Arcanik Core v0.5.1
Arcanik Core v0.5.1
Superior Senses
You gain +2 successes to all Perception checks, and +1
success to all other rolls you make that involve you
using your senses to locate or track something. Your
Focus is treated as being 1 point lower against flashing
lights, intense smells, or other such sensory assaults.
Biology
Nekome are naturally lithe, agile, and acrobatic. Their
muscles are built for speed and precision over brute
strength. They evolved as ambush predators, built by nature
to be hunters in the forests they inhabit. As such, they make
for great sprinters – terrifyingly fast in short bursts, but
hardly capable of longer runs. Their arm and torso muscles
are also evolved for climbing and lashing out to grab prey,
with natural claws that can tear through flesh with ease.
As you might expect from the previous paragraph,
Nekome are carnivorous, and can only eat meat. This meat
doesn't have to be cooked; their stomachs are tough enough
to handle uncooked flesh, though most Nekome prefer their
meats roasted and seasoned. To them, it tastes better when
it's been properly prepared. Many Nekome cities have vast
farms of fresh beasts specifically to feed their populace.
A Nekome's senses are vastly superior to almost every land, power, and achievements since the last tally will be
other species on Byanne, and even beyond that. Their eyes counted up over the course of a week, and the clan with the
are perfectly adapted to notice movement and details, and highest total will be chosen as the new rulers. That clan
their large ears can twist and turn to take sounds from any must select a single member, who will take the throne as the
direction. Some Nekome also have enhanced olfactory new Emperor of all Nekome until their death.
senses, allowing them to smell their prey, and some even Most minor clans barely participate in Tsune no Shiai,
have powerful taste buds that let them enjoy and identify knowing full well that they have no chance of winning.
multiple flavors within the same bite of food. Major clans, however, are often wrapped up in the game to
The vast majority of Nekome are natural colors, with some an absurd degree. Many of them have departments of
clans priding themselves on having specific patterns, like families working on similar goals, such as a set of four or
stripes, spots, and splotches. White, brown, orange and five setting up farms, another set working in an insurance
black are the most common colors, with the occasional gray company, and another family or two exploring far-off
or yellow. Male Nekome have up to two colors across their planets. This ensures that they'll always have points flowing
bodies, with tufts of whiskers and fur around their cheeks. in their favor, as they all indirectly battle with each other to
Female Nekome tend to have two to three colors, with less claim the throne for that generation.
fur around their face. Some Nekome have thick manes
around heads, which males and females will often style to Daily Life of a Cat
their liking. Many Nekome also dye their fur, often picking Some families are not members of clans; these few
colors that are intriguing to look at, or colors that blend into families cannot participate in the game, but wouldn't want to
their surroundings. anyway. They are happy living without the pressure of a
Nekome are sexually dimorphic, though this means little clan's machinations. Singular Nekome are also surprisingly
in modern times. They do not label themselves with genders common, especially on colonies, space stations, or urban
or sexes; to them, a cat is a cat. This is not to say that they population centers in non-Nekome cities.
cannot recognize sexes; they simply don't care about the For an average Nekome, this whole game means very
concept. A Nekome can recognize genders in other little. Average life among the cats is one of little rituals.
dimorphic species, but to their own species, the concept is Urban Nekome have numerous habits that they perform
irrelevant. Transexuality is quite common among the each day, but the details differ depending on the cat. Some
Nekome, and their lack of gender roles makes this confusing like to have something specific for breakfast, followed by
for more traditional races. This approach to their sexuality their commute to work, while others specifically eat certain
comes from their early interactions with the Av'yan. The meals each evening. When these rituals aren't focused on
only indications the birds have towards their genders is their simple quirks, they're often devoted to showing fealty to the
coloration, and to the early Nekome, their colors meant clan, or expressing gratitude towards those who have been
nothing. They saw the Av'yan referring to each other as kind or generous to the cat. Rural or colonial Nekome often
almost random pronouns, and this stuck with their early take these rituals more seriously. These cats are usually
culture as a disregard for typical gender roles. more influenced by religion, and their rituals are more akin
to worship than simple habits or quirks.
Tsune no Shiai These rituals extend into their lives beyond daily life, as
Nekome are divided into major and minor clans, which are well. Many things the cats do are bound by rituals,
collections of families under one key family. The difference especially regarding relationships. Nekome are brought up
between a major and a minor clan are the number of to respect their families, honoring their grandparents and
families within their purview. A major clan will have 20 or other relatives, and showing deference to their parents.
more families, while a minor clan has less. Most major clans Rebellious Nekome children are normally tolerated, and are
in the present day are gigantic, with hundreds of families set out on adventures to let them explore their own freedom
serving them. Every clan in Nekome society, and the many before returning home. Those children who don't return
cats within them, are wrapped up in an endless political home usually create families of their own, eschewing the
contest known as Tsune no Shiai. protection of clan membership in exchange for freedom.
This contest is a social and political competition that
determines who will lead the Nekome species in each
generation. When the Emperor dies (or transcends to a new
form of life, such as undeath), their clan is deposed from the
throne, and a secret council of twenty-three nobles will look
over each and every clan. Every clan's population, wealth,
Eyes in the Shadows Cities in the Trees
While Nekome treat other species amicably, many do not Nekome cities are situated in deep forests, with homes
return this treatment. The Nekome have a deserved built around and inside the gigantic trees. A single titanic
reputation as sneaky rogues, ready to steal whatever they tree can have anywhere from two to twenty homes situated
can. In fact, many businesses will have special security on it, all perfectly balanced with each other and supported
precautions around Nekome visitors, or even their own by steel wires connected to other houses on other trees.
employees. The Nekome, in general, don't seem to mind the Many of these wires are also connected to ladders or
treatment. Many even play it up, pretending to be up to bridges, allowing the cats to quickly traverse them. Trams
something just to get a laugh out of their friends or co- also flow between all these wires, traveling on thick tracks
workers. Some even use it as an intimidation method. Few to specific points within each city. Winding paths weave
Nekome deny the reputation, though. After all, during the between trees, making navigation difficult unless you have a
early years of Nekome civilization, they stole countless map, or can climb as easily as the Nekome. These cities are
stores of art, knowledge, and research from the Av'yan that powered by either dams and water turbines in a nearby river
lived in the mountains near them. It is only from this or ocean, or by geothermal energy deep below the surface.
thievery that they developed so quickly as a culture, and it Most cities have one or two clans dedicated to acting as
has shaped the modern Nekome society as well. Many their government. These clans are in charge of the utilities
Nekome see these underhanded methods as the best way to that supply their cities, the police and guards that protect
stay ahead, or at least a way to keep tabs on their rivals. them, and so on. Every Nekome city has a robust, well-
In fact, the first circuit-based technology they developed stocked, and highly trained tree department. If their trees
was a system used to hack into Valhund security centers, and suffer damage from wildfires, or have trouble weathering
it was developed using computers stolen from the Valhund. heavy storms, it risks their entire city falling over. The tree
Then, the data they stole was used to create even more departments are dedicated to ensuring neither of these
technology of that ilk, such as stream-hacks, IPS bouncers, events threaten their way of life, and use many methods to
and even active camouflage systems. The vast majority of ensure the safety of their people. Lightning rods, wind-
their technological advancements have been in the field of breaking tree walls, and automatic water turrets are common
stealth and hacking, though they've also made surprising sights in Nekome cities, set up and managed by their tree
leaps in medical fields and botany. departments. They are also in charge of clearing brush and
The Nekome's genderless social norms have given them wildlife from the lower parts of the forests, ensuring that no
every reason to pursue body modification. Their biomancy spontaneous fires will ignite far below.
and surgical technology is surprisingly efficient and highly Nekome rarely colonize other planets, only doing so when
effective. A young adult cat can have any body shape they they discover one with a thriving forest ecosystem that they
desire, provided they have the credits to afford the process. can inhabit. In the colonies of other species, the Nekome
Many members of other species come to the Nekome for tend to seek out taller buildings to stay in. This approach
modifications, as well. Even the Valhund turn to the cats for extends to multi-species cities, where cats will seek out
cybernetic augmentation, a concept they invented and high-rises and condominiums to stay in.
perfected long before the Nekome did. Some cats pursue
this particular field as an artistic endeavor, seeing their Nekome Adventurers
patients as works of art that they can show off. Adventuring Nekome are, by and large, working for their
Since the Nekome live in forests, they've also become clan. It isn’t unusual for a Nekome adventurer to gather
quite capable at caring for plants. Their botanical technology wealth, fame, and glory, only to return all of it to their clan
is second to none, save perhaps for a plant-based species in hopes of helping them win a higher place in the game.
they've yet to encounter. Their cities, based in and around Approximately 94% of all Nekome working as mercenaries,
massive trees, require this technology to remain safe for adventurers, or explorers will specifically say that they are
their habitation. Some Nekome artists even use this working on behalf of their clan.
technology to grow plants in specific shapes, and Plant The other 6% will say almost anything else. Some
Aspect cats can create magnificent works with the aid of Nekome pursue thievery as a test of their natural skills,
their botanical technology. Many other species have come to robbing anyone they deem a worthy challenge just for the
the Nekome for advice or assistance with terraforming, and thrill of it. Others will seek adventurer simply because it’s
this field has come to be dominated by Nekome businesses. an interesting way to make money. Rarely, a Nekome will
Naturally, there are entire clans based around the art of pursue the adventuring life because they are clanless, and
reforging entire worlds with their technology. must somehow take care of themselves.
Valhund Valhund literally lifting mountains abound in their culture,
though many acknowledge that they're mostly tall tales
The Valhund are a canine species that hail from Skoltath’s meant to encourage younger wolves. What isn't hyperbole is
southern tundra. They are gruff and resilient, well adapted to their upper limits of strength; the strongest of wolves have
the cold they live in. Each Valhund follows pack mentality, been recorded as lifting small hovercrafts.
often tagging along with whoever they perceive to be their Valhund also have immensely powerful olfactory receptors
family. The average lifespan of a Valhund is around 90 in their noses, which are directly connected to a special part
years, and their height averages between 1.5 to 2 meters. of their brain that records every scent they detect. In
layman's terms, the wolves have an incredible sense of
smell; once they catch a scent, they'll never forget it, and
Valhund characters begin play with the Base scores they'll be able to track it to the ends of the world and back.
listed below, and Scent Tracker. They may choose any Many Valhund join local police forces, using this tracking
three scores, and gain one point in each of those scores. ability to hunt down criminals.
Valhund character may spend 1 of the score choices The wolves are naturally carnivorous, requiring meat to
above to purchase a Tier 1 cybernetic augment and consume on a regular basis. Most prefer this meat to be
have it installed. Valhund characters are in the Medium slightly cooked, with the juices allowed to simmer within
size category. The Valhund have a land speed of 6 the flesh. They are capable of eating raw meat, though doing
meters / AP. so is usually seen as a survival tactic, not something to do in
Base Maximum civilized company. Longer cooked meals, such as roasts or
brisket, are considered a delicacy among the Valhund. They
Strength 3 11 are known to enjoy trying different types of meats, giving
Physique 2 11 each one a taste raw before trying different methods of
cooking it. It's common for Valhund dignitaries to have
Agility 2 10 spreads of skewered meats on display during events.
Intellect 1 9
Packs of All Kinds
Willpower 1 9 The Valhund, during their early development, faced many
threats from their environment. They compensated against
Scent Tracker these threats by binding together and hunting in teams, using
tactics and strength to take down anything that threatened
You can study a subject's scent for one minute, and their packs. This pack mentality has remained over the
memorize it. After studying a subject, you can roll millennia of evolution, and most Valhund consider hunting
Investigation or Survival to track them, picking up or and teamwork to be a highly important part of their daily
following their scent. You gain +2 successes to this lives. To them, the pack is what matters most.
check if their odor is particularly strong or distinct. If A pack isn't just a family, though. Packs are made of
your target dedicates time to remove or hide their whatever team the Valhund happens to be part of, and they'll
scent, these bonus successes are removed. remain fiercely loyal to that pack until the end. In ancient
times, to betray the pack was to risk a cold death alone in
Biology the wilds, and their culture evolved with this mentality. A
The Valhund are a large canine species whose origin lies Valhund will be loathe to betray their pack. A large pack
in the frozen tundras of Byanne, far north of any other may fight among each other, but each member knows that
species. They are remarkably strong, their bodies adapted to they'll always be there for each other.
handle vicious cold weather. Their fur is thick and fluffy, Packs with only Valhund are never led by a single
and their senses are attuned to dealing with snow and frost. member. They are team efforts, with each member offering
A single Valhund, provided they have the means to hunt, can ideas and contributions to the whole group. A Valhund in a
easily survive in the frozen wastes for a long period of time. multi-species crew will often defer to a leader among the
Their culture exemplifies this concept, pushing every other species, but will offer unsolicited ideas or plans to the
Valhund to be both self-reliant and reliable to their pack. leader in hopes of helping out. A Valhund might be part of
The wolves have naturally strong muscles, to the point more than one pack, as well, such as a family, a work crew,
where even a weaker Valhund can out-wrestle larger and a group of friends. A common issue they face is when
predators. Many Valhund push themselves to grow even one pack is at odds with another, and the wolf is forced to
stronger, forcing themselves to the limit. Legendary tales of choose one or the other.
