TEXT:  
   
   Dedications 
     I would first like to thank my wife, Mysti, for helping 
  me create this monster, and my two sons,  Logan and 
  Joshua_it’s because of them that this and all future 
  F.A.M.A.T.O.M. Games exist. I would also like to thank my 
  father, Louren, for not listening to every negative thing 
  said about these "evil" role-playing games. I would like to 
  thank Pete and Josh for finding the loopholes in my original 
  game rules, many of which have been fixed. I'd like to thank 
  Ross for the idea of creating a game to run; hope I didn't 
  take too many of your ideas. I would also like to give 
  thanks to all the people I punished by having them run this 
  system. There are almost a thousand people out there that 
  playtested it.  
   
   And a very Special Thanks to: 
  Stan "The Man" Lee for inspiring my imagination and allowing 
  me to explore a world larger than the farm I grew up on. 
   
  Kevin "Silent Bob" Smith for making me laugh and reminding 
  us all that “Ben Affleck was the BOMB in Phantoms, Yo.” 
   
  And 
  B.A., Bob, Dave, Sara, Brian, and all of those who create 
  K.O.D.T. for giving me my gaming fix when there wasn't 
  someone to waste with my crossbow.  
  Hootie  Hoo! 
   
  Copyright © 1998 Louren Lee Lamb 2nd 
  All Rights Reserved 
  email: lllamb@yahoo.com 
   
  website: http://www.geocities.com/lllamb 
    
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  F.A.M.A.T.O.M. 
   
   
  Long ago, the "GODs" created the Earth and all 
  creatures and man. The "GODs" gave man control over 
  the Earth and the power to create and destroy all 
  of their dreams and nightmares. When man got tired 
  of things they became extinct and useless. The 
  "GODs" were then left with all of these things. 
   
    "WE GAVE MAN POWER SUPREME AND MAN HAS DESTROYED 
  ALL THAT HE HAS CREATED. WE NOW HAVE BEEN LEFT WITH 
  OUR CHILDRENS, CHILDREN. LET US CREATE A WORLD SO 
  THEY CAN EXIST AS LONG AS THEY CHOOSE TO EXIST. 
  THEY SHALL NOT KNOW OF EARTH FROM WHENCE THEY CAME, 
  THEY SHALL BE BORN AND SHALL DIE IN THIS REALM AND 
  IT SHALL BE KNOWN AS F.A.M.A.T.O.M." 
   
   
  F.A.M.A.T.O.M. is a fantasy, horror, historic, sci-fi 
  role-playing game. It can be played with any setting, in any 
  style, or combination thereof. This gaming system uses a 
  unique dice system found, as far as I’m aware, nowhere else. 
  The monsters and villains are easy to create and as said 
  before the game can be of any style, from a classic dungeon 
  crawl to a spacefaring trek into the unknown. And to really 
  make it easy on the person running the game_I’ve had my fair 
  share of "Rule Masters"_ they shall be known as "Games 
  Operation Directors" a.k.a. G.O.D... If not written here 
  clearly the G.O.D. has the right to make changes as they see 
  fit. Remember, this world of F.A.M.A.T.O.M. was created by 
  the "Gods" to hold all rejected beliefs, so if its not here 
  and the G.O.D. says that’s the way it is, so be it. Oh, yeah 
  one more small tiny thing…  
   
  It’s just a GAME!! 
   
  
   
   
   
  Character Creation 
   
   
  There are six main stats to F.A.M.A.T.O.M. and they are 
  as follows… 
   
   FIGHT: This stat gauges how physically fit you are and how 
  well you can fight and defend yourself. 
   
   MAGIC: This stat shows intelligence, knowledge, and magical 
  power. 
     
  ROGUE : This is how nimble you are, it also gauges 
  manipulation and swaying peoples beliefs to your own.  
   
  SPEED: Running speed, the distance is equal to the number of 
  feet one can move during a turn. If you fly, multiply by 2. 
  It is also used to determine initiative and the number of 
  attacks one has. 
   
   PERCEPTION: How well a character recognizes clues and how 
  aware they are of their surroundings. It is also used in 
  initiative.  
   
  HIT POINTS: This stat shows how healthy you are and how much 
  damage you can take before you die.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  Table 1 
  Stat 
  # 
  1 
  to 
  3 
   
   
  1 
  to
  3 
  4 5 6 
  7  
  to 
  14 
  15 
  to 
  16 
  17 
  to 
  18 
  19 
  to 
  21 
  22 
  to 
  24 
  25 
  to 
  30 
  31 
  to 
  36 
  37 
  to 
  43 
  Stat  
  Bonus 
   
   
   
  -5 -4 -2 -1 +0 +1 +2 +3 +4 +5 +6 +7 
  Racia
  l 
  Bonus 
   
   
   
  Elf Dwarf Human Human stats max out 
  at 20 and 30 for Hit 
  Points. These are the 
  only other player 
  races as of right 
  now, but if you come 
  up with something get 
  your G.O.D.’s 
  approval before 
  springing it on them. 
  The stats 31-43 
  represent those with 
  superhuman powers* 
  and some monsters.  
  *These will be 
  explained later 
  Fight  
   
   
  -3 
  +3 
  0 
   
  Magic  
   
   
  +3 
  -3 
  0 
   
  Rogue  
   
   
  +2 
  +2 
  0 
   
  Speed  
   
   
  +2 
  -5 
  0 
   
  Perce
  pt. 
   
   
   
  +1 
  +2 
  0 
   
  Hit 
  Point
  s 
   
   
   
  -4 
  +2 
  0 
   
   
   
   
  To get the stat number roll a 1d20 for each stat adding 
  the pluses (+) or minuses (-) for each race, which are 
  
  listed on Table 1 along with the bonuses you get for each 
  skill category. To get  Hit Points (HP)  roll a 1d20+10 
  (again add or subtract based on race). Upon  reaching zero 
  HP’s you go unconscious, and become comatose, when your HP’s 
  reach its negative your character DIES!! (ex.: 15 HP ok, 0 
  HP coma, -15 HP dead and buried, end of story, no coming 
  back, maybe?) Your character regains 5 HP per day or 2 per 
  hour of sleep. HP never gets higher than your starting HP.  
   
  These stats should act as guidelines for creating a 
  character, but if you have a character that has a high Fight 
  stat but wants to be a mage, go right ahead, just keep in 
  mind you will eventually play what you are. If you’d like, 
  you may play more than one character class, but the number 
  of skills you get is lower (this is only for base classes, 
  specialized classes can only start with one class). As a 
  player you get 10 skills from your class (unless you are 
  multi-classed or a specialized class ; see Table 2). 
   
   
   
   
   
   
   
   
   These starting skills all begin with a 1d6. Any other 
  skills you choose will start at a 1d4; don’t forget to add 
  stat bonuses. Example: Fight stat is 19 your hand to hand 
  combat skill (H2H) is 1d6 the roll becomes 1d6+0+3, these 
  bonuses are added to all skills in their respected 
  categories… 
   
   
  Table 2 
  # of 
  classes 
  # of 
  skills 
  1 
  10 
  2 
  7 
  3 
  5 
   
   
  *check the specialized classes for the # of skills those 
  character types begin with. 
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  “I don't like this.” 
   
  Janene's soft murmur echoes my thoughts exactly. Guns 
  drawn, we were heading into trouble and I knew it. We didn't 
  even call for backup. Shay is somewhere in the alley to the 
  left covering the back door. All is quiet and it makes me 
  nervous, like something's going on that I'm just not seeing. 
  If the store is being robbed, where are the perps? All we 
  had to go on was a single eyewitness account of two men 
  threatening a cashier. His insistence that we act 
  immediately had seemed logical at the time, but now I have 
  the feeling we were being led into a trap. 
   
  Briefly I consider our options, which seem few. “Do you 
  want to go back to the car?” We had left our cars on the 
  opposite side of the street and were now just stepping onto 
  the sidewalk right in front of the window.  
   
  Out of the corner of my eye, I see her shake her head. 
  “Shay's already back there. If we leave now, he could get 
  killed.” 
   
  I wasn't even supposed to be here. I had just finished 
  my shift and was heading back to the station when these guys 
  asked me to back them up. I could have been at Marley's by 
  now, I thought. My friends are waiting for me and I'm going 
  to be late. I had thought this would just be a routine 
  checkup to confirm the store was robbed and the perps would 
  be long gone. This isn't the cops’ first time visiting the 
  little red brick building after a robbery; its location just 
  off the corner up a dead-end street made it ideal for small-
  time bandits and desperate addicts. 
   
  “Allen, wait.” Janene whispers and I pause. “Look at 
  the back of the store.” Peering through the dirty glass I 
  see a flash of movement from between two aisles. My eyes are 
  
  drawn to a swath of red paint across the back wall. Red 
  paint? Oh, dear God. . .  
   
  An explosion from the street corner brings us around, 
  guns ready to fire. What was left of the hanging stoplight 
  rains sparks to the ground. I look around and see 
  something_no, two people running towards us from the fenced-
  in end of the street. The girl is ahead, the old man limping 
  not too far behind.  
   
  “STOP! Put your hands on your head.” Janene bellows, 
  freezing both of them. I realize as I train my gun on them 
  that they're bums. What the hell are they doing? Stunned 
  like deer caught in the headlights of an oncoming truck, 
  they hesitate. From out of nowhere, a shock of red fire 
  flies past us from the direction of our cars towards the 
  store. Before I can comprehend what's going on, the ball 
  impacts against. . . nothing, but then illuminates a figure 
  as it falls to its hands and knees. 
   
  “Where the hell did he come from?” Janene shouts in 
  bewilderment. 
   
  Fireballs and invisible people? Something clicks and I 
  yell, “Mages!” Janene curses up a blue streak as we maneuver 
  sideways behind the only other vehicle on the street_an 
  idling sports car just in front of the alley left of the 
  store. I can do some small-time magics, but Shay is the mage 
  expert, not me. I cue the link. “Shay! Get your pointy ears 
  up here! We've got a mage fight!” No answer, but there's no 
  time as the homeless girl throws a glowing bolt at my police 
  car. That's when I see it. Wings. Tail. Snarling face. No, 
  that's not what I saw, there's just a man there . . . an 
  evil-looking man. Instinct and fear simultaneously causes 
  Janene and I to empty our clips into the man standing on my 
  car.  
   
  The bullets deflect off an energy shield of some sort, 
  ricocheting dangerously back into the street. Things have 
  gotten out of hand. These are adept mages and we don't have 
  the firepower to handle them. I fumble for the spare clip 
  and shout, “Up the alleyway!” Janene and I break from the 
  car. The evil-looking man mage readies another blast towards 
  our direction when he is distracted. Following his gaze I 
  see the homeless man is down and the young girl is screaming 
  and running back to him, battle momentarily forgotten. I 
  feel a twinge of guilt; one of our bullets had bounced off 
  the energy shield and caught the old man center-mass. We 
  reach the alleyway and I duck behind a dumpster. I peek 
  around the corner and see the girl fall on the old man, 
  cradling his head in her hands. From behind me, Janene's 
  shriek brings me around, finger on the trigger.  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Classes 
   
   
  In F.A.M.A.T.O.M. there are three base 
  character classes (and several sub-classes). 
  Anything else could be viewed as a combination of 
  them. 
   
    
    FIGHTERS: These guys are Cops, Knights, Military 
  personal, Barbarians, Martial Artist, Hit Men, etc. 
  
   
   
   
   
  MAGES: People who study literature, science, and 
  the occult, including Teachers, Scientist, 
  Councilors, and_get this_Mages  
   
   
   
   
   
  ROGUES: These are Gymnasts, Lawyers, Thieves, 
  Politics, IRS Agents, etc…  
   
   
   
  Once you have chosen your class you must then 
  choose your skills. Most specialized classes have a 
  set number of skills 
   
  *       *       *       *       * 
   
   
   
   
   
   
   
   
   
   
  As I lean against the cool stone, I keep my eye out for 
  other denizens who may use this alley. I hadn’t realized 
  this wide alleyway led not only to the back door of the 
  convenience store but also to a large cul-de-sac of three 
  apartment buildings with the store as the fourth wall. Only 
  the dim glow from apartment windows lights my way. I could 
  make out a couple of sad little trees, a broken-down swing 
  set and an impromptu basketball court. This dank courtyard 
  is a meeting place for a clan of apartment dwellers who 
  share stories and memories. I suspect they don't like 
  strangers.  
  
   
  I have an audience. I can hear them above me sitting on 
  their roofs and porch-like fire escapes, murmuring as they 
  watch yet another police officer invade their territory. If 
  the perpetrators live within these apartments, I'll have to 
  worry about an attack from above as well. The door has no 
  handle, so I can do nothing but wait tensely for a flurry of 
  violence or my partner's confirmation of capture over the 
  radio. I position myself in the shadows to cover both the 
  door and the alley.  
   
  I don't have a gun, but I am not defenseless. It has 
  become common practice to pair a gun-wielding officer with a 
  mage partner to cover all the bases. All my senses are tuned 
  for danger. I look back up the alley the street just in time 
  to see the fireball shoot past the alleyway. The sound of an 
  explosion follows closely after. Damn. I am in the wrong 
  place. A second unseen explosion lights up the buildings, 
  casting eerie shadows on the walls. I turn to run back to my 
  partner when the back door bursts open, hitting the wall so 
  hard the hinges scream in protest.  
   
  There are two: one young and helping the second, who is 
  moaning and covered in blood. It is this one that 
  immediately catches sight of me, red eyes blazing hate and 
  pain. His gaze draws the other and now I recognize them for 
  what they are. A vampire and his cub. I must deal with this 
  threat first, despite the continued sounds and flashes 
  coming from the front of the building. Fortunately, I have 
  experience dealing with their kind. My hands come up blazing 
  with bright light, illuminating the desolation of the area 
  and eliciting a shriek from the elder vampire. The vampire's 
  spawn winces painfully, but instead of attacking, he yanks 
  his companion around to head into deeper darkness.  
   
  Then, from the radio on my shoulder: “Shay! Get your 
  pointy ears up here! We've got a mage fight!” I contemplate 
  letting them go when the half-breed throws the vampire into 
  a shadow and turns to leap at me, hands outstretched. While 
  I do not carry a firearm, I did take my share of hand-to-
  hand at the academy. I duck under his arms and come up under 
  his body, throwing him into a somersault against the wall 
  behind me. The crunching tells me that, despite his dark 
  powers, he's going to be a few minutes getting up.  
   
  I take a few steps forward, enough to illuminate the 
  hunched-over body in the shadows. A visage of terrible rage 
  greets me as it backs away from the light. I realize he's 
  running out of room and I am running out of time. I call 
  upon fire without finesse or warning. The vampire launches 
  himself away as his clothing bursts into flame. The vampire 
  
  rips the leather and velvet from his back and continues to 
  run, smoldering, across the courtyard.  
   
