot store
mor of a husk using this spell on organic objects inside using the Inner Space spell.
matter, combining different creatures into Upgrades: Duration (+3 hours), Effect
terrible chimeras, is probably (and hope- Bonus (Auto-release at 2 Wounds)
fully) a hoax. The homonculus can be a
simple artistic statement, a living sculpture,
or it can be given simple tasks. The beast’s
attributes and skills are based on the indi-
vidual body parts used in its construction:
l Strength: 1d4 + 1 Die type per ad-
ditional body part
l Vigor: 1d4 + 1 Die type per Torso
l Pace: 2 + 2 per Leg
l Fighting: 1d4 + 1 Die type per Arm
l Notice: 1d4 + 1 Die type per Head
Sacrifice: Donated body parts cannot
be restored for the Duration
Upgrades: Duration Bonus (+1 day),
Appendage Thief (Caster may steal other
Husks’ limbs for the homonculus. Victims
World of Magic 81
Imanol Moreno (Order #16815528)
Path of Health remove make up or stains on clothes, or
to make eliminate infectious bacteria to a
Some adepts use their powers to heal
others or attempt to keep the world healthy. wound (no Disease check needed). Re-
The Path of Health teaches the adept how moving odor also makes the adept un-
to purify their body, minds, environments, traceable by smell for 1 hour.
and give magical medical care to others. Just as they may cleanse their body,
These spells take hard work to maintain they may also clean their surroundings
and one wrong move could mean the ad- with the correct upgrade. When cast upon
ept takes damage they intended to heal. a room, the spell eliminates dirt and dust
or adjusts furniture and decorations to their
original placement. It is truly a sight to see
(1st) Cleanse books fly onto shelves like birds and dust
Rank: Novice mites zapped away.
Casting Time: 1 Action Sacrifice: A small flower or hand full of
Range: Self broom bristles, which bursts into bubbles
Resistance: No. during casting.
Governing Attribute: Vigor Upgrades: Range Bonus (+1 other by
Effect: The adept encircles their body touch or +1 room), Style (Applies make-
with magical energies that eliminate dirt up and styles hair in addition to cleaning),
and odors. This spell can be used to quick- Mend (Mends tears in clothes or dents in
ly compose oneself after a rough fight, to armor), Mend Room (Repair minor imper-
fections, like chipped paint,
table scratches, etc.)
(1st) Diagnosis
Rank: Novice
Casting Time: 5 min.
Duration: Instant
Range: 2”
Resistance: No
Governing Attribute: Smarts
Effect: By focusing their
eyes on the subject, the adept
can make a magical diagno-
sis of their target’s body and
mind. They instantly know of
any sickness, drugs/poison,
mental illnesses, or internal
damage (bleeding/bruising)
the subject has suffered.
They receive +2 to Healing
checks to know exactly how
to handle the situation. Also,
one adept’s visuals is usu-
ally different than another’s.
Some see wounds in glowing
purple or blue, while others
have x-ray-like vision, seeing
the subject’s skeleton.
Sacrifice: Due to magi-
cal eye adjustments, they
82 Chapter Two
Imanol Moreno (Order #16815528)
have blurred vision for 10 min, suffering a any point or the adept is disturbed while
-1 penalty to sight-related rolls. casting, the spell is not only ineffective, but
Upgrades: Reduce Casting (-1 min, the adept also takes the amount of dam-
Min: 2 min.), Range Bonus (6” >12”), Alert age they were attempting to heal.
(Mental alert if subject is injured again or Upgrades: Effect Bonus (+1 Wound
has a mental lapse in the next 24 hours > 1 healed), Reduce Casting (-10 minutes)
week > 1 month)
(2nd) Purify Body
(1st) Heal Wound Rank: Seasoned
Rank: Novice Casting Time: 1 min.
Casting Time: 3 min. Duration: Instant
Duration: Instant Range: Self
Range: Touch / Self Resistance: Vigor
Resistance: No Governing Attribute: Vigor
Governing Attribute: Spirit Effect: An adept with this spell turns
Effect: By touching and concentrating their cleansing magic inward. This spell
on a wound, the adept can mend the sub- allows them to immediately eliminate any
ject’s flesh, closing their wounds and heal- mundane poisons/drugs in their body, from
ing one Wound per casting. Onlookers see heroine to nicotine to aspirin. Minor ail-
the wound knit itself back together slowly, ments, such as common colds or the flu,
as the adept applies their powers. They are also affected without skipping a beat.
must be in contact with and concentrating The effects of supernatural poisons or dis-
on the subject for the entire casting time. eases are halved, but cannot be complete-
This spell has no effect on wounds more ly destroyed.
than one hour old. Sacrifice: Five white rose petals.
Note: This spell works on outward Upgrades: Reduce Casting (30 sec.
wounds and cannot be used to heal per- > 1 Action), Duration Bonus (Stops new
manent Injuries. poisons/drugs/diseases upon contact for
Sacrifice: If physical contact is lost at +2 min), Range Bonus (Touch), Effect Bo-
any point or the adept is disturbed while nus (Supernatural effects are completely
casting, the spell is not only ineffective, but destroyed)
the adept also takes the amount of dam-
age they were attempting to heal.
Upgrades: Reduce Casting (-30 sec,
(3rd) Environment Cleansing
Rank: Heroic
Min: 1 min.), Effect Bonus (+1 Wound
Casting Time: 1 hour
healed)
Duration: Instant
Range: 1 mile radius
(2nd) Greater Healing Resistance: No
Rank: Veteran Governing Attribute: Spirit
Casting Time: 1 hour Effect: This spells can stop environ-
Duration: Instant mental hazards, such as toxic wastes
Range: Touch / Self that flood our forests or oil spills into our
Resistance: No oceans. The adept with this spell may sim-
Governing Attribute: Spirit ply blink any environment catastrophe out
Effect: Same as Heal Wound. In addi- of existence. For instance, if an oil tanker
tion, this spell can be used to heal Wounds spills into a ditch, thoureatening the state’s
more than an hour old and can be used to water supply, they need simply to dip their
heal permanent Injuries. This spell cannot hand into the water to dissolve the contam-
restore life to the dead. inants. This can also be used to remove
Sacrifice: If physical contact is lost at the Curse Land spell effect, with contested
World of Magic 83
Imanol Moreno (Order #16815528)
Order: True Faith Ministries
Description: True Faith Ministries Garb: Followers wear uniforms based
is a Christian congregation founded by on their role in the traveling show. Some
Minister William “Bob” Walters in 1935. wear work clothes and put up the show
He became a traveling evangelist at tents. Others wear robes and perform
the age of thirty, “reborn” after recover- in the roaring choir. Those under Bob’s
ing from an attack that left him forever wing, learning his special spells, usu-
changed into a vampire. The minister ally dress as he does in a nice suits and
knows nothing of the Taylari, instead looking suave. Everyone carries holy
attributing his experiences to a test from symbols and display them proudly. All
God. He answered this by bringing his members show a mutual respect to one
faith and his magic to the people, which another, as encouraged by Bob.
led him to start a traveling ministry.
84 Chapter Two
Imanol Moreno (Order #16815528)
Spirit rolls. Range: N/A
Sacrifice: Adept absorbs the sickness Resistance: No
into themselves, suffering a -2 penalty to all Governing Attribute: Smarts
rolls (except damage) for one week. Pen- Effect: This spell magically links two
alty cannot be removed with Purify Body. mirrors, allowing users on one side to see
Upgrades: Reduce Casting (-20 min, viewers on the other side. This can be
Min: 20 min.), Range Bonus (+2 miles), Re- done with bathouroom mirrors, dance stu-
move Curse Bonus (+1 to contest Cursed dio wall mirrors, or even a small make-up
Land), Reduce Penalty (-1 penalty, instead compact. The adept inscribes small writ-
of -2), Reduce Penalty (-1 day) ings on each to later be infused with magic
to link them. This process takes hours, de-
pending on the mirror’s size. Smaller mir-
(3rd) Purify Mind rors require an Agility roll due to the size of
Rank: Heroic
the sigil needed.
Casting Time: 30 min.
Casting this spell enchants the mir-
Duration: Permanent
rors, letting either mirror holder call upon
Range: Touch
the other for full communication (sight and
Resistance: Spirit
sound) through the mirrors. This spell has
Governing Attribute: Spirit
proven less useful in the modern era of
Effect: An adept of this level of mas-
video conferencing cell phones, but it a fa-
tery can purify just about anything, includ-
vorite among antique lovers. There is no
ing another’s mind. This spell removes
range limit for the two mirrors.
traces of any mental illness (Insanity), in-
Sacrifice: The inscriptions are filled in
cluding those from trauma or drug use (i.e.
with the adept’s blood, leaving their blood
phobias brought on by being faced with
evidence on the mirrors to be found by
death, insanity from the loss of a loved
anyone. This also requires the adept to
one, etc.). The effects are permanent, but
perform Bloodcasting.
don’t protect the target from gaining the
Upgrades: Duration Bonus (+1 day),
same insanity again down the line, if their
Effect Bonus (+1 Mirror), Effect Bonus
lifestyle doesn’t change.
(add smell to senses), One-Way (Can link
Sacrifice: The adept is permanently
two mirrors, but only one can view)
affected by the targeted mental illness.
Upgrades: Reduce Casting (20 min.
> 10 min.) (1st) Mirror Image
Rank: Novice
Casting Time: 1 Action
Path of Mirrors Duration: 5 min.
This elusive Path of magic has be- Range: Self
come an enigma for most Orders. Its tra- Resistance: No
ditions come from eras ago without the Governing Attribute: Smarts
conveniences of modern technology and Effect: The adept creates an illusion
teach the duality of existence and use of of themselves. This copy is intangible (ob-
mirrors (obviously). But the Path’s actual jects pass through it), but looks completely
history is clouded in mystery. Few adepts identical. This can disorient an opponent,
practice this Path, as it is difficult to master as they must now choose which figure to
and mentors are few and very far between. attack. The GM should make a separate
check to see if they hit the right copy (GM
(1st) Mirror Communication rolls 1d6. If the result equals or exceeds 3
Rank: Novice + the number of images, the caster is hit).
Casting Time: 1 Action Once an attacker makes contact with an
Duration: 1 day image, it disappears.
The adept may also switch places
World of Magic 85
Imanol Moreno (Order #16815528)
with one of their Mirror Images to break Sacrifice: Every step leaves a mirror-
a grapple or distance themselves from an like, shiny footprint behind them after the
opponent. This requires an action and a duration ends.
successful Spirit check. The adept may not Upgrades: Effect Bonus (+1 Stealth),
circumvent walls or other obstacles in this Reduce Casting (-30 sec, Min: 1 action.),
way. They can create one copy of them- Duration Bonus (+5 min), Range (+1 other
selves to start, which can move up to 6” by touch)
away.
Sacrifice: Must drop a mirror on the
ground hard enough for it to crack.
(3rd) Duality
Rank: Legendary
Upgrades: Effect Bonus (+1 copy),
Casting Time: 1 Action
Effect Bonus (Copy may be 12” away)
Duration: 30 min.
Range: Self
(2nd) Capture Resistance: No
Rank: Veteran Governing Attribute: Spirit
Duration: 2 min. Effect: There are many theories and
Range: 6” myths about the true identity of a person’s
Resistance: Spirit reflection. Adepts with this rare spell know
Governing Attribute: Spirit that it is truly their Id, the adept’s dark and
Effect: The adept holds up a clean aggressive side. By casting this spell, the
and unblemished slab of mirror toward the two sides of the adept split their essence
target and casts the spell. If the target fails into two versions that stand side by side.
their Spirit check, they are drawn into the They are not mere copies, both having
mirror, no longer on the physical plane. If substance and the ability to act, but they
the mirror is cracked or broken, the victim also split the character’s abilities between
is immediately expelled and suffers a -1 them into physical and mental.
penalty to all rolls for the next hour from The Id has all of the adept’s physical
the disorientating experience. abilities (i.e. combat bonuses). They get a
Sacrifice: The adept must bleed +1 bonus to all physical rolls and combat
themselves, requiring Bloodcasting. rolls, as well as +1d6 melee damage. The
Upgrades: Duration Bonus (+1 min), Id is counted as a Wild Card, but gains no
Range Bonus (12” > 24” > Line of sight), Bennies. The adept can spend their Ben-
Range Bonus (+1 target), Effect Bonus (-1 nies on the Id.
penalty when freed) The adept themselves retains their
mental control, gaining a +1 bonus to all
(2nd) Light Refraction mental and casting checks, as well as
keeping the ability to cast spells.
Rank: Seasoned
Because the two are linked by spirit,
Casting Time: 1 min.
they cannot move farther than 4” from
Duration: 5 min.
each other. If one is knocked unconscious
Range: Self
or dies, they are instantly rejoined. Any
Resistance: No
Governing Attribute: Agility damage the Id took is ignored.
Effect: The adept with this spell can Sacrifice: After rejoining, the adept
refract the light in their environment off of lapses into a coma for 1 day for every 30
themselves, making them virtually invis- minutes they were separated.
ible. They receive a +2 bonus to Stealth Upgrades: Duration Bonus (1 hour >
checks for the duration. Despite the name, 12 hours > 1 day), Range Bonus (Move
they can also refract shadow with this spell apart up to 12” > 24” > 36”), Mental Link
(can be used during the day or night). (Sides can communicate telepathically), Id
Note: This spell does not affect sound. Bonus (+1 physical bonus), Adept Bonus
(+1 mental/casting bonus)
86 Chapter Two
Imanol Moreno (Order #16815528)
Effect: An adept with this spell can
(3rd) Mirror Travel disorient their victim’s senses, giving them
a -1 penalty to all their rolls for the duration.