Bitten by Frost However, their distrust of magic led them to many
Survival in the frozen tundra was due to the hard work of discoveries long before any of the other species. Their home
the Valhund packs. They had to contend with massive continent, Volnok, proved to be quite rich in numerous
predators, a distinct lack of plant life, and nasty weather minerals, most importantly an otherwise rare sand-like
nearly half the year. Fortunately, they had many advantages substance called colvarion. This mineral is comprised of
that the other species didn't have. Their bodies had evolved millions of tiny crystals, each able to hold and share an
to handle the environment itself, and their teamwork quickly intense electrical charge. Upon discovering this mineral
helped them subdue their predators, and the constant supply deep in an iron mine, the Valhund were quick to develop
of attacking monsters made looking for food a needless technologies that could exploit its electrical capabilities.
endeavor. After all, predators were made of meat, too! If Naturally, this meant that electrical lights and engines
they came right to the Valhund seeking a quick meal, then soon followed. More and more electricity-based inventions
that was one search for food already completed. Because of came along soon, and by the time the Xin’Dukan made their
this, Valhund packs quickly developed a simple strategy – first contact with the Valhund, the wolves were already
band together, build housing and defenses, and let their food building their first computation devices and lightning
come to them. The first few settlements were built with this projectors. Nearly a century later, after contact and trade
philosophy, which soon paid off quite well. with the Xin'Dukan and Zervit was established, they'd
The Valhund soon developed an entire culture around their managed to create what we'd consider a standard desktop
settlements, and built their first farms in the plains of their computer. Nearly 20 years later, the Valhund were already
tundra home. The livestock of these farms were captured working on building their first space ship in a joint effort
animals who'd been slowly domesticated over the millennia. with the Zervit.
As their culture progressed, it eventually reached a point One issue many other species will point out to the Valhund
where many Valhund were able to have free time. They is their treatment of their own people, specifically those with
began to look into the arts, creating their own stories, and physical disabilities. During their history, the Valhund would
many took to inventing new technologies. view those who could not contribute to the hunting or
However, during this era of their recorded history, the farming as useless. Even as their artistic culture began to
Valhund fought numerous would-be kings and overlords. flourish, their culture still frowned upon those with
These mad conquerors used magic in their attempts to collar disabilities, since they could not fully participate in their
the wolves, but each and every one of them were eventually society. After cybernetics and bionics became commonplace
defeated by the teamwork of numerous heroes. These tales in their society, any Valhund with dysfunctional body parts
slowly came together to form a rich mythology, full of could easily have them replaced with robotic prosthetics…
powerful heroes and nasty villains, clashing in epic and often, those who refuse these prosthetics are looked
confrontations for the fate of their civilization. Sadly, all of down on as less than whole.
these myths and legends told the other species of Skoltath
and beyond an unfortunate tale, which is made clear by their Artificial Intelligences
culture's attitude towards magic. Many of the Valhund’s modern creations utilize basic AI
to run the complicated systems. Some scientific packs
Technology Above Magic believe that the future of the sector will fall upon the
The slew of magical would-be rulers gave their whole shoulders of these AI systems, and have been working
species a universal disdain for magic. During the early years tirelessly to create truly sapient artificial intelligence. The
of their written history, whenever a wolf pup was discovered few packs that openly stood for these beliefs eventually
practicing magic, they would almost certainly be chastised came together, and formed a massive pack under the
for playing with such dangerous forces. As their history umbrella of creating a symbiotic relationship with sapient
moves on, this attitude reached its peak with records of intelligences of their own creation. This group became
magical pups being put to death for having the natural talent known as the Electronic Intelligence Network, or EIN.
for the arcane. The lucky few who weren't ostracized or The vast majority of other species see the EIN as horribly
outright killed were often forced to hide their magical misguided at best, or psychotic madmen ready to bring
talents, rarely given the chance to prove how useful they about the singularity at worst. Many attempts have been
could be. This distrust of the magical arts persists to this made to eliminate them by multiple groups, ranging from
day, although most pups who develop magical talent are governments pleading with the Valhund leaders to shut
given away to the other species for them to train in the arts. down the EIN, to actual assassins destroying their work and
No Valhund education facility has ever or will ever host killing their leadership. Despite this, the EIN see their work
training in magic. as truly necessary for the betterment of all species, and will
bring technological superiority to the sector, whether the Valhund had invented the first energy weapons as the Zervit
recipients want it or not. In recent years, they’ve actually were first developing basic firearms. Fortunately, the
begun setting up their own military forces, ready to defend Valhund have never felt inclined to use these weapons on
themselves against their enemies. the other species; they’ve many better targets for warfare.
The EIN’s forces use their AIs to enhance their own The Valhund’s government is built and set up similarly to
technology. While they’ve yet to craft a sapient AI, their their cities – there is little bureaucracy to deal with, and their
creations are still capable of communicating on a sentient internal systems are easy to understand. Each city has a pack
level. Some have even displayed an aversion to entering of government officials, with none actually having a solid
standby mode, proclaiming their time unconscious to be position over the others. This methodology extends to every
unpleasant. News of these AI discussing their likes and level of their government, from the simple city packs to
dislikes have terrified those who fear their potential, whilst country packs, and beyond. However, this ends with the
simultaneously exciting many Valhund who believe in the highest position. The High King (or Queen) of the Valhund
power of technology. is elected by a pack of their peers to lead the entirety of the
How the EIN will proceed in modern times is unclear. species with wisdom and strength, and they must act in
What is known is that their recent skirmishes against their accordance to the teachings of the old heroes from their
enemies, the assassins and other militaries that would stand history. This position is not like a true monarch – if the High
against them, has proven they’re willing to use force to back King proves themselves to be unworthy of the throne,
up their beliefs. Their agents work with an AI specifically they’ll quickly be dethroned by those who raised them up to
crafted to back them up and run numerous gadgets on their that position, and a new leader will be chosen.
behalf. Despite their recent actions, many EIN sects exist
within each Valhund settlement, often being called upon by Valhund Adventurers
the local governments to perform specific repairs and Valhund are unusual among the species of Skoltath, in that
upgrades for the betterment of their people. they have no particular reason to go adventuring… but also
have no reason not to be an adventurer. Most Valhund
Havens of the Tundra who’ve left their homeland are either military-born
Modern Valhund cities are squat places, with large barriers mercenaries, or have joined an exploration team aiming at a
and expansive defense systems. These are there to protect new region to check out. However, a Valhund can just as
them from the massive monsters that lurk in the blizzards likely be an idealistic warrior looking to make a name for
around their homelands. Valhund cities are often considered themselves, or a magically gifted Valhund looking for
the safest places in all of Skoltath. Valhund culture often acceptance outside their own culture.
emphasizes military service, and young adult wolves usually Many Valhund, after serving in the military, will look into
enlist for a single term of five years. Their work here is adventuring parties and mercenary crews. They will often
primarily boot camp and protective duty, making sure their seek to join a new pack to fill the void left after leaving the
city is well-guarded. service, and the best method for doing so is to join existing
The actual cities themselves are easy to navigate, with groups that aim to perform pseudo-military work. It often
simple street names and a grid-like layout. The only time the grants them a feeling of belonging, and allows them to
streets diverge from this norm is around large landmarks, utilize their training in a (hopefully) beneficial way. Most
such as curves around the sides of mountains. Power cables mercenary crews and adventuring parties will happily accept
are buried deep underground, with access to them restricted a Valhund seeking to join, as it means they’ll soon have a
to military officers and the local government officials. pack member who’s loyal to the very end.
Civilians who live in these cities are relegated to specific
sectors to live in, while businesses are given other sectors to
operate out of. Many non-Valhund chafe at this restrictive
treatment, but the Valhund are quick to argue that each type
of sector is ranked from essential to expendable, and
everyone is located in a sector that matches their status.
One thing no one can argue with, however, is the status of
the Valhund as the most powerful military off all the species
of Skoltath, and even beyond. Because of the constant
threats of monsters outside their homes, the Valhund
developed numerous weapons and combat tactics that easily
outstripped the other species. To give an example, the
Xin'Dukan What makes the Xin'Dukan unusual is their numerous
redundant organs. They have two hearts, and three smaller
The Xin'Dukan are a rough, rhino-like species that roam versions of most organs. This collection of organs normally
the vast plains of central Byanne. Their bodies are covered work in conjunction with each other to keep their body
in tough, pebbly skin, which acts like a natural suit of armor healthy. When one is damaged, the others begin working
against the elements. As a people, the Xin'Dukan value overtime to make up the deficit. The Xin'Dukan also have a
strength and determination. The average lifespan of a specialized organ located in the base of their spine. This
Xin'Dukan is around 200 years, and their height averages unique organ constantly produces stem cells, which are
between 1.6 to 2 meters. spread across the body via the bloodstream. They work to
repair the other organs, even if they suffer grievous damage.
Additionally bizarre is the Xin'Dukan's reproductive cycle.
Xin'Dukan characters begin play with the Base scores They are monotremes, meaning they are mammals that lay
listed below, and Tough Skin. They may choose any eggs. A newly hatched Xin'Dukan will be mostly helpless,
three scores, and gain one point in each of those scores. only able to stumble around for the first few months.
Xin'Dukan characters are in the Medium size category, However, they quickly grow strong enough to walk under
and they have a land speed of 6 meters / AP. their own volition, and grow to maturity by 16. The
Base Maximum Xin’Dukan’s population is also imbalanced – males vastly
outnumber the females by a 4 to 1 ratio. This imbalance is
Strength 2 11
currently believed to be caused by chromosomal issues – all
Physique 3 12 Xin’Dukan begin developing as males, and grow into
females if the right conditions are met… which is rare.
Agility 1 9
Intellect 1 8 Nomads of the Realm
Willpower 2 10 The Xin'Dukan do not have traditional settlements or
cities. From their earliest recorded history to the modern
day, they have lived on the top of gigantic tortoises called
Tough Skin the Torgan. These massive beasts are miles in size, with
Once per session, when your Evasion save is titanic shells that can hold entire cities on the back of their
targeted, you may declare that the attack is targeting shells. Torgan are geovores, eating only stones, dirt, and
your Fortitude save instead. metals necessary to keep their bodies going. The prehistoric
Xin'Dukan discovered that these gargantuan beings were
perfectly suited to avoiding predators, and took to climbing
Biology up onto their shells to keep themselves safe.
Xin'Dukan are large, bestial bipeds from Skoltath’s
The shells of the Torgan are covered in manure-like soil,
equatorial plains, specifically from the continent of Srannor.
which is excreted from openings in the shell. This soil is
Their environment constantly shifts, due to the nature of
highly fertile, with plenty of minerals able to support plants.
their settlements, and they have evolved to handle any sort
Vast trees and farms can be grown on the shell of a Torgan,
of climate they happen to move into. Their skin is naturally
with no detriment to the beast itself. The only exception are
tough, able to withstand different temperatures, and many of
the excretion pits, which sporadically spew new soil and
them undergo training to toughen it further. A highly trained
earth. The ecosystems growing upon them were perfect for a
Xin'Dukan warrior can power through a hail of bullets
simple life, and over the millennia, the Xin'Dukan created a
without so much as a scratch on them. This tough skin is
civilization of their own on the backs of these titans.
also highly susceptible to magical energy, and arcane tattoos
Every 50 years, the Torgan come together at specific
are a cultural symbol among them.
locations to seek mates and breed. During these times, the
The Xin'Dukan also have grand horns, which they use to
Xin'Dukan would prepare to colonize a new one. As the
gore and strike their opponents. These horns are comprised
massive beasts clashed in their mating rituals, the brave
of keratin, naturally growing into interweaving patterns that
colonists would use their magic and technologies to leap
form into their natural shape. Their horns are surprisingly
across the gaps, moving to the center of these titans to settle
tough and resilient, able to withstand a great deal of pressure
new homes. Whenever the Torgan would meet each other in
before cracks form. Many treatments exist that serve to
the wilds, the Xin'Dukan would eagerly share what
harden a Xin'Dukan's horn, making them even stronger, and
developments they'd made, and exchange histories with each
some of their martial arts even focus on using the horns for
other, making sure that each mobile settlement was kept in
defense as well as offense.
the loop. Millennia later, their civilization had spread across the farms require via rainfall, or magically create it to fill
most of the continent’s central belt. their reservoirs. These two maintain the delicate ecosystem
Currently, there are 34 settled Torgan, with at least another the city relies upon, making sure the people don't take too
few hundred younger ones. Each Torgan can live for nearly much, and that their own waste is dealt with.
two thousand years, but when a Torgan passes away, the The Xin'Ye, or Fire Guild, are dedicated to the defense of
entire city must relocate to another one. Fortunately, the the Torgan. Despite their size, the massive beasts do have
Torgan themselves are cannibalistic. When one dies, the enemies; namely, parasites. The Xin'Ye are tasked with
others will approach from kilometers around to devour the removing said parasites, using hover-crafts and rope systems
minerals left behind, from the soil of its shell to the to scale along the body of their home and kill any of the
hardened, metallic bones within. This cycle ensures that the huge parasites they find. Many Xin'Dukan choose to join the
Xin'Dukan will always have a safe haven to live upon. Xin'Ye at an early age. The final caste is the Xin'Hi, the
With current technologies, the Xin’Dukan have taken to Bone Guild. These are the doctors and morticians of their
installing health monitors and systems onto their Torgan. cities, taking care of the infirm and dying, while also
These systems help keep them in the loop regarding their watching over the newly laid eggs of their citizens.
home’s moods and habits, and allow them to step in should In modern times, the Xin'Du each work together to govern
some sort of issue arise. Many Xin’Dukan people have their respective cities. The Xin'Dukan, as a species, have no
careers built around swooping down on hover-crafts to clean national government. Each city is expected to answer calls
their Torgan’s body, removing parasites and built-up dirt from other nations on their own. The Xin'Du of a particular
from its joints. They also take great care to watch over the Torgan has a single member from each xin acting as a
eggs of the Torgan, bringing them into the center of their leader, with the five working together to decide what's best
cities to incubate them and ensure the newly-hatched beasts for the city. These posts are malleable, with some members
are watched over. stepping down or rejoining depending on the situations
facing them.