  I spin to see the half-breed lift his head from where 
  he lay face-first on the ground. He surveys his master's 
  abandonment with shock, then anguish. With a strangled cry, 
  he attempts to stand but falls on his side, both legs 
  broken. I hesitate, unsure of whether to destroy the tainted 
  being or to heal him. His despair resounds in me as I 
  recognize the emotion coming from the young man_and he is 
  very young. Changing tactics, I knock him out instead with 
  an unsubtle spell. I'll deal with him later.  
   
  I take off for the alley's exit. I recognize my fellow 
  officers as they duck behind the various debris and 
  dumpsters that clogged the mouth of the alley. Another 
  resounding explosion prevents them from hearing me until I'm 
  nearly upon them. Janene turns, whether from sixth sense or 
  a routine check, and levels her weapon on me with a shriek. 
  Allen comes around but my unbound hair and shining eyes are 
  recognizable enough at this distance.  
   
  Janene speaks first, but in a subdued voice, “Shay? 
  Shay, we've got a mess out here. Were you able to find out 
  what happened in there?”  
   
  I come up beside them, curious to see more of what's 
  happening out on the street, “Yeah. A Vampire and his half-
  breed slave.” I lean against the store-side dumpster to edge 
  out further towards the battle. “Actually, “slave” might be 
  erroneous. A relative, or lover perhaps. The vampire's gone 
  and the other is injured and unconscious.” From my vantage 
  point I can see that our police cars have taken damage. 
  Substantial damage. The sports car directly in front of the 
  alley is still running, but is dented with rubble and glass. 
  I see one mage_the man who had flagged us down not fifteen 
  minutes ago_dodge under a powerful blast from elsewhere on 
  the street, then side-step a second. “How many?”  
   
  “Four. No, three. One's down.” 
   
  “Then there are two against one.” I peer closer at the 
  lone mage as he defies gravity for a moment to leap over 
  Allen's car and fall behind ours. “That's strange. He looks 
  like an elf, now.” 
   
  An odd silence follows that statement, odd enough to 
  turn my attention away from the fight. Allen and Janene were 
  looking at each other in confusion before Allen turns back 
  at me. “He looked human to me.” 
   
  I grimaced. This did not bode well. “The others?” 
   
  “Two street prophets, and--“ Now Allen pauses. “I 
  couldn't tell. He was invisible until he was blasted by a 
  shot from the one near our car. I couldn't really make out 
  
  any features. We emptied our clips into the one on our car, 
  but they bounced off him; that's how the bum got hit.” 
   
  I come around the corner of the dumpster and press 
  myself up against the store wall. I lean to the left to 
  crane my head around and see the entryway of the store and 
  the dead end beyond. One fast glance takes it all in: a 
  young homeless girl to one side of an older man, caressing 
  his face and weeping. Another figure backed up against the 
  door of the convenience store, energy forming a glowing ball 
  of energy in his hand. I straighten back up facing right, 
  looking towards the intersection. A car drives past, then 
  two. A couple strolls leisurely by on the far side, 
  apparently oblivious to the obvious carnage. That decides 
  it. I quickly make my way deeper into the alley to Janene 
  and Allen, my mind tripping over our options. 
   
  “Well?” They spoke in tandem, Janene echoing Allen by a 
  fraction of a second.  
   
  “I am out of my league, here.” Exasperated, I take off 
  my hat and run my fingers through my matted hair. “I can't 
  possibly take on creatures that throw energy that powerful 
  and still remain invisible.” I gesture towards the 
  intersection. “People are walking by who can't see or hear 
  this fight.” I wince as a window shatters. “I think the only 
  reason we see them is because we were involved and 
  hypersensitive when the fight started.” 
   
  “So, what do we do?” Allen asked. 
   
  I put my hat back on and rub my hands together. A 
  particularly loud blast makes me jump and look. The sports 
  car is no longer running. “We can't get to our cars. I 
  suspect calling in backup would be a bad idea anyway. There 
  may be people still alive inside the store. Maybe we can get 
  to the other side and check on the fourth mage that was 
  injured.” I slide past Janene before turning to look at her 
  and shrug. “But this is one fight I'm staying out of.” 
   
  Together, we make our way back down to the cul-de-sac 
  where perhaps we can be of more use. It doesn't surprise me 
  that the half-breed is gone. 
  *       *       *       *       * 
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skills 
   
  There are only three (3) skill categories to choose  
  from and they are the same as the classes Fight, Magic, 
  Rogue. The skills listed here are just for starters the 
  number of skills you can end up with is infinite. Remember 
  only the skills in your class start at a 1d6 any other 
  skills you want start at a 1d4. Once a skill reaches a d8 
  the relevant stat raises by one, when it reaches d12 it 
  raises again... 
   
  Fight skills 
  Hand to Hand 
  Blunt Weapons  
  Chain Weapons 
  Knife/Swords  
  Revolver  
  Auto-pistol 
  Rifle  
  Thrown Weapons 
  Archery 
  Paired weapons  
  Body Building 
  Running 
   
   
   
  Hand to Hand: This is the ability to fight without weapons 
  
  Chain Weapons: These weapons are flexible and are usually 
  connected by pieces of chain or rope. Ex. Chucks, chains, 
  whips, three section staff etc. 
  Swords: long swords, short swords, katanas, bastard swords, 
  two-handed, if it’s a sword you can use it. 
  Auto-pistol: This skill covers most modern handguns like the 
  Berretta and Colt .45 
  Thrown Weapons: Well this covers any weapon that’s main 
  purpose is to be thrown, each object thrown is a new 
  skill. 
   Paired Weapons: When a weapon skill reaches 1D8 the 
  Character gains this skill at a 1D4, when using this 
  skill the player rolls both dice, a d8 for primary weapon 
  and a d4 for the secondary weapon.  
  Body Building: This is just lifting weights and toning it 
  also adds +1 to Fight stat at every 10 AP 
  Blunt Weapons: These are sticks staffs, brooms handles, and 
  baseball bats  
  Knife: Small sharp pointy objects used to hurt people. 
   Revolver: Six guns, Typical a handgun that holds six 
  bullets  
  Rifles: do I need to say it (this includes shotguns)  
  Archery: Bows and arrows, slings and slingshots 
  Running: The ability to run a distance without getting 
  tired. A roll of this die adds to distance. 
   
   
   
   
   
  Magic skills 
  Anthropology 
  Archeology 
  Biology 
  Botany 
  Chemistry 
  Computer Operation 
  Language 
  Literacy 
  Lore 
  Magic/Psionic Use 
  Math 
  Research 
  Anthropology: The study of Man and his many environments.  
  Archeology: The study of ancient relics and artifacts. This 
  skill supplies the ability to tell if something is old 
  (last year) or ancient (last eon). 
  Biology: The general study of biological life.  
  Botany: The study of plants and what makes a garden grow.  
  Chemistry: Knowledge of chemicals and their make up; the 
  study of how to blow stuff up.  
  Computer Operation: The knowledge of computers and how they 
  operate.  
  
  Language: The ability to speak in another language; each 
  language is a new skill. 
  Literacy: The ability to read and write in another language. 
  Each language is a different skill. 
  Lore: This is the study of ancient secrets; each type of 
  lore is a different skill. 
  Magic/Psionic Use: The ability to cast magic or use psionic 
  power.  
  Math:  Addition,  subtraction,  multiply, divide, algebra, 
  etc.  
  Research: The ability to search through books and the 
  Internet to find exactly what one needs to find. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rogue skills  
  Public Speaking 
  Pick Pockets  
  Acrobatics  
  Showmanship 
  Prowl 
  Computer Hacking 
  Pick Locks  
  Streetwise 
  Locate Hidden Door  
   Forgery  
  Photography 
  Concealment  
   
  Acrobatics: Flips, jumps, tumbles, rolls, tightrope, 
  trapeze, etc.  
  Concealment: The ability to hide something so that others 
  can’t find it. 
  Forgery: The skill to create a reasonable fake of any type 
  of document. 
  Locate Hidden Door: The ability to find things that are, 
  well, hidden. 
  
  Photography: The know-how to take decent photos and how to 
  develop them.  
  Pick Locks: This is the knowledge of locks and the ability 
  to unlock them.  
  Pick Pockets: Knowledge of how to remove something from a 
  person without them knowing it. 
  Prowl: In other words the ability to sneak around.  
  Public Speaking: The ability to stand in front of a group of 
  people and have your self heard and understood by all.  
  Showmanship: Similar to “Public Speaking”; but being to able 
  to entertain as well as perform before a group of people.  
  Streetwise: Knowledge of where to find things that might not 
  be really legal, and maybe who to talk to, who to avoid. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SKILL DICE SYSTEM 
   
   
  Each new skill that you want a character to use starts 
  at a 1d4 (with stat bonuses added). The only time a skill 
  starts higher is during character creation when they choose 
  their class skills, which start at a 1d6. The system here 
  allows a character to build the skill over time through 
  actual use, every time a character rolls the highest they 
  can roll on the die (a 4 on a d4, 6 on a d6, etc…) that 
  skill gets one (1) Ability Point (AP). Once a skill is at 10 
  AP it will either gain a +1 or will move to the next highest 
  die (see AP 20 rule for exceptions). This shows that through 
  practice and use of a skill one can get better at that 
  skill. Example: Jack has a 1d4 to use a gun, he gets his 
  10AP and receives a +1, now Jack has a 1d4+1 to use the gun. 
  When he gets another 10 AP he will move to the next die in 
  this case a 1d6 (do not forget stat bonuses). 
  
   
  Table 3 shows each die with its pluses before it moves 
  up to the next die. As not to get confused with which 
  bonuses change and which come from stats, it should be 
  written like this: DIE+AP+STAT (example: 1d4+1+2). This way 
  if you have a bonus in a stat you will not think it was for 
  getting 10 AP_trust me this is the best way to display it. 
   AP 20 RULE 
        If you are using a skill not in your class, it is 
  going to cost 20 AP to raise until said skill reaches a 1d8 
  at which time it cost only 10 AP to raise. The reason for 
  this is that a fighter might have a harder time getting used 
  to channeling magic, but once the fighter has reached a 
  certain level of mastery of a skill he has enough knowledge 
  to raise the skill as normal. 
  TABLE 3 Skill Die System 
  # of 
  AP  
  1d4 1d6 1d8 1d10 1d12 
  1d20 
  0  
  +0 
  +0 
  +0 
  +0 
  +0 
  +0 
  10  
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  20 
  * 
  * 
  * 
  * 
  +1 
  +1 
  30 
   
   
   
   
  +1 
  +1 
  40 
   
   
   
   
  +1 
  +1 
  50 
   
   
   
   
  +1 
  +1 
  60 
   
   
   
   
  +1 
  +1 
  70 
   
   
   
   
  +1 
  +1 
  80 
   
   
   
   
  * 
  +1 
  90 
   
   
   
   
   
  +1 
  100   
   
   
   
   
     +1 
  * Move to the next highest die, don’t forget the AP 20 rule   
   
   
  This might not look that hard, you might be thinking 
  that it only takes 260 AP to max out a skill, but keep in 
  mind that to gain AP you must roll the highest that you can 
  roll on the die. That means that you go from a 25% chance on 
  a d4 to about a 5% chance of gaining AP on a d20. Note: some 
  skills can be raised through practice like going to the gun 
  range, working on locks in your spare time, or studying 
  magical texts. Most skills will be rolled against a Target 
  Number (T#) ranging from 2_30 with a 2 being super easy and 
  a 30 being really hard. It’s up to the G.O.D. to determine 
  these T#’s for the players. Every time you practice a skill, 
  every roll of a one (1) will take 1 AP away from those 
  gained during practice. This is only when training. If you 
  roll more 1’s than AP the training is over for the day…. 
   
  Bonus A.P. 
  
   
  During game play the G.O.D. may award A.P. to players 
  for thought-out plans of attack, clever uses for skills or 
  for just excellent game play. These points should range from 
  1_5. Please use these sparingly. The points may be spent on 
  anything. It takes 20 A.P. to raise a stat one point with 
  Bonus A.P. 
   
  The Optional Rolls 
    
  These are the things that are used to save your butt 
  when things are not cut and dry, like combat. These are the 
  roll used to find clues (Rogue or Perception throw), resist 
  poison (Fight Throw), and many others. It will be left to 
  the G.O.D. to determine what roll to use in any given 
  situation. These rolls are done by rolling a d20 and rolling 
  under the related stat. There can be modifiers added 
  depending on the situation, determined by the G.O.D.. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMBAT FUN 
     
  This is where all of the rules come into play. It’s 
  really easy once you get the hang of it, so here we go…  
   
  Initiative: everyone states whom he or she is attacking or 
  what he or she is doing. Each rolls a 1d10 + speed and 
  perception bonuses. If there is a tie, the one with the 
  highest Speed stat goes first, if tie is between NPC and 
  player, the player goes first. 
   
  Attack: To fight whether they use a gun, sword, or their 
  bare hands, they roll that die versus the defender’s die 
  and if the attacker rolls higher than the defender, 
  
  damage is determined by the difference in the rolls. If 
  while attacking you roll a 1 (very bad) the victim of 
  your attack still rolls and the difference is the amount 
  of damage that you take from a quick counterstrike (the 
  defender still gets to attack on his turn).Your defense 
  roll is the same die as your attack roll and vice versa.  
   
  Ok, here’s the example: Josh and Lee are fighting. Both 
  have a 19 fight stat and both are fighters. They roll for 
  initiative, Josh gets a 7 and Lee gets a 4. Josh attacks 
  and rolls a 1d6+1+3 and gets a 6, Lee rolls his 1d6+0+3 
  and gets a 5. Lee takes 1point of damage, now Lee rolls 
  to attack and gets a 1, Josh is happy because on his roll 
  to block he rolled a 10, Lee takes another 10 points of 
  damage. Initiative is rerolled and the fight continues.  
   
   
  Magical/Psionic: Combat in the mystical arts is treated the 
  same way, magic die vs. defender’s die, be it gun, sword or 
  hand to hand. See Magic/Psionic section for more. 
   
  Extra Attacks If you have three thugs in front of you and 
  you want to hit all three, here's how. Check your Speed 
  stat: every plus you have is an extra attack/action. 
   
  Lucky Shot If you attack someone and he rolls a 1, you get a 
  Lucky Shot in and do the difference in damage X2. 
  Example: Lee rolls a 4 Josh rolled a 1 (poor guy ) Josh 
  takes 6 points of damage (4 -1=3, 3x2=6).  
   
  The Last Ditch There is one more thing that can be done and 
  it can (read should) only be used when there are no other 
  alternatives and IF the characters are up against a foe 
  they can not beat. The character may decide to put 
  everything he has into defeating this foe, meaning that 
  they may spend all but one HP and gain for one 
  attack/action only, a +10 to their roll after which the 
  character goes into a coma for 1d10 hours. If that attack 
  doesn’t kill the enemy, the character can consider 
  themselves toast because the foe will probably kill him… 
   
   
  Magic/Psionics 
   
   
  Magic and Psionics are very common. On F.A.M.A.T.O.M. 
  almost anybody can do it, but only one out of a thousand 
  
  ever become masters (1d8 and higher). There are really only 
  two types magic on F.A.M.A.T.O.M. The first is: 
   
   Solar: This is the magic/psionic abilities that one uses to 
  attack or defend themselves and other people. Basically it 
  is any magic that is used in combat.  
   