Rank: Heroic
The victim sees a blurred world, as colors
Casting Time: 2 min.
smear into each other and voices are dis-
Duration: Instant
Range: Self
torted. They can’t tell if they are actually
Resistance: No holding a weapon or wearing clothes, and
Governing Attribute: Smarts the mixture of smells in the air becomes in-
Effect: Travel from one place to anoth- tensified. The victim receives a +1 bonus to
er can be very expensive, but much less their Magic Resistance check against any
so if you are a master of the Mirror Path spells cast on them that require use any of
of magic. By inscribing their blood into two their five senses for the duration, as Daze
mirrors, a process that can takes (10 mi- affects their ability to hear and understand
nus Smarts) days to finish, they use them the caster. This Magic Resistance Bonus is
as a portal to instantly travel between the also applied for targets of their magic.
two. There is no range limit to their travel, Sacrifice: A pair of cracked glasses,
but both mirrors must be inscribed with the kaleidoscope, or 3D glasses.
same sigil. This spell is cast each time they Upgrades: Duration Bonus (+1
teleport through the mirror. Some adepts Round), Range Bonus (+1 Target), Effect
use this as a secret hideout entrance or for Bonus (Add -1 penalty)
quick travel between separate bases.
Sacrifice: The mirror must be kept in (1st) Disrupt
order, which can be difficult depending on Rank: Novice
its obviousness and location. If the mirror Casting Time: 1 Action
is even slightly cracked, the adept arrives Duration: Instant
at their new destination with 1 Wound in- Range: 2”
flicted that cannot be Soaked. The adept Resistance: Spirit
must also perform Bloodcasting. Governing Attribute: Spirit
Upgrades: Range Bonus (+1 other by Effect: This spell disrupts another ad-
touch), Fortify Mirror (The adept’s magic ept’s Mana flow with the adept’s own, stop-
protects the mirror from damage for 1 day ping their casting. Stopping a spell is done
> 3 days > 1 week) at a -2 penalty in addition to the Casting
Difficulty of the penalty of the spell being
stopped. However, the proper Upgrades
Path of Neutralization must be purchased in order to affect the
The Path of Neutralization is a more higher Inner Circles. This spell must either
common Path, teaching the adept how to be cast during the casting time of the target
magically subdue or handicap their oppo- spell or as an action Held until the target
nent. The spells contained in its lessons spell is cast.
include those that can paralyze an op- Sacrifice: Fatigue Damage suffered
ponent’s body or halt their ability to cast in casting this spell takes twice as long to
magic. recover.
Upgrades: Range Bonus (6” > 12”),
(1st) Daze Effect Bonus (Affect 2nd Circle Spells >
Rank: Novice 3rd Circle Spells)
Casting Time: 1 Action
Duration: 1 Round
Range: Line of Sight
Resistance: Spirit
Governing Attribute: Spirit
World of Magic 87
Imanol Moreno (Order #16815528)
(2nd) Cancel Sense (3rd) Neutralize Mana
Rank: Seasoned Rank: Heroic
Casting Time: 1 Action Casting Time: 1 Action
Duration: 1 min. Duration: 1 min.
Range: Touch Range: Touch
Resistance: Vigor Resistance: Spirit
Governing Attribute: Spirit Governing Attribute: Spirit
Effect: With this spell, the adept can Effect: This truly powerful spell can-
affect the victim’s senses, canceling out cels another adept’s ability to focus their
any one of them. They can focus their Mana for the duration. Try as they may, the
Mana and then touch the victim to send target no longer wields the greatest power
their magical energy to turn off the target- in the universe and this can single-hand-
ed sense. Canceling sight or hearing gives edly turn the tide of any battle. The target
the appropriate penalty (See Edges & Hin- may not cast spells for the duration.
drances on page 28 of Savage Worlds De- Sacrifice: Fatigue Damage suffered
luxe Edition). Shutting off smell/taste may in casting this spell does not recover for 24
stop a tracker using a hunting dog. Cancel- hours.
ing touch can affects pain sensors, remov- Upgrades: Duration Bonus (5 min. >
ing Pain penalties, but numbs them, giving 10 min. > 30 min.), Range Bonus (6” > 12”)
a -1 penalty to all physical rolls.
Sacrifice: A part of an animal that
matches the sense the adept removes
(3rd) Stasis
Casting Time: 10 min.
from victim (i.e. dog’s ear or pig’s snout).
Duration: 1 day
Upgrades: Duration Bonus (+1 min),
Range: 6”
Range Bonus (6” > 12”), Effect Bonus (+1
Resistance: Spirit
sense cancelled) Governing Attribute: Spirit
Effect: At this level of power, the ad-
(2nd) Paralyze ept can stop their opponent and also keep
Rank: Veteran them held for extreme periods of time. This
Casting Time: 1 Action spell places the target in a temporal stasis
Duration: 1 min. for the duration, where they cannot move
Range: Touch and do not age. The victim stays com-
Resistance: Vigor pletely unconscious and unaware of the
Governing Attribute: Vigor world around them as well. If they suffer a
Effect: This spell paralyzes one of the Wound, they receive an additional Magic
target’s limbs by touch, removing use of Resistance check to possibly break free
that limb for the duration. Loss of an arm from the stasis. Otherwise, they are stuck
limb gives a -2 penalty to Parry. The victim in this state for the complete duration, to-
is also forced to drop anything in that hand. tally at the adept’s mercy.
Loss of one Leg halves Pace. Loss of both Sacrifice: A crystal ball at least the
legs means the victim automatically goes size of a fist and at least 5 lbs. Also, Fa-
prone and can resort only to rolling on the tigue damage suffered in casting this spell
ground to avoid getting hit. does not return for 24 hours.
Sacrifice: 2ft. length of rope. Upgrades: Reduce Casting (-2 min),
Upgrades: Duration Bonus (+1 min), Duration Bonus (+1 day), Range Bonus
Range Bonus (2” > 6”), Range Bonus (+1 (12” > 24” > 48”)
Target), Effect Bonus (2 limbs > All limbs)
88 Chapter Two
Imanol Moreno (Order #16815528)
Path of Portals sary for locations that they have visited at
least once before.
This Path focuses on an adept’s abil-
ity to travel in the quickest possible way. Sacrifice: A compass, but it need not
It is great for pathfinders, adventurers, or be a working unit.
those in a hurry for one reason or another. Upgrades: Duration Bonus (2 hours >
The Path of Portals also contains magic to 5 hours > 10 hours), Range Bonus (5 miles
open new doorways if one does not exist, > 10 miles > 25 miles), More Direct (Cuts
making journeys that much easier. Forcibly 50% off travel time)
affecting the universal rules of space can
take a toll on one’s body, disorienting the (1st) Skeleton Key
caster or weakening their body as a com- Rank: Novice
mon sacrifice. Casting Time: 1 Action
Duration: Instant
(1st) Find Pathway Range: Touch
Resistance: No
Rank: Novice
Governing Attribute: Agility
Casting Time: 1 Action
Effect: A favorite for criminal adepts,
Duration: 1 hour
Range: 1 mile this spell can instantly unlock mundane
Resistance: No openings, such as doors and windows.
Governing Attribute: Smarts This works on any type of lock, including
Effect: An adept with this spell never pad locks, those that requires keys, or even
gets lost or loses their sense of direction. can be used to crack safes (non-electrical).
In fact, Find Pathway aids them in finding For more complex locking mechanisms,
their destinations in every way possible. several castings may be needed to unravel
The adept summons a magical pathway the internal lock-upon-lock systems.
that leads to their destination, taking the Sacrifice: Three paperclips.
quickest and most efficient routes to get Upgrades: Range (6” > 12”), Seal
there. To the adept’s eye, the pathway ap- (Instantly lock an opening), Electrical Sys-
pears as a glowing line of magic that is tems (Can be used on electrical locks)
easy to follow. If the adept changes course,
the path automatically adjusts to show the (2nd) Create Passage
best route to take at every juncture. The Rank: Seasoned
destination must be within the range of the Casting Time: 1 min.
spell for the path to appear. Duration: 1 min.
Note: This spell does not create Range: Touch
doorways or allow passing through walls. Resistance: No
Instead, it leads the adept through alley- Governing Attribute: Smarts
ways, backdoors, and other paths, simply Effect: How do you proceed without
giving the best directions to cut down on an opening? You create one. By drawing a
travel. For long distance travel, this cuts door, window, or other opening on a wall,
25% off of their total travel time. When the the adept creates a magical doorway to
duration ends, the pathway disappears, pass through. The door can be draw with
but the adept can call upon the same path- chalk or even paint supplies. The passage
way any number of times until they reach will stay open for the duration, after the ad-
their destination. ept has passed through, but the adept may
If the adept attempts to create a path- also choose to close it immediately. The
way to an unknown location or one they wall/obstacle passed through may be up to
have only heard of, they must make a Sur- 10 ft.(2”) thick.
vival check to ensure that they are follow- Sacrifice: One chalk stick or a paint
ing the pathway correctly. No roll neces- brush. Also, passing through the doorway
World of Magic 89
Imanol Moreno (Order #16815528)
is slightly disorienting, causing a -1 penalty force field that extends in a Medium Burst
to all rolls for 30 min. around the initial circle. Those inside the
Upgrades: Duration Bonus (+2 min), circle during the casting are free to move
Effect Bonus (Effects 30 ft. (6”) thickness > inside and outside the ward with negative
60 ft. (12”) thickness), Reduce Penalty (No effects. Spirits & ghosts are totally unable
penalty for caster > No penalty for anyone) to pass through the ward and do not even
receive a Magic Resistance check. How-
(2nd) Wards ever, those with physical form can try to
break through by sheer force of will. If they
Rank: Novice
succeed in their Magic Resistance check,
Casting Time: 20 min.
they pass through, but also suffer a -1 pen-
Duration: 1 day
alty to all rolls while within the ward.
Range: Medium Burst
Resistance: Spirit Sacrifice: The mystic circle is drawn
Governing Attribute: Spirit in blood, forcing the adept to either Blood-
Effect: By drawing a mystic circle on cast or perform a bloodletting on another,
the ground (large enough for the adept and causing 1 Wound. Animal blood is com-
others they want protected) and standing in monly used.
the center, the adept can ward off a certain Upgrades: Reduce Casting (10 min. >
amount of area. This creates an invisible 5 min. > 2 min.), Duration Bonus (+1 day),
Range Bonus (Large
Burst), Effect Bonus (-1
penalty), Cancel Magic
(Only the adept’s magic
works within ward), Alert
(Mental alert if anyone
comes within 6” of ward >
12” > 24”)
(3rd) Dimensional
Portal
Rank: Heroic
Casting Time: 10 min.
Duration: Maintained
Range: 6”
Resistance: No
Governing Attribute:
Spirit
Effect: Instead of
unlocking mundane door-
ways, the adept pierces
the barrier between our
world and other dimen-
sions. These portals have
many different uses, from
simple inter-dimensional
travel to quick getaways
that no one would dare
pursue. While opening a
portal to a specific dimen-
sion is Difficulty 13, while
90 Chapter Two
Imanol Moreno (Order #16815528)
opting for a random (and potentially dan- isn’t one already. Unlike Find Pathway that
gerous) portal only is Difficulty 11requires simply finds the best way there, the adept
a success, opting for a specific portal re- literally “summons” a pathway that heads
quires a raise. These Difficulties can fluctu- straight to their destination, as a straight
ate based on the size and distance of the line is the fastest way to any location.
exact dimension (GM decides). The spell creates a bubble of energy
The portal stays under the adept’s in a Large Burst around the adept that
control as long as they concentrate. If trav- changes the entire landscape as they trav-
eling with others, their comrades must go el. Roads appear where there were none
through first, as the portal closes immedi- before, trees and buildings move over or
ately after the adept steps through. create openings in their center to allow
If they lose their concentration for any passage, and magical bridges are extend-
reason, the portal lapses into chaos and ed up to 1/8 mile over waterways. Even
becomes a vacuum that sucks items (and people and animals are moved to the side
people) in the area into itself for a number and are left unharmed (unless they active-
of minutes equal to the Spirit of the caster. ly jump into the path’s direction). Magical
Even items that are bolted down can be buildings and locations cannot be affected
sucked through if the vacuum if open for by this spell. This includes monuments
long enough. To resist being pulled into the (i.e. pyramids, temples, churches) or holy
vacuum requires a Strength check at -2. ground (i.e. graveyards or land affected by
Beings and creatures from the other side Cursed Land (See page 94)). When the
can also use this opportunity to force their duration ends, the pathway disappears,
way through to Earth. There’s no telling but the adept can summon the same path-
what will come through is the adept was way several times until they reach their
attempting a random portal. destination.
The adept can regain control with a Sacrifice: This spell changes the en-
Spirit check, but suffers a cumulative -1 vironment so drastically that inhabitants
penalty to this roll if they cannot succeed often become riled and angry. Some may
the first time. If sucked through, they can even follow the trail straight to the adept.
also retry this roll when they arrive on the This spell is also quite blatant and easily
other side. calls Apocalypse Prevention, Inc. to an ad-
Also, two adepts can fight for control of ept’s doorstep.
a portal (i.e. perhaps one doesn’t want the Upgrades: Duration Bonus (+1 hour),
portal to open to the bowels of hell), with Bridge Builder (Longer bridges ¼ mile > ½
contested Spirit rolls where the winner is mile > 1 mile), Lone traveler (Range: Self,
the first to four successes. close pathways after the adept passes
Sacrifice: Breaking through the di- through)
mensional barrier is hard on the adept’s
body. They suffer 1 Wound.
Upgrades: Reduce Casting (-2 min),
Duelist (+1 bonus to contest another)
World of Magic 93
Imanol Moreno (Order #16815528)
crushed in their hand. natural armor.