The Xin'Du
The name “Xin'Dukan” is derived from a concept that Masculine and Proud
permeates their culture. Xin'Du is the term used to describe Xin'Dukan culture values strength, determination, and
the five castes of their people, a collection of five forces that power above all. Each member is expected to tough it out in
work together to ensure their civilization stands tall. Each times of strife, and to step up for the good of all when
one acts in some manner to protect and serve their people, necessary. This cultural mentality is borne from the rather
with each one having a specific role. Unlike most caste precarious situation their species is in, living on top of
systems in other civilizations, the Xin’Du are not family- another living creature. It falls upon each Xin'Dukan to
bound, nor are they restrictive in any way. In a sense, each stand tall and serve their city for the benefit of each other,
one is more like a civilization-wide guild, which any and their culture enforces this with pressure to perform at
Xin'Dukan can join and learn from. Likewise, if they feel their absolute best.
that they aren't fitting into one, there is no bad blood if they During the development of the Xin’Du culture, many
choose to join a new one. Xin’Dukan males rose to positions of prominence. They
The Xin'Ka, or Sky Guild, holds the governing figures and stood tall and proud among their peers, as nomad princes
organizational systems of each city. This guild is devoted to who ruled their Torgan as representatives of their people.
collecting information and using it to guide the others. They When the Torgan met, the nomad princes would often be the
consist of historians, scribes, and diplomats. Their goal is ones sharing information with each other. This prominence
two-fold; they must keep total records of all that happens in of male Xin’Dukan, coupled with the relatively low
a settlement, and they must keep the entire city organized. In population of females, led their society to develop into a
the modern age, their jobs are rather simple due to computer patriarchal one. The female Xin’Dukan are often kept near
networks and the internet, and most of their time is spent the center of their cities – their culture considers them rare,
actually governing their cities. life-giving individuals that must be protected and cherished,
The Xin'Mo, or Tree Guild, are in charge of the farming even at the cost of their personal freedoms.
and gathering of the city. In modern times, they are also the In the modern era, this dichotomy has created a sense of
de facto merchant guild of their cities, constructing goods exceptionalism among male Xin’Dukan, and generated
and keeping watch over the economy. Conversely, the friction from the females. As their society has progressed
Xin'Gu, or Earth Guild, are in charge of distributing the new into the modern age, their traditions and castes have
soil from the shell's excretions, as well as maintaining the remained stagnant, including their patriarchal beliefs. Only
sewer systems of the city itself. They also collect the water male Xin’Dukan are allowed to hold positions of power in
any capacity within their cities. From birth to death, and how each Aspect of the arcane flowed from another
Xin’Dukan males are encouraged to do all they can to be the plane into their own. The Xin'Dukan were the first species
best of their people, ever pressed to contribute to their ever to understand the nature of ley lines. They learned how
society for the benefit of the community. Xin’Dukan the unborn absorbed this energy from the ley lines, and how
females are conversely encouraged to keep their place in one might manipulate this process to ensure a child would
society, to remain safe and hidden away, ready to aid the be born with a specific Aspect.
community by being mothers and guarding the eggs and With modern knowledge of the nature of magic, the
children of their people. Xin'Dukan often have small settlements near bodies of
Naturally, many Xin'Dukan despise this constant feeling water, where they raise their children normally, hoping that
of pressure. Their reputation of being nomadic comes not they will develop into Water Aspecters. Their ultimate aim is
from their mobile cities, but rather, from the sheer number to give each Torgan a sect of water casters, hopefully
of Xin'Dukan who roam among the other species after creating an entirely new guild, the Xin'Yo, or Rain Guild.
leaving their homes behind. A Xin'Dukan adventurer most Their belief is that by training powerful Water Aspecters,
likely didn't leave home to seek treasure and fame, they left they can have a steady supply of fresh water wherever their
home because they were sick of the constant propaganda- Torgan may be. This endeavor is encouraged by the leaders
like statements of “Do your best!” of the Xin’Dukan.
In the midst of other species, Xin'Dukan will often choose
professions where their natural strength and resilience will Planar Travelers
be recognized and celebrated. Xin'Dukan mercenaries are It was also the Xin'Dukan who first pierced the veil into
quite common, as are Xin'Dukan members of other military another plane of existence. The first one to do so bravely
forces. Anywhere they can find to practice their strength is a stepped through the portal, only to be immediately
perfect job for them, and the other species are usually happy obliterated by the sheer magical pressure of just being on
to have such individuals on their teams. another plane. Over the centuries afterwards, their scholars
refined their rituals, created powerful wards and defenses,
Rituals, Natural and Arcane and continued to step through. Eventually hey managed to
The Xin'Dukan, as a people, see magic as a wondrous gift send an expeditionary team into the Living Land, the plane
that should be celebrated... most of the time. The majority of of Life. Over the next decade, they began investigating the
Xin'Dukan born on their Torgan are of the Beast, Earth, or other planes, eventually bringing in members of the other
Air Aspects, with Life, Plant, and Death being the next most species to aid in their quest.
common. The few Xin'Dukan who can develop themselves This endeavor was what led to the discovery of the Av’yan
enough to actually cast spells are viewed as gifts from by the Xin’Dukan. An exploratory party lead by Great
beyond, and they are often pushed towards xin that would Speaker Dorgath Shastol encountered a small collection of
celebrate their gifts. In ancient times, the rare Water Av’yan explorers within the Coral Labyrinth, a sub-sector of
Aspecter was often worshiped like demigods, as they were the realm of Water. After some attempts to communicate
able to bring them the glorious gift of water whenever the with each other, the two parties managed to decipher each
city needed it. other’s basic language, and eagerly shared the knowledge
While other species were going to war, trying to survive, they’d both gathered over the years. The Av’yan told the
or developing new technologies, the Xin'Dukan were Xin’Dukan of their location in space, as well as the local
delving into the arcane secrets of magic. Their relative constellations they could see. Some time later, after
safety when compared to the other species of Skoltath gave reporting this information, the Xin’Dukan scholars managed
them more time to focus on spiritual matters, and this to determine exactly where the Av’yan home planet was.
developed into ritualistic traditions that are still practiced A few decades later, driven by the knowledge that there
today. Each guild has its own rituals and traditions to induct were other species out there in the stars, the Valhund
new members, facilitate promotions and expulsions, and developed space travel. A century later, the first warp drive
celebrate victories or recover from failures. Every major was tested, and within the millennia, the warp channels were
action the guilds can take has a ritual attached to it, and the built between numerous planets and moons, and modern
vast majority of their leaders will see those rituals done, no star-faring civilization rose into being. The Xin’Dukan hold
matter what the situation is. the fact that their actions gave rise to the modern age in high
This deeper understanding of rituals and magic lead to regard, and it is a distinct pride among their people.
some interesting developments during the early years of the
Xin’Dukan people. To be more specific, they were the first
species on Skoltath to discover the planar nature of magic,
Zervit The Zervit, as one might expect, are carnivorous. They are
only able to digest meat, and care little if it's cooked or not.
The Zervit are a reptilian species that originated in the They lack traditional taste receptors, and have almost no
deserts of Byanne. They are quite long and lithe, with strong sense of culinary creation. The digestive system of their
tails that help propel them at surprising speeds. The average bodies is also long and thin, and the snakes often have
lifespan of a Zervit is around 80 years, and their total length difficulty eating as much as the other species. Instead, they
averages between 4 to 5 meters. are prone to snacking, having multiple lesser meals through
their day instead of three or four main meals. This ensures
they have an ample supply of energy.
Zervit characters begin play with the Base scores A Zervit's tongue, instead of tasting, is used by them to
listed below, and Thermal Sense. They may choose any hunt. When they flick their tongue out, they gather scents
three scores, and gain one point in each of those scores. from around themselves, using them to create a more
Zervit characters are in the Large size category, and detailed picture of its surroundings. An average Zervit can
they have a land speed of 8 meters / AP. see quite well, but its tongue lets it gain a more vibrant
Base Maximum picture. Every Zervit also has a special receptor organ in its
frontal lobe that allow it to sense sources of heat, and track
Strength 2 10
entities who are naturally warm.
Physique 3 11 Zervit are almost sexually monomorphic – that is, there is
almost nothing to distinguish males from females. The only
Agility 1 9
real determination is their sexual organs, which are normally
Intellect 2 11 kept within special pouches near the ends of their tails, and
Willpower 1 9 only brought out for mating purposes. The Zervit, like most
reptiles, are an egg-laying species. A female Zervit will hold
her eggs for a couple months after mating, then lay them in
Thermal Sense a naturally heated area. Usually, this is one of the many hot-
You can “see” heat, especially the body heat of other pits of the Zervit cities, though any warm area will do if
creatures. This sense can allow you to sense other such a locale is unavailable.
creatures through thin walls, track where others have
been or what they've touched, and other similar feats. Deep in the Earth
During their early development, the Zervit made their
Biology homes deep underground, often in mountains or volcanoes.
This cavernous habit was borne from their origin, as hunters
The Zervit are a reptilian species, similar to pythons or
that evolved in the vast deserts and mountains of northern
serpents of other worlds. They come in countless colors,
Skoltath. Since the planet’s axis is tidally locked, the
ranging from natural colors like brown, green, and black, to
Zervit’s home was almost constantly targeted by direct
more unusual ones like red, pink, blue, or even gold. These
sunlight. They kept to the caverns of their mountain homes,
colors are known to be affected by the Zervit's Aspect, with
hoping to avoid the extreme heat, and would emerge during
many developing patterns that match whatever their Aspect
the dark periods to hunt and gather prey for their farms.
is. These scales are also notoriously difficult to paint with
As they delved deeper and mined out rare minerals, they
make-up or disguise kits. Most Zervit display their colors
quickly learned how to smelt and forge these minerals into
proudly, and almost every Zervit has their own unique
useful materials. This helped to develop their society, as
pattern of scales and colors that remains their own for life.
they were one of the first on Skoltath (and arguably, the rest
Some Zervit subspecies also display mighty horns, frills, or
of the sector) to create metal tools, armor, and weapons.
webbed limbs based on their home environment.
This simple advancement quickly led to numerous other
A Zervit's tail is immensely strong, able to exert a grip
discoveries, and helped them delve deeper into their
pressure of around 40 pounds per square inch. Their upper
caverns, hollowing out entire mountains and expanding their
bodies are rarely this strong, being on par with the other
civilization into massive cities and networks of tunnels
species of the sector. Their strong tails are most certainly an
connecting each of them together.
advantage in their natural habitats, however; the deserts of
Being this close to the pits of the planet often brought the
northern Skoltath are rocky and difficult for bipedal
Zervit into conflict with subterranean horrors, and their
creatures to navigate. Their wiry forms make it easy to
military forces grew quite powerful as a result. The Zervit
traverse, and many Zervit prefer natural places where they
have mandatory military service, and every snake has spent
can slither freely.
a few years of their life serving in some capacity. This Alchemy and Explosions
constant threat of assault also breeds a sense of camaraderie The Zervit, living deep underground, were the first species
among the population of a city. As each of them face down on Skoltath to discover coal, and likewise, the first to
monsters and threats together, they share in a communal develop gunpowder. Their pursuits of these sources of fuel
sense of survival. resulted in some amazing inventions, such as the first steam
Their modern cities are titanic caverns, held steady with engine, which they used to fuel automatic water pumps.
massive pillars that double as housing or storage. These vast These inventions helped to fuel the Zervit’s pursuits into
cities are fueled by geothermal power, and their energy is other fields, such as basic hydraulics and gasoline
brought up from the pits by massive pipes and wires within production. The snakes also developed a unique invention,
each of the pillars. Between each of these pillars are vast one that many other species had never considered until they
bridges held aloft by repulsor engines. Far above, usually later encountered the Zervit using them: firearms.
near the surface, are the farms that keep the city fed. The first firearm invented by the Zervit was a cannon-like
device to be mounted on one's shoulders, and lit from
Community Above All behind by another person. As their technologies grew and
As mentioned above, the Zervit are highly social creatures. advanced, so too did their guns. In modern times, most
They live in close proximity with each other, and their firearms across the sector are developed using old Zervit
culture revolves around the links they share with each other. designs, and many are built by Zervit companies. However,
True Zervit society has no currency; everything is shared there are many groups belonging to the other species that
among specific groups, with specific resources gathered and have bought (or stolen) these designs, and the Zervit no
redistributed by the government to the entire population. longer have sole control of firearm distribution.