  The second type is: 
   
  Lunar: This is magic/psionics that are used at anytime other 
  than combat. 
   
   
   You can make magic more powerful by rolling again and 
  adding it to the roll or working together with other people. 
  To do this everyone rolls their magic die and together 
  combine the rolled totals_this type magic cannot be used as 
  Solar only Lunar. The time it takes is at least one hour per 
  person involved plus ½ hour per roll after the first. 
  Example: Three people all roll once, this takes three hours, 
  any roll made now to increase the magic effect will add ½ 
  hour, if all three people roll again the total time would be 
  4 ½ hours. Now if anyone rolls a one everyone takes the fall 
  and damage is equal to the successes rolled.  
   
   
   
  Magic in combat works just the same as any other 
  combat. The only difference is in the verbal description of 
  the effect. But when trying to do something else magic is 
  rolled verses a T#, the table is listed later. For abilities 
  like seeing the invisible, one must match the roll used to 
  turn invisible.  
   
   
   
  Duration: if the T# is 4, a roll of 4 on the die would 
  be one melee. A roll of 5 would be 2 melees; roll of 6 would 
  be 3 melee’s so on and so on. Healing works the same way. On 
  a roll of 1 the magic user gets the opposite effect, it 
  backfires, and can really hurt. Roll the magic die to 
  determine the # of turns the effect lasts. 
   
   
   
   
   
   
   
   
   
   
  
   
  MAGIC T #’s 
  T#’s Effects 
  1 
   G.O.D. help you  
  2 
  Card tricks, sleight of hand, simple magic  
  3 
  Clouds of smoke, itching powder  
  4 
   Change the temperature, make it hotter or colder  
  5 
   Move 10 pounds 10ft., 5 pounds 20 ft.  
  6 
  Invisibility, flight, create light, put someone to sleep, 
  blind  
  7 
  Heal self, silence a 10-foot area, raise a Stat  
  8 
  Warp memory, change the state of matter  
  9 
   Change weather, relieve pain, alter self, double speed  
  10 
  Turn 1 other person invisible  
  11 
  Heal others  
  12 
   Conjure simple things  
  13 
   * 
  14 
  Teleport self to any visible location within you line of 
  site  
  15 
   Turn up to 5 people invisible  
  16 
  * 
  17 
   *  
  18 
   *  
  19 
   *  
  20+ 
  G.O.D. like ability to do near anything (yea right)  
   
  These T#’s should only act as guidelines for magic. 
  These are only a few effects that we used during 
  playtesting, please feel free to add more. Common T#’s range 
  from 2_30+ its up to the G.O.D. to decide the exact T#.  
   
   
   
   
   
  The Other Stuff 
   
   
  Now that character creation and combat are out of the 
  way lets move on to monsters & villains. A very simple way 
  to do this is by using a variation of the character stats 
  but instead of assigning d20 rolls just give them an 
  appropriate skill die. As for HP assign a multiplier to the 
  standard die roll. Any other skill that are needed just give 
  them a skill die based on related stat. Various npc’s are 
  given in the People and Places chapter.  
   
  Here’s the Dragon stat example:  
  
   
  Fight: 1d12+7  Initiative: +5  
  Rogue: 1d8  
  # of Attacks: 7  
  Magic: 1d20+4  HP: (1d20+10) X3  
   
   
   
   
   
  Weapons and Equipment: 
   
   Here on F.A.M.A.T.O.M. weapons are only as good as the 
  person using them; some weapons will just do more damage. 
  Some equipment is far better quality than everyday store-
  bought items. Such items are hard to come by and are usually 
  owned by something really mean and unwilling to give them 
  up. The item can give bonuses from +1 to +15, some will give 
  magic powers and some will do damage to surrounding area. Of 
  course this is entirely up to the G.O.D..  
   
  Armor:  Any bonus that is given because of armor is 
  subtracted from the combat roll. Ex.: A +5 to defend is a -5 
  to attack. 
   
  Explosives: Roll combat dice to avoid 
   
  TNT: 10ft blast radius, 20ft debris radius 
   
   
  Damage +10 
   
  Nitro: One ounce equals 4 sticks of TNT 
   
   
   20ft blast radius 40ft debris field 
   
   
  Plastic/Gelatin: 2 ounces equals one stick of TNT 
   
   
  1 ft blast radius 
   
  Falling Damage: Use related skill to lessen damage 
  10 feet has a base T# of  7 
  for every 5 feet over 10 raise the T#  by 1 (round up to the 
  nearest T#)  
   
  (Ex.10ft T#7 15ft T#8 20ft T#9 ect.ect.) 
   
  Money: One gold coin is equal to one dollar.  
  Starting Money roll 1d100  
  01_75 
  $500 
  76_84 
  $1,000  
  85_94 
  $5,000 
  95_99 
  $10,000  
  100  
  $1,000,000  
   
   
   
  
   
   
  Standard starting equipment is determined by the G.O.D. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stone 
  To 
  Steel 
   
   
  Where Man,  
  Machine 
  
   and Magic  
  Become One 
   and the 
   Same 
   
   
   
   
   
   
   
   
   
   
   
  Lunar Fire 
   
   
  The year was 1946; man had finally began to discover 
  things that were out there, the 2nd World War had ended and 
  man needed to expand his horizons. So he looked up and saw 
  the stars. With the help of countries like Atlantis, it 
  didn’t take long for the U.S. to win the space race. By 
  1950, a Dwarf by the name of Kindrec Longbeard was the first 
  Terran on the Moon. On the third trip in 1953, the US 
  Spaceforce set up a colony with 250 enlisted men and women 
  from 12 countries. The colony thrived and prospered for the 
  next 8 years. While mining for resources in 1961, the 
  Terrans found out that there was life on the moon. During 
  routine demolition mining 14 natives were killed. This was a 
  cause for concern. The "Lunites," a name given to them by 
  the Terrans, felt that the Spaceforce didn’t give them the 
  justice they deserved. In 1962 the first Lunar war started. 
  Over the course of the next 40 years, war breaks out 7 
  times, each time ending with several hundred dead and a 
  mutual cease-fire. In 1974, the Lunites contacted the 
  country of Atlantis for help against the Spaceforce, 
  Atlantis provided Cyber-Mechanical Armor (C-MA’s). Before 
  the end of the year, the Spaceforce had captured and started 
  to build their own C-MA’s. In 2003 peace is fragile and 
  minor skirmishes are very common. War could break out at any 
  time..  
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  C-MA’s 
   
   
   
  C-MA stands for Cyber-Mechanical Armor. This armor is 
  currently being used for the war on Luna, but was originally 
  designed for undersea exploration. The C-MA fits like a 
  second skin and must be custom made for each user, Atlantis 
  is currently working on a mass produced model (Type 2) for 
  use by standard military.  
   
   
  The C-MA’s Type 1 enhance the users abilities where as 
  the Type 2’s have set statistics. Do to the fact that Type 1 
  C-MA’s have to be custom made for each user they are as 
  different as night and day. Most of the people that have a 
  C-MA are part of an elite military group working for either 
  the Lunite or the Spaceforce. Of course if someone has 12 
  million for a Type I and 8 million for Type II they can 
  purchase a C-MA from Atlantis themselves. 
   
   
  Powers/Abilities of Class: 
   
  C-MA Type I ( Custom):  
  Full satellite communications  
  
  Jump jets (speed x 3 in distance) 
  Tactical combat computer with Targeting sight +10 to all 
  combat skills 
   Full environmental suit 2 hour air supply  
  Thermographic and infrared vision  
  Weapons vary among C-MA users (three of choice) 
   
  C-MA Type II(Standard): 
  Two way radio 
  Jump Jet (speed x2 in distance) 
  Tactical combat computer with targeting sight+5 to all 
  combat skills 
  Infrared vision 
  Rifle 20 rounds (starts at 1d4) 
  Arm blade (starts at 1d4) 
   
  Skills of class:  
  Pilot C-MA (starts at 1d6) 
  Two weapon skill of choice (related to those of the C-MA) 
  C-MA character’s start with 5 skills of choice  
   
  NANOTECK 
   
   
   
  NanoTeck was designed by AutoTeck Industries and built 
  for military use. The design team for the NanoTeck saw that 
  trying to build cybernetic replacements was much too costly, 
  whereas with NanoTeck one modular can build an infinite 
  number of duplicates. It was soon realized that not only 
  could the modular rebuild the body, it could also create 
  offensive weapons in the body (claws, energy weapons, etc.). 
  At this point the military took full control. Four thousand 
  injection chips were initially made, but during a covert 
  transport from AutoTeck’s Houston, TX factory to a secret 
  base in Austin, TX, the convoy was attacked by an unknown 
  group and all of the chips were thought to be destroyed. 
  Recently a number of chips have started to surface in the 
  most unlikely places_ schools, hospitals, church functions; 
  sometimes it’s a good thing and sometimes it’s not…  
   
  Powers/Abilities of Class:    
  There are two dice rolls used for the NanoTeck. The first is 
  used to determine the number of melee or turns that the 
  skill last, and the other for the use of said skill. 
  Anything that is tried using NanoTeck starts at a 1d4 and is 
  
  raised like a normal skill. The downfall is that the more 
  one uses NanoTeck the more it becomes obvious that one has 
  NanoTeck, because the user starts to appear metallic. 
  Another weakness is that a strong electromagnetic pulse 
  (EMP) will cause the NanoTeck to become inactive and fall 
  apart, this may be resisted like a damage roll.  
   
  A small note on Vamps and W2’s: if a Nanite (someone 
  with NanoTeck) gets infected with either virus the NanoTeck 
  goes dormant and the virus’ healing ability will take over. 
  If ever cured of the virus the NanoTeck starts over at 1d4. 
  Sucks huh? Vamps and W2’s can’t use NanoTeck.  
   
  Skills of class:  
  Beginning with NanoTeck gets you 5 starting skills. 
   
   
   
   
   
   
   
   
   
   
   
   
  HOLO-CLERIC 
   
   
  Protectors of the Faith, Warriors of the Truth, 
  Champions of the Gods, Holo-Clerics have been called many 
  names, not all of them have been true. Clerics are warriors 
  usually hired by the various religious organizations. Most 
  have true faith but there are some that do it just for the 
  pay: Dark Clerics.  
   
  All Holo-Clerics have a holo-jack inserted into the 
  back of their head. This allows almost instant execution of 
  a program. The jack is connected to a Input Unit (IPU) 
  strapped to the wrist-unit which is about the size of a 
  television remote. The IPU is really what projects the 
  hologram and is programmed from a heads up display.  The IPU 
  has a battery life of 16 hours and must be recharged for 8 
  hours every day. Programming itself takes another 10 
  minutes. Each deck has a set number of program slots in it. 
  These slots determine how many objects can be programmed 
  into the jack.  
  
   
  Every Cleric starts with a basic IPU, but they can 
  upgrade. Cleric will also learn how to make their IPU more 
  effective as their programming skills improve. 
   
  Powers/Abilities of Class: 
  Holo Input Unit:   
  Range: 10 ft. (due to this fact most weapons are melee) 
  Duration:  
   
  Weapons: 5 minutes 
   
  Armor: until HP depleted or 5 minutes 
   
  Transportation: 1 hour 
   
  Misc. Items: 5_20 minutes (G.O.D. Decides) 
   
  Type 
  Slots 
  Cost 
  Basic 
  25 
  $500,000 
  Beta 
  35 
  $ 900,000 
  Alpha 
  50 
  $ 
  4,000,000 
   
  Program Slot Cost: 
  Weapons: normal weapons take 5 slots each  
   
         +1 weapons take 10 slots each 
  Armor: Stationary/wall 1 slot = 5 HP wall 
   
     Mobile/body armor 10 slots = 5 HP armor 
  Transportation: 10 slots per 2 person vehicle (3_4 people 
  will cost 20 slots) 
   
  Misc. Items:  
   
  Tools 1_3 slots 
   
  Shelter 1_3 slots 
   
  Clothing/disguise 1_10 slots 
   
  Various other items 1_10 slots (G.O.D. Discretion) 
   
  Skills of class: 
  SKILL 
   Skill Die Level 
  Hand-to-Hand 
  1d6 
  3 Weapon skills of choice  
  1d6 
  1 Lore: Religion 
  1d6+1 
  2 other mage skills(not 
  magic/psionic) 
  1d4+1 
  Program Holo IPU* 
  1d4 
   
  *the programming skill die is rolled to determine how many 
  slots are saved during programing (Ex: A 1d4 rolled result 
  
  is 3. If trying to program a 10-slot vehicle there was 3 
  slots saved so the vehicle now only cost 7 slots.) 
   
  Special notes on Weapons : 
  Most weapons have a range of 10 feet unless the weapon is 
  non-lethal either sonic or concussive in nature. These 
  weapons will cost the same as a +1 weapon. 
   
   
   
   
   
   
   
   
   
   
   
  PsyberWare 
   
   
   
  PsyberWare is the permutation of body parts with 
  magical replacements. These are only available in Atlantis 
  from TheoTechnologies at the current time. There are three 
  grades of PsyberWare: Basic, Beta, and Alpha. Magic or 
  weapon extras can not be placed on Basic PsyberWare only on 
  Beta- or Alphaware.  
   
  All PsyberWare parts are covered in mystical symbols. 
  Someone can have about any effect added to the part. There 
  is no way these parts can be hidden without covering with 
  clothing, parts can be mixed and matched depending on the 
  effects one is looking for, ex. the player wants the arm to 
  be strong and a weapon. It will be made with both metal and 
  stone. The particular type of wood, stone, or metal will 
  depend of the effect. Ex. legs of speed will be covered with 
  mercury that has been magically shaped. Of course there are 
  those out there who become Fullbore Psyborgs_basically these 
  are people who for one reason or another have had their 
  mental essence placed in a magical construct. The stats of 
  these constructs can not be raised except by replacing the 
  part with something more powerful.  
   
  
  Basic Psyborg A Basic Psyborg has usually only one or two 
  Basic Pyber replacements. The Basic Psyborg starts with 8 
  skills. 
   
  Partial Psyborg A Partial Psyborg is someone who has at 
  least 3 body enhancements. The Enhancements are most likely 
  Beta or Alpha replacements. The number of beginning skills 
  for a Partial Psyborg is 7.  
   
  Fullbore Psyborg A Fullbore Psyborg is a gun-toting combat 
  killing machine who has had her being transferred into what 
  amounts to as a golem. There is no longer any part of the 
  original person left_the mortal body is destroyed in the 
  transferral process. There is a 20% chance that the process 
  will not work and the person is killed. For a Fullbore 
  Psyborg, the starting skills are 5. At least 3 of these 
  skills should be combat. 
   