Upgrades: Range Bonus (All food on Sacrifice: The adept’s body filters sick
a table > All food in a room), Reduce Pen- magic, weakening them and giving a -1
alty (No Poisoned Blood penalty) penalty to all rolls for 1 hour.
Upgrades: Damage Bonus (+1 dam-
(2nd) Disintegrating Touch age), Effect Bonus (-1 penalty to next ac-
tion), Reduce Penalty (-20 min.)
Rank: Veteran
Casting Time: 1 Action
Duration: 3 Rounds (3rd) Cursed Land
Range: Touch Rank: Heroic
Resistance: No Casting Time: 1 hour
Governing Attribute: Vigor Duration: 1 day
Effect: This spell creates destructive Range: ½ Mile Radius
power in the adept’s hand. When cast, Resistance: Spirit
their hands secrete a magical poison simi- Governing Attribute: Spirit
lar to acid. By placing their hand on an Effect: At this level, the adept can har-
item, the poison eats away its Toughness, ness the strongest evil magic and channel
subtracting 1 per round of contact. If the it into their environment, which takes on a
touch reduces the Toughness to 0, the item noticeably evil feel. The trees darken and
disintegrates without needing to inflict ad- hang, the native birds call in an eerie tone,
ditional damage. and lakes turn into murky swamps. An
In combat, this spell gives the adept adept that knows multiple curses and re-
Armor Piercing 2 for unarmed strikes, as strictions may only apply up to five of each
their hands easily cut through the armor. in a single casting of Cursed Land. If the
Every three strikes to their target’s armor victim makes their initial Magic Resistance
permanently reduces the armor’s Tough- check, they must also continuously check
ness by -1. at regular intervals every five minutes (un-
Sacrifice: They swallow shed snake less otherwise stated in curse effect).
skin. Anything touched is affected by the Adepts with Environment Cleansing
Spoil spell for one day. (See page 83) can attempt to remove the
Upgrades: Duration Bonus (+2 curse. However, this calls for contested
Rounds), Effect Bonus (+1 AP), Render Ar- Spirit checks where the winner is the first
mor (Reduces Armor by -1 after two strikes to four successes.
> on every strike) Curse Effects
While the visuals are astounding,
(2nd) Exaggerate Wound the curse’s pure, corrupt power is highly
Rank: Seasoned feared. The adept places one chosen
Casting Time: 1 Action curse effect on the area.
Duration: Instant l Agony: Pains shoot down the vic-
Range: Touch tim’s spine with each step they take, giv-
Resistance: Vigor ing a -2 penalty to physical checks and a
Governing Attribute: Smarts -1 penalty to mental checks. They must
Effect: With a touch to the target’s also make a Vigor roll against Pain upon
skin, the adept causes an already existing first entering or instantly fall to the ground
Wound to rip, tear, and widen. The spell vi- unable to move in their complete agony. If
suals are quite grotesque with flesh shred- their initial check succeeds, another check
ding and blood splattering. It inflicts 2d6 is made every minute they remain on the
damage and gives a -1 penalty to the vic- cursed land, with a cumulative -1 penalty.
tim’s next action. This damage bypasses l Draining: The victim’s energy is
any physical armor, but is still absorbed by slowly drained, requiring a Vigor roll vs.
94 Chapter Two
Imanol Moreno (Order #16815528)
Fatigue once per minute they stay in the They also suffer a cumulative -1 penalty
area. If they stay long enough, they will ex- to all rolls each minute until they leave the
haust themselves and pass out. They can- area.
not awake until removed from the cursed Restrictions
land. Curse effects do not apply to every-
l Forgetful Mind: The victim gradu- one that enters the cursed land. At the time
ally loses their memory. First, they forget of casting, the adept chooses the type of
why they went traveled to the cursed place, people they wish to restrict from their land.
then how they got there, then where they They specialize in 3 restriction types at
came from, then who their companions first, but can gain more through Upgrades.
are, then about their families, and then The list below is not exhaustive, as they
who they are. In general, a separate Magic can apply any Restriction that is GM-ap-
Resistance check is made every five min- proved.
utes that passes for each piece of informa- l Species: Human, Tark, Faeries,
tion that leaves them. Characters with the Taylari.
Perfect Memory Edge (page 36) receive a l Family Line: Restricts anyone
+1 bonus to resist. from a certain family line
l Friend to Foe: The curse con- l Religious Affiliation: Christians,
fuses the victim’s mind, making them think Witches, Muslims
that their friends are their enemies and that l Gender: Men, Women
their enemies are their friends. If they ar- l Occupation: Marines, API, Bak-
rived at the cursed land alone, they suffer ers, Engineers
severe paranoia, fearing their friends are Sacrifice: Conjuring the pure hate
around any corner to kill them. needed for this spell eats away at the ad-
l Hallucinations: The adept can ept’s sanity. They acquire an insanity that
change their victim’s perception, making lasts for half of the spell’s duration. If they
them see practically anything. They can suffer the insanity for longer than a day,
effective make things invisible, change the they must also make a -2 Spirit check to
landscape, and the victim absolutely can- avoid gaining the insanity permanently.
not tell these changes are false. This in- Upgrades: Duration Bonus (1 week >
cludes making the land not appear cursed 1 month > 3 months), Range Bonus (+1/2
at all and inviting instead. mile), Effect Bonus (+1 Restriction), Effect
l Sickness: The victim is stricken Bonus (+1 Curse type), Resistance Bonus
with sickness that creeps into their body (+1 to contest Cleanse Environment)
and attacks their vital systems. Entering
the area, the victim suffers a -1 cumulative
penalty to all rolls each minute they spend (3rd) Rot Mind
in there. After five minutes, they also suffer Rank: Legendary
2d6 damage per minute. Their skin gains Casting Time: 1 min.
a greenish hue and nasty boils. If not re- Duration: 1 day
moved from the area, they will eventually Range: Touch
die from the damage. Resistance: Spirit
l Sickness II: Wounds taken from Governing Attribute: Smarts
“Sickness” can be used to heal the adept’s Effect: At this level, the adept focuses
wounds. They must be on the cursed land the wicked power of pestilence to poison
as well. This is an Upgraded Version of their victim’s fragile mind. At purchase, the
“Sickness”. adept picks one Insanity type (more can
l Ward: An invisible wall keeps out be gained through upgrades). More pow-
targets, keeping them from stepping into erful uses of this spell corrupt a mind so it
the cursed area. They can forcibly push rots from the inside out. When the duration
through the wall, but also take 1 Wound. ends, the victim must make a Spirit check
World of Magic 95
Imanol Moreno (Order #16815528)
with a -1 penalty for each mental illness This makes the spell useful for hiding in
after the first that they are currently suffer- shadows and surviving harsh climates.
ing. A failed check means they retain one Sacrifice: They suffer a -1 penalty to
of them permanently. all checks for the next day if exposed to
Sacrifice: The adept manifests the bright lights while wearing the cloak (i.e.
insanity that has struck their victim. Their sunlight or searchlights).
skin rots, dealing 1 Wound. This Wound Upgrades: Duration Bonus (+2
heals instantly after the duration ends. All hours), Range Bonus (+1 other), Effect Bo-
Charisma related checks suffer a -2 pen- nus (Additional +1 Stealth), Effect Bonus
alty from their hideous form. (Additional +1 vs cold effects)
Upgrades: Duration Bonus (+1 day),
Range Bonus (6” > 12” > Line of Sight), Ef-
fect Bonus (+1 insanity type), Effect Bonus
(1st) Shadow Puppets
Rank: Novice
(+1 simultaneous insanity), Like Minds (-1
Casting Time: 1 Action
to Magic Resistance if gaining an insanity
Duration: Maintained
the adept already has)
Range: 6”
Resistance: No
Path of Shadows Governing Attribute: Smarts
Adepts along the Path of Shadows Effect: This spell allows an adept
usually come from races enraptured with to shape and control any shadow within
things that go bump in the night, especially range, even that of another person. They
Taylari. Its spells are fairly easy to learn can create any shape and some use this
and to cast with occasional hand signs, but spell for simple amusement. More ma-
some sacrifices include the development licious adepts create horrible shadow
of light sensitivity or even a severe sun al- beasts to scare others, requiring a Guts roll
lergy. This path is widely practiced in the vs Fear (based on player’s description and
far northern areas of Canada, where light GM discretion). Once affected, the shadow
rarely surfaces and masters of shadow is considered magical for the duration.
rule. Sacrifice: Spell casting requires in-
tricate hand signs, requiring a successful
casting roll for the spell to fully complete,
(1st) Darkness with no effect if the roll fails.
Equivalent to the Path of Sickness Upgrades: Duration Bonus (+1 min),
spell of the same name (page 93) Effect Bonus (Fear(Guts-1) > Fear (Guts-
2))
(1st) Cloak of Darkness
Rank: Novice (1st) Shadow Messenger
Casting Time: 1 Action Rank: Novice
Duration: 2 hours Casting Time: 1 Action
Range: Self Duration: 1 hour
Resistance: No Range: N/A
Governing Attribute: Agility Resistance: No
Effect: With this spell, the adept liter- Governing Attribute: Smarts
ally wraps themselves with the surround- Effect: The adept calls their personal
ing shadows. While in effect, the shadow shadow to deliver a message to another.
cloak gives a +1 bonus to Stealth checks This message can be up to thirty seconds
and keeps the adept at a constant and of speech. The shadow then leaves the
comfortable temperature, providing a +1 adept, traveling at double their Pace to de-
bonus against hypothermia and frostbite liver the message without worry of obstruc-
that stacks with any equipment they wear. tions. When it reaches its intended target,
96 Chapter Two
Imanol Moreno (Order #16815528)
their shadows meld and the message is (Weapon can’t be removed by anyone until
whispered into their mind. Instantly, the duration ends)
adept’s shadow returns, letting them know
the message was delivered and halting the
required Sacrifice. If the shadow does not
(2nd) Dark Phase
Rank: Seasoned
reach its destination within the duration, it
Casting Time: Free Action
simply returns with no effect.
Duration: Instant
Sacrifice: Without a shadow, bright
Range: Self
lights (i.e. sunlight or search lights) be- Resistance: No
come painful to the adept. They suffer 1 Governing Attribute: Spirit
Fatigue for every Round spent in the light Effect: With this spell, the adept mo-
which cannot recover until their shadow mentarily alters their very being, becoming
returns. shadow just long enough to avoid some
Upgrades: Duration Bonus (+2 sort of catastrophe. This spell can be used
hours), Effect Bonus (Triple Pace > Qua- during combat to avoid any physical dam-
druple), Effect Bonus (1 min. of speech > 5 age an attack may have caused.
min. > 10 min.), Reduce Penalty (damage Sacrifice: As their flesh becomes solid
every 2 rounds > 4 rounds > 1 min. > 5 again, it becomes cracked and rigid, caus-
min. > 10 min.) ing the Caster (and any others affected) to
become Shaken.
(2nd) Anchor Shadow Upgrades: Range Bonus (+1 other by
Rank: Seasoned touch)
Casting Time: 1 Action
Duration: 1 min.
Range: N/A
(2nd) Shadow Step
Rank: Seasoned
Resistance: No
Casting Time: 1 Action
Governing Attribute: Spirit
Duration: Instant
Effect: The Anchor Shadow spell can
Range: 6”
keep enemies from retreating or from mov- Resistance: No
ing too much. The adept enchants a thrown Governing Attribute: Smarts
weapon that can stick into the ground (i.e. Effect: This spell allows the adept to
knife, arrow, or dart) with this spell. Once step into any nearby shadow and jump out
done, they must make a Throwing attack of another within their range of control. It
directed at their opponent’s shadow. Their is essentially a lesser form of the Shadow
target takes the damage from this attack as Travel spell. Many use this spell to cross
though it hit them, cannot move more than barriers (i.e. walls or chasms), but others
10 feet(2”) from the point of entry, and feel use it for assassinations or mounting a sur-
slightly constricted, suffering a -1 penalty prise attack without their targets being the
to all checks. The victim cannot remove wiser.
the knife themselves, as it feels uncannily Sacrifice: When stepping out of the
heavy and immovable, but someone else shadow, the adept is slightly disoriented,
may. Any effect that removes the target’s suffering a -1 to all combat rolls for the next
shadow negates this spell. Adepts with the minute.
Shadow Puppets spell can also reshape Upgrades: Range Bonus (+6”), Shad-
their shadow to escape just as easily. ow Fire (Can perform a ranged attack
Sacrifice: The adept’s shadow be- through the shadow at a -2 penalty > -1
comes warped and heavy. They suffer a -2 penalty > no penalty), Shadow Surprise
penalty to Pace. (-1 penalty to resist surprise attack from
Upgrades: Duration Bonus (+2 min.), shadow)
Effect Bonus (additional -1 penalty), Ef-
fect Bonus (5 ft(1”) restriction), Immovable
World of Magic 97
Imanol Moreno (Order #16815528)
(3rd) Absorb Darkness Path of Telekinesis
Rank: Heroic The Path of Telekinesis is a staple
Casting Time: 1 Action for many adepts to learn early on in their
Duration: 2 minutes careers. The Path contains spells that em-
Range: Large Burst (6” Radius) power the adept to move objects, people,
Resistance: No and even themselves, with only the power
Governing Attribute: Vigor of their mind. The true secret is the transfer
Effect: The adept draws all available of their physical power into their mental en-
darkness into themselves, growing stron- ergies, reflected in the common sacrifice of
ger and more resilient. This leaves the en- physical attribute penalties.
tire area as bright as if it were daytime on
a clear day. Everyone within radius loses
their own shadows and suffers a -1 pen-
(1st) Slow Plummet
Rank: Novice
alty to all combat checks from the blinding
Casting Time: 1 Action
light that now shines. This brightness also
Duration: Instant
activates the Taylari Sun Allergy, as if it is
Range: Self
daytime and doubles their existing penal-
Resistance: No
ty. The adept becomes a being with mid-
Governing Attribute: Smarts
night-colored skin and greatly enhanced
Effect: The adept slows their descent
strength.Bonuses: +1 die to both Strength
using only their mind. Under normal cir-
and Vigor, Pace is doubled.
cumstances, someone falling takes 1d6
Sacrifice: After the duration, light itself
damage per 10 ft.(2”) However, this spell
becomes painful for the adept. They suffer
allows the adept to ignore 20 ft.(4”) of their
1 point of Fatigue for every round spent in
fall by slowing themselves through magi-
the light which cannot recover for 24 hours.
cally fighting gravity. This spell also adds
Upgrades: Duration Bonus (+2 min),
+1 to jump checks, as the adept slightly
Range Bonus (+6” Radius), Strength Bo-
glides on the air.
nus (+1 additional die type), Vigor Bonus
Sacrifice: Three feathers.