Each Zervit is offered a selection of tasks to perform in the Equally impressive are the chemical creations the Zervit
city, and they are allowed to pursue whatever tasks they have developed. Living underground has given them access
wish to on any particular day. As long as their tasks are to many unique compounds, and their scientists have taken
recognized and completed, they will receive the communal to this advantage with aplomb. The snakes have made a
resources from the government. name for themselves with the countless chemicals they've
This process is overseen by a collection of overseers, each invented for all sorts of fields, ranging from medicine and
of whom answer to the others. Each of them are elected to factory work to space travel and terraforming. In fact, Zervit
their positions by the population of their cities, and remain alchemists are in-demand on multiple colonies and planets,
in power for seven years. An overseer cannot be re-elected due to their vast expertise in the field.
to any position after their term has concluded. Should any
overseer perceive that another is abusing their position of Traders of the Desert
power, they are obligated to report them and aid in the Due to the mobile nature of their cities, the Xin'Dukan
deposition of the offending party. Ideally, this ensures that were the first species to make contact with the Zervit.
the collective is kept honest, though many have sought to According to legends, a Torgan had settled down for a nap
undermine it for personal gain. right next to a Zervit mountain, and the snakes emerged to
The most obvious example of this are Zervit who leave see what had caused the earthquakes down below. Upon
their homes to seek fame and fortune as adventurers. The seeing the gigantic creature with vast amounts of green on
concept of gained wealth and power through something its back, they climbed up to investigate, only to be met by
outside the home is strange to many Zervit, though not the surprised Xin'Dukan. After the two species managed to
illegal or unwanted. Many snakes who seek adventures calm down and recognize that neither was there to fight,
often return with valuable resources, cultural artifacts, or relations between the two began.
powerful magical items. The Zervit government sees these Since then, the Xin'Dukan have always seen the Zervit as
lone snakes as potentially valuable allies, and has special people to trade livestock to, as they would always receive
provisions for those seeking to pursue this life. metal, medicine, and weapons or armor in return. This
On a world-wide scale, the Zervit are led by the Conclave relationship of bartering remained between the two for
of Eleven. True to its name, this is eleven of the most decades. Soon, they were discovered by an exploratory
respected members of Zervit society, elected to their vessel of the Valhund. The wolves, likewise, opened up
position by the overseers of each city. The members of the trade with the Zervit, and the three species began a long
Conclave remain in power for 15 years, and follow the same history of trading. The Zervit, for their part, established
regulations as the overseers. The Conclave is dedicated to courts of trading for the other species to join. These courts
representing the Zervit species in international matters, but worked like a bazaar, with anyone able to walk in and start
holds no real power over the independent cities. bartering their goods with others.
Since the establishment of these courts, many Zervit built
early businesses to produce and sell specific goods. These Major Zervit Corporations
evolved over the decades into legitimate companies, with
some snakes even developing a taste for wealth. To these Zaluvath Inc. - One of the largest corps across the
Zervit, the idea of not having their food and resources be sector. Zaluvath focuses on specialty chemicals for
controlled by their government is highly appealing. A few numerous purposes, though primarily on medical
supplies. They actively produce high-quality potions
notable major Zervit companies no longer participate in the
and medicine to sell at cut-throat prices, often pushing
communal society of their culture, having abandoned it to
lesser businesses into the proverbial ditch with their
act as independent businesses. These companies are often practices. They also produce chemicals for other uses,
looked upon with scorn by the rest of the Zervit, since they such as warfare and industrial cleaning.
left their community behind to pursue personal wealth and
power. Among other species, however, these businesses and Thelethar Consolidated – A trio of lesser corps that
have banded together instead of fighting each other.
their owners have garnered a great deal of respect, either by
Thelethar focuses on industrial metal production,
providing quality goods at decent prices… or by proving
supplying ship-builders and military contracts with
themselves a terrible enemy if you don’t show respect. metals they need to construct their warmachines. They
Many of the worst companies of the megalopoli spanning are one of the only companies left in the sector that
Byanne, Skoltath, and some of the external colonies belong does this, and often have contracts that grant them
to the Zervit. Corporate warfare between the Nekome clans “samples” of their contractor’s works.
and the Zervit businesses are distressingly common, as they
Ssavrathi Finances – An investment firm that, at first
clash over who can fulfill niche purposes to their consumer
glance, seems quite small. However, Ssavrathi is a
base. As the Zervit are the preeminent developers of massive firm with incredibly deep pockets. They have
firearms and artillery, they often use these weapons to invested money in almost every other company in the
devastating effect against their business rivals, leaving sector, specifically writing contracts to prevent those
desolation in their wake. The only thing keeping them from companies from fully paying off the interest of those
facing criminal charges from local governments is their investments. They are able to easily start up shell
sheer wealth and leverage over the populace – without their companies and provide for new businesses, only to
particular niche, whatever it might be, the people would be later destroy them and absorb the profits.
worse off. This leverage is often used in reverse, as well. Vizithi Markets – A gigantic farming corp, spread
Adventurers of a less-than-reputable sort will often target across the entire sector. Vizithi focuses almost entirely
Zervit businesses for espionage and theft, since their goods on food production for countless people. Their size and
will bring big profit on the black market. scope make them untouchable – any attempt to bring
them to justice for their crimes would end with them
shutting off food to millions. They have used this
heinous leverage to great effect, often destroying
smaller farms and markets with mercenaries, only to
swoop in and fill the niche left behind.
Vrassazia Inc. – A research and development firm that
produces high-tech equipment for space travel. They
are one of the only corporations in the sector that
builds such equipment and materials, having pushed
most of their competitors out of the picture. They often
clash with the Orousa, as the greys are able to provide
the same products at equal (if not better) prices.
Thez’Vazal Industries – A sizable corp that provides
internet services to every other species. Thez’Vazal
focuses on network construction – everything from
simple websites to intricate multi-user encryption
software. They have created numerous algorithms that
ride the line of AI, which are all specifically built to
monitor a user’s actions and create targeted ads and
marketing to recommend to them.
Craseil The Craseil are notable for having three biological sexes,
one of which was genetically engineered into their species
The Craseil are a crustacean-like species that originated in following the Orousan Cataclysm. As the pollution and
the deep oceans of Veldou. Despite their aquatic appearance, nuclear fallout inundated their ocean homes, the Craseil
they are an amphibious species that can breathe just as well populations decreased at an immense rate, dying of diseases
on land as in water. The average lifespan of a Craseil is and disorders of all kinds. To counteract their dwindling
around 50 years, and their height averages between 1.2 to numbers, they used their skill at biomancy to craft a third
1.5 meters. sex, which would be able to help randomize genetic material
and allow small populations to still remain viable.
They have males and females, as most species, but also
Craseil characters begin play with the Base scores have what they refer to as domales. While a male and
listed below, and Venomous Claws. They may choose female Craseil can still reproduce like any other species, the
any three scores, and gain one point in each of those domales can act as an intermediary between them. A domale
scores. Craseil characters are in the Medium size is hermaphroditic, with both sets of genitalia connected to a
category. They have a land speed of 4 meters / AP, and special organ. As they are inseminated by a male Craseil,
a swim speed of 8 meters / AP. this organ mixes their genetic material with their partner’s.
Base Maximum Then, they can use this slurry to inseminate a female partner,
who grows and lays a clutch of four to six eggs.
Strength 1 9
Craseil are omnivorous, though they generally prefer
Physique 3 12 meats. Being a sea-borne species, they are almost always
preferential to seafood of any kind. They have an innate
Agility 1 10
resistance to most simple, natural poisons, which allows
Intellect 2 10 them to eat a majority of oceanic creatures. Their diet ranges
Willpower 2 9 from fish of all sizes to mollusks and crustaceans. They also
enjoy numerous varieties of kelp and algae, seeing the latter
as something of a delicacy.
Venomous Claws
You have a set of claws, which are considered Coral & Clades
Unarmed weapons at quality level 0. Any victim who The Craseil evolved and developed among the vast coral
takes damage from one of these claw attacks must also networks of Veldou. The countless fish and species of these
make a Toughness save (DR = 2 + your Physique ecosystems gave them a bounty of prey, and as they grew
score) or be poisoned for a number of rounds equal to and evolved, they developed numerous tools to help them
your Strength score. hunt and farm. Over the centuries, they grew from simple
hunter-gatherers into a genuine civilization. Unlike most
Biology species, however, there was little conflict between the
Craseil. With so many resources around them, they had little
The Craseil are a cephalopodic species hailing from the
need to clash, and Craseil villages would often trade specific
deepest oceans of Veldou. They have eight tentacles that
resources with each other. Even the natural predators of the
emerge from their waist, with a humanoid torso. Their
oceans became little trouble for them – when one came too
fingers and tentacles have thin membranes between them,
close to a village, all of their warriors would band together
which help propel them quickly through the water. Craseil
to either drive it off, or kill it outright for food.
skin is rubbery and thick, able to withstand heavy pressure
Eventually, the Craseil learned how to farm and grow the
from the ocean around them. They need to stay properly
coral around them. They began to grow the coral into
hydrated at all times, usually by having small pools of water
specific shapes. Soon, the coral itself became a living tool
to rest in or by keeping hydro-pods with them at all times.
for their civilization, and a small caste of coral tenders
The most notable part of their body is their shells. A
began to form at the center of their villages. Soon, each
Craseil’s shell extends up their back, over their shoulders,
village and town was split into small groups that worked in
and up over their head like a chitinous hood. From the
unison for the benefit of them all. To the current day, these
underside of this shell hood, two very long and thick
castes are referred to as the Nine Clades, and being chosen
tentacles descend beyond their lower tentacles. These act as
as a member of a clade is considered a high honor by the
the Craseil’s “legs” on land, and help to steer them while
Craseil. Many spend their entire lives working to join a
swimming underwater. They also have small claws that can
clade, proving themselves worthy of their entire species.
manipulate objects, and are connected to small venom sacs.
Those who govern each settlement Oceanic Fallout
Vat Clade and command the organization of Prior to the Orousan Cataclysm, the Craseil had developed
their city and the structures within. into what we would consider a modern society. They had
Those who gather natural resources numerous cities through the oceans of Veldou, with nearly
Nan Clade and oversee the storage of those four billion Craseil inhabitants. The Nine Clades had been
materials for future use. their form of government for almost a millennia, allowing
them to easily organize and work in unison with each other
Those who track and hunt wild beasts
to further the goals of their species, and many were starting
Shul Clade and monsters to feed their city along
with the Kamn Clade. to finally emerge onto the land-masses of Veldou to explore
this mysterious realm of air and dirt. They soon noticed the
Those who farm domesticated flora vast star-domes of the Orousa, but before they could
Kamn Clade and fauna to provide additional food actually make contact with the fey species, everything went
along with the Shul Clade.
horribly wrong.
Those who keep records of all things The Orousan Cataclysm struck. Countless waves of
Tus Clade within their city and monitor the nuclear radiation slammed into the seas. As the continents
oceanic currents around them. were left inert, the radiation fell across the oceans, seeping
Those who act as a police force, into the water as liquid fallout. The plankton of the ocean
Bröt Clade investigating crimes and enforcing the absorbed most of the fallout, but this only made things far
laws set by the other clades. worse. As countless creatures ate the irradiated plankton,
they were equally affected by the radiation, developing
Those who heal and provide medical
cancerous tumors and inedible mutations. These mutations
Cleit Clade expertise, from doctors to morticians
and diseases quickly spread throughout the entire ocean,
to the brood pool matrons.
killing countless trillions of lifeforms.
Those who grow, trim, and mold the The Craseil’s farms quickly died as a result. With no way
Seet Clade vast farms of coral into usable shapes for the Kamn Clade to properly raise enough food for their
for their city. people, the Shul Clade took it upon themselves to hunt…
Those who research, learn, and study but they couldn’t find enough edible food for their massive
Vuul Clade the various sciences of the world. This civilization. Even worse, many of the predators had mutated
clad also includes their mages. into unique and terrifying monsters, and were proving to be
nearly impossible for the Craseil to kill. Dozens of cities
Each of these clades exist within every Craseil settlement, were annihilated by these gigantic monstrosities before they
from their largest cities to the smallest colonies. Even in could be laid low, and many of them are believed to still live
non-Craseil cities, they will often equate similar groups to somewhere in the deepest trenches of the seas.
these clades, and will usually attempt to join a group that fits While some Craseil had the technology and magic
the clade they were a part of back home. Some Craseil are necessary to remove the radiated cells from their bodies,
cladeless, of course – they aren’t looked down upon for this they could not spread this knowledge quickly enough to all
choice, but their potential in Craseil society is somewhat of their cities. In addition, it took nearly a decade for them
locked by it. They will have no way to rise to higher rungs to research how to use this same knowledge to remove the
in their city without joining a clade. radiation from their normal farm stock. By the time one of
The Bröt Clade stands out among the other Nine Clades – their cities had stabilized enough to hold a basic population
given that the Craseil are generally peaceful and happy to in their ruined oceans, their numbers had plummeted from
work with each other, there seems to be little need for a nearly four billion to a meager three million.
dedicated police force among them. Indeed, in modern Seeing their extinction on the horizon, the Craseil turned
times, the Bröt Clade is often called upon to simply act as a to the most extreme measures. They called all of their
security force, rather than investigating crimes or jailing people from across the planet into a single massive city near
criminals. While the Craseil do have jails and detention one of the Orousa’s stardomes. There, the Vuul Clade
centers, they’re most often used to hold outsiders of other revealed their final option – they would create a genetically
species that commit crimes in their domains. Few Craseil engineered third sex, so that the species would never fall
would ever actively harm another of their species, due to into a population crash. This also involved enhancing their
their shared species-wide brush with extinction. reproductive rate, in the hopes that they could quickly
recover from the destruction caused by the Orousa.