  Using magic with PsyberWare is a little different. Any 
  magical effect must be built into the part and has a set 
  Skill Die, meaning the use of it will not increase with AP 
  unless it is a combat effect in which case it acts like the 
  firearm skill.  
   
   
   
   
   
   
   
     Psyber Eyes                              
  Material                 Cost  
  Basic Replacement. 
  Simple 2D Vision: -4 
  to fight stats 
   
  Wood 
   $3,000  
  Beta Replacement: 3D 
  black and white 
  vision  
   
  Stone  
  $5,000  
  Alpha Replacement: 
  3D Full-Color vision 
   
  Iron 
  $7,000 
  Heads Up Display: +5 
  to fight skills 
   /+silver 
  +$1,000  
  Visual Enlargement 
  x3 
  /+quartz 
  +$2,500 
  Night Vision 
  /+crushed 
   +$3,000 
  
  emerald 
   
           Psyber Ears                      Material            
  Cost  
  Basic Replacement: 
  Normal hearing  
  Wood  
  $2,000  
  Beta Replacement: 
  Hearing x5  
  Stone 
  $3,500  
  Alpha Replacement: 
  Hearing x10 
  Iron  
  $4,000  
  Cellphone 
  /+ Copper 
  $1,000  
  Satellite 
  Communication 
  /+ Moonstone $2,000 
   
              Psyber Limb                                
  Material                        Cost  
  Basic arm/leg 
  replacement 
  Wood 
  $10,000 per 
  pair  
  Beta arm/leg 
  replacement 
  Stone 
  $20,000 per 
  pair 
  Alpha arm/leg 
  replacement 
  Iron  
  $30,000 per 
  pair 
  Gun add on 
  /+ Gun  
  +$5,000 
  Fireball uses AP 20 
  rule at all times 
   /+ Ruby 
  +$10,000  
  Lightning uses AP 20 
  rule at all times 
  /+ Sapphire 
  +$10,000  
  Ice Cone: uses AP 20 
  rule at all times 
  /+ Salt Crystal +$10,000  
  Blades: uses AP 20 
  rule at all times 
  /+ Steel 
  +$2,000  
  Shield: +10 to 
  defense for 1d4 
  melees uses AP 20 
  rule at all times 
  /+ Diamond  
  +$15,000 
  Speed: +4 actions per 
  melee 
  / +Mercury 
  (magically 
  shaped) 
  +$15,000 
   
   
  Psyber Body Armor                   Material              
  Cost  
  Basic: -5 to attack +5 
  to defense 
  Wood 
  $15,000  
  Beta: -10 to attack +10 Stone  
  $35,000  
  
  to defense 
  Alpha: -5 to attack +10 
  to defense 
  Iron 
  $45,000  
  Shield: +10 to defense 
  for 1d4 melees uses AP 
  20 rule at all times 
  /+ Diamond 
  +$15,000 
  Invisibility: 1d6 melees 
  this ability does not 
  gain AP 
   /+ water (magically 
  shaped) 
  +$20,000 
   
   
   
   
   
   
  Tatsu 
   
   
  These warriors are trained by dragons themselves, and 
  have been sent out to maintain balance in the battle of good 
  and evil. They will not fight  except in self defense or to 
  protect the innocent.  
   
  Powers/Abilities of Class: 
   Abilities available for all Tatsu 
   
  Dragon Claws: This is the main fighting style  of a  
  Tatsu and is raised like any other skill. When this 
  skill reaches a 1d8 the Tatsu gains Dragon Flight. 
   
  Dragon Flight: This give the Tatsu the ability to 
  temporarily grow etheric dragon wings. This starts 
  at a 1d4. The roll determines how many melees the 
  ability lasts. At a 1d8 the Tatsu gains a dragon 
  specific ability from their dragon school. 
   
  School specific abilities: (see below) when this ability 
  reaches 1d8 they gain Dragon Skin. 
   
  Dragon Skin: The body of the Tatsu is covered by a 
  transparent humanoid shaped Dragon matching the 
  color of the dragon school.  Double current HP and 
  
  actions for 1d4 melees this skill will never raise 
  above a 1d4 (this skill has no botch). 
   
   
  Abilities available to Tatsu of a specific dragon school. 
  All abilities start at a 1d4 and raise at the normal rate. 
  When one of these  reaches 1d8 the Tatsu gains Dragon Skin  
   
   
  Naru “Fire” Dragon: 
   
  Fire Sight: Allows the Tatsu to see the heat 
  signatures of people around them, including those 
  that are invisible (contested roll). 
  Taming the Flame: Allows the Tatsu to extinguish or 
  control fire shaping it into a solid form. When fire 
  has been shaped, it no longer causes damage but will 
  still provide enough warmth to keep someone alive 
  even in the coldest temperatures. 
   
   
  Luin “Water” Dragon:  
  Fountain of Healing: The Tatsu is able to change the 
  state of water to provide healing attributes. A roll 
  of the dice determine how many HP are restored by 
  the water. 
  Inner Heart: With this ability  the Tatsu can read 
  the surface thoughts an individual and influence 
  them to a small degree ( the G.O.D. will determine 
  T#) 
   
   
  Calen “Earth” Dragon:  
  Call to Flora: When this ability is called upon the 
  Tatsu has the power to communicate with and 
  manipulate plant life causing it to grow, shrink, or 
  change its shape. Communicating with plant life is 
  limited to mental images and the only sense of time 
  is limited to day/night and seasonal (spring, 
  summer, autumn, winter) It may be possible to 
  determine time of day from an image with a 
  perception roll. 
  Strength of the Land: This ability allows the Tatsu 
  to summon the forces of gravity permitting him to 
  carry heavy loads and to lift great weights, however 
  this power only effect objects that the Tatsu is 
  touching once released it will regain it proper 
  weight fall as normal (this means if the Tatsu picks 
  up a two-ton boulder and throws it, it will fall 
  directly in front of him. The strength to move it 
  
  has not changed just the bonds of gravity pulling it 
  down)  
   
   
  Malina “Air” Dragon:  
  Winds of Change: An Tatsu using this ability can 
  cause changes in the weather (the G.O.D. must 
  determine the T#’s and speed of the change)  
  Whispering Wind: With this ability in use the Tatsu 
  may communicate with any individual that they have 
  ever met, this communication takes place in the mind 
  and sounds like a whisper yet can be as clear as if 
  the person was standing right next to him. 
   
   
  Me’a “Light” Dragon:  
  Bypass View: This allows the Tatsu to wrap light 
  around their body effectively becoming invisible . 
  The Tatsu can still be noticed when moving by a 
  perception roll vs T# 10, but when standing still 
  they are undetectable by any means 
  Cast off the Dark: Tatsu using this ability can 
  basically glow in the dark creating enough light 
  that will keep vamps 10ft away. 
   
   
  Mori “Dark” Dragon: 
  Shadow Hunting: By using shadows the Tatsu may track 
  someone they have seen by the shadows that the prey 
  has passed.(T#  is based on how difficult the person 
  or prey is to follow). 
  Walking the Shadow: By stepping into a shadow the 
  Tatsu may teleport to any other shadow within range 
  (roll equals # of yards) 
   
   
   
  Skills of class: 
  Lore Dragons 1d6 
  Biology 1d4+1 
  First Aid 1d6 
  Language 1d4+1 
   
  Each school has a rival school and when the Tatsu from 
  different schools meet they will usually dual for the honor 
  of their school. These duels are never lethal and are more 
  of a show of power between students, by show how much they 
  have learned. 
   
  Rival schools 
   
  Fire----Water 
  
   
  Earth----Air 
   
  Light----Dark 
   
  Honor duel are also common between the students of the same 
  school but are looked down upon by the dragons themselves. 
   
   
   
   
   
  Between 
  the 
  
  Twilight 
   
  Below the Gods 
   Below the Devils  
  Lay the Armies 
  Of Good and Evil 
   
   
   
   
   
   
   
  City of Angels 
   
  And I heard a great voice out of the temple saying unto the 
  seven angels, “Go your way and pour out the vials of the 
  wrath of god upon the Earth. . .”  
   
   
   
  And out of those vials came us, the protectors of Man. 
  Some, Man chooses to see. Others, he does not. Mostly he 
  just walks on by. He ignores our warnings; his eyes pass 
  over us as though we are nothing more than refuse in the 
  street. Maybe he tosses a few coins our way as he passes. It 
  seems strange, sometimes, watching the fight for humanity 
  take place and have it explained away as nothing more than 
  everyday drug busts, bank robberies, and “unexplained” 
  murders. It is probably a good thing they can't or don't 
  see. I see it every day and they call me mad.  
   
  Unable to stand the ill-boding silence any longer, I 
  clear my throat. “Three months, two weeks and four days.”  
   
  “What, until the end of the world?” Mitch's voice ends 
  in a dry, hacking cough. The small pile of newspapers shakes 
  with each gasping breath. I do not need the gift of prophecy 
  to see that his fight on this plane was coming to an end. I 
  
  could only hope that when the time came, I would have the 
  strength to go on my own. For a fourteen-year old girl, a 
  dying old man was better than no protection at all.  
   
  “Nah.” I reply between mouthfuls of stale bread. “Since 
  I took a bath. I don't know which smells worse_me or you.”  
   
  “Both.” He sits up finally and gives me a toothy grin. 
  Scooting forward, he settles down next to me in the 
  alleyway. I hand him his half of dinner. After chewing 
  thoughtfully for a few moments, he asks, “You miss your old 
  home in the shelter?”  
   
  “Oh, yeah,” I nod without looking at him. “I miss the 
  counselors, the constant medication, the trips to the psych 
  ward.” I continue silently, the leather straps, the strait 
  jackets, the leering of the ward clerks. I wait quietly as 
  another series of coughs wrack Mitch's body. I could heal 
  him if he would let me. I know I can. I did it for Mary just 
  before they decided to lock me up permanently. Seems 
  “normal” people didn't like miracles much these days. Oh 
  well, their loss. I wouldn't heal another one of them if 
  they gave me gold.  
   
  “You know, you have to get over your resentment.” 
  Mitch's raspy voice cuts into my reminiscing. “They can't 
  help it. The Divine is theory to some and myth to others, 
  but, for a few, it is genuinely faith and it is for those 
  faithful that we continue to fight.”  
   
  “Damn it, old man. Get out of my head.” I am 
  uncomfortable, even though I know he can't help being an 
  empath. Feeling the emotions of others is his greatest gift 
  but it still freaked me out when he did it to me. I turn to 
  continue the conversation when vertigo hits me. My vision 
  clears and I realize I am standing now and walking towards 
  the mouth of the alleyway. Behind me, Mitch mutters under 
  his breath before staggering to his feet to join me. Out on 
  the street, my feet involuntarily turn left and I get that 
  familiar feeling.  
   
  “Damn it.” I curse softly under my breath and close my 
  eyes. Frozen pictures flash in my mind like stills in a 
  slide show. A police car. Two cops. Them. A battle royale. 
  An agonized scream. Why they picked the middle of a street 
  on a moonlit night to fight is beyond me. “Two blocks away, 
  Mitch. It's a standoff and people are going to get hurt. I 
  can't foresee any more than that.”  
   
  “Then that is all we were meant to see.” He puts his 
  hand on my shoulder and I brace myself. Who knows how the 
  “normal” people around me will explain to themselves how two 
  dirty homeless people vanished before their very eyes. A 
  tingling sensation plays across my back. Then again, they 
  
  probably never saw us in the first place. White light 
  explodes in my vision as we flash out.  
  *       *       *       *       * 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Several millennium ago there was a war between the 
  gods, those who sought to control life on F.A.M.A.T.O.M. and 
  those who believed the children of that world should be 
  free. This war still rages on with the warriors of the gods 
  on the front lines.  
   
  All Angels and Prophets have their name tattooed on the 
  side of their necks in the form of a sigil. The sigil is on 
  the left side of Demons and the right side of Angels. For 
  the Street Prophet (who has one parent of divine decent) the 
  side will be the same as the parent.  
   
  Angel, Demon, call them what you will, but a rose by 
  any name still smells just as sweet, they could be Egyptian 
  or Viking, Greek or Japanese. Each and every God and Goddess 
  
  has their own version of angelic being and they could be 
  good or evil depending on what ever their agenda may be. 
  Just because you see a Demon doesn’t mean he’s out to 
  corrupt, or an Angel there to help (free will is a bitch). 
  There may even be a time when those that don’t always agree 
  must work together so that each one’s agenda gets 
  accomplished. 
   
   
  Powers/Abilities of Class: 
   
  Divine powers come from a Divine source. Each character 
  starts with a set amount of Source Points or SP_these points 
  are spent to use divine powers. These powers may seem 
  similar to those used by a mage but are much, much more 
  powerful. They will do specific damage with no counter 
  except by other divine powers.  
   
  The skill that makes this all work is called the Spirit 
  skill, this skill starts at a 1d4.  When the Spirit skill 
  gains 10 AP, the Angel/Demon gains 5 Source Points. The 
  Street Prophet uses the AP 20 rule constantly and doesn't 
  gain source points until the next skill level is gained. 
   
   Starting Source Points:  
   
  Street Prophet: 25 
   
  Angels/Demons: 50  
   
  Skills of class:  
  Angel/Demon: all skills start at a 1d4 but do not use the AP 
  20 Rule 
  Street Prophet: starts with 5 skills of choice any other 
  skills use AP 20 Rule 
   
   
   
   
   
   
   
   
   
  Powers and Cost  
  See Divine events or 
  Entities  
  Allows one to see 
  things as they 
  truly are.  
  Free to all 
  Shield 
  Mortal weapons 
  Damage is reduced 
  
  cause no harm.  
  at the cost of 1 
  source point per 
  point of damage 
  Shoot energy ball 
  This may be dodged 
  as a normal attack 
  but cannot be 
  blocked except by 
  Point the Shield 
  ability.  
  Every HP of damage 
  inflicted cost 1 
  Source 
  Heal 
  Recipient gains 
  half of their HP 
  back.  
  7  
  Freeze time 
  Temporal bubble 
  extends 3 ft from 
  person. 
  5 
  See the future  
  Roll Spirit die  
  5 
  Invisible 
  Roll Spirit die 
  for duration, 
  become visible 
  when attacking 
  Free to 
  Angels/Demons 
  Street Prophets 5  
  See invisible 
  Roll Spirit die  
  2 
  Walk through walls 
  Roll Spirit die 
  for duration 
  8  
  Teleport 
  Roll Spirit die  
  5  
  Empathy 
  Detect emotions  
  2  
  Suggestion 
  Plant thoughts  
  6  
  Mind link 
  Link the minds of 
  two people  
  5  
  Track by smell and taste Roll Spirit die 
  vs. T# 
  Free to 
  Angels/Demons 
  Street Prophets 6  
  Put people to sleep 
  Cause mortals to 
  fall into a deep 
  sleep 
  1 point per person 
  per minute 
  Make undead 
  Can raise any one 
  who has committed 
  suicide 
   15 
  See fate of mortal 
  Can see when and 
  how a mortal will 
  die 
   5  
  Immortality  
  Can only die when 
  heart is removed 
  from the body  
  Free to 
  Angels/Demons 
  Street Profits 
  can’t have this 
  power  
  Fly 
   
  Free to 
  
  Angels/Demons, 
  Street Profits 
  can’t have this 
  power  
  Possession 
   
  1 point per person 
  per minute 
  Angelic Sight 
  Allows mortals to 
  see Angel/Demons 
  1point for one hour 
  3 points to make 
  permanent 
   
   
   
   
  “The first angel sounded, and there followed hail and fire 
  mingled with blood. . “ 
  - Revelations 8:9  
  “Vile Beast!” How dare you tempt the souls of these 
  noble men?”  
   