(+1 additional die type)
Upgrades: Range Bonus (+1 other by
touch), Effect Bonus (Ignore +4”), Jump
(3rd) Shadow Travel Bonus (+1 to Jump checks)
Rank: Veteran
Casting Time: 1 Action
Duration: Instant
(1st) Unseen Hand
Rank: Novice
Range: Self
Casting Time: 1 Action
Resistance: No
Duration: Maintained
Governing Attribute: Smarts
Range: 2”
Effect: This spell is equivalent to the
Resistance: No
Elemental Travel spell, except that it uses
Governing Attribute: Agility
shadows as its medium. They can enter
Effect: This is a limited form of tele-
any shadow and instantly appear out of
kinesis, where only lighter items can be
any other shadow within one mile. With
lifted. They can lift any number of items,
enough training, a master of the Path of
as long as they do not weigh more than
Shadows is almost unstoppable.
10 lbs. in total. A single action can be used
Sacrifice: Their trip is disorienting and
to move any number of objects within
they suffer a -1 penalty to checks for 10
their allowed weight, but their weak con-
minutes after arrival at their destination.
trol is not enough to use items as weap-
Upgrades: Range Bonus (+1 other by
ons. Common uses include moving pens
touch), Effect Bonus (5 Miles > 10 Miles >
to transcribe memoirs, swiping keys from
25 Miles > 50 Miles )
a sleeping cop, or retrieving a disarmed
98 Chapter Two
Imanol Moreno (Order #16815528)
weapon. with controlled melee weap-
Sacrifice: A black ons roll Fighting, but use
glove. Spirit instead of Strength
Upgrades: Duration for damage. Roll caster’s
Bonus (1 min. > 5 min. > Spirit vs target’s Strength
10 min.), Range Bonus for disarm attempts. Ob-
(6” > 12” > 18”), Effect jects not normally meant
Bonus (+10 lbs) for combat deal 1d6 dam-
age per 20 lbs. of weight.
(2nd) Levitation While concentrating,
this spell may even be
Rank: Seasoned
used to stop bullets/pro-
Casting Time: 1 Action
jectiles.
Duration: Maintained
Range: Self
Lifting a person is also
Resistance: No easily done, as long as the
Governing Attribute: Strength adept can lift their entire
Effect: By focusing on their center weight. The target receives
of gravity, the adept conjures enough a Magic Resistance check
mental power to levitate 10 ft.(2”) above to avoid being lifted.
the ground. This can be used to reach Sacrifice: The caster
heights or for passage over rocky ter- suffers a -1 Strength die
rain or rivers. Movement while levitat- penalty for 1 hour.
ing is at half the adept’s normal Pace Upgrades: Range
and can often be a fright to specta- Bonus (12” > 24” > 48”),
tors that are unused to seeing peo- Effect Bonus (+50 lbs),
ple fly. Power Lifter (No Bonus
Sacrifice: The adept takes a for Lifted People), Dis-
-1 Strength Die penalty per target armer (+1 to Disarm)
they lift (i.e. -1 for themselves, -2
for themselves and one other, (3rd) The Crush-
etc.) for 1 hour.
Upgrades: Duration Bonus (1
ing
Rank: Heroic
min. > 5 min. > 30 min.), Range Bonus (+1
Casting Time: 1 Action
other by touch), Effect Bonus (Move at full
Duration: Instant
Pace), Effect Bonus (Height +2”), Reduce
Range: 6”
Penalty (30 min. > 15 min. > 5 min.)
Resistance: Vigor
Governing Attribute: Spirit
(2nd) Telekinetic Mastery Effect: The adept summons
Rank: Veteran their telekinetic magic to crush
Casting Time: 1 Round their target with thousands of pounds of
Duration: Maintained pressure, inflicting 3d6 damage from the
Range: 6” crushing force around them. The target is
Resistance: Vigor stunned from the effect and is unable to
Governing Attribute: Agility move or take actions for a round. If used
Effect: Like Unseen Hand, the ad- on multiple targets, damage is split be-
ept is able to lift any number of items with tween them evenly.
their mind with a single Control Action, but Sacrifice: The adept takes a -1
their weight limit starts at 50 lbs. Also, their Strength Die penalty for 1 day.
mastery is now at a level that they can Upgrades: Range Bonus (+6”), Range
fight with their powers. When attacking Bonus (+1 Target), Damage Bonus (Dam-
World of Magic 99
Imanol Moreno (Order #16815528)
age is no longer split between targets) and positions instinctually. They get +1 to
all combat rolls (except damage) when
(3rd) Flight fighting within 10 ft. of each other.
Sacrifice: If the two move out of
Rank: Heroic
range, they both get headaches and suffer
Casting Time: 1 Action
a -1 penalty to all rolls for the duration.
Duration: 1 hour
Range: Self
Upgrades: Duration Bonus (+1 hour),
Resistance: No Range Bonus (6” > 12”)
Governing Attribute: Agility
Effect: At the pinnacle of telekinet- (1st) Read Thoughts
ic power is the ability to lift oneself and Rank: Novice
move at extreme speeds. With this spell, Casting Time: 1 Action
the adept can fly speedily at speeds up to Duration: Maintained
40 MPH. They have no limit to how high Range: 6”
they may fly, feeling complete freedom. Resistance: Spirit
Depending on their mentor and their ver- Governing Attribute: Smarts
sion taught, they may manifest wings upon Effect: The adept reads their target’s
casting. mind, sensing their surface thoughts and
In combat, opponents suffer a -1 pen- impressions. “Surface thoughts” quantifies
alty to strike the adept. Pace is also tripled. the target’s current feelings or thoughts at
Sacrifice: The adept suffers a -1 the forefront of their mind. A Notice check
Strength Die penalty for 1 day. may be needed to weed through their
Upgrades: Duration Bonus (+1 hour), surface thoughts if the adept is looking
Range Bonus (+1 other by touch), Effect for specific information or if the target is
Bonus (+20 MPH), Reduce Penalty (12 stressed. Concentration is needed to keep
hours > 6 hours > 1 hour) their grasp on the target’s mind.
Sacrifice: A magnifying glass.
Upgrades: Range Bonus (12” > 24”
Path of Telepathy > Line of Sight), Effect Bonus (Can read
The Path of Telepathy teaches an ad- deep secrets > Suppressed memories)
ept to connect their mind with others to
establish communication or gather infor-
mation. Honorable and appalling methods (1st) Tongues
abound, but few are happy to know their Rank: Novice
mind has been read without permission. Casting Time: 1 Action
Common sacrifices include migraines after Duration: 1 hour
using a large amount of mental energy. Range: 6”
Resistance: No
Governing Attribute: Smarts
(1st) Dual Connection Effect: By linking to the comprehen-
Rank: Novice sion and language portion of another’s
Casting Time: 1 Action brain, the adept instantly speaks, under-
Duration: 1 hour stands, and writes the language of any-
Range: Touch one within range. This spell is often used
Resistance: No by more diplomatic adepts when dealing
Governing Attribute: Spirit with foreigners or unknown demon races.
Effect: This spell links the adept’s Note: This spell only transmits the logis-
mind with one of their comrades, allowing tical usages and language translations,
them work as one toward common goals. not cultural norms or phrase restrictions.
In combat, the two fight in complete uni- This lack of cultural knowledge, gives a -1
son, responding to the other’s movements penalty to all social rolls when using a bor-
“Hi. I’m Agent Parker with API, Apoc- tracks as Agent Parker pulled a pencil-
alypse Prevention, Inc.” the man in the like device from his pocket and waved
black suit said with a broad smile. His jet it around her slightly hairy ear. A glaze
pack smoldered as the old woman stood came over her eyes as he then implanted
shocked in her doorway. Her cigarette fell her new thoughts, “There was no mon-
out of her mouth and bounced off of her ster on your farm. This was all due to
bunny slippers. She shifted her eyes be- those damn coyotes. You’ll want to go
hind the man, seeing his squad members buy a very big dog when you wake up.”
fighting a two-storied, multi-tentacled, And then she fell to the ground uncon-
green beast. One had flames firing from scious.
their hands, one swung a bastard sword, He turned back to his squad, running
and another blasted it with an array of to his van and yelling, “OK, guys! Let’s
bullets. wrap this up!” Opening the back doors,
The woman was speechless for a he let out a ravenous wolf from the vehi-
long moment and then muttered, “Apoc- cle. It was much larger than other wolves
ca-calypse?” Her scared expression car- and snarled as it exited, licking its chops.
ried a lot of weight. The tentacled beast recoiled in obvious
The agent gave an “awwww” look fear of the wolf. Its tentacles grew suck-
and laughed. “Oh don’t worry. This isn’t ers and it tried vigorously to pull itself
one of those… an apocalypse I mean. away, giving the squad an opening to
We handle minor catastrophes and petty put the demon down for good with a few
armageddons, as well. Now, if you’d be choice blows to the “what they guessed
a dear listen to this.” She was about to was” its head.
respond, but immediately stopped in her The monster melted into horrible pile
API Organization 107
Imanol Moreno (Order #16815528)
of smelly goo and the wolf transformed
into a scruffy looking man. He took a Cu-
The World around Us
ban cigar from his pocket and smiled with
There was once a time when the
a shit-eating grin. “I guess you all just
supernatural world lived together with
needed my help. Can’t handle anything
humanity, with humans usually at the re-
by yourselves, can you?”
ceiving end of terror and death. Monsters
“Pups are good for some things. Es-
lived in the dark forests and killed travel-
pecially with scaring giant slugs,” Agent
ers, nomadic caravans, and anyone else
Parker replied, pointing back to the van.
that dared to enter their territory. Demons
“And now I’m pretty sure you’re done.”
opened portals to Earth unchecked and
The others began freezing and collecting
unleashed destruction, from summoning
the goo for further testing, ignoring the
giant lizards to destroy cities to kidnap-
transgression between the squad leader
ping small children in the night. Ghosts
and their resident troublemaker.
and other spirits gained worshippers
“Whatever, massa.” The Wolf Person
by granting wishes to the foolish and
said as he casually strolled back to the
watched out for their descendents, mak-
van, plopped himself down on the seat,
ing sure they always stayed plentiful.
and took a puff of his cigar as the van
These same spirits haunted and cursed
sped away. Then, they left the scene as if
those they disliked, using now forgotten
it was never there.
magic.
Against popular opinion, the Watcher tradition was not invented on Earth. Most
are demon in nature, from all manner of backgrounds and cultures. They do have
a small number of humans that have proven themselves and a large number of
longer-lived demons, such as the Taylari or Lochs.
Apocalypse Prevention, Inc. knows of the Watchers and has taken an officially-
neutral stance to their presence. As long as the group does not interfere with the
company’s ongoing objectives, they are of no essential consequence. Secretly, the
Board of Directors hopes to one day get their hands on and covet the Watchers’
texts, but all missions to infiltrate their ranks have resulted in missing agents.
tions, but cyber docs rarely argue with slaves, forced into acts they would never
cheap pricing, as they work outside of do without being controlled.
serial number regulation in the first place.
Breaking mind control isn’t usually
Remote Controlled possible, but that doesn’t stop patients
from trying. The only true option is the
Malicious cyber docs leave nothing death of the cyber doc in control. But,
to chance and have discovered ways even after this, the existing protocols are
to ensure they get the most out of their often still in place, requiring another cy-
investment. By installing remote con- ber doc (and usually a hefty fee) to re-
trol receptors, drugging mechanisms, move the programming and give them
or mind-control data chips, some cyber their freedom. The cyborg assistant
docs create obedient slaves from their may become a cyber doc themselves,
patients. Some become unwilling sur- while others may join the Scroungers
gery assistants, helping the cyber doc by choice, or become streetwalkers, still
perform this heinous act on others. Some urged by old programming.
are turned into loyal Scroungers and
bodyguards. Others are kept as erotic
132 Chapter Three
Imanol Moreno (Order #16815528)
Chapter Four:
Demonology
What is a demon? In the world of tracks down portals to meet new demons
Apocalypse Prevention, Inc, demons are coming to Earth. If they come in peace,
any non-human race. The worst of them API returns the sentiment to which many
are referred to as monsters, abomina- diplomatic demons can attest. On occa-
tions, and even pests. The best of them sion, these demons seek amnesty, but the
are accepted, but regularly reminded of company is careful about adding perma-
how truly inhuman they are. nent residents and the potential problems.