Fortunately, it worked! The Craseil managed to
stabilize their civilization with the aid of their newly-formed This appreciation of fresh water came soon after their
“domales”, and their population actually started to rise for exposure to the Cataclysm. With most of the seas irradiated
the first time since the Cataclysm. Over the next century, the by the Orousa, sources of pure, clean water became highly
Craseil stabilized and grew, just barely hanging onto life. prized. The Cleit Clade took claim over these fresh sources,
Only two other cities were established during this time, but which were often deep in the trenches of the oceans, and
it seemed like they had just barely managed to avoid distributed the clean water to those who needed it most.
complete and total obliteration. This, naturally, led to another problem – criminals would
sneak into these secure locations to steal the fresh water and
Fresh Water in the Sea of Stars sell it on the black market. Soon, the Bröt Clade found itself
It was not long after the turn of the century that a member with a new purpose in protecting these locales from thieves.
of the Vuul Clade, Jaat ko Vruul, noticed a vessel coming This desire for fresh, clean water soon developed into a
from the skies far above the surface of the sea. They cultural symbol. Clean water became an icon to the Craseil,
watched this vessel land on the plains nearby their city, close one of power and prosperity. After all, if you had clean
to the abandoned stardome the Orousa had left behind when water, you were either in the government and giving it out,
they deserted the planet. Vruul quickly gathered a group of or you were rich enough to afford it. Water Aspecters
explorers and diplomats, and set out to investigate these became one of the most respected and adored members of
visitors from beyond the stars. Craseil society, as they could conjure fresh water at the cost
What they encountered were a joint exploratory team of of their mana. In modern society, this status has remained.
Av’yan and Valhund, who had recently met an Orousan Water Aspecters are still highly respected, even if they aren’t
dome station in orbit, and came down to investigate the particularly useful in the clean oceans of Skoltath or
planet for themselves. As the Craseil approached, tentacles Byanne. Many high-ranking members of Craseil society are
raised in greeting, the explorers nearly shot them on sight, Water Aspecters, having at least started magical training
believing them to be hostile monsters. It was later revealed prior to taking their positions.
that the Orousa had never known the Craseil were in the
oceans, and had not been able to warn the explorers of their Squids in the Sector
existence. Thankfully, Vruul and his counterpart on the other The Craseil do not participate in sector-wide governance.
side, a Valhund named Zhun Skytrail, managed to keep their They have no species-wide government, nor do they have
respective teams from attacking the other. species-wide clades. Each of their cities is self-governed,
After some communication work, the two managed to with limited connections to each other. The clades of each
create a simple method to speak with each other. Vruul city commune with each other, often sharing new research
explained how their homes had been destroyed by the or details that might aid the others. They are all Craseil, after
Orousa’s actions, and Zhun filled in the gaps in their story all, no matter how far away they are from each other.
with information provided by the Orousa in orbit. Together, Anything that could help them recover quicker ought to be
they devised a plan – Zhun would return in ten years time shared with the others.
with enough ships to take the entire Craseil species off of While their city leaders recognize where they are in the
Veldou, and resettle them on Byanne and Skoltath. The fresh sector, and will defer to planetary leaders (or those above
oceans there would provide the perfect new home for the them), they do not actively seek to join the other species in
Craseil. True to his word, ten years later, the Craseil Colony governing the sector until they have completely recovered
project was initiated, and helped the devastated species from their ordeals. Despite their new boom in population,
establish themselves on other planets. In the modern age, the Craseil are still recovering from their brush with
they now number in the billions once more. extinction, and their leaders recognize this.
Craseil adventurers, however, are quite common. Given
Water is Life their species’s relatively recent discovery of other species,
Modern Craseil culture is focused on fresh sources of it’s only natural that they would seek out and explore these
water, no matter what it is. As a naturally aquatic species, other cities and land-based civilizations. Most Craseil
they need to stay hydrated, lest they suffer from numerous adventurers are out adventuring because they want to
illnesses and dysfunctions. Fortunately, modern technology explore this dry land. To their credit, many land-based cities
grants them numerous ways to stay wet, including pools in maintain clean pools across their infrastructure for the
most cities that are kept clean with advanced filtration Craseil to lounge in while they explore. Hydration gear for
systems, and small aqua-pods the size of a ring that can hold them is also inexpensive, to the point where most Craseil
a gallon of pressurized water, releasing it as a shower-like don’t have to worry about staying wet at all.
spray over the user’s body.
Clash with the Ikthai Orousa
The oceans of Skoltath also held an aquatic species, which
was completely unknown to its native species until they The Orousa are a bipedal fey-like species native to the
started exploring the depths. As the Craseil started settling surface of Veldou. They are descendants of ancient fey that
the oceans of the green belt around the planet, they quickly were exiled to the Prime Materium, who evolved into a
encountered a vicious fish-like species that called highly intelligent and magically gifted species. The average
themselves the Ikthai. These violent, five-limbed creatures lifespan of an Orousa is around 300 years, and their height
quickly took to attacking and raiding the Craseil. While they averages between 1.4 to 1.8 meters.
were adept at fighting off predators, the Craseil soon found
that the Ikthai were just as intelligent as they were. Orousa characters begin play with the Base
Attempts at diplomacy were quickly made, trying to reach scores listed below, and Mystic Lineage. They may
out to the Ikthai and find common ground. Every attempt choose any three scores, and gain one point in each of
ended the same – the Ikthai proved that they were a those scores. Orousa characters are in the Medium size
xenophobic culture that would not allow any higher species category. They have a land speed of 6 meters / AP.
other than themselves to exist in the oceans. This was only
discovered after a relatively calmer Ikthai stepped forward Base Maximum
to explain their culture to the Craseil, and then casually Strength 1 8
explained that they would be put to death for daring to speak
to an entity who wasn’t part of their kin. Even after being Physique 1 9
offered refuge, they refused, stating that their creed would Agility 2 10
not allow them to partake of any generosity granted by what
Intellect 3 12
they considered to be their blood enemies.
To this day, the Craseil regularly fend off assaults and Willpower 2 11
plots from the Ikthai. Many species still hold out hope that a
more reasonable subculture of the Ikthai will emerge and
Mystic Lineage
join the other species in the interstellar stage, though others
(particularly the Valhund and the Craseil themselves) only Select one Magic skill. Your maximum Ranks with that
see them as vicious monsters bound by superstitious dogma. skill are increased by 1, and you may know one
To them, the Ikthai are violent barbarians who will never be additional spell of that type.
able to enjoy higher civilization.
Biology
The Orousa are a humanoid species with simple features.
Their eyes are highly focused, comprised of numerous
smaller lenses instead of a single retina. This allows them to
focus on numerous targets at the same time, which is further
empowered by their highly developed brains and nervous
systems. The Orousa are able to comprehend up to a dozen
forms of information input simultaneously. This extends to
their other senses – each of their senses is slightly above
average, allowing them to perceive things most species
might not notice unless their own senses were highly
attuned to it. With their highly advanced brains, they can
quickly combine these sensory inputs into vividly detailed
pictures of the world aournd them. Orousan skin is also
highly developed, and contains hundreds of capillaries that
carry not only blood, but mana. This infusion of magical
energy makes even an untrained Orousa a talented
spellcaster, and a trained Orousan mage can be a terrifying
force of nature.
The Orousa also have a special organ between their brain The Orousa eventually grew so powerful that they could
and their spine. This organ is bio-electric, constantly genetically engineer two more species to serve them. The
generating a faint charge that flows through their nervous first, the Var-Ji, was created to be a helpful indoor species
system. The charge created by this organ meshes with the that would serve them by performing janitorial or repair
mana capillaries across their body, and causes their cells to tasks. They were built from the ground up to be cute,
constantly replenish themselves. Because of this pseudo- appealing to look at or listen to, and easy to reproduce en
regeneration, the Orousa can live exceptionally long lives masse. The second, the Nao-Ji, was engineered to be a
before dying – in fact, most Orousa tend to die from external mindless hive species that would serve simple labor tasks,
sources rather than of natural causes or aging. such as construction, farming, or the like. Their queens
What makes the Orousa even more powerful is their would birth countless numbers of this species, and would
lineage. All Orousa can trace their ancestry to a vast exodus accept orders from their creators and guide their hive in
of fey creatures from the Sylvan Wilds. Their fey ancestors service to the Orousa. Both of these species took their place
left their home to inhabit Veldou as mortals, though their in Orousan culture as the physical laborers, allowing the
reasoning for doing so is long lost. While these fairy glades Orousa to disregard those jobs and focus on scientific and
have long since lost their power over the species, their artistic endeavors.
mighty bloodline still remains. This lineage has infused the These endeavors eventually began to pay off, as the
Orousa with a natural aptitude for whatever form of magic Orousa began to establish a bizarre plan. Instead of sending
their ancestors excelled at using. Some Orousa delve into out ships to colonize other planets, they would construct
this aptitude, learning how to harness their dormant fey vast space stations underneath their dome cities, and launch
blood and unleash truly powerful magical capabilities. them into the stars. Upon reaching a distant planet, each of
The Orousa, however, have one particularly distinct flaw, these dome stations would reorient itself to land on the
and it’s one that plagues them even to this day. They have an surface, and drill itself into the crust. From there, it would
exceptionally low reproductive cycle. A female Orousa is be a completely pre-built colony that would be immune to
fertile throughout her adult life, but the chances she and her the environment of the planet it landed on, and the Orousa
partner can conceive a child is remarkably low. Orousa would be able to investigate and research it at their leisure.
require nearly 20 years to reach adulthood, and their culture The entire sector would fall under their control, and they
often disregards romance and sexuality as frivolous would establish themselves as the ultimate lifeforms in the
pastimes. Many Orousa are asexual as a result of this galaxy, forever destined for even greater heights. Work
upbringing, and this has kept their population low. began in earnest, with each of their 73 dome cities being
reconstructed into these mighty dome ships. The Nao-Ji and
Arrogance Incarnate the Var-Ji alike were set up to work endlessly on these
The Orousa used to be the mortal embodiment of self- projects, to the point where countless members of their
importance and arrogance. As the Av’yan were first species died of overwork… all for the glory of the Orousa.
developing written language, the Orousa had created
magically-driven vehicles. As the Valhund launched their The Orousan Cataclysm
first rocket towards the sky, the Orousa were already As the dome ships were nearing completion, the Orousa’s
establishing a colony on one of the moons of Veldou. Their arrogance finally came to strike them in the back. The Nao-
desire for greatness was only outshined by their incredible Ji queens had awakened, gaining sapience without the
arrogance, believing themselves to be the absolute greatest Orousa’s knowledge. They soon united against their
species in the entire universe. Since no other species had creators, quickly taking control of dozens of weapon
bothered to return the signals they’d sent into the stars, they facilities across the planet’s surface. Within a few days, the
must be the only ones advanced enough to send them. Nao-Ji had unanimously declared war, and each of them had
Soon, the Orousa began to focus on enhancing their the armaments to legitimately pose a threat.
magical and technological prowess, often combining the two The Orousa reacted slowly, many of their leaders refusing
into arcano-tech machinery. Their cities were encompassed to take these threats seriously. By the time they even
by vast domes that allowed them to perfectly control the recognized that the Nao-Ji were capable of inflicting major
atmosphere within, ignoring the whims of weather and damage to their civilization, it was already far too late. The
nature. Their population was carefully monitored, as they Nao-Ji issued their demands, requiring a vast section of the
worked to set the perfect equilibrium between their people planet to advance their own civilization, and demanding that
and resources. Everything in their society was by design, no member of their species would ever be forced to serve
and all of it was under their control… including the other against their will. The Orousa responded with laughter and
species that they created. mockery, claiming that the Nao-Ji would return to work
after this temperamental display had concluded. They began However, the majority of Orousa do not live on the
to take up arms against the Nao-Ji hives that had not yet flotilla. They have escaped the bounds of their homes to
turned against them, quickly purging hives before their venture across the sector, hoping to find a new place to call
queens could awaken and join the rebels. their own. Orousa are not a common sight on Byanne or
The Nao-Ji, upon realizing what was happening, Skoltath, but you can find a sizable community in any given
recognized that their creators would never see them as more city if you search for them. Most Orousa tend towards
than slaves. A mere two weeks after their awakening, the professions where they can utilize their impressive senses or
Nao-Ji queens launched countless nuclear warheads across intellectual capabilities. Many seek academic pursuits, be it
the planet, targeting dozens of the Orousa dome cities. The scientific, technological, or arcane.
majority of the warheads struck true, destroying nearly half Orousan adventurers are equally uncommon, but still
the Orousan cities in the process. Now fully aware of the impressive to see. Many mercenary companies will have at
threat their new foes posed, the Orousa chose to launch their least two Orousan mages on their payroll, bringing them out
ultimate plan prematurely, sending the survivors of this war when extreme arcane firepower is necessary for their
off to establish their colonies. Forty of their dome cities mission. Quite a few adventuring parties will eagerly seek
managed to make it into the upper atmosphere before the out Orousan spellcasters, as well, ready to offer them a
second wave of warheads were launched. Over half of these premium cut of the loot should they agree to join.
flying dome cities were wiped out by this assault, the Nao-Ji It is most certainly worth noting, however, that not all
using other weapons to wipe out the land forces left behind Orousa are mages. The majority of the greys study
to try and destroy them. In the end, thirteen dome ships arcanology, but some choose to pursue different avenues of
managed to reach orbit, drifting away from their ruined combat for their adventuring life. Orousan warriors and
planet. The Orousa, humbled by the destruction of over 75% rogues can utilize some of their exceptional senses and
of their entire species, were left to watch the Nao-Ji launch intellect to learn many skills and tactics. A practiced Orousa
interplanetary weapons that destroyed their lunar colony. knight can be a frightening prospect to go up against, since
As their dome ships drifted deeper into space, the Orousa chances are high that they’ll be able to predict your moves
began to re-examine their lives and their place in the long before you make them.
universe. The leaders that had laughed off the Nao-Ji threat
were all dead. The local governments of each ship were left
trembling and afraid, unable to decide where they should
actually go. Beyond that, the ship’s actual landing systems
were left completely unfinished – they couldn’t land and
establish their colonies, even if they wanted to. The entire
species had been crushed by their own creations, and were
now damned to wander the stars for the rest of their lives.