  “Ah-ah-aah,” I waggle my finger at him from my perch on 
  the police car. “Judge not, lest ye be judged.”  
   
  I know that's the wrong thing to say to him and I leap 
  for safety. Even so, the fireball singes my left wing. They 
  are so predictable. I wheel left, climbing with each stroke 
  to land precariously on a lamppost. Hunkering down to make 
  myself a smaller target, I spare a glance at the two police 
  officers with their guns drawn approaching the convenience 
  store. They hadn't noticed the firework display. Good. I was 
  in a bit of a bind. I couldn't be sure my softly whispered 
  suggestions to the cops had taken and now I had to fight the 
  righteous indignant.  
   
  I watch the vengeful avatar approach. “I was just 
  going.” I put up my hands disarmingly in mock-surrender. 
  “But before I leave, I just want to make sure the nice 
  officers don't do anything dangerous.” His eyes dart to the 
  two cops and he hesitates. I smile engagingly, trying to 
  project innocence and baring as little fang as I can. I have 
  to keep his attention away from the inside of the store. If 
  he saw the carnage that my newfound friends were 
  perpetuating inside, with or without my influence, there 
  would be no stopping the holy terror.  
   
  It takes everything I have to keep the laughter from 
  bubbling up at his indecision. They are beautiful to behold 
  in any event, but seeing insecurity in an angel's face 
  really turns me on. Come on, I silently will him. Believe 
  me. Trust me. Could I actually seduce an angel? I feel 
  reckless; I've never tried a suggestion on his kind before. 
  
  I hope this works. “It'll be all right, just go your own 
  way. I have things under control here. No one will get hurt, 
  I swear.”  
   
  “LIAR!” He shouts. I have just enough time to throw up 
  my shields before the pure white light shoots out of his 
  hand and throws me off the lamppost. “You hurt them by 
  tempting them to wickedness!”  
   
  I roll to a standing position. “Oh, that's bull! Could 
  you sound any more pretentious?” I yell back. “I don't want 
  them to get killed, you righteous idiot, that would ruin my 
  plans.” I realize I am standing between the angel and the 
  convenience store at the same time his attention suddenly 
  focuses on the window behind me, the last place I wanted him 
  to look.  
   
  “God in Heaven, what are you doing?” He whispers, 
  horrified. Before he can react I prepare a strike to disable 
  him. The shot goes awry as shooting pain hits me in the 
  middle of my back and drives me to my knees. The reddish 
  ball of energy from my hand angles up to hit a traffic light 
  and it explodes in a shower of sparks and metal. Damn. I 
  throw myself behind the nearest car and look for the source 
  of the sneak attack. I thought these angel guys fought fair. 
  Then I see them: a young waif-like girl and an old man. 
  Street prophets. Sure, attack the big bad Demon on 
  assumption.  
   
  The cops notice them too and re-train their weapons on 
  the oncoming new threat. Whether or not they'd notice the 
  forgettable twits any other night, the rather loud explosion 
  and the prophets' rapid advancement dissipate any blindness 
  the cops may have had.  
   
  “STOP! Put your hands on your head.” Both street 
  prophets freeze, apparently surprised.  
   
  Now I'm pissed. This was supposed to have gone smooth 
  and easy with minimal damage. Now I have to decide whom to 
  kill first and hope my plans aren't completely wrecked. I 
  peek over the car and see the still-unnoticed angel heading 
  towards the door, full of fury and determination. Oh, no, I 
  wrap my hand around a flaming sphere that will show up in 
  any mortal's sight and throw it at the angel's back. You 
  don't get off that easily. 
   
   
   
  Vampires 
  And Werewolves 
  
  "For those with a darker side" 
   
   
  The hot sweet stickiness pours down my throat, 
  satisfying the hunger like nothing else. Ambrosia, nectar, 
  nothing compares to the pulsing heat of a still-living 
  feast. Nothing, except perhaps love. Eternal love found 
  between two vampires.  
   
  Nearby, the crinkling of cellophane in another aisle 
  tells me Jonathan is trying to satisfy what is left of his 
  human side while I take care of the convenience store's 
  human feast. He had been my partner for six months and as 
  yet he seems uneager to finish to transformation process. I 
  didn't mind so much; there were advantages to having someone 
  with you who could survive in sunlight long enough to get 
  you to safety. No, I would not push him; Jonathan was more 
  than a friend, more than a hapless victim whose 
  attractiveness and eager eyes saved him from death. When he 
  was ready, I would give him the final loving embrace that 
  would lead to forever darkness, but not until then. 
   
  The soft body twitches beneath my hands and stills. I 
  immediately feel the temperature of the blood drop but I 
  continue sucking. Jonathan's jealousy would not allow 
  another in our relationship. When the last drop is milked 
  from the girl's ruined throat, I throw the body into the 
  propped-open freezer along with the other bloodless corpse. 
  The girl_a late-night shopper who came in at the wrong 
  time_had been far more satisfying than the obese storeowner. 
   
  But, saving the best for last, I shake my matted hair 
  out of my eyes and smile hungrily at the last victim_a 
  healthy teen-aged stock boy with terror in his wide brown 
  eyes. Beautiful. . . a red haze flickers at the corners of 
  my vision and I reach out. . .  
   
  “Where's our 'friend' who recommended this fine dining 
  establishment?” Jonathan, hand in a bag of corn chips, comes 
  around the aisle, breaking through the blood lust. I look at 
  him and forget all about the boy for a moment. Jonny's hair 
  had grown out nicely from the crew cut he had when I first 
  met him. I grin. He's gorgeous. His sense of style and 
  several trips to midnight leather shops kept us both looking 
  appropriate for our lifestyle. 
   
  “I'm not sure.” Glancing back down at the handsome 
  young boy, I suppress the urge to drink and get to my feet. 
  “Something about him didn't feel right. Seemed like a 
  lunatic to me, with all that ranting about his ideas and the 
  wonderful 'plans' he had in store for us. But he didn't . . 
  . I don't know. . . smell human.” 
  
   
  Jonathan peers towards the front of the store. “Maybe 
  not. He knew what we were though straight up. 
  'Abominations,' he called us. And he seemed thrilled about 
  it.” Jonny shakes his head. “Maybe we should hose.” 
   
  I look around and realize there's arterial spray across 
  much of the back wall. “I must have been hungry.”  
   
  Jonathan looks back over his shoulder at the mark and 
  grins. “No surprise, really. That hunter kept us running for 
  days.” A subtle movement in the street captures both our 
  attentions. “Son of a bitch. The police. Some friend, 
  right?” 
  Cursing mildly, I duck out of sight, Jonathan following 
  suit. “I didn't see him with them.”  
   
  Jon snorts. “No doubt. Shall we take the back 
  entrance?” He turns towards the exit just as a loud crack of 
  thunder sounds from the street, jerking my head around. 
  White sparks fall to the ground from an anonymous source. 
  The policemen's attention is no longer on us and I crane my 
  neck to see what they are looking at. 
   
  Jon sucks in his breath. “Oh, hell, Danny, what is 
  that?” 
   
  I follow his finger and see. . . retribution. A vision 
  of a man beautiful to behold that terrifies me to my very 
  core. His very nature affects me like holy water and I start 
  to shake.  
   
  “Danny, we have to go now!” His fingers grip my 
  shoulder and yank me towards the exit. Just then, the world 
  explodes in light.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  Vampire Rules (a.k.a. Vamps) 
   
   
  Most victims of a Vamp’s bite are drained to death, but 
  every now and then a Vamp gets lonely and wants a friend to 
  talk to, and will create a new Vamp to accompany him in 
  their unlife.  
   
  The process takes at least three days, but can last up 
  to two years. The victim must be bitten three times, each 
  bite brings the victim closer to unlife. Anytime before the 
  third bite they can be cured by a doctor or mage (T# 17).  
   
  All bites must be by the same Vamp (I. e. 2 bites from 
  Vamp A then one bite from Vamp B does not make one a Vamp). 
   
   Bonuses 
  +3 to Fight 
  Double Hit Points 
  +2 to Perception Regenerate 10 HP per day and 
  5 per hour of sleep. Vamps 
  can heal themselves by 
  feeding, they gain one HP for 
  every HP they drain from 
  their victim.  
   +10 to Speed 
   
   
   
   Restrictions:  
  Sunlight hurts, a lot. For every turn in direct sunlight a 
  Vamp loses 10 HP. They may roll on the Vamp Target Number 
  (VT#) chart against a T# of 14 to resist.  
   
  Crosses and wards against evil cause no damage, but 
  will keep a Vamp 10 feet away.  
   
  Vamps need to sleep during the day and will not wake 
  until nightfall or until damaged. May resist sleep with roll 
  against VT# 7. Upon waking the Vamp must feed from at least 
  one from its own species or three victims from another 
  
  species. Each victim must be drained completely, if not the 
  Vamp will be at a minus 5 to all rolls until the Vamp has 
  feed. 
   
  Garlic will cause a Vamp to gag if he smells it and if 
  the Vamp feeds from someone who has eaten a lot of garlic 
  the Vamp will vomit uncontrollably (there are not a lot of 
  Italian Vamps). Garlic maybe used to prevent the disease 
  from spreading, maybe…  
   
  Vamps can be stopped by sunlight, beheading or staking. 
  To behead or stake a Vamp, he must be unconscious, immobile, 
  or botch a defense roll and the attacker rolls the highest 
  they can on their attack. If staked and the stake is removed 
  the Vamp will rise the next night. A sure-fire way to kill a 
  Vamp is sunlight, beheading, or being drained by a Vamp or 
  Half-Breed (grin). 
   
   
  Magic is not an option for a Vamp, at least not in the 
  normal sense. If they have magic before turning they lose 10 
  AP (minimum 1d4) and the magic die becomes a Vamp Skill Die 
  (VSD) also see VT#’s. magic used against a Vamp can be 
  resisted using the VSD. One more item; due to the alien 
  origins of the Vamp and the Werewolf diseases, a Vamp CAN 
  NOT become a Werewolf or vice versa. If you start the game 
  as a Vamp you get 5 starting skills and a VSD of 1d6. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vampire Target Numbers  
  1 
  May heaven have mercy on your soul  
  2 
  Remain unseen until attacking 
  3 
  Read thoughts 
  4 
  Summon Rats* (have a fight of 1d4 each) 
  5 
  Hide thoughts  
  6 
  Turn to mist,* control Half-breed (bitten once)* 
  7 
  Control one person* 
  8 
  Summon fog*  
  9 
  Turn to a wolf,* control Half-breed (bitten twice)* 
  10 
  Sink into the earth 
  11 
  Summon wolves* (have a fight of 1d6 each) 
  12 
  Control 5 people* 
  13 
  Turn to a bat* 
  14 
  Resist daylight* 
  15 
  Summon bats* (have a fight of 1d8 each) 
  16 
  Control 5 Vamps that you’ve turned* 
  17 
  Summon Vamps that you’ve turned* 
  18 
  Feed from Vamps (gain twice hit points)  
  19 
  Control Any Vamp*  
  20 
  Vamp Lord and Ruler all Legendary Vamp powers 
  * duration and numbers summoned treated the same as magic 
   
   
   
   
   
   
   
  Bloodsuckers the Costumeball Vs Hilt the Stalker 
  a.k.a. Half-Breeds 
  
    
   
  If the Vamp dies or leaves before the third bite, the 
  victim becomes a Half-Breed (HB). The virus stays in the 
  victim’s system for one year before it dies out, unless 
  bitten again or Vamp blood is ingested. That means the HB 
  can stay a HB if they so choose. The HB does get some 
  bonuses and restrictions from being bitten.  
  If you start as a HB roll d100: 
   0_75% one bite 
   76_100% 2 bites 
   
  HB Table  
  Bite #  
  1 
   2  
  Speed 
  +3 
  +3 
  Fight 
  +1 
  1  
  Perception 
  +0 
  1  
  Hit Points 
  +0 
  + ½ 
  Starting 
  Skills 
  9 
  7 
  VSD 
  1d4 1d4+1 
  All of these bonuses stack. 
   
  HB’s are still vulnerable to the same restrictions as Vamps, 
  just to a lesser degree. 
  Sunlight does 6 HP’s of damage every  minutes in sunlight.  
  HB’s can’t use magic (the die changes to a VSD as per Vamp 
  rules). 
  Garlic affects them the same as Vamps. 
  Crosses make a HB uneasy but that’s it.  
  HB’s don’t gain AP like others, at least not in the Vamp 
  skill die. HB’s have to drain a Vamp dry, which means 
  feeding off Vamps to gain AP for the VSD. Feeding off a Vamp 
  gives 5 AP to the VSD (no other skills are affected). If the 
  HB drains the Vamp that made him or her, they will become 
  Vamps as if they were turned.  
   
   
   
   
   
   
   
  WereWolves a.k.a.W2 
   
   
   
  
   
  Lycanthropy is an infectious disease that is 
  transmitted only on the Full Moon. During that period the W2 
  is an uncontrollable Beast, anyone who survives an attack 
  becomes a W2. The good news is that at anytime, other than 
  the Full Moon, the W2 can change forms and not be a 
  murderous Beast.  
   
   
   
   
  W2’s can’t use modern weapons ,i.e. guns, while in 
  beast form. 
   
   
   
   
   
  Stat 
  Human Form         Beast 
  Form  
  Speed 
  +2 
  +10 
  Perception 
  +1 
   +5  
  Fight 
  +0 
  +5 
  Damage from 
  Silver 
   x2  
  x2  
  Normal weapons  normal 
  take ½ damage 
    
   
   
    If the victim used magic before becoming a W2, the magic 
  die becomes the W2 Form Die –10 AP (same as Vamp). If the 
  Victim didn’t use magic the W2 Form Die (WFD) starts at a 
  1d4. This roll determines the number of turns the W2 can 
  stay in beast form. There is a limit to the number of time 
  the W2 can change forms per day…Oh yeah, 6 starting skills 
  if you begin as a W2.  
   