They bring original cultures and languag-
Most demons are dimensional trav- es that do not always mesh with human-
elers from strange and beautiful worlds. ity’s goals laid out by API. Unpredictable
Some visit Earth to acquire knowledge or potentially hostile races are not neces-
to bring it back to their people. They may sarily allowed safe passage on Earth and
also be on peaceful missions to meet with good reason.
and share their knowledge with human-
ity. Others even visit to scout for demon Other demons are humans that have
militaries ready to attack. The vast major- become something other than human.
ity are evading a threat of some kind, try- They are tainted or cursed, possibly with
ing to hide in this dimension, or they need viruses, magic, or genes from other di-
something that only humans can provide. mensions and have no claim to the hu-
Whether originally based on paranoia or man title. Most grow up alongside human-
cynicism, this theory proves correct more ity, with some knowing what they are from
often than not. birth and others learning when they are
“ready”. These beings create any num-
Apocalypse Prevention, Inc. is always ber of outcomes, from animal people to
Demonology 133
Imanol Moreno (Order #16815528)
mutants to vampires. Even cyborgs have
been added to this list of demons, as they Trench Coat Rule
are no longer fully human in their hope to As long as the majority of a de-
become machines. mon’s body and face is covered with
clothing and a hat, a normal person’s
rational mind will remove any suspi-
Legality cions from their mind. Of course, the
Trench Coat Rule no longer applies if
Under the API Registration Act, de-
the demon launches into monstrous
mons that visit or reside on Earth are re-
battle or casts very impressive magic
quired to disclose their information to the
in front of witnesses.
company or face strict consequences. But
what does it really mean to be a Legal de-
The tradition of wearing a trench
mon?
coat and fedora started in the 1920’s
and has surprisingly continued to this
Being legal means no need to be in
day. Its sheer coverage and incon-
fear. Legal demons are regarded as resi-
spicuous brown tones tend to fend
dents of Earth, just like humans, and are
off casual observers. Full-hooded
given freedom to live their lives in peace.
robes, farmer overalls with a cowboy
API even helps them obtain occupations
hat, and other outfits that cover at
that utilize special gifts to make money.
least 90% of their body and face also
The company turns the occasional blind
take advantage of this rule. However,
eye to unpleasant aspects of demon be-
wearing flashy or particularly remark-
havior or culture, if they prove useful
able clothing can cancel this effect.
enough. For instance, Lochs and Taylari
kill humans for the sake of their own sur-
vival, but it is actually illegal for hunters
to pursue force against them under API’s another occurrence the company wishes
protection. Instead, the company launch- to duplicate until all current loose ends are
es their own investigations to distinguish tied up.
whether the demon acted in malicious-
ness or survival. Some receive a trial simi- API holds the right to request things
lar to human court systems, but with less in return for allowing demons to stay on
red tape. If found guilty, they are banished Earth. A certain number of the demon
from Earth or worse, which makes few population, usually pre-established upon
demons risk such behavior if they want to signing amnesty papers, is required to
keep their registration status. Either way, serve the company for a short time. They
Legal demons can rest as easy humans lend their abilities to investigations and
that the company is there to protect them. help to keep the dimension safe from
outside intruders. There are always loop
Giving certain demons amnesty (in- holes in this voluntary “draft to service”,
dividual or entire races) also means ac- but most are happy to give up their time
cepting their enemies. Apocalypse Pre- and experience to keep their families safe.
vention, Inc. has given amnesty to many Being a part of API’s efforts brings honor
demons in the past, but put a hold on new to their people. Races with superior num-
cases due to population overload and is- bers and performance within Apocalypse
sues with lack of man power. The Burners’ Prevention, Inc. can also ask for special
case was the last to pass approval by the favors or occasionally garner preferential
Circle of Ten and they brought constant treatment.
Chromatic threats to Earth’s doorstep. Not
Others believe that the machines are hive-minded with a single ruler giving or-
ders. During their enslavement, the Burners were instructed to mine for precious
stones and create towering monuments of strange configuration. The Chromatics
may use these structures to communicate with others in their hive or their leader
directly or it may just be another symbol of dominance. The truth may never be
known.
The Escape
Over four hundred years of torment
means about eight generations of loss.
Few Cauloni alive today remembers life
before the Chromatics. Newborns were
kept in heat labs, raised with no education
and given only enough food to survive.
Females were nothing more than nurse-
maids, bred only to obey and churn out
more children. Males were thrown to the
mines to make them strong or stored in
stasis to until they grew large enough to
fuel their captors. Their traditions and cul-
ture were all smashed under their oppres-
sors’ strength, save for the few carefully
guarded secrets.
Demonology 137
Imanol Moreno (Order #16815528)
The Fifth Sun
Septimos still lives today, as if through sheer will. His spirit is stronger in his
late-fifties than it was when leading his people to safety. Many believe that he
will continue to live until the Cauloni return to their homeworld once more. This
is when he will take his place among the other noble leaders of their people and
rise into the sky as their Fifth Sun. Septimos smiles and scoffs at the idea, claim-
ing to “be only one man”.
The “Fifth Sun” teaches his hard-learned magic secrets to other Burners, es-
pecially the magic of Portals. He believes they need to one day return to Caulon.
They have yet to perfect the spell to allow them uninterrupted passage, but vow
to never end their research and experimentation.
API is weary of Septimos and his activities. The Fifth Sun has amassed a
formidable following that seeks to return to Caulon and reclaim it, with its own
leaders and hierarchies. These Burners are often rowdy and rebellious, causing
more problems than finding solutions. The company aids in their research of the
exact portal coordinates for Caulon in hopes of helping them return. This effort is
not only for the Burners, but also due to fear over what happens if Septimos dies
on Earth… and becomes another sun.
numerous dimensions all at once. Many debates regarding the new demons’ place
Chromatics entered the portal as well, but on Earth. They still regretted previously-
never made it out of the other side. The legalized races that seemed to be very
same rang true for dozens of now-lost helpful at first, but ended up more trouble
Cauloni. than they were worth. Some argued that
the Cauloni should be required to aid in
They came through the ruptured por- the US energy crisis, but this meant that
tal and arrived on a beach. They were API would drain the race no different than
amazed by the cold liquid in every direc- the Chromatics. Others argued on the
tion and a single sun. Some were also grounds of overpopulation and moved
startled by the cool breeze, bristling trees, that they should be sent immediately to
patches of grass, and the freaky language another world to recover. There were no
spoken by the half-naked beings that hard feelings, but the Board looked to
stared at them in wonder or fright. How- Earth first. It was the kindness of Anna-
ever, it wasn’t long before a group of hu- belle Priscilla Ilsley, along with the backing
mans arrived with a universal translator, of the Circle of Ten that ruled the Cauloni
some in black suits and others in hazmat be given amnesty.
preparations. The first words they heard
were “Hello, I’m Agent Parker. Welcome Twenty years have passed since com-
to Earth.” ing from a primitive world and knowing
nothing of machines other than Chromat-
ics. With so much of Earth’s technology
The Arrival & Today around them, including their introduction
to cybernetics, the sight of machines kept
Apocalypse Prevention, Inc. kept the many reclusive and scared for their lives.
Cauloni quarantined for nearly a year af- However, this was not the case for their
ter their arrival. At which time, the Board children.
of Directors settled their arguments and
Changelings
and kicked a trashcan, startling a black
cat that bolted away. He blasted the cat
with magical flame and turned it into a pile
Rachel ran along the busy street with of ashes. “Come out here! No one steals
her blonde hair blown in the wind and from me! Never!”
pushed her way through the crowd. She
knew the “man” was after her and was He kept his back to the wall to avoid
growing ever closer. Looking back, she any sneak attack, but was instead stabbed
realized she didn’t have sufficient cover in the neck. Stumbling backward, he
and the man still followed her unphased pulled out the “weapon” to see that it was
by the dozens of people in his way. She #2 pencil. As blood sprayed from his neck,
shivered as she heard blood-curdling he turned to see a 2-Dimenstional Rachel
screams from behind her. He killed any- peel herself from the wall and become
one between them and was not far from normal again. The ravenous man fell into
Rachel, based on the proximity of the cry. a pool of his own blood and died. The girl
The girl ducked down an alley, watching turned and ran, hearing the approach of
others run for their lives and crying for the S.W.A.T. teams.
cops in their attempt to escape this man.
Rachel ran with all her might, letting
She reflected on what just occurred. go of her assumed form. Her light skin
She had been picking pockets for weeks, returned to dark, blonde-hair to dreads,
but this was the first foray to turn into a and her blue-eyes back to brown. Run-
bloodbath. She apparently chose the ning in her house, she found her mother
wrong mark tonight. Now the man was and cried in her lap. Rachel had never
murdering people trying to get to her. She used her abilities like that and had never
saw his teeth… she should have known dreamed of killing anyone. Her mother
Demonology 139
Imanol Moreno (Order #16815528)
guessed Rachel was simply upset about
that night’s “cheerleader tryouts”.
Changeling
Tradition
With tears still steaming down her
face, the door bell rang. At such a late hour, Few Changelings know this today,
Rachel shuddered with fear. Her mother but their kind lived on the outskirts of hu-
went to answer, leaving Rachel weeping man society for thousands of years. They
on the couch. Seconds later, a tall man in were near-animalistic in their nature, with
a black suit and sunglasses walked in with only a small semblance of true cogni-
her mother. “Rachel Moore? I’m Agent zance. Those with a closer proximity to
Parker. We need to have a word.” humans grew more intelligent and aware
than the others, but also lost their ability
to take the form of animals. This realiza-
Lost Homeworld tion urged them to find ways of coexisting
with humans. They found that shapeshift-
It is believed that Changelings have ing abilities only went so far without the
existed side-by-side with humans for all cultural knowledge needed to pull off their
of history. Demon experts hypothesize charade. Some were executed as doppel-
that if humans evolved from salamanders, gangers, when they couldn’t pull off their
then Changelings may have followed guise and were finally unmasked.
the chameleon on their evolution-
ary track. Their true appearance Then one devious Changeling
sports silver skin and large, black had an idea to coexist with hu-
eyes, making some believe they manity by swapping their
may be “aliens” from another child for a human’s. While
planet. This theory initially thought crazy,
lacks any actual it did made perfect
evidence. sense in the end and
showed how logical
The truth is they had become.
that no one knows Their children
their real origin, let would have the op-
alone the Changelings them- portunity to live as
selves. Yes, even they are clueless a human, becom-
about their possible homeworld. They ing more like them
call Earth their home and have and learning their
done so forever, but they cultures. Over gen-
cannot truly call hu- erations, this would
manity their brothers. enable them to coexist
Changelings walk the without fear of reprisal.
same streets and ride It became known as the
beside them in their Changeling Tradition
cars, but they never and continues today as
feel like one of them. an important part of their
They are observers of development.
life in the only dimen-
sion they have to call Many feel the need
home. to heavily scrutinize
their human targets first,
often sneaking into their
Demonology 141
Imanol Moreno (Order #16815528)
part of their family. Those swapped into girl to lay with her, his only true goal. Af-
very loving families may not run away, but ter their pleasurable night, he proved that
may withdraw from “special” family gath- he always got what he desired by reveal-
erings, such as birthdays or reunions. ing himself. In her disgust, the girl (who
was also an impressive adept) cursed all
Around puberty, their Changeling par- Changelings with eternal loneliness. Even
ents return to teach them of their demon if they find true love, they desire only iso-
heritage. Few know how the child will re- lation. No one knows if this it’s true, but
spond. Some are ecstatic from knowing the tale is passed down to teach an impor-
they weren’t crazy and accept the truth tant moral as well… always show caution
without hesitation. Others rail against when revealing your true form.
the Changeling Tradition that left them in
their confused state and damn their “so- The inability to share their true self
called” parents. If they choose, their par- with another is only one road block. Their
ent breaks the magic that holds their hu- strange and unrelenting urge to be alone
man form and allows them access to their is often a hard cross to bear. No matter
shapeshifting birthright. Their basic train- how close they grow to another (whether
ing typically takes a week or so, and then demon, spirit, or human), they never truly
their parent usually leaves immediately connect on anything other than an artifi-
after. Some are allowed to travel with their cial level. Most try hard to feel something,
parents for a short while is an apprentice- even faking emotions, but it never works.
type arrangement, but they will always If the target of their rare affections is con-
part ways before long. vinced, they know they’ll end up leaving
one day. Some say they get used to it, but
the truth is that few ever do.
Born Alone and Die Alone
Changelings are loners by nature and
many theorize about the origin of their The Forgotten
self-inflicted loneliness. Most pass down Some Changelings are never
the story of a beautiful girl whose heart tapped by their parents and never have
was crushed by a Changeling long ago. their human shell broken. Their parents
This Changeling was raised in wealthy no- may die prematurely or may be on API
ble family and he used his family’s money missions that required long-distance
and connections to obtain any mistress he travel. In these cases, the parent usu-
desired. The girl didn’t fancy him, which ally leaves the duty to another, closely-
made her his prey. He did everything he trusted Changeling. Then again, even
could think of to win her affections. He they can’t be held 100% accountable.
sent jewelry and lovely sonnets written by
his scribes. He hired the city’s children to With no way to undo the molding rit-
perform a dance in the square and when uals done to their body, most never be-
that didn’t work. He even professed his come full Changelings. They are called
undying love on his knee. No matter what the Forgotten, those that are forced to
he did though, she did not give into his at- live their days as miserable humans.
tempts. Others with exceptionally strong wills
The Changeling learned great ma- can break the spells on them on rare
nipulation in his time as a human. Figur- occasions, sometimes even before their
ing that his advances would never work, teens. They are then forced to train on
he took the form of a poor, handsome their own, until their parent one day vis-
stable-boy and charmed his ways to the its them.
Human males rarely survive the pain of Loch eggs burrowing through their geni-
talia, most going into shock. Human females are genetically built to carry young, giv-
ing them a higher chance of producing a full term birth after five months of gestation.
Still, none have made it through childbirth alive. Half-Lochs have shown to possess
qualities from both Lochs and Humans. The oldest child from such a union is cur-
rently four years old, but no one can truly know their power until they fully develop.