Space Vagabonds
Four centuries after their exodus, the Orousa were left
humiliated and destroyed. The devastation stuck with them
for ages, with newer generations of their kind being told of
the arrogance and cruelty of their predecessors. Now stuck
as wanderers and vagabonds in the stars, the modern Orousa
use their technology to extract resources from planets they
come across, yet are unable to truly establish their own
colony to rest in.
The Orousan Colony Flotilla is an organized
government… but only just. Each of the colony ships
govern themselves, lead by a captain that is elected by the
inhabitants of the vessel. Every captain is required to assign
crew members to the vital positions of the ship, ensuring
that the systems of their vessel will be kept running under
any circumstances. This dedication is a hard requirement –
the captain must be ready to serve their people at any time.
Nao-Ji Var-Ji
The Nao-Ji are an insectoid species created and bred by The Var-Ji are a slime species created and bred by the
the Orousa for menial labor. The average lifespan of a Nao- Orousa for engineering purposes. The average lifespan of a
Ji is around 50 years, and their height averages between 1.2 Var-Ji is around 50 years, and their height averages between
to 1.6 meters. 1.2 to 1.6 meters.
Nao-Ji characters begin play with the Base scores Var-Ji characters begin play with the Base scores
listed below, Hivemind, and Multi-Armed (4). They listed below and Amorphous. They may choose any
may choose any three scores, and gain one point in four scores, and gain one point in each of those scores.
each of those scores. Nao-Ji characters are in the They may also spend one of these choices to gain the
Medium size category. They start with a land speed of Multi-Armed ability. Var-Ji characters are in the Small
6 meters / AP. size category, and they have a land speed of 4 meters /
AP.
Base Maximum
Base Maximum
Strength 1 9
Strength 1 9
Physique 2 9
Physique 3 12
Agility 2 11
Agility 2 10
Intellect 1 10
Intellect 1 9
Willpower 2 11
Willpower 1 10
Hive-Mind
Amorphous
You may spend a moment focusing to access your
hive's Hive-Mind. For a single check, you may treat Your body is made of a malleable substance, and you
any Knowledge skill as if you had one additional Rank can use that to your advantage. By focusing for a
in that skill, up to your normal maximum. moment, you can compress yourself into the Tiny size
category, or expand into the Medium size category. You
do not gain the normal bonuses and penalties for doing
Multi-Armed (4)
so, and you must return to your normal size after a few
When you gain this ability, record the number next to minutes have passed.
the name. This is the number of arms you have. This
ability grants you additional dice to physical, non-
Multi-Armed (3, 4, 5 or 6)
combat skill checks equal to your number of arms – 2.
In order to gain this bonus, you must specifically detail When you gain this ability, choose one number next to
how the arms are aiding you with the roll, and the GM the name. This is the number of arms you have. This
must approve of your description. You cannot use your ability grants you additional dice to physical, non-
arms to wield three or more weapons. combat skill checks equal to your number of arms – 2.
In order to gain this bonus, you must specifically detail
how the arms are aiding you with the roll, and the GM
Biology
must approve of your description. You cannot use your
The
arms to wield three or more weapons.
Biology
The
Aspects
Every sapient creature in the Arcanik universe has an Mana flows throughout a planet via ley lines, which are
Aspect. These are akin to elemental types, born from the akin to streams of magical energy belonging to a single
natural magic that flows through a creature's body. Aspects Aspect. These leylines can also “pool” into large collections
are what dictate the capabilities of a person's magic, such as of energy around key points of their Aspect. A Plant Aspect
what they can do, how well they do it, and the repercussions pool, for example, would live underneath a rich jungle. By
of doing so. Every character has one and only one Aspect; understanding where these ley lines and pools are, many
once your character's Aspect is chosen, it cannot be changed sapient creatures seek to manipulate them.
under any circumstances. When a creature is conceived, they are mana-less, and
Non-sapient creatures in Arcanik are born with an Aspect, must absorb ambient mana from their host parent to survive.
and cannot change it. Only self-aware entities with higher After birth (or laying), the developing baby absorbs mana
brain functions can have any of the thirteen Aspects – from whatever ley lines or pools are nearby, slowly growing
simple animals, elementals, and monsters are born with a strong enough to generate their own mana. By puberty, the
specific Aspect that cannot change. How sapience allows creature will have developed enough to create their own
such a “choice” is currently being researched, and few mana. The type of mana they absorbed the most during their
hypotheses exist to explain it. early life will become their Aspect, as their bodies will have
developed to produce their own mana.
The Nature of Magic The exception to these rules is Quantum mana. The
In the universe of Arcanik, all mana flows from the outer Quantum Aspect represents the underlying laws of physics,
planes. When a living being dies, its mana (and soul, for time, and space. It has no leylines, nor does it have pools.
sapient beings) phase into whatever plane matched its Instead, it permeates every other form and source of mana in
Aspect. As its soul comes to rest, the mana flows back microscopic cells. These micro-cells are incredibly spread
through the plane, eventually fading into the aether, the out, hard to detect, and even harder to manipulate. However,
realm between the planes. From there, all mana is pulled they are incredibly potent. A single Quantum micro-cell that
towards a single point, a pseudo-plane known as the Vertex. enters a child, egg, or fetus can permanently shift them to
Inside the Vertex, mana is purified, refined, and purged of Quantum. On average, this occurrence only happens to one
any spiritual remnants. in a million children, making them exceptionally rare.
After this process is completed, the Vertex acts like a mana Casting spells is a relatively simple concept, once one has
star; all of the purified mana is blown away from it, caught onto the concept of mana. The act of casting a spell
rocketing through the aether to fill the entire universe with is really the focusing of mana into a shape, and the
an underlying layer of magical energy. The raw mana pools projection of that shape. For example, a lightning bolt spell
towards space-time and gravity, always moving towards a is merely an Electric user projecting their mana into a thin
physical location that might grant it an Aspect of its own. line, then allowing electrical energy to flow along that line.
Stars, planets, and other celestial bodies naturally pull mana Doing so creates an instantaneous pulse of lightning. How a
towards them, imbuing it with Aspects that match whatever caster manages to cast a spell is up to them. Many focus on
the body actually is. A comet, for example, imbues mana combinations of words and reagents, while some use raw
within it with Earth and Water energy, since it's just a frozen force of will. Other might channel a divine patron to focus,
rock in space. A gas giant would imbue Air, since it's and yet more might allow elemental entities to emerge
primarily gases constantly swirling around each other. through them to cast the magics.
Planets, however, are different. The vast array of climates, Once the spell is cast, however, the mana is not gone. It
lifeforms, and cultures often bestow a wide array of Aspects sinks into whatever leyline happens to be nearby, or
upon this mana. Some are obvious; a volcanic region offers gravitates towards the nearest pool. From there, the mana
Fire and Earth, a forest offers Life and Plant, oceans give the will slowly fade into its Aspect plane, repeating the cycle of
mana Water and Life, and so on. Other, more immaterial magic once again. Some powerful spellcasters are able to re-
Aspects like Death or Holy are trickier. These types of mana absorb some of this mana, allowing them to quickly take
are formed in regions where those concepts are heavily back a fraction of what they spent before it can fade away.
discussed, contemplated, or witnessed. For example, ancient Other casters are able to siphon mana from offending spells,
battlefields, morgues, and graveyards are pools of Death recharging themselves off of the powers of their foes.
energy. A university or laboratory would have Mystic ley
lines flowing through and around it, since that aspect
represents knowledge and study.
Understanding the Aspects Reading an Aspect Entry
Each Aspect grants a bonus to one or more types of spells. Each entry on the following pages is comprised of three
Every entry in the following pages will detail exactly what parts. First is a description of the Aspect, followed by a
kinds of bonuses it grants a character, the monsters they can description of the schools and deity (or deities) of that
summon per level of the spell, the types of hazards and Aspect. Second is the special rules that users of the Aspect
curses they can create, and so on. Only a sapient beings and must follow, generally limitations on the Blessings and
naturally-attuned entities can actually have an aspect; most Ailments they can create, the list of Summon creatures they
pets and wild animals, for example, have no aspect of their can call forth, and the Divine Magic bonuses they can gain.
own. Monsters and elementals, however, are innately Finally, you’ll find the Ability Trees for the Aspect and its
charged with mana of their aspect. Undead are a prime schools. These are the important part for you and your
example of this – they are hardly sapient, and are barely character. Every Aspect (and its schools) will grant you a
sentient, but are so infused with death mana that they all special ability to start out, and you may purchase other
have the Death Aspect. abilities from your Aspect as normal.
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Fire Aspect
Heat washes over them, burning away falsehood and The Schools of Fire
deception. Flames dance across their forms, purging Fire spells are surprisingly varied. Most people expect fire
weakness and disease. With an eruption of light, all that to do naught but destroy, yet many Fire spells also embrace
remains is pure power, manifested through intense flames healing, blessings of speed and power, and even conjuring
that purge, absorb, and burn brighter. Their strength is heat flaming creatures from their plane. Many Fire spells are
and flame, and they are in turn empowered by this arcane offensive in nature, of course, but they aren’t limited to such
combustion, forever burning hotter and brighter. destructive arts. Most of their spells are flashy and explosive
A bit melodramatic, but that’s what best represents the Fire in nature, with a significant minority being based on heat,
Aspect. Their passion is unparalleled, forever raging like a explosions, or even plasma.
wildfire. Those born with the Fire Aspect tend to be driven, The most commonly seen specialty for Fire Aspecters is
often to an extreme degree. They are almost always the most Blaze. It’s what you think it is – a specialty focusing on
passionate members of their community, be it a workforce, creating and spreading more fire. It relies on scorched earth
an adventuring party, or a family. They always seek to push tactics, blasting enemies with huge spells that cover large
themselves, ready to pursue their goals with a fury only areas. The other common specialty is Flare, which focuses
matched by other Fire Aspecters. This burns both ways, more on detrimental effects created through flashes of bright
however. It takes a great deal of discipline for them to light, burning scents, and quick blasts of burning magic. It’s
temper their desires, and to not push everything they have often referred to as the “fireworks” specialty, since Flare
into one objective. Without that discipline, a Fire Aspecter often manifests as pyrotechnical bursts of fire and light. The
will often burn themselves out rarest specialty is actually the purest form of the Fire Aspect
Fire Aspecters are fairly common, due to Fire mana being – Heat. It relies entirely on manipulating molecular bonds to
similarly common. This form of mana manifests and pools generate intense heat.
wherever there is heat. In a scientific sense, “heat” simply Fire’s masteries come in two flavors. The first, Solar, is
means that atoms are moving – everywhere has heat, except directly tied to the most powerful Fire deity. Soal’ra, the
the empty void of space. However, the most common places Queen of Sunlight, holds the secrets of this masteries within
for Fire mana pools to form are in deserts, around and her ancient solar palace. Those who pursue its knowledge
within volcanoes, and even around parking lots that have must prove themselves worthy to her or her elemental
been in the hot sun for too long. Fire leylines tend to stream servants. The Solar mastery combines the flashy powers of
around warm weather and ocean currents. On a cosmic Flare with the wildfire spread of Blaze, spreading its
scale, naturally, Fire mana radiates from stars. The onboard incredibly force over a vast berth.
heating systems of space stations will also have pools of The second mastery, Inferno, combines incredible range
Fire mana around them, as well. and power to create a form of blazing magic that can
It is worth mentioning that many Fire magicians are often obliterate all in its path. This mastery isn’t held secret by a
tracked and watched by their governments. Fire tends to be deity, but those who pursue it are usually watched carefully
one of the most destructive Aspects, and anyone who by planetary governments. After all, it is one of the few
actively pursues Fire magic needs to have an eye kept on masteries that has the raw capability to end entire cities,
them, lest they go too far with their studies. While most Fire decimating vast populations with a single spell.