   
  WFD 
  d4-d6+1 
  d8-d10 +1 d12 
  Changes per day 4 
  6 
  infinit
  e 
   
   
   
   
   
  Range of Madness 
   
  
   
  The last thing I expected to find when I tracked those 
  damned abominations to this section of town was a bloody 
  firefight between good and evil. But that's apparently what 
  I got.  
   
  I had been following the vampires' lukewarm trail when 
  suddenly things had gotten hot right quick. I found them on 
  a street corner talking to a third person, a madman from 
  what I could hear with my psyber ears. Thankfully, they 
  hadn't seen me and I was able to make my way up to the 
  rooftops for a better vantage point. I had positioned myself 
  to unobtrusively watch as the strange man persuaded them to 
  enter a convenience store directly across the street from 
  me. Curious, I let them go in, seeing as how there wasn't 
  much of a chance of them disappearing before I could take 
  care of them. I had just gotten up to reposition myself when 
  “normal” went completely south.  
   
  Not five minutes after the vamps entered the store 
  three policemen show up. I watched as the strange madman 
  whispered frantically at them, gesturing wildly at the 
  store. One cop went around back while the other two began 
  advancing to the front. Then, the Psyberware that replaced 
  my eyes had seen something unreal. A being had appeared out 
  of nowhere, totally ignored by the police, and he starts 
  blazing energy-fire at the “madman,” who starts flying 
  around in the air like it's the completely natural thing to 
  do. Except nothing's natural about a firefight and 
  conversation that apparently only I can hear as the officers 
  continue oblivious to the front of the store.  
   
  I knew the new creature for what it was; I had seen one 
  once before just prior to my training. Seven years old, 
  trapped in a fire with burned eyes and ears and my arm 
  nearly severed, a vision had appeared to me offering me a 
  chance to serve if I would renounce all worldly possessions 
  and live on the streets preaching God's word. Half mad from 
  pain and fear I chose...to decline the offer. The being had 
  looked at me with a hard gaze, nodded once, and vanished. 
  Taking the fire with it. Less than 48 hours later, I was in 
  the hospital when a woman had come in and signed me out, 
  bringing me to my new home where I was given a new arm, eyes 
  and ears, and trained to fight the creatures of the night. 
   
  I can only assume that if one is on the side of Divine 
  good, then the other has to be its opposite. The devil 
  attempts to persuade the angel to leave. Then the fight 
  begins in earnest. I am stranded; there is no way I am going 
  to be able to make my way around the battle undetected. As I 
  search for another path, a pair of figures appears off to my 
  right at the edge of the dead end. I realize they are 
  
  members of the homeless population_reminders of what I could 
  have been. The young woman_a girl really_throws a small 
  blast of her own, catching the devil in the back just as he 
  is about to decommission the angel. She and her not-so-fit 
  companion start closing when the shot goes wide and 
  unfortunately connects with a yellow blinking traffic light 
  at the intersection on my left.  
   
  So now the two cops can no longer help but see 
  everything happening around them. They see the two 
  approaching humans first and train their weapons on them. 
  Then the devil gets his shot in at the angel with a blast 
  that shows up in my visual light ranges as well as my 
  infrared and UV. They take one look at the devil and the 
  cops opens fire. The devil pulls a shield against them; the 
  bullets ricochet everywhere. I see the older street prophet 
  fall down hard. The cops vanish down the alleyway. The young 
  girl stops in her forward attack and stands stunned as a 
  missed shot from the devil replaces the front of the store 
  with rubble. The girl lets out an ear-splitting cry of agony 
  and runs back to the body. From there, she throws a couple 
  more energy balls towards the devil before abandoning the 
  fight to hold her friend.  
   
  I see from the alleyway the third police officer look 
  around the corner before stepping back out of sight. He's 
  smarter than I had suspected, but it reminds me of why I'm 
  here. I've been so caught up with this unexpected free-for-
  all that I had forgotten about my prey. The vampires would 
  certainly no longer be in the store. I start moving right 
  along the roof's edge, hoping to sneak around. The devil 
  gets off a few shots at the angel, who is able to avoid two 
  out of three. One blows through the store and the other 
  wipes out a car. The angel returns fire, this time 
  successfully connecting with the devil and throwing him 
  against the police car. I pass the street prophets' 
  positions.  
   
  The girl had collapsed on the critically wounded old 
  man and, from what I can gather using the hi-tech resolution 
  in my cyber eyes, is trying to heal him with her energy. 
  It's a gut-shot, however, and if he isn't already dead he 
  might as well be. She and the old man are facing away from 
  the fight towards the dead end. Even when the body stops 
  twitching, she's still screaming her head off. That's when I 
  notice a bizarre fluctuation near their heads that gives me 
  pause. A man in dark clothing seems to step out of nowhere, 
  startling the girl. Return fire from the demon lights up the 
  street and I have to question what I am seeing, because this 
  new twist on an already screwed-up night looks just like the 
  
  fallen prophet, only cleaner, healthier, and in military 
  uniform. They exchange words, but between the battle and my 
  position, I can't hear the details. Despite my curiosity, 
  regrettably, I cannot stay. Somewhere, the bloodsucking 
  creatures are moving and I must find them.  
   
  I jump to the last rooftop in the row, abutting the 
  fence. Deeper in the shadows, another movement catches my 
  eye and I bring up my crossbow, primed for the undead. Along 
  the fence two more men, one dressed in white and the other 
  in black, pause to look at the battle before vanishing with 
  a speed I envy. Although curious, they are not the targets. 
  I catch glimpses of them as they slow down long enough to 
  slip through a small hole in the fence and make their way 
  past the building. I follow them to the back of the roof, 
  where I find a way down to the ground via a fire escape. I 
  catch sight of them once more before they disappear coming 
  around the corner of a department store in the distance. 
   
  Once on the ground, I retrace the two strangers' steps, 
  making my way across the trash-ridden ground along the 
  fence. The explosions have died down. I reach the hole in 
  the fence and silently scan the street. The fight was over, 
  but it was uncertain which side won. The child and the body 
  were also missing. I go through the fence and make my way up 
  the quiet street. It looks as though a bomb had gone off, 
  and I suspect that will be the story in the morning news. 
  The storefront is missing. There is a narrow gap between the 
  store and the last apartment building on the dead end. 
  Crossbow ready, I slip into the darkness. I see nothing in 
  the courtyard behind the store, but there are several heat 
  signatures milling about above me, none of them identifiable 
  as the vampires. Subdued voices catch my ear. I enter the 
  courtyard just as three people exit the back of the store. 
  We both bring up our arms at lightning speed.  
   
  “Don't move.”  
   
  The police. I stop, but I don't bring down my weapon. 
  Softly, I murmur, “The vampires. I am hunting them.” 
   
  My appearance is shocking to most, but apparently 
  they've seen enough for the day. The third_an elf without 
  weapon_slowly shakes his head. “They're gone. I left the 
  half-breed here.”  I slowly bring down my bow. The woman 
  with the handgun follows suit, but the man keeps his pistol 
  trained on me. Fair enough. “Where?” The elf touches his 
  fellow officer on the shoulder and the second weapon is 
  lowered. The elf turns away to point at a spot at the 
  alleyway behind him. Cautiously, I step past them.  
   
  I spot the trail immediately, ignoring the muted 
  conversation of the officers. The half-breed was dragged to 
  
  an old picnic bench where, under the cover of darkness, they 
  had embraced for a time. Good. I was not so far behind them, 
  then. From there, the trail faltered. They went first to the 
  large alleyway, then to the narrow opening that I had used, 
  probably looking for an escape route. They decided to try a 
  new direction: straight across the courtyard away from the 
  store into the darkness. 
   
  I start working my way cautiously out into the open 
  area. The soft noises tell me that one cop_no, two, are 
  following me. When we reach the porch of the apartment 
  building on the other side, I turn to see the two male 
  officers following me. “No.” 
   
  “We're not here for your moral support. We don't trust 
  you. I'd rather you just turn this over to us, but. . . 
  after what I've just seen tonight. . . “ The elf shook his 
  head. “The other police officer is attempting to intercept 
  with her car. If you want them, we work together, so. . . 
  let's go.” 
   
  So be it. I follow the trail through the apartment 
  building out the front door towards civilization. The trail 
  is very hot; we're only a minute or two behind them. The elf 
  is radioing back and forth with the female officer, who is 
  now ahead of us somewhere trying to intercept the foul 
  creatures. Suddenly her voice crackles through, loud and 
  clear. 
   
  “I see them, I see them. They're on the corner of 37th 
  and Larch. They're crossing the street. . . too many civilians around to intervene. . . Oh, hell. 
  They're heading into Marley's!” 
   
  I catch the quick intake of breath from the human cop. “You know this place?” 
   
  “Yeah, I was supposed to meet my friends there about fifteen minutes ago.” 
   
  “Show me.” I am in the mood for a fight. 
   
  The officer takes the lead, cutting right onto a new street. We're running now and I can see 
  the lights of this so-called Marley's on the next corner. There's a large amount of foot traffic here, 
  probably due to a late-night movie letting out at a theater nearby. The female cop is waiting for us 
  and we cross the street together amid nervous looks. 
   
  The police slow down as we near the door. “Okay, what's our plan?” 
   
  Plan? I don't slow down. What’s left of the door isn't much of a barrier anyway. 
  *       *       *       *       * 
   
   
   
   
   
   
   
   
  Rangers 
   
   
   
  The Ranger is a highly skilled bounty hunter 
  specifically trained in the apprehension of supernatural 
  creatures, specializing in W2's and Vamps. 
   
  All Rangers are selected in their youth to be trained; 
  about 25% were kidnapped to be trained against the will of 
  their family. Rangers also receive three Psyberware 
  replacements. It is because of this that most people look 
  
  down on the profession. Some rumors say that the Rangers are 
  trained by the original aliens that created W2's and Vamps; 
  of course, this is only a rumor.  
   
  During training, Rangers are taught a very unique 
  combat skill that allows them to wield two firearms at the 
  same time with amazing accuracy. The blending of martial 
  arts with the use of the firearm is a truly astonishing 
  feat. When asked to tell the name of the fighting style most 
  Rangers smirk and walk away. Anyone who has seen the style 
  in use will call it deadly, the Rangers that do talk call it 
  “ChoTak”_ “death fast”.  
   
  Powers/Abilities of Class: 
  ChoTak: use paired weapons at the same die level 
   
  +5 when in combat with Vamps and W2's 
   
  +5 to speed 
   
  AP 20 until 1d10  
  Rangers also start with three optional  psyberware parts  
   
  thermographic vision 
   
  Arm replacement (both Betaware) with weapons of choice 
  Skills of class: 
  Rangers start with 4 other skills at a 1d6 all other skills 
  use AP 20 Rule  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  *       *       *       *       *       * 
   
  
   
  What a horrible way to die, sitting in cooling mop 
  water surrounded by fluorescent lighting, snack cakes, and 
  bottles of brand-name sodas. When the two figures had first 
  come in, I had been so sure that there was going to be a 
  robbery. But then they took Mr. Drew and me to the back of 
  the store along with a really cute customer that had walked 
  in at the last minute.  
   
  Mr. Drew was already dead, his throat torn open as he 
  whimpered, offering them some extra money he had stashed in 
  the tiny office just inside the back exit. He had been like 
  a father to me, always throwing advice my way and making 
  sure I had a couple of sandwiches to bring to my mom and kid 
  sister. I couldn't look at his body as it lay sprawled in 
  the open freezer. Instead, I found myself focusing on the 
  blood that dripped down the wall across the loaves of bread.  
   
  The girl hadn't made a sound when the vampire chewed 
  into the side of her neck. Her eyes had closed and her mouth 
  moved as she whispered, a prayer perhaps. I tried not to 
  panic. I couldn't move to save myself. I couldn't do 
  anything, not even summon the effort to scream. I close my 
  eyes, only to jerk them open when a loud thud startles me. I 
  stare now in the freezer. The girl had been unceremoniously 
  thrown on top of Mr. Drew so that they almost seemed to be 
  in a lover's embrace. How would they find my body? Terror 
  grows as I realize the vampire is looking at me now. 
   
  I look up at the figure. He is as ugly as his vampire 
  friend is handsome. White skin, stringy black hair, and 
  piercing bloodshot eyes come together in a god-awful mess of 
  a face. He is stooped as he leans over me, a look in his 
  eyes that is as erotic as it is terrifying. It's over. I can 
  only hope that I pass out when he touches me or I'll go 
  insane. My breath hitches in my chest. 
   
  “Where's our 'friend' who recommended this fine dining 
  establishment?” The voice comes from somewhere to the left 
  of us. The look of dreadful need fades a bit from the 
  vampire's eyes and he turns towards the voice. Bewildered at 
  the reprieve, I try to start to breath again as flashing 
  lights play dangerously at the corners of my vision. Then 
  the vampire grins. I turn slightly to see the other vampire. 
  He is sharp, Gothic_the reason why vampires were considered 
  “cool” by some of my friends. Black leather fit tightly on a 
  well-muscled frame, blond hair fell over one blue eye. He is 
  the epitome of nightmare too good-looking to be true.  
   
  “I'm not sure.” The other vampire's rusty voice snaps 
  my gaze right back at him. The red-eyed vampire looks back 
  at me for a single moment before pushing himself up to his 
  feet. “Something about him didn't feel right. Seemed like a 
  
  lunatic to me, with all that ranting about his ideas and the 
  wonderful 'plans' he had in store for us. But he didn't. . . 
  I don't know. . . smell human.”  
   
  I am forgotten. I close my eyes in gratitude. 
   
  “Maybe not. He knew what we were though straight up. 
  'Abominations,' he called us. And he seemed thrilled about 
  it. Maybe we should hose.” 
   
  Thank you, God. Thank you, thank you, thank you. 
   
  “I must have been hungry.”  
   
  The handsome one's voice. “No surprise, really. That 
  hunter kept us running for days.” A pause. Then angrily, 
  “Son of a bitch. The police. Some friend, right? 
   
  I hear the other growl something. “I didn't see him 
  with them.”  
   
  “No doubt. Shall we take the back entrance?”  
   
  They are leaving. I open my eyes to see them make for 
  the back exit when an explosion resounds from outside the 
  front of the store. Both vampires spin to see what is 
  happening. “Oh, hell, Danny, what is that?” The younger one 
  points somewhere behind me. Surprise turns into horror on 
  their faces. I am not sure whether to be jubilant or more 
  frightened by the arrival of something that scares vampires.  
   
  The older vampire's eyes widen and he shudders, nearly 
  falling to his knees. The younger one looks over and, seeing 
  the paralyzing fear affecting his friend, reaches out and 
  grabs him by the shoulder, pulling him towards the back 
  door. They barely make it through the first doorway when a 
  huge blast at the front of the store sends glass and metal 
  flying. In the nearly blinding light, a shadow is cast upon 
  the wall in front of me and it looks nearly as bad as the 
  monsters that just left. I am still in danger, I realize. I 
  look towards the doorway and hesitantly crawl after the 
  vampires. 
   