Demonology 145
Imanol Moreno (Order #16815528)
ers leapt into action, using their claws the territory’s water red for eternity. Some
and raw power to squash the rebels, but escaped to remote parts of Domainya, but
no amount of bloodshed stopped the ris- the majority were massacred.
ing number of rioters. The rebellion was
planned quite well. Filled with pride, this
fact didn’t stop the Sedrone’s attacks. Earth Mission
With even the murmur of rebellion, they
swooped in to the slaughter. They tried unsuccessfully for years
to reverse the despair the Contagion
caused. It became more apparent with
The Contagion each attempt that they would never find
the answer in Domainya, where they were
After a decade of rebellion, their stale- surrounded by their past debaucheries
mate began to sour. The people were an- and the blood-stained waters. Their best
gry and confused. They rebelled to take seers and adepts of the Path of Portals
back control of their lives from their greedy worked together to open a doorway to an-
rulers. That same rebellion now caused other dimension that would hold the key to
too much death. Their only chance of sur- their survival.
vival was to hit the Sedrone with an attack
that they could not recover from or prevent That fateful portal led them to Earth,
by swinging their mighty claw. arriving in the Amazonian jungles of South
America. First interactions with humans
Domainya’s technology, while com- did not go well, ending with human parts
pletely different from Earth’s, was very in piles or in the Sedrones’ stomachs. The
advanced. It involved alchemy and herbal human death toll made others cautious
remedies, combining mixtures of plant- of traveling through the jungle. It also led
life, animal parts, and Mana into powerful the way for others for further investigation
concoctions and potions. The rebel leader into the matter. After their conflicts grew
(whose name is lost to history) served the too large and numerous, the proud de-
Sedrone as a doctor and learned their mons secluded themselves from the hairy
physiology well. With preparation that beasts that spoke in a weird tongue.
lasted years, they readied their final strike,
letting loose a Sedrone-specific viral infec- They soon spread their numbers
tion. This deadly bio-weapon was called throughout Earth, from the United States
the Contagion. Their cries rippled through and Europe (most notably). In the US,
the dimension, as the vast majority of the they were seen a few times before be-
Sedrone were wiped out in an instant. coming national urban legends or mythical
Those not killed by the virus found that phenomenon. Dubbed “creatures from the
pregnant Sedrone lost their children and black lagoon”, this only urged more peo-
the rest were sterilized, unable to breed to ple to seek them out. In Europe, they were
produce more of their kind. found in the bottom of lakes and bogs, be-
ing named Loch ness monsters (or Ness-
The rebellion finally dealt their killing ies). “Lochs” is the moniker that stuck.
blow and victory was at hand, or so they
thought. The Contagion and the death There was no getting away from hu-
of so many angered the Sedrone, turn- manity. Their groups conceded and took
ing them into unstoppable juggernauts of one of two actions. Some Amazonian
destruction. The campaign that followed collectives became monsters and slayed
can be described as nothing less than a any human they saw. They continue to be
bloodbath. So much so… that it stained hermits to this day and seek help from no
Demonology 147
Imanol Moreno (Order #16815528)
ing processes. Lochs are still presumed to the Lochs even took notice of Earth. Now
keep their activities covert to prevent a sit- they are in a fight for their homes.
uation that the company cannot overlook.
Ondine raids on Loch communities
As large, horrific beings, they can- are not unheard of, with their sleek bod-
not obtain normal jobs to earn wages like ies capable of zipping into bases, seduc-
human-looking demons. Many work the ing the human guards as they enter, and
docks or perform late-night manual labor launching devastating raids before re-
duties, but always in positions with little to treating. Lochs are currently planning de-
no supervision. Most interviews are done fensive strategies against them, utilizing
over the phone. Those not happy with the API’s help to set up sophisticated security
meager wages provided by nine-to-fives systems. Regardless of their efforts, the
tend to look to API for assistance, hoping Ondine continue to attack and with good
to get hold of an Image Emitter. This in- reason. They ruled Earth’s waterways in
vention also helps in the scope of love and solitude for thousands of years and now
sex, allowing them to blend in and coerce they have an overambitious race of fish
potential human mates. This gains much demons attempting to high-jack that con-
less attention than forcing the act of mat- trol.
ing on them. Some feel guilt over lying to
the humans they grow to love, but agree While not surprising that the Ondine
that the future of their race takes prece- would retaliate, many Lochs view them
dence over these emotions. with contempt. After all, the Sedrone con-
quered Domainya and drove other races
Other Lochs forget about “blending in” to extinction in their bid for power. When
and retreat to the ocean, where they have the Loch nobility learned of the Ondine and
begun constructing undersea towns for their claim on Earth, it was unanimously
their kind. However, the constant pollution decided that the Lochs would refuse to
found in Earth’s water makes this an un- leave. The survival of their species was
bearable choice for some, forcing survival tantamount to the desires of other races,
on the land anyway. and scattered reports indicate that roving
bands of Loch settlers assault and destroy
Ondine warrens in an attempt to conquer
Ondine the oceans and protect themselves.
Spectrals
Loch storytellers view their history as
circular. They are tested with many hard-
ships, but they triumph and live for centu-
ries in peace until the next test challenges Peter’s eye opened ever so slowly,
to them. However, never have they had to bringing his blurry vision to focus. He
deal with so much: the Contagion, the Mi- stared up at a lamppost and felt a faint,
gration, and the Ondine. yet ever-present migraine coming on. He
sat up and checked his surroundings and
The Ondine view themselves as the saw his car slammed into that same lamp-
natural heirs to Earth’s oceans, given to post. Someone was behind the wheel and
them by the great sea god, Poseidon, him- they were not moving.
self. They are not demonic invaders but
rather a race that developed on Earth to “Help! Someone’s hurt in my car
be quite territorial. Their communities are and…!” he started to yell, but stopped sud-
smaller than the vast kingdoms of Do- denly. No one else drove his car. It would
mainya, but were established long before only ever turn over for him. He inched his
Other races that die on Earth may become ghosts for a short moment, but then
simply vanish. Some believe that the demons return to their own “heaven” or “after-
life”, while others believe that they fade from existence from being so far from their
homeworld. The latter comes from the opinions of prejudiced humans and purist
demons. It makes most demons even more cautious to avoid death while on Earth.
Spectrals have originated from Wolf People, Changelings, and Burners born on
Earth. The half-Loch children born on Earth are expected to become Spectrals as
well. But most find API scientists are pretty morbid for wanting these children to be
born, only to witness their death for science.
Demonology 149
Imanol Moreno (Order #16815528)
of perfect comfort, just to be dragged from ghost per opening. Even at an accident
the Bright Lights to serve a necromancer causing multiple deaths, a separate portal
or to fulfill their “duty” to API. The company opens for each ghost and they all know ex-
can’t honestly be expected let their best actly which portal is theirs. Outside ghosts
employees get away so easily. “Death is could (and have on occasion) rush to an-
like quitting. You don’t want to be a quitter, other’s portal and essentially steal their
do you?” pass to the Bright Lights. This condemns
the newer ghost to Earth and cheats them
out of their afterlife existence. Some con-
The Bright Lights demn this loophole to death and refuse to
cheat another out of their intended fate.
There is no Spectral homeworld other
than Earth. They were, after all, humans
that have now become ghosts, immaterial Threats to the Dead
and dead. But the Bright Lights beckon to
them to enter its mysterious portal. Most Spectrals believe they are invin-
cible from being immaterial and unaging,
When a person dies, they have what but they have several threats to their ex-
some have described as an “out of body istence. No matter how benign their activi-
experience”. They stand beside their dead ties or how much good they attempt, there
body. A bright white portal of lumines- is always someone trying to use or get
cence opens before them and beckons rid of them. Why? People are scared of
the ghost to enter. Most do. Not entering ghosts and few things motivate someone
the portal, either by choice, by accident, to action more effectively than fear.
or by a necromancer’s command renders
it useless. They are stuck to wander the A Spectral’s first threats are exorcists.
Earth forever. Their power can instantly banish ghosts,
even if the area was their home first. This
The Bright Lights may not appear to frustrates and infuriates Spectrals, hurt-
ghosts that died by suicide or to those that ing feelings and urging them to hate that
lived utterly despicable lives. This sug- leads to poltergeist activities and possibly
gests that the portals are selective about evolving into Conceptuals of malicious in-
who’s allowed to enter. Judeo-Christian tentions. Necromancers are also detested
believers feel the Bright Lights confirm by Spectrals worldwide. These adepts are
their idea of suicide as a sin. Karmic be- masters of death and seek to make Spec-
lievers feel that it may only allow those trals into unwilling slaves. Certain spells
that have lived worthwhile lives. Others can command ghosts to do just about any-
theorize that everlasting life or reincarna- thing with a word. This same magic lets
tion lies on the other side, but no one truly necromancers and exorcists harm or de-
knows. Any spirit that enters the Bright stroy a Spectral’s ectoplasmic body with
Lights is gone forever, never heard of mundane weapons.
again. The portal also isn’t visible to the
living. Large-scale hauntings call attention
to them, which brings adepts, Spirit Eat-
Spectrals constantly feel the draw of ers, and even Apocalypse Prevention, Inc.
Bright Lights, sensing any new portals to their doorstep. So, they attempt to stay
that open nearby (appox. one mile ra- as secretive as possible, unless they truly
dius). They are urged to rush toward the believe themselves safe. They must also
portal, no matter the cost, but most resist be careful who they trust when revealing
because the Bright Lights only admit one themselves.
Conceptuals
Description: Be-
coming a Conceptual, the
Spectral clings to an idea
that describes their new pur-
pose. A born serial killer may
become a Murder spirit, an-
other that devoted their time
in art studios may become
a Muse spirit, and another
that exists only for re-
venge may become a
Vengeance spirit. Their
ectoplasmic appearance is
heavily influenced by the path
they choose, much like magic on
Demonology 151
Imanol Moreno (Order #16815528)
Artistic spirit may inspire another to the
Elementals perfect painting, a Vengeance spirit may
push their target to hurt those that have
Description: Elementals in history
wronged them, and a Lust spirit may in-
have existed in all manner of legend and
spire a call to a former lover. If used dur-
myth. This path usually involves the pro-
ing battle, the effect takes place after the
tection of a particular area that is special
target’s fight for self-survival, not during.
to the ghost. A Spectral may have met
This effect is resisted using Spirit.
their end there and now it is theirs to haunt
or protect for all time. Another may have
died in a biking accident, falling from a cliff Possess Element
while attempting a tricky maneuver. Now Governing Stat: Vigor
they may devote their time to stop others Elementals use the Possess Element
from making the same mistakes by rein- skill, based on Vigor, to control their cho-
forcing the cliff with their powers. When sen element through physical posses-
an Elemental manifests, they appear to be sion. Higher levels allow the Elemental to
made entirely of their chosen element, re- spread their essence further and control
sembling adepts with the Elemental Form more of their element. Some Elementals
spell (page 74). take on multiple aspects and this skill
Gift – Possess Element: Elemen- must be purchased separately for each.
tals gain access to the Possess Element l Air: Air Elementals can adjust air
Spectral skill. currents by 10 MPH based on the skill
Weakness – Element Link: Elemen- die (d4 = 10 MPH, d6 = 20 MPH, d8 = 30
tals carry a heavy connection to their cho- MPH, d10 = 40 MPH, d12 = 50 MPH), us-
sen area. Their bond is so intense that ing these currents for movement. They
damage done to the area causes direct can also change the surrounding air’s
damage to the spirit’s ectoplasmic body. aroma to any type (nauseous or sweet)
An Elemental linked to a special forest is for 50 ft. Nauseous air requires all targets
injured with each tree that is cut down, in the area to make a Vigor roll. Failure
during forest fires, or if its soil is corrupt- inflicts a -2 penalty to all Trait rolls as long
ed. They would not lose take a Wound if as the target remains in the area. Sweet
a name is carved into a tree or someone air counteracts the effect of nauseous air.
chops a small amount for fire wood, but l Earth: Elementals can reinforce
few let the small offenses pass lightly. stone, providing Armor +1 based on the
skill die (d4 = +1, d6 = +2, d8 = +3, d10
= +4, d12 = +5) or weaken it, reducing its
Special Spectral Skills Toughness by 2 based on the skill die.
They can also command stones to leap to
In addition to the Spectral skills found another’s defense, adding Parry based on
on page 34, evolution provides additional the die type (d4 = +1 Parry, d6 = +2 Parry,
abilities for Spectrals: Inspire and Pos- d8 = +3 Parry, d10 = +4 Parry, d12 = +5
sess Element. Parry) up to 10 ft. away based on the skill
die. Only one of these bonuses can be ap-
Inspire plied at a time.
Governing Stat: Spirit. l Fire: Fire Elementals can spark a
Some evolve to become muses or flame or extinguish one within their line of
embodiments of certain ideals. Concep- sight. The size of the fire can be up to 10
tuals can then Inspire the living to action, sq. ft. based on the skill die (d4 = 10 sq. ft.,
based upon their embodied concept. An d6 = 20 sq. ft., d8 = 30 sq. ft., d10 = 40 sq.
ft., d12 = 50 sq. ft.). In combat, they can
attack using the fire they are controlling by
152 Chapter Four
Imanol Moreno (Order #16815528)
using Fighting for close combat or Shoot-
ing (Range: 12/24/48). Damage is always Taylari
based on the Possess Element skill. They
can also increase or decrease an object’s Carter sat in the dim light of the ap-
temperature they touch (requires use of proaching dawn and hung his head. His
Stir) by ten degrees based on the skill die. usual nonchalant grin gave way to a sor-
l Metal: The Elementals’ unarmed rowful expression instead. “A penny for your
attacks inflict Str+1d6 damage. The El- thoughts,” he said with an unfelt chuckle.