Aspecters accept this oversight, some will take extreme
steps to escape pursuit, only to return as terrorists aiming to
take down those who tried to control them.
Fire Abilities
Inner Heat
Base – You gain a +2 bonus to resist
cold environments, and are immune
Tier 1 – to exhaustion from hot environments. Tier 1 –
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Tier 1 – Tier 1 –
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Tier 2 –
Tier 2 – Tier 2 –
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Abilities and Ability Trees
When you’re creating your character, there’s an important There are five types of Ability Trees. The abilities within
part of them that you need to consider – what were they each tree will clearly dictate whether or not you can take
doing prior to going on this adventure? Were they employed them when you’re able to purchase new abilities.
as a magician, casting spells to earn their keep? Perhaps
they were a bouncer, using their muscles to keep their Base Trees are the core of any character. When you
clientele safe. Whatever it was, the way you represent it is first create a character, you may choose one of these,
through their initial Ability Tree. and you gain its initial ability for free.
An Ability Tree is a network of abilities, a catch-all term
Specialist Trees are more focused collections,
for special talents, features, and gifts that you character
usually dedicated to improving a small handful of
might have. Each ability is unique, allowing you a vast level
skills that your character might use.
of customization for each character you make. Even
characters who share the same trees might look vastly Combat Trees are solely focused on improving how
different, as each tree has a plethora of options for you to your character fights using particular spell or weapon
peruse. Taking an ability is simple – each one costs 2 CP, types. Each tree is dedicated to a single type.
though some might have requirements to meet before you Culture Trees are different, in that they require you
can take them. to belong to a specific culture or species in order to
access them. The requirements to earn these abilities
Sample Ability will often be high, but their abilities can be the most
All abilities share this format – a quick powerful in all of Arcanik.
narration to describe it first… Aspect Trees are only accessible to characters
Req: ...followed by its requirements… belonging to that Aspect – only a Fire Aspecter can
...and finally the description of how it access the Fire Aspect Tree, for example. These trees
works, what it does, and how it affects are special, in that they split into your Aspect’s
your character once they buy it.
specialties and masteries further down the line. These
trees are not listed in this section – they are included
alongside the Aspects in their respective section.
Fighter
Base Ability Tree – A fighter is one who has made enemies. It’s best suited for those who would use heavy
physical combat their entire life. They use their strength and armor, and want to focus on protecting themselves and their
muscles to get by, pushing themselves to the physical limit allies from any sort of harm. It can also easily shift into the
and even going beyond it on occasion. This ability tree physical Combat Trees, based on what your character wants
focuses on using physical power to overcome obstacles and to use to crush their foes.
Brace
Initial Ability
The most common use of muscle
Armor Training training is learning how to take a Iron Stance
With enough training, even thick powerful blow… and shake it off. Knowing how to use armor is fairly
armor feels light as a feather. You may spend 1 AP to target one easy. Knowing how to use your body
Req: Brace enemy you can perceive. Until the in conjunction with it is tougher...
You no longer suffer a penalty to start of your next turn, you gain +1 Req: Brace
Evasion while wearing heavy armor. Protection and Warding against any When you target an enemy with
attack that enemy makes. Brace, you gain an additional +1
|
| | Protection against their attacks.
| |
Barrel Through!
Power Through! |
Momentum is a lot of fun to play
With enough training, it’s possible Resilient Stance
with, especially when you’re the
biggest person in the room. to ignore most detrimental conditions ...but once you figure it out, you
Req: Armor Training that would otherwise hold you back. can pull off some amazing tricks.
When you use the Tackle maneuver, Req: Brace Req: Iron Stance
you gain bonus dice equal to your When you target an enemy with When you target an enemy with
armor’s Protection bonus. Brace, if they attempt to inflict a Brace, you gain an additional +1
physical condition upon you, you Warding against their attacks.
||
may ignore it. Only one condition
| may be ignored this way per round.
I See an Opening! |
| I Am Bulletproof!
When you knock someone over, or
grapple them, it’s easy to spot a small Impervious Stance The most well-trained brawlers
break in their defenses. know how to protect themselves with
Req: Barrel Through With even more training, you can utmost skill and precision.
When you score a boon with a ignore everything coming your way! Req: Impervious Stance
combat maneuver roll, you may make Req: Power Through! You gain +1 to your Fortitude.
a free strike against the target(s). When you use Brace, you may
|
target a number of enemies equal to
your Intellect score. |
| MY TURN!
| Getting affected by your enemy’s
Juggernaut tricks is optional. Getting mad at
them for trying? That’s a given!
Every now and then, you fall into a Req: I Am Bulletproof!, Physique 4
trance of impervious simplicity. If an enemy suffers a complication
Req: Power Through! when targeting your Fortitude, you
You may use Power Through! to may move up to 3 meters directly
ignore mental conditions as well. towards them as a free action. If you
reach them, you may make a free
strike against them.
Hunter
Base Ability Tree – A hunter lurks in the shadows, taking shot counts, and they know how to set them up just right.
great care to aim their weapon properly. As their foe takes a This ability tree is perfect for those who want to focus on
moment to stand still and look around the battlefield, they ranged combat. All of its abilities stem from its initial
pull the trigger. Their target’s head explodes… but the ability, giving hunters a toolbox of trick shots, debilitating
hunter is already lining up their next victim. To them, every strikes, and special attacks to wipe out their enemies with.
Aim
Initial Ability
The most basic skill any hunter
Crippling Shot should learn is how to properly aim Glancing Headshot
The best way to stop an adventurer their rifle (or pistol, or bow)... It’s possible to bounce a bullet off
is to shoot them in the knee. You may spend 1 AP to aim a someone’s skull, rattling their brain.
Req: Aim, Agility 3 ranged weapon you are wielding. Req: Aim, Intellect 3
[Shot] If your Aim attack hits your Your next attack with that weapon [Shot] If your Aim attack hits your
target, and the attack roll also beats adds your Intellect score to the roll as target, and the attack roll also beats
their Toughness save, they are bonus dice. If you have a [Shot] their Focus save, they are blanked for
crippled for one turn. ability, you may choose one of them one turn.
to apply to this attack as well.
| |
| | |
|
Hobbling Shot Disorienting Shot
Skill Shot
A good shot to the legs is usually It’s also possible to cause intense
enough to slow an enemy down. It’s possible to hit the perfect vital disorientation with a good shot.
Req: Crippling Shot spot on your target, and shut them Req: Glancing Headshot
[Shot] If your Aim attack hits your down completely. [Shot] If your Aim attack hits your
target, and the attack roll also beats Req: Aim target, and the attack roll also beats
their Toughness save, they are When you Aim, you may forego the their Focus save, they are confused
hobbled for one turn. bonus dice from your Intellect to for one turn.
select two different [Shot] abilities,
| |
and have both of their effects apply.
| |
|
Devastating Shot | Stunning Shot
An even better option is to remove Swift Targeting When you get good enough, it’s
one of their legs with a single shot. easy to stop someone in their tracks.
Req: Hobbling Shot The most skilled hunters know how Req: Disorienting Shot
[Shot] If your Aim attack hits your to properly aim at multiple targets, [Shot] If your Aim attack hits your
target, and the attack roll also beats lining up shots one by one... target, and the attack roll also beats
their Toughness save, they are slowed Req: Skill Shot, Agility 5 their Focus save, they are stunned.
for one turn. When you Aim, the benefits apply
|
to every ranged attack you make for
| |
the rest of your turn.
| Let Me Try That Again...
Boom. Headshot.
Of all methods a hunter might use,
Of all methods a hunter might use, the best is making sure the weapon
nothing beats a traditional headshot. actually works before using it.
Req: Devastating Shot Req: Stunning Shot
When you score a boon while using If you suffer a complication from
Aim, you may ignore your target’s making a ranged weapon attack, you
Protection or Warding scores while may ignore its effects.
calculating the damage dealt.
Rogue
Base Ability Tree – A rogue skulks through dark alleys, throws off their cloak and melds into the crowd just outside,
keeping their eyes open for the perfect opportunity to strike. escaping their crime with no trouble at all. This ability tree
When their foe turns the corner, the rogue is instantly there, is perfect for those who seek to inflict massive damage with
sliding a knife between their target’s ribs, ending them in a light weapons, then slink away before giving their foes a
single, well-placed strike. Without missing a beat, the rogue chance to strike back.
Dodge
Initial Ability
Every rogue, no matter who they
Sneak Attack are, learns how to avoid capture with Slippery Dodge
Most rogues know exactly where to aplomb. If they can’t, they won’t be a It’s a lot of fun to slide around your
strike to deal the most damage. rogue for very long... foes, completely untouchable, while
Req: Dodge You may spend 1 AP to dodge for they struggle to keep up with you.
When you make an attack with a the rest of your turn. While dodging, Req: Dodge
[Light] weapon, if you target is not you cannot be targeted by free strikes When you use Dodge, for the rest
aware of your presence, the damage under any circumstances. of the turn, you may move through
dealt is increased by 2. | enemies as if they were allies.
| | |
| Reflex Twitch |
Knife in the Dark Some people might see flinching as Swift Dodge
One of the coolest tricks a rogue a weakness. Rogues consider it a It’s also a lot of fun to simply rush
can learn is how to strike down an vital part of staying alive. through a group of enemies.
enemy and vanish into the shadows. Req: Dodge Req: Slippery Dodge
Req: Sneak Attack Once per session, when you are When you use Dodge, all of your
Once per session, when you slay an struck by an enemy attack, you may movement speeds increase by 2
enemy while in an area of low light use Dodge without spending AP on meters / AP until the end of your turn.
or total darkness, you may take the your next turn. |
Hide action without spending AP. | |
| | Impossible Dodge
| Rogue Trigger The most fun comes from dodging
Assassination Honing your reflexes into muscle explosions and magical blasts!
It takes skill, strength, and a great memory can save your life. Req: Swift Dodge, Agility 5
deal of luck… but it’s possible to kill Req: Knife in the Dark, Reflex Once per session, when an enemy
someone with a single stroke. Twitch, Agility 4 attack targets your Fortitude save,
Req: Knife in the Dark You may use Knife in the Dark and you may force that attack to target
When you score a boon while using Reflex Twitch a number of times per your Evasion save instead.
an attack that would benefit from session equal to your Agility score. |
Sneak Attack, if the target is a minion | |
or elite enemy, you may instantly kill | Quick Counter
them without applying damage. Uncanny Dodge A parting strike will ensure many
The best rogues will avoid attacks foes won’t chase you down...
with supernatural skill. Req: Impossible Dodge
Req: Rogue Trigger If an enemy suffers a complication
You gain +1 to your Evasion save. while attacking you with a melee
weapon, you may immediately make
a free strike against them with a
single [Light] weapon.
Mage
Base Ability Tree – A mage stands tall behind their allies, allies duck for cover. Mages are casters of spells, first and
weaving mana into powerful spells. With a flourish, they foremost – they weave mana into magical effects of all
send a bolt of magical power into their foes, an explosion kinds, usually to devastate their enemies. This ability tree
engulfing their target. They laugh as they continue bending focuses on granting bonuses to offensive spells, and making
magic to their will, firing off more and more spells as their certain spells easier to cast.
Mana Charge
Initial Ability
Using ambient mana to help you
Arcane Sight cast your spells is a basic trick that Prestidigitation
The ability to see arcane energies is all mages are expected to learn. Minor tricks and quick spells are
a simple trick, but quite valuable. You may spend 1 AP to charge up, often taught as an easy way to learn
Req: Intellect 3 reducing the cost of the next spell you and practice magic.
You gain a new sense that allows cast by 1 Mana. Req: Intellect 3
you to detect magic around you, and | You are able to perform basic tricks
see where spells have been cast (or | with your magic. You may use these
are currently active). Illusions will Deadly Charge tricks to gain +1 dice to a non-combat
ignore this ability, and you will still skill check, but you must be able to
perceive them normally. Naturally, extra mana in a spell explain it applies to the check.
| means extra power! |
Req: Mana Charge
| |
If you use an Offense or Heal spell
Piercing Sight with Mana Charge, that spell gains +1 Stage Magician
Those with arcane vision have the damage or healing, respectively. When you start pulling off bigger
power to ignore illusions... tricks, you start gaining more
Req: Arcane Sight attention from those around you.
If you are targeted by an Illusion Overcharge! Req: Prestidigitation
spell, you gain a +2 bonus to your Prestidigitation now gives you +2
Focus save against that spell. Some mages can charge their spells dice instead of 1.
| beyond the normal limit, probably |
violating several safety regulations.
| |
Req: Mana Charge, Willpower 3
True Sight You may use Mana Charge up to Mana Recharge
...and some can ignore any magic three times, with each use applying When you grow skilled enough to
that would hinder their senses at all! consecutively to the next spell you twist mana around your fingers, you
Req: Piercing Sight, Willpower 5 cast. This also applies Deadly can easily pull some of it back from a
You are immune to Illusion spells Charge, if you have taken it. spell you just cast!
and may ignore invisibility. | Req: Stage Magician
| | If you score a boon while casting a
| Aura Charge spell of any kind, you may restore
Mana equal to half the total Mana
Thanks for the Mana! After charging up with ambient spent to cast that spell.