  It sounds to me like an all-out war is going on. I 
  cautiously peek around the doorway and see that the back 
  door is only partially closed, sagging on its hinges. I 
  hurriedly move down the small hallway into the office, with 
  its small desk, even smaller bathroom, and entryway into the 
  coolers on the far side. I stand and risk a quick glance at 
  the front of the store. The glass of the doorway and single 
  large window had been shattered. A young girl's voice 
  screams angrily and the street lights up again with a white-
  hot ball speeding towards a couple of police cars across the 
  street. A shadowy figure moves past the door and another 
  powerful blast of energy whistles by it, entering the store. 
  I duck back before it impacts against the coolers. The 
  concussion slams against the glass and the office shakes. I 
  
  am not safe here, but I am hesitant to follow the vampires 
  into the dark.  
   
  I run to the desk and yank out the drawer. There's 
  maybe a hundred dollars stowed in an envelope and I take it, 
  hoping it gets me as far away from here as possible. I spot 
  an old broom in the corner and grab it too, smashing it in 
  half against the corner of the desk. I turn to leave and 
  convulsively drop both broom handle and envelope, startled 
  to see a man filling the doorway.  
   
  He is old, but looks capable of knocking me flat on my 
  ass should I try to take him. His white-streaked brown hair 
  is pulled back haphazardly into a ponytail. He is dressed in 
  grays_light-gray pants and button-up shirt with a dark 
  charcoal duster. His steel-blue eyes seem friendly and so 
  familiar… 
   
  Another blast rattles the very foundations and the 
  stranger takes on a more serious demeanor. “Come on. We have 
  to go.” 
   
  Somehow, I trust this man with my very life. I reach 
  down and grab the money and the broom handle before coming 
  up beside him. The sounds of battle seem muted, further 
  away. He smiles a knowing smile before speaking. “Hold out 
  your hand.” 
   
  For a split second I think he's asking for the money. I 
  hold out the envelope. Ignoring it, he places a watch around 
  my wrist and adjusts it snugly. I look at it as he straps it 
  on. No, not a watch, I suppose, but certainly an antique. He 
  starts talking again. “With this device, you will be able to 
  manipulate time. I don't expect you to understand yet, but 
  you will.” He clasps my shoulder in a comforting gesture 
  then changes something on the watch. “Come on. It's safe 
  now.” 
   
  I follow him out the mangled door into the night. The 
  battle seems to have quieted down, random concussions not so 
  often. He turns right and walks along the back of the 
  building. I look out into the courtyard and my heart and 
  feet freeze. The vampires sit not ten feet away in the 
  darkness, the older hugging the younger across his lap. I 
  realize he is drinking from his companion's throat. My heart 
  starts again. He is oblivious to our passing. 
   
  “We must move quickly. Hurry.” I look back at the 
  receding stranger and jog to his side. He steps up onto the 
  porch of the apartment building and opens the door, 
  motioning me inside. Quickly, we make our way through the 
  hallways. A man stands nearly motionless, one foot in front 
  of the other. As we maneuver by him, I see he is moving, 
  
  very slowly. When we reach the front door, the stranger 
  pauses.  
   
  “We can slow down time, but only for a little while. 
  Our time is running out. When we get outside, run across the 
  street. Don't slow down. We'll go through the fence and head 
  for the river. When we get there, I'll tell you about the 
  chrononauts and what your future holds.” 
   
  *       *       *       *       * 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chrononaut 
   
   
  Chrononauts have the ability to travel through time. 
  How a C-naut is trained is really a matter of paradox; they 
  are trained by an old version of themselves (of this the C-
  naut doesn’t know). When a C-naut is first trained he is 
  given a small portable time travel device, this is usually 
  very old, and resembling some sort of watch or time piece.  
   
  At first the C-naut can only speed up or slow down time 
  temporarily, but as they begin to study the timepiece they 
  
  learn they can stop time and rewind it a little.Eventually 
  the C-naut can travel to any time any where. There will be a 
  point in time that the C-naut will realize that after 
  traveling though time he has become a Paradox and can now 
  freely manipulate time without the use of the time travel 
  device sometimes this is when the C-naut finds his previous 
  self and trains him. 
   
   For some reason the only time a C-naut can find 
  himself is to train him before and after the C-naut cannot 
  exist in the same place with himself , The same mass cannot 
  occupy the same space at the same time. That seems to be the 
  rule most of the time but sometimes the rules say it its 
  possible to Co-exist. There is something that tells the C-
  naut in the back of his mind what and where he is in the 
  time stream. If the C-naut tries to change something in his 
  past, he can’t_a Paradox can not create a Paradox, remember 
  that crazy guy that pushed you out of the way of the 
  speeding truck then disappeared? That crazy guy might have 
  been you in the next three years. 
    
  Powers of the C-naut 
   
   Slow or speed up time : By slowing down time the C-naut can 
  do combat Matrix-style. By speeding up time the C-naut can 
  basically fast forward to the good stuff in life; when they 
  do this they appear to slow down. This power starts at a 1D4 
  and works like the magic rule. When this power reaches a 1d8 
  the C-naut gains the ability to stop and rewind time. In 
  combat each roll is the # of extra actions.  
   
  Stop and rewind: At this point the C-naut has learned a 
  little more about the device he controls and can stop time 
  with it_even rewind it_to undo an event that has just 
  occurred. This power starts at a 1D4. When it reaches 1D8 
  the C-naut gains her last power.  
   
  Time Travel: The C-naut learns that the device will let him 
  travel though time to any place he wants to go. At first he 
  can only travel a short distant in time (only a few years at 
  maximum) but soon can travel anywhere. When this power, 
  which starts at a 1D4, reaches 1D8 the C-naut no longer 
  needs the device for he has become a Paradox. 
   
  Chrononaut  skills 
   
   
  
   
  C-nauts tend to be more rogue-like than one might 
  think. For some reason they start to look at the things they 
  can get a way with criminally. For this reason the skills 
  they start with are mostly from the rogue skill category. 
  They also gain a few skills from the fight category (just to 
  survive if they get caught) and from the mage category 
  (usually some form of history or lore, "Where is the City of 
  Gold?)  
   
  Rogue: choose 4 
  Fight: choose 1 (only combat skills can be chosen)  
  Mage: choose 2 (magic can not be chosen, knowledge skills 
  can be chosen) 
   
  These skills start at a 1D6, any skill chosen later starts 
  at a 1d4 and uses the AP 20 Rule. This is due to the fact 
  the C-naut spends most of his free "time" studying time. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  *       *       *       *       * 
   
   
  I bring up my sword just in time to block a lethal blow 
  from one of the damned Lunies. Their unrelenting attack is 
  pushing us backward down the vehicle-clogged street and I 
  curse every step of the way. The last thing we had expected 
  was a Lunite attack on Earth soil, but here we are in my old 
  hometown protecting the last visages of our once-glorious 
  city of angels.  
   
  Frustrated by our recent losses and the arrival of 
  Lunite soldiers with Cyber-mechanical Armor, the battle is 
  turning and not in our favor. No one ever expected that 
  Earth could lose the war. I back up along with the rest of 
  my squad as more Lunites join the foray. We're running out 
  of room; the street ends at a large wall that we ourselves 
  built to protect the residences beyond. There is nowhere to 
  run; I am a conscripted soldier, forbidden to make my own 
  decisions on pain of death. 
   
  That they use swords and stunners plays to our 
  advantage_we are to be captured, not executed. From behind 
  me, the slave driver I know as Sergeant Tank shouts, 
  “Dammit, Mouse! Use your damned powers now or I'll shoot you 
  myself!” 
   
  Drastic indeed. He and the other members of the chain 
  of command had always assumed I had mage abilities and I 
  never told them otherwise. They couldn't have been more 
  wrong. I nod once, knowing without looking that he is 
  backing the squad away from me to protect their flank. I 
  take a few steps towards the Lunites, blocking the blows 
  that now come hesitantly in my direction. The Lunites do not 
  know what to expect. Neither do I. Unbeknownst to both them 
  and the Sergeant, I do have an ace in my sleeve, quite 
  literally.  
   
  The Dimensional shifter on my forearm weighs heavily 
  under the concealment of my uniform. Just before I had been 
  shanghaied into the army, my great-grandfather gave it to me 
  and showed me how to use it. I had so far activated it to 
  teleport on many an occasion, hence why they believe I was a 
  mage. In the last battle, I created a dimensional bleed that 
  wiped out half a unit of Lunies and almost erased our squad 
  before I could regain control of it. Sergeant Tank had been 
  ecstatic. Now he wants me to let loose that horrific power 
  again.  
  
   
  No problem; this time I won't be there to see the 
  results. I am sick of all this_this reality can only end in 
  my misery.  
   
  I trigger the device for the dimensional bleed just 
  before a Lunite aims his stunner at me. For a second, 
  nothing happens. Then the man with the stunner starts 
  screaming. I get a ghost image of him nearly the same, lying 
  alongside the wall with his skull blown apart. I see other 
  ghost images of these men, all of them, broken and bleeding, 
  screaming and running; it all begins to blend into a 
  cacophony of viscera and madness. I can only thank the 
  powers that be that this time someone didn't have a 
  triggered grenade in their hands_that was how the last unit 
  had self-destructed. Now, for my next trick. . . I key the 
  device and step forward as a door of light envelopes me. The 
  last thing I hear is the sound of screaming. . .  
  *       *       *       *       * 
   
   
   
   
   
  D-Shifters 
   
   
  D-shifters are people who can travel sideways through 
  time, into different alternate realities where it’s the same 
  day only the history is different. They are named after the 
  device they use to accomplish this. They start there career 
  buy getting their hands on a Dimensional Shifter, this 
  device literally "slides" the D-Shifter sideways, sometimes 
  they may find it on a dead D-Shifter, it may be something 
  their grandfather (who Shifted in his youth) gives them. The 
  D-Shifter is not changing history he is just travel to a 
  place where history is different so there is never Paradox.  
   
  Powers of the D-Shifter  
  Teleport: The D-shifter can shift himself a short distance 
  in any direction. This ability is a perfect teleport meaning 
  the shifter will never teleport into a wall or another 
  person he will always appear in a place that is clear of 
  obstructions. The only thing that a D-Shifter can control is 
  the direction and distance, he can not teleport to an other 
  place he’s been unless he can see it (he can’t teleport into 
  Fort Knox from New York unless he knows the distance and 
  direction, then he may only appear beside it not necessarily 
  inside the vault.) When this power reaches a 1d8 the D-
  Shifter gains the ability to Dimensional Bleed.  
  
   
  Dimensional Bleed: A Dimensional Bleed warps reality within 
  a certain area causes different horrific realities to bleed 
  into this one. This causes those in the area to be stunned 
  for a number of melees equal to the die roll.  
   
  D-Shift: When the Dimensional Bleed reaches 1d8 D-Shifters 
  gain the ability to shift sideways in time. The die roll 
  determines the number of days  before they can  shift again. 
   
   
  *       *       *       *       * 
   
   
   
  . . . And it is the first thing I hear as well. I 
  stumble blindly in the abrupt darkness, wheeling left as a 
  blur of light shoots past my chest. I turn back and see a 
  new battle_a standoff between two super-powerful mages, 
  throwing fire and light like they were tossing pebbles at 
  each other. Funny, I would have hoped for a reality where 
  things were at peace but such a place doesn't seem to exist. 
  The scream continues and I look surprised at the two beings 
  nearly under my feet. My heart nearly stops. One of them is 
  me. 
   
  Was me. A very sick-looking, dirty, scummy, dead me 
  that looks to be twice my real age. What the hell did I do 
  to myself? A young girl strokes the yellowed skin of my dead 
  face, cries tears into my filthy hair. She is the one who is 
  screaming, letting loose a stream of curses, profanity and 
  anguish that stuns me. Someone loved me? What had I missed? 
  Was this life better than being a soldier, or worse? The 
  questions keep me rooted to the spot_yet another mistake on 
  my part.  
   
  The girl suddenly feels my presence and looks up, 
  scream cut short from shock. I'll be damned if this isn't 
  the funniest look I've ever seen on somebody's face; 
  “stunned” doesn't begin to cover it. A second burst from the 
  firefight strays too close for comfort and I drop down next 
  to her. Damn, she's young. I don't recognize her from the 
  other reality, but I definitely feel a familiarity with her. 
  She hiccups and opens her mouth but I speak first. “Hey, 
  it's not what you think; I'm from an alternative reality and 
  I don't know you.” 
   
  Her brows furrow but her tears are drying fast now. “I 
  don't get it.” 
  
   
  “In the reality I came from, I'm a Spaceforce soldier 
  who was about to get his ass kicked.” Another blast nearby. 
  “We need to get out of here now.” 
   
  She shakes her head. “It's our_my job to be here. 
  What's your name? I'm Sarah.” 
   
  I shrug. “My Spaceforce unit called me 'Mouse.' My real 
  name is Michael Mitchell.” 
   
  Sarah makes a strangled sound and is silent for several 
  moments. “Can I call you. . . Mike?” 
   
  “Well, it's better than 'Mouse'. What is your job?” 
   
  “I have to help the angel defeat the demon and protect 
  the mundanes from harm.” She said it so matter-of-factly but 
  then her eyes widened in horror as she looked at me. She 
  wasn't supposed to say that to me, apparently. 
   
  Angel and Demon? What a bizarre reality. Yet, one mage 
  did seem darker and more sinister and the other more. . . 
  holy. Who was I to judge in this place? 
   
  I turn back to her, just as we both realize that the 
  sounds of battle have ceased. She looks around in confusion. 
  “They're gone.” 
   
  The street is as much of a wreck as the one I left 
  behind as a soldier. We are the only living creatures left 
  here and sirens are sounding. I haul her up off her feet. 
  “Then we should leave too.”  
   
  She balks, staring down at. . . well, me. With a sigh, 
  I heft the dead body onto my shoulder, half-expecting some 
  sort of disaster to occur from a paradox or something. I 
  grab Sarah's arm and drag her off the street onto the 
  sidewalk away from the wreckage. We walk quickly past the 
  two police cars across the street and up another block 
  before I hear sirens approaching. I set the body down in a 
  little alcove off the street and give Sarah a few seconds 
  with it. As I stand guard my attention is drawn to the 
  battleground we just left where a figure could be seen 
  running across the street to the police cars. After several 
  moments, one starts up and drives towards us, turning left 
  at the corner and gunning it. Not my business.  
   
  I reach down and gently pull Sarah back up. As we 
  walked, I marveled at the city of angels no longer under the 
  threat of war. Well, it may have not been what I was 
  expecting, but I was free and Earth was safe. This would 
  sustain me for a time.  
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  *       *       *       *       * 
   
   
  Marley's Coffee and Café is really filling up tonight. 
  As a regular here, I can't help but notice the increased 
  flow of traffic. Nearly every table is filled with a mix of 
  races and professions, all killing time and wearing out 
  their welcome on Marley's doorstep. Marley himself is 
  muttering up a storm, but I knew he didn't mind the extra 
  business too much. The heavily muscled dwarf makes the 
  rounds, chatting with the locals and yelling orders back to 
  the Dickens, this metallic boxy robot that Marley hooked up 
  with some time ago. As Marley walks by my table, he raises a 
  bushy eyebrow at me, but I shake my head.  
   