He turned to the hideous monster beside
emental can also possess and reinforce
him that wore a familiar human-like face.
metal, giving it Armor +1 based on the
skill die (d4 = +1, d6 = +2, d8 = +3, d10
“GRRRRRRR”
= +4, d12 = +5) or weaken it, reducing its
Toughness by 2 based on the skill die (d4
“Yeah. I feel the same way. This isn’t
= 2, d6 = 4, d8 = 6, d10 = 8, d12 = 10). Cy-
easy, you know.” He wiped his eye, which
borgs can resist this effect by rolling Vigor. he obviously “had something in” and shifted
l Water: Water Elementals can ad- his gaze away. He couldn’t continue to look
just water currents by 10 MPH based on at the vicious beast before him. “I had to be
the skill die (d4 = 10 MPH, d6 = 20 MPH, the one to do this, you know? There was
d8 = 30 MPH, d10 = 40 MPH, d12 = 50 no one else. I couldn’t let someone else…”
MPH), using these currents for movement.
They can also change the consistency of “GRRRRRRR”
water enough to attempt a grapple to drag
victims underwater with a Fighting roll. El- Carter flinched at that growl and
ementals with water affinity can increase winced, holding his side. The monster had
or decrease the environment’s (approxi- slashed him there during their arduous fight
mately 250 ft. radius) humidity by 10% only a few hours ago. It saw a moment of
based on the skill die. weakness in the young vampire and lunged
l Wood: Elementals tied to wood forward again, but was unable to move its
can control the movements and shapes of limbs thanks to the Carter’s magic cast on
one tree or bush equal to the die type of the beast during the same battle. “No.” He
Possess Elements (d4 = 4 trees/bushes, said in a dour tone. “We won’t be having
d6 = 6 trees/bushes, d8 = 8 trees/bushes, any of that in our final…”
d10 = 10 trees/bushes, d12 = 12 trees/
bushes). Attacks done through trees, “GRRR-GRRR-GRRRR”
such as a branch swipe, are done using
Fighting and deal damage equal to the “The sun’s almost up. We’ll watch it
Elemental’s Possess Elements skill die. together.” Carter sat sill and watched the
The shaping of trees or vines can also be orange sky as the monster scrambled to
used to initiate a grapple. Elementals use leave. And as the sun rose, its light re-
the Possess Element Skill to control their vealed itself to the two vampires on the hill,
chosen element through physical posses- one living and one dead. Carter felt slightly
sion. Higher levels allow the Elemental to uncomfortable warmth on his skin, but the
spread their essence further and control dead vampire smoldered and went ablaze,
more of their element. Checks are made burning down to a pile of dust.
with VIG + Possess Element. Some El-
ementals take on multiple aspects and Carter hung his head again, letting his
hair fall over his eyes as he sobbed into his
this Skill must be purchased separately
arm. He clicked his communicator. “Agent
for each.
Carter reporting. The hostile DV has been
eliminated,” he said turning his gaze back
to the ashes.
Demonology 153
Imanol Moreno (Order #16815528)
“I’m sorry it came to this. I love you, Over time, they grew apart and their
dad.” personalities no longer matched in all ac-
counts. The God of Night was too liberal
with his power over her subjects and got
As the Elders Tell It off on the adoration of her people. He put
many of her once-suitors to death and
Taylari origins begin with a single used her army to wage wars on a whim.
woman. Their history has been passed Taylares became angered and banished
from one vampire to another throughout the God of Night from her bed and her
time, speaking of the one named Taylares. court.
She was queen of an expansive territory
and ruled without need of a king for most With their union over, her magnifi-
of her life. Her power was absolute and cence again brought suitors to her castle.
her subjects obeyed her will, because her In mixture of deep sorrow and furious
kindness was beyond imagination. Her anger, she would not lay with another.
beauty was even more so. She had skin She divested herself of this feeling when
of bronze and hair as black as night, which the God of Death arrived. He fascinated
attracted the most interesting suitors. the young queen with all things macabre
and, after many meetings, she eventually
As she aged, she knew the time would opened her bed to him and accepted him
come where she would need companion- as her new king.
ship, but no subject was able to court the
beautiful queen, despite their attempts. The God of Night’s green eyes burned
Her warriors lacked academic talents with rage and he cursed Taylares and her
to intrigue her and her scribes struggled queendom for eternity. They would only
to even hold a blade. Court magicians feel health and vitality in the sweet em-
proved that her love couldn’t be won by brace of night. During the day, they would
simple tricks. Then, her beauty attracted feel sickened and unable to perform even
the eye of the immortal gods themselves, common tasks. They would suffer this tor-
most namely the God of Night. She be- ture for hundreds of years and would pass
came instantly infatuated with the god it on to their children. The final words of
with a cape of stars and laid with him as this fateful curse were: “And when your
her first. They loved each other for many time comes to lay with death, you will find
years, ruling her queendom side by side. no peace. You will lose yourself and be-
come a monster dies without the night’s
luminescence”.
The Bite
Unlike the euphoric or sensual ex- And, in that moment, the first vam-
perience frequently found in vampire pires were created. Taylares and the God
myths, a Taylari’s bite is anything but of Death bore children who were the most
pleasurable. When they sink their teeth powerful of their kind. The God of Death
in their victim’s flesh, a sharp pain takes taught them how to hold death at bay by
over their body so intense that some drinking blood from animals and people.
become paralyzed. Those aroused by The children then taught these lessons to
pain or with a high pain threshold may their subjects and discovered the curse
be less affected. Elders teach that vic- could be transmitted via blood rituals. The
tims should be restrained or otherwise God of Night’s curse spread through the
held down while they feed to minimize entire world, until the Taylari existed on
mess. every corner of the dimension.
Demonology 155
Imanol Moreno (Order #16815528)
But few escape their link to their creators.
The Mark They often serve Vampire Families as
Born Taylari have a special birth- bodyguards, loyal servants, or passion-
mark of their Vampire Family crest. It ate lovers. Some are even created with
is commonly confused for a simple, these specific purposes in mind. If they
but ornate tattoo, but it is a mark of re- fail to prove their usefulness, they may
spect and a connection to their roots. be exterminated all together. Areas with
The crest can appear anywhere on their weak Vampire Family representation (i.e.
body and be any size. smaller communities or those outside of
their interests) are known to have created
Prophecies tell of a Taylari child Taylari in charge. But larger, more popu-
born with the mark of the crescent lated cities are always run by born Taylari.
moon. This child is destined to be an Most are allowed to pursue their own
agent of the God of Night, truly unaging goals as long as they do not directly af-
and immortal, and will bring death for all fect the Vampire Families. They are often
Taylari. Elders in Africa have witnessed watched by the born to ensure they do
only one child with such a mark over the not break any creation laws. The Taylari,
past three hundred years and it was im- more so than other demons, are known
mediately destroyed. They believe that to self-police and only involve API in dire
they are safe as long as they keep a cases. However, this does not stop the
vigilant eye out for the mark, but the fu- company from launching their own inves-
ture may prove differently. tigations into Taylari-related cases, which
often causes rivalries between born and
created groups.
The Created
The children of Taylares discovered
Thralls
ways to twist their blood to create more
As vampires, Taylari are bound to ac-
of their kind and build immense armies.
cumulate groupies, humans that would
Today, the right to create another Taylari
steal, lie, or even murder to become a
is strictly monitored by the council and
part of vampire society. These mortals are
those that create too many or too often are
called Thralls and have been a nightly oc-
usually put to death. This is one of many
currence throughout history. They even
laws created by Vampire Families to keep
gather into cults to worship their “masters”
themselves in power.
so they can one day “ascend” to their lev-
el. Thralls come from all walks of life, from
Created Taylari were not born with
police officers to doctors to shopkeepers,
their curse, but were made by exchanging
but they feel their life is incomplete or may
blood with a vampire and then brought to
just have a death obsession.
the brink of death. When the ritual is over,
they are bestowed near-immortality and a
Thralls are useful as bodyguards
curse. Created Taylari do not receive gifts
while a Taylari sleeps and can act as eyes
or weakness from their creator’s Vampire
and ears (read: spies) to the human world.
Family. Any human can be turned into a
Some use their Thralls for blood, com-
living vampire, but vastly older or younger
panionship, sexual prowess, or even as
targets rarely survive the process of being
common henchman. Thralls belonging to
so close to death.
born Taylari are marked as property with
They are at the bottom in the hier-
the Vampire Family crest. Killing these
archy of vampire society. Many ignore
Thralls usually means bringing the wrath
politics entirely and seek their own road.
Demonology 157
Imanol Moreno (Order #16815528)
as their connection to life is strong. Their creatures. This forces their family to lurk in
blood shirks the effects of sunlight and the shadows, unable to live with humanity.
daytime. They do not feel drawn to the They often take on roles of family enforc-
night like other Taylari, making it easier to ers, with their talents of silent kills. Those
live directly with humanity. Some believe that have wronged the Taylari have much
their mother’s influence protected them to fear from the Raveners.
from this facet of the God of Night’s curse. l Vicious Maw: Instead of simple
l Sun Resistance: The Sol suffer fangs, the Raveners sprout a grotesque
no penalty in sunlight or during daylight maw with rows of teeth that inflict Str+d8
hours. damage. Their Face of Death is even
l Addicted to Life: Their souls are more horrifying, causing those seeing the
flushed with life and they feel an urge to Ravener for the first time to roll Guts ver-
experience it all. These characters acquire sus Fear (-2).
the Habit (Major) Hindrance automatically l Hideous Form: Raveners always
during character creation. This addiction is show their Face of Death. Their appear-
often for blood (they drink more than they ance causes them to be confused with
need), but others turn to drugs or even an Taylari Mortus at times.
addiction to pain. The addiction should be
one that reflects their craving to feel alive.
The Afterdeath
The Macabre The last words of the God of Night’s
Description: The Macabre are de- curse regarded those that “lay with death”.
scendant from Bavi the Strange, truly the This referred to the literal love between
God of Death’s most loved child. Their gift Taylares and the God of Death, but also
allow them to see and communicate with gave foresight into what follows a Tay-
spirits with no more effort than a breath. lari’s death. Upon dying, a Taylari does
No training is required, as all Macabre not in fact fully expire. Three days later,
gain this gift at birth. Most use it as a gate- they rise from their grave (or whatever
way to great wisdom, as the dead have state they were left) to a new existence…
much to share. Trading secrets is the Ma- that of a ferocious, vile beast. These be-
cabre’s specialty, using their “friends” as ings are called the Taylari Mortus (or dead
very capable spies. They are often very vampires) and are devoid of humanity or
quiet, speaking only when the need arises sentient thought. They seek only to cause
and they are viewed as very strange folk. pain and slaughter innocents. Like the
l Death Sight: Macabre can see Raveners, they always wear the Face of
and speak with ghosts and spirits, without Death. Vampire society deals with these
the need of spells or a check. It is always monsters as quickly as possible, as they
active and cannot be turned off. bring undo attention to their population by
l Weak Willed: They are more sus- killing masses of people in their wake.
ceptible to possession from ghosts, spirits,
or adepts with certain spells. They suffer a In addition to the above, Taylari Mor-
-2 penalty to any rolls to resist possession. tus have two major differences that sep-
arate them from the Taylari: they do not
The Raveners age (at all) and they die in the sun. Taylari
Description: The Raveners are de- scholars theorize that the God of Night
scendent from Vil the Wretched and show created pacts with the God of Day to kill
their curse in body and soul. When they those that “lay with death”. See page 154
come of age, they permanently take on for more information.
their Face of Death and become hideous
Luckily, if their parents are present, If the Animal Mind goes unchecked
they can easily distinguish signs of a first for too long, they become entirely bestial,
change and help them before things get losing all human awareness. These Wolf
out of hand. This usually includes blame People often take on their Wolf form in-
and arguments, such as “Why have you definitely, running into the woods to be-
lied to me all my life?” followed by “Be- come permanent residents. They join wolf
cause we didn’t know if you would even be packs and their greater strength allows
like us. We’re sorry.” But these family in- them to become pack leader quickly. They
terventions are better than the alternatives may live happily in this state, but few Wolf
of a newly changed Wolf Person taking to People wish for such a fate. They can be
the streets without proper supervision or snapped back into a semblance of their
training. Too many reported attacks from former self with a strong showing of sup-
rabid dogs and people start to wonder… port of love from their families and plenty
and Apocalypse Prevention, Inc. starts to of therapy. For a considerable fee, API of-
crack down. Many families and individuals fers to locate and rehabilitate Wolf People
chain themselves up during the full moon, lost to their Animal Mind.
to avoid going berserk and bringing atten-
tion to themselves.