It’s easy to steal poorly-crafted mana, a skilled mage can use what’s
spells from their owners! left to empower their aura.
Req: True Sight, Intellect 4 Req: Overcharge!, Physique 2
If an enemy suffers a complication When you use Mana Charge, until
while casting a spell that targets you, the start of your next turn, you gain
you restore 1 Mana. +2 Warding. This effect cannot stack
from Overcharge!
Priest
Base Ability Tree – A priest loiters near his party as they A priest is one who connects with their gods, divine
finish off the monsters they’d been dealing with. As the dust elementals who command vast powers and realms. This tree
settles, the priest steps up with glowing palms. The wounds focuses on connecting to and harnessing that power in
inflicted by the monsters start to close as they pray to their exchange for worship and rituals. The more a priest gives,
god, divine mana washing over the battle-torn adventurers. the more power they’ll receive in return.
Area of Effect This mod gives the spell an AoE This AoE reduces the range by 2 meters. The
(3 Mod Points) from the list to the right. If you use range is measured out in a full circle around
this mod to give the spell a Burst or Circle the caster, and everything within it is affected.
Wall AoE, you may take this mod This AoE can also manifest as a three-
up to 2 more times, with each dimensional sphere.
instance costing 1 additional point.
For each additional instance of this
mod, you can create another AoE Spell Types
when you cast the spell. The following pages dictate the nine branches of magic,
and how you can craft specific spells of those types. Each
spell type comes with the basic rules for creating one,
regardless of Aspect, along with an example spell and the
numerous modifiers you can apply to spells of that type.
Offense Spells Sample Offense Spell
The most iconic of all spells. Offense spells deal damage Niobi Firehorn is a Fire Xin’Dukan who focuses on
to a single target through direct implementation of the martial arts and melee combat. Upon gaining experience,
caster’s Aspect. A mighty blast of fire, a wicked jolt of she decides that she needs a ranged option for combat. She
lightning, a thrown stone – all prime examples of Offense gains her first rank in Offense Spells, and sets herself to
spells. These spells are dedicated solely to dealing damage craft a brand new attack option.
and inflicting pain, with the higher ranked spells often At level one, her spell has to be simple. She only has two
covering wide areas, inflicting ailments, or creating hazards mod points to work with. Since this is going to be her only
for the caster’s foes. All Offense spells deal 2 damage, no ranged option, she needs it to fly as far as possible. She
matter what. gives her spell the Range Boost modifier, ensuring that it
will fly further. Afterwards, she takes the Damage Boost
Base Offense Level: 1 Offense / (Aspect) modifier, so she can ensure it’ll deal plenty of damage.
With both points spent, she finalizes her new spell with the
Target: 1 Creature MP Cost: 1
GM, and adds it to her character sheet.
AoE: None Range: 6 meters
A basic offensive spell, meant to harm a single target Flame Fist Level: 1 Offense / Fire
at a good distance. Target: 1 Creature MP Cost: 1
These spells deal 2 damage to the target on a
successful attack roll. AoE: None Range: 8 meters
A flying fist comprised of raging flames, which soar
Offense Modifiers with unerring power at its target.
This spell deals 3 Fire damage to its target on a
These modifiers can only be applied to Offense spells, or
successful attack roll.
to spells with mods that specifically allow them to take
Offense mods.
Danger Zone Choose an ailment from the Curse AoE: 2-meter Burst Range: 6 meters
(2 Mod Points) spell page. At the start of your turns, Shadows erupt around the victims, holding them
roll a Control Magic check against down while the caster moves in for the kill.
the saves of anyone within the AoE This spell creates a 2-meter Burst within Range. This
of the spell. If you beat the relevant
AoE uses the Hold effect.
save, they suffer that ailment.
Choose a blessing from the Bless
Bonus Zone
spell page. Anyone caught in the
(2 Mod Points)
area of the spell gains this blessing.
Bless Spells Blessings
Bless spells bestow beneficial magical effects upon their • Accelerated – The recipient gains +2 meters to their
recipients. Any sort of helpful or empowering magic is land speed per AP.
considered a Bless spell, from simple stat boosts to granting • Accurate – The recipient gains a +2 bonus to
new forms of movement, or even changing how the target’s damage they deal with ranged weapons.
body works through regeneration or hardening their skin. • Blurred – The recipient gains a +1 bonus to their
All Bless spells have a few special rules. When you create Evasion save.
a Bless spell, you must select a single Blessing from the list • Bolstered – The recipient gains a +1 bonus to their
to the right. Your Bless spell grants that effect to its target Toughness save.
when you cast it. Blessings last for a number of minutes • Charged – The recipient gains a +2 bonus to
equal to the caster’s Willpower score, plus their Ranks in damage they deal with spells, including those that
Bless Magic. The caster can end their blessings at any time, deal damage due to modifiers.
either by dropping their focus on the spell, or by casting • Concentration – The recipient gains a +1 bonus to
another Bless spell. Giving a Bless spell an AoE will allow their Focus save.
you to grant its blessings to everyone in the area when you • Dexterous – The recipient gains a +1 bonus to all
cast it. rolls they make that are based on Agility.
You can only have one Bless spell active at any given • Endurance – The recipient gains a +1 bonus to all
time. If you cast another one, your previous one ends. rolls they make that are based on Physique.
Blessings do not stack with each other – if a creature has the • Enlarged – The recipient grows one size category,
Haste Blessing, for example, they cannot benefit from gaining the bonuses and detriments according to
another person casting a Haste Blessing on them again. their new size.
• Floating – The recipient gains a flight speed of 4
Base Bless Level: 1 Bless / (Aspect) meters per AP. Characters that already have a flight
speed are unaffected by this blessing.
Target: 1 creature MP Cost: 1
• Hasted – The recipient gains +1 AP at the start of
AoE: (Choose one) Range: 4 meters each of their turns.
A basic bless spell, built to empower you or your • Invisibility – The recipient fades from sight, and
allies with magic. cannot be seen by normal means. This blessing ends
This spell grants a Blessing to its target. if the recipient makes an attack of any kind.
• Knowledge – The recipient gains a +1 bonus to all
rolls they make that are based on Intellect.
Bless Modifiers • Might – The recipient gains a +1 bonus to all rolls
These modifiers can only be applied to Bless spells, or to they make that are based on Strength.
spells with mods that specifically allow them to take Bless • Protected – The recipient gains a +1 bonus to their
mods. Protection.
• Regeneration – The recipient heals 1 Health at the
This mod makes the spell last for beginning of each of their turns.
Extra Duration one more minute. You may take this • Shelled – The recipient gains a +1 bonus to their
(1 Mod Point) modifier up to 5 times, with each Warding.
instance costing 1 additional point. • Slipstream – The recipient gains +2 meters of
This mod allows the spell to grant movement to their swim speed per AP.
Bonus Blessing one additional blessing. You may • Tailwind – The recipient gains +2 meters of
(2 Mod Points) take this mod up to 3 times, with movement to their flight speed per AP.
each instance costing 1 more point. • Wisdom – The recipient gains a +1 bonus to all rolls
they make that are based on Willpower.
• Zeal – The recipient gains a +2 bonus to damage
they deal with melee weapons.
Curse Spells Ailments
Curse spells are the natural opposite of Bless spells; • Berserk – (Focus) The victim loses control, and
detrimental magic effects to be inflicted upon your enemies. may only move towards the nearest visible target
Confusion, poison, slowing, sleep – all prime examples of and make melee attacks against them.
what a Curse can create. Unlike Bless spells, however, • Blanked – (Focus) The victim suffers a -1 penalty to
Curses allow their targets to try and resist their painful their Focus save.
effects before they can take hold. • Blinded – (Toughness, Evasion) The victim cannot
When you create a Curse spell, you must choose one of see, or their vision is heavily impaired. All physical
the ailments from the list to the right. When you do, take checks they make suffer -4 successes, unless they
note of the saving roll indicated in the ailment’s description have some way to circumvent their lack of sight.
– if there are more than one, you must choose one that best • Charmed – (Focus) The victim perceives the caster
suits your spell. When you cast your spell, roll a Curse as a close, trusted friend, and will act accordingly.
Magic check against the save(s) of your target(s). If you • Clumsiness – (Toughness, Evasion) The victim
succeed, they are subject to the ailment for a number of suffers -1 success on all Agility checks they make.
minutes equal to your Willpower score plus your Ranks in • Confusion – (Focus) The victim cannot distinguish
Curse Magic. On a failed check, nothing happens. between friends and foes, and half their AP each
You can only have one Curse spell active at any given turn is spent by the GM.
time. If you cast another, the effects of the previous spell • Crippled – (Toughness) The victim suffers a -1
immediately cease. Ailments cannot stack with each other, penalty to their Evasion save.
as well. If a creature is suffering from Poison, they cannot • Frailty – (Toughness) The victim suffers -1 success
be poisoned again by a different caster’s spell. on all Strength checks they make.
• Harmed – (Toughness, Evasion) The victim suffers
Base Curse Level: 1 Curse / (Aspect) 1 damage at the end of each of their turns.
• Hobbled – (Toughness, Evasion) The victim suffers
Target: 1 creature MP Cost: 1
a -2 meter penalty to all of their movement speeds.
AoE: (Choose one) Range: 4 meters • Poison – (Toughness) The victim suffers -1 success
A basic curse spell, built to harm and debilitate your on all Physique checks they make..
enemies with deadly effects. • Shrunk – (Toughness, Focus) The victim decreases
The target of this spell must make a [Save] roll. If one size category, gaining the benefits and penalties
they fail, they are subject to an ailment. according to their new size.
• Slowed – (Evasion, Focus) The victim has -1 AP at
the start of each of their turns.
Curse Modifiers • Slumber – (Focus) The victim falls into a deep
These modifiers can only be applied to Curse spells, or to sleep, which they cannot wake from unless they
spells with mods that specifically allow them to take Curse suffer damage or the duration expires.
mods. • Stun – (Toughness, Focus) The victim cannot act on
their next turn. This ailment only lasts for one turn,
This mod makes the spell last for after which it expires.
Extra Duration one more minute. You may take this • Stupidity – (Focus) The victim suffers -1 success on
(1 Mod Point) modifier up to 5 times, with each all Intellect checks they make.
instance costing 1 additional point. • Terror – (Focus) The victim is struck by intense
Bonus Ailment This mod allows the spell to grant fear, and must always move away from the source
(2 Mod Points) one more ailment. Every ailment on of this ailment.
the spell must share the same saving • Weighted – (Evasion) The victim cannot fly, and
roll. You may take this mod up to 3 suffers a -2 meter penalty to all of their movement
times, with each instance costing 1 speeds.
additional point.
Piercing Curse This mod increases the Spell DR to
(2 Mod Points) resist the ailment by 2 points.
Scry Spells Sample Scry Spell
Scrying spells are unusual among the other spell types. Sevlar is generating a new Scry spell, focusing on spying
Instead of having a direct effect upon a conflict, Scry spells on his enemies. He is a Death Aspecter, which grants him
are focused on gathering information by using some part of some bonuses and unique options – specifically, his Aspect
the caster’s Aspect. This can be a method as common as allows him to see through the eyes of his spectral minions.
peering into a bowl of crystalline water, or as bizarre as He has 2 Ranks in Scry Magic, so he sets out to craft a level
opening a rift between planes and simply looking through it 2 spell. This will give him 4 mod points to work with, and
at your target. No matter how your character performs their he already knows how he’ll use them.
scry magic, the effect generally remains the same. First, he buys the “Gravewatch” modifier from his Aspect
The basic Scry spell allows you to target a creature or an page. This modifier causes the spell to create an invisible
object that you already know about. If they are within 500 spirit that follows the target, instead of a single one-and-
meters of your current position, you will immediately be done spell. It costs him two mod points. He spends the next
able to see them and know where they are, and you will gain point on the Distance Boost modifier, increasing its range by
a rough idea of whatever is around them. 100 meters. He has nothing left to spend the last point on, so
However, Scry magic is unique in that the many Aspects he lets it float for the next time he gains another Rank in
of the universe have their own ways to modify how the Scry Magic.
magic operates. Some can allow the user to speak with With his work finished, he immediately casts the spell,
monsters, others can sense different incorporeal concepts, setting his new scrying minion towards his enemy. He’ll
and some even allow the caster to view the past or future of come back to watch them later, after he’s helped his friends
their target. Each and every Aspect has their own Scry prepare their equipment...
modifiers, which can only be bought and applied to Scry
spells by casters of that Aspect. Spectral Gaze Level: 2 Scry / Death
Target: 1 creature MP Cost: 2
Base Scry Level: 1 Scry / (Aspect)
AoE: (None) Range: 600 meters
Target: 1 creature / object MP Cost: 1
The spirits of undeath gaze upon their target, pale
AoE: (None) Range: 500 meters eyes studying every detail...
A basic scry spell, meant to gather intel on a specific This spell creates an invisible entity that watches the
target. target for 24 hours. You may focus and look through its
You learn where the target is, and gain a basic idea of eyes at any time to see your target, as if you had just
their immediate surroundings. cast a normal Scry spell. This creature has true
invisibility and is incorporeal. If detected, it will avoid
Scry Modifiers conflict at all costs, but will always stay within sight of
its target.
These modifiers can only be applied to Scry spells.
Illusion Modifiers
These mods can only be applied to Illusion spells.