API Reputations
The Animal Mind The Wolf People have a dark past
and bad reputation within Apocalypse
Inside every Wolf Person’s con- Prevention, Inc. The awful truth is that it’s
sciousness and soul lies the Animal Mind. not totally undeserved. Of course, a Wolf
It is the core of their bestial nature that can Person was responsible for the “Moon
take control at times. The Animal Mind is a Catastrophe”, but their kind has also been
mass of cravings for violence and destruc- the most unruly and chaotic of all demons
tion and makes it hard for Wolf People to that serve the company. They have been
keep their humanity. It urges them to take
Demonology 161
Imanol Moreno (Order #16815528)
linked to hundreds of internal investiga-
tions of leaks, brutality, insubordination,
and intimidation. As much as API attempts
to deflect blame from those who stay the
The Unknown
straight and narrow, these illusions all fall Anyone that lives in API’s world knows
when the full moon arrives. about the hidden underworld on Earth. But
no one can ever say that they know about
The most recent events speak of Ru- everything in existence. The company may
fus, a Wolf Person who grew up in the have intelligence on Burners, Wolf People,
inner cities of New York and joined API and even Taylari, but the marching orders
some fifteen years ago… for all the right of your average mission are “A portal’s
reasons. He sought to avenge his sister’s opened. Ensure that nothing comes out to
death at the hands of a Burner with a sa- destroy Earth.” Agents never know what
distic streak. Sadly, investigations they stand to face when they
drew no leads and ran into embark on a mission
dead ends at every turn. In and new demon races
a rage, Rufus began his are discovered every
own serial killing streak, month.
murdering one Burner, then
another, and then another. Mission reports tell of
He hoped one would fit the horrible monsters, dinosaur-
profile. He was very good at looking demons, or creatures
his job and was able to con- with an incalculable number
ceal his activities. He stalked of tentacles. More power-
and killed almost forty Burners ful squads are sent out to
before he got sloppy and left these sites to ensure safety.
evidence at a scene, his Animal They bring advanced transla-
Mind taking over and ruining his tors, top negotiators, and veteran
best-laid strategies. Elites that attempt every course
of communication before hostility
becomes their solution. This ex-
The general consensus in
change may end in blood, but it
the company is that Wolf People
may also end with a new ally for
are not to be fully trusted. This
the fight to protect Earth. Some
has lead to many prominent
beings are seen only once and
Wolf People being demoted to
their visit is recorded in the ar-
lesser tasks. Newer Ferals are chives for later research. Oth-
either refused for service or put ers (threats and allies) are
through interrogations to dis- regular travelers through to
cover the amount of control they world and this book has yet
have over their Animal Mind. to scratch the surface.
“Action” stories often involve love interests. It could come from affections of a
damsel in distress, a heroic agent stealing their squad member’s eye, or a female
warrior in search a “real man”. “Horror” stories lead people to get much closer much
faster through necessity, feelings springing up where none were before. Even if the
character is not necessarily handsome, beautiful, or heroic, “Humor” is a driving
force of many love stories. Similar senses of humor bring people together and the
character may just have a certain hilarity that “turns on” the other.
Note: As API is primarily a human or- laid out? Is the population high or are
ganization, there should be some human there acres of unpopulated land between
representation in every squad (unless homes? Selecting an already existing
there are extenuating circumstances). If city and changing it slightly is an easy
players only want to play demon races, way to choose, but GMs can find a great-
the GM should create a human NPC to er sense of creativity by constructing new
go along with the squad. cities to explore.
l Other API Agents: Are the char- Playing a game outside the official
acter in a small area that can be covered channels is very possible and can be
by a single squad? Small areas often very fun. A character’s Passion can bring
have only a few attendants at the cell, as them into several situations, not the least
they are generally less threatened areas. of which is interaction with the supernat-
Since API work is often “boring”, many ural world. Below are a few story ideas
agents are too encompassed in their pri- that hopefully help with creating great
vate lives in small area, which can leave stories.
them open to attack. These provide less
mission-based play and more time to Note: Most characters can fly under
delve into the agents as people first and API’s radar for only so long before the
a badge second. company acts on the event. They often
warn the characters to stay out of API
Or, is it a sprawling metropolis, need- business, give harsher punishments (i.e.
ing dozens of agents to ensure proper banishment or house arrest), mistake
security levels? Large areas often have their identities, or extend invitations to
several Elites on-site to ensure the HQ join API. The company is not ashamed
stays alert and well-trained. This means to admit that some of their best recruits
more hard-ass leaders and overworked were those that broke the rules in the first
or stressed employees (including the place. They only needed to be properly
characters). These provide more exciting trained.
missions and a larger cast of friends and
enemies. Sub-Contractors
Apocalypse Prevention, Inc. has a
In either case, there should always history of sub-contracting surveillance
be important agents to meet: the hard- of less-threatened areas when they lack
ened commander, the supply handler proper manpower. Some are hired on
with a strange sense of humor, the R&D without actually knowing what they’re
techs who always ask the characters to watching over, with explicit instructions
test “new projects”, or even the overly- not to go too deep. Others may be de-
pessimistic communications agent. It is mons that want to help their community,
good to define these basic roles within but don’t want to join API directly. They
the branch, as they will color much of the are given a regular stipend, with possible
working environment. bonuses based on filed reports and out-
comes. Of course, they are expected to
Playing Outside immediately report any larger threats.
Illegal Demons
The players may de-
cide to play as Illegals.
This could be existing rac-
es working on the “wrong
side” of Apocalypse Pre-
vention, Inc. and the
Registration Act, actual
illegal demon races (i.e.
Carriers), or are perhaps
brand new races fresh
from a dimensional portal.
They could be peaceful
or actively be plotting the
world’s destruction. In this
type of scenario, Apoca-
lypse Prevention, Inc.
New Enemies
Charcadons tionship with the Linx. They protected
the Linx from predators, while the Linx
Description: Charcadons are large
shark-like beasts that would dwarf any cleaned them and took care of their lairs.
of their Earth “cousins”. In addition to Motivations: Charcadons domi-
their massive jaws filled with four rows of nated the food chain of the Spandrels
teeth, they have short muscular forearms for millennia. Then they came into direct
that they use for grasping their prey. They conflict with the Sedrone, who wiped out
are often solitary, but have been seen in most of the Charcadons, matching the
groups of three or more when prey be- creature’s strength with numbers and
comes scarce. In the past, they have organization. They used to be solitary
fought amongst themselves and actually in nature with one or two Linx serving
cannibalized each other. They are born them, so they were picked apart one by
at about five feet long, and usually aver- one and their Linx taken as servants to
age over thirty five feet. They are not very the new empire. With the Sedrone now
flexible and their skin is prone to danger- almost eliminated from the Spandrels,
ous infections from various bacteria that Charcadons have started to repopulate
inhabit the sediment they build their lairs the Red Zone and hope to take back their
from, which led to their symbiotic rela- former breeding ground.
Telling Stories in API 171
Imanol Moreno (Order #16815528)
172
Imanol Moreno (Order #16815528)
Attributes: Agility d8, Smarts d6, Spirit l Blood Magic: The Taylari Mortus
d8, Strength d12+4, Vigor d12 retains any Blood Magic it had in life and
Skills: Fighting d10, Notice d12, Stealth casts at half the difficulty (rounded down,
d10, Swimming d10 minimum of -1).
Pace: —; Parry: 7; Toughness: 12 l Face of Death: They have a twist-
Special Abilities ed, vampiric face that gives Fear -2 and a
l Aquatic: Pace 10. bite that inflicts Str+d6. The Taylari Mortus
l Bite: Str+d8. can heal one wound for every wound in-
l Claws: Str+d8. flicted with its Bite. Those bitten must also
l Hardy: The creature does not suf- make a Vigor roll or become paralyzed for
fer a wound from being Shaken twice. their next action.
l Fear (-7) l Frenzy: Vampires can make two
l Large: Attackers add +2 to their attacks per round with a –2 penalty to
attack rolls when attacking a charcadon each attack.
due to its large size. l Undead: +2 Toughness; +2 to re-
l Ram: Characadons swim forward cover from being Shaken; called shots do
quickly to ram opponents with their large no extra damage.
heads. If they can move at least 6” before l Weakness (Sunlight): Vam-
attacking, add +4 damage to their total. pires catch fire if any part of their skin is
l Rend: With a raise on a success- exposed to direct sunlight. After that they
ful Grapple roll, the charcadon can add suffer 2d10 damage per round until they
their Bite or Claw damage to subsequent are dust. Armor does not protect.
rounds, instead of strength alone. l Weakness (Garlic): The scent
l Size +4: Great whites can grow up of garlic can repel a Taylari for ten feet.
to 25’ in length. They must make a Guts check to get any
closer with penalties incurred for abun-
dance (-1 for a large amount, -2 for a very
Taylari Mortus large amount). Ingesting garlic requires an
Description: Taylari Mortus are dead immediate Vigor roll without the usual bo-
vampires and are creatures born when a nus. Failure on this roll inflicts one Wound
Taylari passes into the afterdeath. They that cannot be soaked.
wear the Face of Death and are com- l Weakness (Fire): Fire damage is
pletely animalistic beasts that sprint be- doubled against a Taylari Mortus.
tween victims in search of more blood. l Unnatural Healing: Taylari Mor-
They sleep during the day, as sunlight is tus do not heal on their own, instead be-
their one true weakness. ing forced to heal by inflicting wounds with
Motivations: Taylari Mortus are their Bite.
bestial and seek only their next victim.
Squads may need to track it or may cross
paths with it and need to defend them- Glulick Worms
selves. Running into a Taylari Mortus Description: Glulick worms used to
usually means meeting the Taylari chas- only exist in Caulon, but are now in mid-
ing it as well. west deserts, brought through the same
kaleidoscopic portals as the Burners.
Attributes: Agility d8, Smarts d8(A), Spirit These giant worms can grow up to 18-
d6, Strength d12+1, Vigor d10 feet long and drill underground with their
Skills: Fighting d10, Intimidation d10, No- powerful maws, only to erupt from the
tice d6, Tracking d8 ground to eat people. Their natural armor
Pace: 6; Parry: 7; Toughness: 9 plating protects them from attacks, but it
Special Abilities is susceptible to water-based damage.
Faeries
Description: None standing taller
than a pencil, faeries (or fairies)
are supernatural pests and an
utter pain. Some appear as
beautiful and tiny butterfly-
winged beings, landing on
someone’s finger just to
bite it and leave hallucino-
gens in their bloodstream.
Others are gremlins, liv-
ing inside human-crafted
items, waiting to cause
back luck. They exist in
every dimension with in-
calculable species, but
most have the same dis-
position. There is really no
Telling Stories in API 175
Imanol Moreno (Order #16815528)
limit to fairy appearances, as they even designed drones are adapted to the pre-
have the ability to temporarily change vious drone’s feedback. Each upgrade
their shape at will (but they cannot grow also alters their appearance, so they do
larger). not all look alike. Some have large claws
Motivations: Faeries are only mo- and multiple legs, while others hover and
tivated by their own amusement. In the sport ray guns.
grand scheme, their job is the cause bad Motivations: Drones are here to
luck and annoyance to every being that destroy and to fight. They then transmit
crosses their path. They may tie a char- their feedback to their home dimension.
acter’s shoe laces together, misplace API has yet to discover how their trans-
things, or cut belt loops. As soon as their missions cross dimensional boundaries.
actions cease to be fun, they move on to They do not show emotion and are very
other, more annoying activities. calculated in every action.
Attributes: Agility d12, Smarts d6, Spirit Attributes: Agility d8, Smarts d6, Spirit
d6, Strength d4, Vigor d6 d6, Strength d10, Vigor d12
Skills: Fighting d6, Shooting d8 Skills: Fighting d8, Notice d10
Pace: 6; Parry: 5; Toughness: 3 Pace: 6; Parry: 6; Toughness: 12(4)
Special Abilities Special Abilities
l Size -2: Faeries are small and l Plating: Armor +4
fragile. l Construct: +2 to recover from be-
l Small ing Shaken; No additional damage from
l Flight: Faeries fly at a pace of 6” called shots; Immune to poison and dis-
and have a Climb of 1. ease; Never suffer from Wound Modifiers;
l Poison (-2): The bite of a faerie l Unique Assemly: Chromatics
contains a hallucinogen that requires the have 6 to 8 cybernetic implants, making
target to make a Vigor check at a -2 pen- each of them unique.
alty or suffer a -4 penalty on all Trait rolls l Dimensional Portal: Per the
for 12 rounds. Faeries can also lick their Spell of the same name, except they do
arrows (which otherwise do no real dam- not take a wound for using it.
age) to inflict their poison, though this di- l Quick: Per the Edge
lutes the poison and allows the target to l Frenzy: Per the Edge
roll with no penalty. In either event, due to l Magic Resistance: Chromatic
the magical nature of the poison, the tar- Drones gain +2 to resist all magical ef-
get sustains a -1 penalty to Trait rolls for 2 fects.
rounds even if they succeed. This penalty l Weakness: Each drone has a
does not apply to Soak rolls, Incapacita- single chink in their armor that differs with
tion rolls or rolls to resist poison. every encounter. With a Raise on a Notice
l Weakness: Faeries are unable roll, a character can find the chink and tar-
to cross piles or lines of salt, nor do they get it at a -2 penalty. All successful hits at
mess with people wearing their clothes in- the weak point ignore Armor.
side out, because they are too busy laugh-
ing.
Fenris Wolf
Description: Fenris Wolves are born
Chromatic Drones from the insatiable hunger only acquired
Description: Drones are the first from long periods in the frozen wilder-
Chromatics sent to new worlds to evalu- ness, where lone wolves will eat anything
ate defensive capabilities. Just as the to survive… even each other. They are
machines did with the Burners, newly proof that a mixture of the Aurora Bore-
Name:________________________________ Race:__________________
Concept:________________________ Goals:________________________
Appearance:__________________________________________________
d d d d d
W -1
O
U
-2
N
FIGHTING SKILLS
6 8 10 12 _________ 4
D
4 6 8 10 12 _________ -3
S
d
6 8 10 12 _________
4 4 6 8 10 12 _________
4 6 8 10 12 _________ 4 6 8 10 12 _________
SHOOTING 4 6 8 10 12 _________ 4 6 8 10 12 _________ INCAP
4 6 8 10 12 _________ 4 6 8 10 12 _________
F
A
d 4 6 8 10 12 _________ 4 6 8 10 12 _________
-2
4 6 8 10 12 _________ 4 6 8 10 12 _________
T
THROWING I
4 6 8 10 12 _________ 4 6 8 10 12 _________
6 8 10 12 _________ 12 _________
G
-1
4 4 6 8 10
d 4 6 8 10 12 _________ 4 6 8 10 12 _________
U
E
Hindrances _________________________________________
___________________________________________________
___________________________________________________
Edges _________________________________________________________
_________________________________________________________
Equipment/Notes __________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
Imanol Moreno (Order #16815528)
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