  “You sure, Darian? The kitchen's closing. Coffee will 
  run out soon too.” 
   
  “I'm sure. No more caffeine for me tonight.” Not when I 
  had to make such an important decision as what I was going 
  to do with the rest of my life. 
   
  Marley walks on and I play with my spoon as I 
  contemplate my future. Apparently my stint in Atlantis, 
  while unremembered, was not going to go unmarked. Already, I 
  have seen evidence that I am near-invincible, inhumanely 
  strong and_wonder of wonders_gravity has no hold on me. I no 
  longer had use of my legs to stand or walk but I no longer 
  need them. I am now super-human, and I don't know what I 
  should do with these powers.  
   
  I was born this way, with legs that could barely 
  function. For nearly 30 years I have forced myself to grow 
  accustomed to the wheelchair I now sat in. My doctors tried 
  everything to no avail. I was lucky enough to find a 
  gorgeous woman who was willing to spend the rest of her life 
  with a cripple. With the help of modern science I was able 
  to give her a daughter, my daughter, turned 14 this past 
  Christmas. Then two months ago I got a call_the Atlanteans 
  were offering paraplegics the chance to participate in a 
  study to try out a new surgery. I signed on, hoping to gain 
  enough mobility to take a piss while standing. They never 
  said anything about super powers before or after the 
  surgery. I had been sent home moderately disappointed. Now. 
  
  . . this. Did they know what happened, what they had done to 
  me? Should I tell anyone? What would my wife and daughter 
  say? Should I actually bother with fighting crime? 
   
  The thought of flying around in a flashy cape and 
  women's hosiery never appealed to me. Neither did skulking 
  in the shadows and playing vigilante. But I can't live with 
  myself having these gifts and not using them to make the 
  world a better place. I also wasn't sure I wanted too many 
  people knowing what I was capable of. The last thing I 
  needed was to become a government pet or have drug dealers 
  swearing vendettas against me. Besides, there were plenty of 
  would-be heroes in the world.  
   
  “Hey, Darian.” 
   
  Startled out of my thoughts, I look up to see the 
  dwarven owner back at my table. Marley purses his lips. “You 
  look like a man with some troubles.” 
   
  I shift in my chair. “Just not sure where to go next, 
  my friend.” 
   
  “No one ever does. You just have to go with the flow.” 
   
  I watch his receding back as he moves on to another 
  table with an eclectic mix of four comrades seated together. 
  A young female elf mumbles to Marley with a quick glance 
  over his shoulder at me. Marley says something back before 
  taking her coffee cup back for a refill. Well, it's nice to 
  know someone's interested, anyway. It still didn't help me 
  with my problem. 
   
  Marley brings back her mug filled to the brim with 
  cappuccino when a crash at the front door brings everyone's 
  heads around. There's a collective gasp as two blood-covered 
  Vamps stumble in through the somewhat broken door.  
   
  “What the hell do you think you're doin'?” Marley 
  shouts, breaking into a stride towards them. He motions 
  towards the door. “Get outa here now, before I break you 
  where you stand.” 
   
  They both look hungry and angry. The younger is wild-
  eyed and searching the room for an available target, saliva 
  hanging off the corner of one side of his slackened mouth. 
  The older one just looks desperate. He is the one who blocks 
  the dwarf's path. “We need a drink. Now.”  
   
  There's no question of what they want to drink. The 
  younger one's eyes have fallen upon me and have pinned me as 
  an easy target. Well, this should be amusing, to say the 
  least. I dare not take my eyes off them, but I hear chairs 
  scraping behind me. Someone else wants to join the fun?  
   
  The dwarf doesn't back down. He snorts. “I don't take 
  kindly to threats. However, you look like you've been 
  
  through the war. Listen, just turn around right now and get 
  out of here, and there won't be any trouble.” 
   
  The younger Vamp snaps out of his daze and snarls at 
  the dwarf. “There is no where to go; a hunter follows us!” 
   
  The dwarf is stunned into silence but I hear several 
  the sounds of panic all around me. So, there are others who 
  fear the hunter? 
   
  “You brought a hunter here to my café?” The dwarf is 
  growling, grounding out the words under great strain. “I 
  should kill you where you stand!” He ends his words in a 
  shout, reaching out and grabbing the elder Vamp by the 
  collar of his jacket, throwing him against the counter. The 
  younger Vamp does hesitate, spinning around in a semi-circle 
  to grab me by the throat and pull me out of the chair. He 
  turns me so my back is pressed against him, a human shield 
  with his harsh breath in my ear. I can now see the rest of 
  the room. The teenage elven girl that had been watching me 
  earlier is on her feet along with her male companions, a 
  dwarf and two humans. Other people are either standing ready 
  for a fight or hiding in the shadows to avoid one. The 
  robot, Dickens, stands at the doorway of the kitchen. We're 
  all waiting to see what the other will do next.  
   
  Marley glances over at me, and I try to look 
  reassuringly back at him, even winking. His furious visage 
  changes into something more confused. I gather the strange 
  new power and push up, propelling the surprised Vamp and me 
  12 feet right into the ceiling. Pieces of intricate molding 
  and plaster shower to the floor around us and I have a 
  moment of regret. I'll have to replace that. It did the job 
  though, as the stunned Vamp releases my neck and falls in a 
  heap below. I have to give Marley credit_rather than gape 
  like a fish at my antics, he yanks the other Vamp off the 
  counter and uses the momentum to throw him into the opposite 
  wall. 
   
  I lower my body until it is eye level with the rest of 
  the crowd, ready to do battle when a dark shadow falls 
  across the broken door, kicking the broken remains out of 
  his way.  A large man fills the frame, a man of flesh and 
  machine. Hoping to warn the others, I shout, “Ranger!” The 
  café turns into a melee.  
   
  Numerous individuals jump the counter and muscle past 
  Dickens to escape through the back door. One of the blood-
  spattered Vamps heads for the back of the café, only to get 
  blasted aside by some well-placed mage fire. The ranger aims 
  his weapon_a nasty-looking crossbow_but is knocked aside by 
  a thrown chair. Behind the ranger enter two police officers, 
  one with a gun drawn. Uh, oh, now it's going to get serious. 
  
  The older Vamp grabs Marley in a headlock. The ranger is 
  furious and throws himself on both Marley and the Vamp, 
  knocking them all onto the floor. I fly over and get a grip 
  on the ranger's clothing, pulling him off while one of the 
  humans from the back table attacks the Vamp. The ranger 
  turns and plows a fist into my face just as I see Marley 
  start to change. A werewolf stands where Marley used to be 
  and it is enraged. I block the ranger's next blow but keep 
  him faced towards me. The last thing we need is for the 
  ranger to target Marley. It takes several more hits from me 
  even with my new strength to take the ranger down.  
   
  The cops are the next worry. There are three of them 
  now; an armed female has joined them. The elf is locked in 
  combat with the elven girl who apparently is a mage in her 
  own right. Marley the werewolf picks up the younger Vamp 
  that had attacked me and throws him into the other two cops, 
  keeping all three out of battle for a moment. The older Vamp 
  grapples with the human, but they are matched in strength, 
  neither of them giving an inch. Suddenly, I falter in mid-
  flight, landing on a table and over-turning it. Surprised, I 
  attempt to lift myself again, but the effort is weak. I am 
  tiring, and don't know why. From where I sit, the cops 
  struggle with the bloodsucker that has them on their knees. 
  Marley slams his fists against the elder vampire's back, 
  allowing the human (perhaps not a human at all) to take the 
  advantage. Then a flare of light nearly blinds us all. 
   
  From the middle of the room a man appears, arresting 
  the fight as we all stare in wonder and apprehension. He is 
  in his mid-thirties and is dressed in grey clothing. In one 
  gloved hand he carries a heavy crossbow. He brings it up 
  with amazing speed and releases a bolt of wood into the 
  chest of the younger Vamp, who convulses violently and drops 
  to the floor. The older Vamp watches his companion fall in 
  shocked silence then turns his head to see the weapon 
  retrained on his own heart. The stranger stares impassively 
  into the eyes of the vampire before whispering, “This is for 
  Mr. Drew, you bloodsucking killer.” He pulls the trigger.  
   
  The vampire's agony is horrendous to watch, ending with 
  a soft murmur of “Jon” on bloodstained lips. Before anyone 
  else can react there is another flash of light and the 
  stranger is gone. 
   
  The café is wrecked. The cops stand up, but the fight 
  is obviously over. I can hear the cybernetic ranger starting 
  to stir in the corner. Marley stumbles behind the counter 
  and pushes past Dickens, who follows him. What people didn't 
  leave at the beginning of the fight now start to make their 
  way through the exits to the street. The police officers let 
  
  them, holstering their weapons. Before leaving, the elven 
  girl releases the brakes on my wheelchair and brings it to 
  my side. With her help I lever myself into it. When I'm 
  settled I give her a grin. “Thanks.” 
   
  “No problem.” She nods in my direction before leaving 
  with her companions.  
   
  The ranger is awake and hears secondhand from the cops 
  about the events that transpired while he was unconscious. 
  None of them mention the werewolf. I can feel his eyes upon 
  me and I keep thinking he's going to blame me because he 
  couldn't take out the vampires himself. Marley comes back, a 
  newly dressed dwarf, and he and Dickens begin setting his 
  café aright. I realize my strength and probably my flying 
  ability has returned. Perhaps I overstrained myself by doing 
  too much at once. There is so much I have to learn. I wheel 
  myself over to Marley's side. 
   
  “Sorry about the ceiling, Marley. I've got some money, 
  I can_” 
   
  “Eh. Don't worry about it. None of my customers were 
  hurt and you're partly to thank for that.” He straightens 
  out a table and starts picking up the pieces from a broken 
  mug. “So, when did you become a super-hero?” 
   
  I look around. The ranger and the two police officers 
  are gone. There are only a couple of customers 
  left_regulars_and they were helping out as well. I turn back 
  to Marley with a half-sigh. “Just now, I guess; I'm just not 
  sure of what type of super-hero I am.” 
   
  Marley dumps a handful of shards into the bucket 
  Dickens brought from the kitchen and wipes his hands on his 
  pants. “Well, Darian, you don't have to be a cliché or 
  follow a mold. . . just be you.” A revelation. Marley 
  motions towards the door. “I don't think we'll be open 
  tomorrow, but try Thursday. This should be cleaned up by 
  then. Now go on. We got work to do.” 
   
  He shoos me and the other regulars out to the street. I 
  breathe in the crisp night air and contemplate the 
  opportunities before me. I don't need to wear silly clothing 
  or skulk about in the darkness. I don't need to have a 
  secret identity or change my name to some ridiculous 
  moniker. I just have to be where I'm needed. And right now, 
  I need to be at home with my family.  
  *       *       *       *       * 
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  S.A.V.A.S.O.M. 
  "Fighting the good Fight"  
   
   
  This is the last genre I could think to cover, that of 
  the Superhero. So break out the tights and the long flowing 
  capes cause we’re going to catch the bad guys and bring 
  justice to the world, or something like that…  
   
  Here’s the deal: roll a 1d6. This is the number of 
  powers you get. Now this works the same as anything else 
  dicewise (all powers use the AP 20 rule constantly). Some 
  thing’s like strength come and go_it works like the werewolf 
  die. Below is a list of powers that I could find, add as 
  many as you like, or as much as your G.O.D. will allow.  
   
  If you choose to be a superhero you get 5 skills to 
  start with and they begin at a 1d6.  
   
  All powers start at a 1d4. If you choose a power twice 
  it doesn’t double but you can upgrade to a 1d6. Choose it 
  three times and it starts at a 1d6+1. You can not choose a 
  power more than three times. 
   
  Power List  
  Strength 
  Add this roll to any H2H or 
  melee Fight stat  
  Flight 
  Allows you to fly* 
  
  Intangible 
  Walk through wall, bullets pass 
  through you,* magic can still 
  hurt you 
  Invisible  
  No one can see you.*You become 
  visible when attacking. 
  Shapeshift  
  Change into other creatures or 
  items* 
  Energy beams Shoots from eyes or 
  hands 
  Works just like any other kind 
  of combat  
  Superspeed  
  The roll gives extra attacks per 
  melee and pluses to initiative, 
  must be rolled before initiative 
  roll 
  Self-Healing  
  Uses the werewolf changes per 
  day chart to determine the 
  number of time per day. Roll 
  equal HP gained back  
   See Invisible  
  Roll must be higher than the 
  invisibility roll 
  Transform 
  Change from normal form into 
  super form (no powers in normal 
  form) 
  Create energy melee weapon 
  Combat is same, roll determines 
  duration of weapon’s # of turns 
  Repulse 
  Move enemy back # of feet = to 
  roll 
  save vs combat roll 
  Teleport 
  Roll = distance in feet 
   
  *The roll equals the number of turns the power is in effect 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  People places and things 
   
  Marley’s Coffee and Café  
   
  Owner: Marley 
   
    
  Marley started his adventuring career at the age 
  of 12 after both of his parents were killed by a 
  werewolf. Three months after the assault he was able to 
  track the W2 and exact his revenge. During the fight, 
  which was on the Full Moon, Marley was bitten. Over the 
  course of the next year Marley thought he was going 
  insane, he would wake up in the woods covered in blood 
  and not know what happened. During a particularly nasty 
  skirmish with a group of Kobalds, Marley found out what 
  he was. Marley changed into his beast form and 
  destroyed the Kobalds quickly. Marley decided to keep 
  his affliction under wraps. As the years went by, 
  Marley amassed a very large fortune, which he used to 
  open his café. Two years after opening his café Marley 
  ended up saving the leader of “Odin’s Ravens,” a local 
  biker gang, from a brutal beating from a rival gang. 
  Marley was made an honorary member. As the years passed 
  and Marley’s business grew he realized he needed to 
  hire someone to help out. Then he met Dickens.  
   
   
  Staff : Dickens 
  
   
    
  Five years ago a small spacecraft crash landed 
  right off the coast of Galveston, TX. There was only 
  one survivor and it was a machine with no memory of 
  what happened. After the press was finished and the 
  government got all they could from the robot, it was 
  left to fend for itself after seeing a "Help Wanted" 
  sign hanging in a small café the robot found its 
  calling, on the spacecraft he was the cook, and became 
  known as Dickens. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mary Shelly Memorial Hospital  
   
  Head of Genetics: Dr. Franklin Edward Stein  
  Head of Magical Disease: Dr. David Wyrde 
  Head of Pediatrics: Dr. Alex Zuse  
  Head of Veterinary: Dr. Robert Harrison  
  Head of Terminal Ward: Dr. Ian Kevork  
  Head of Pharmaceuticals: Dr. Phelix Good  
  Head of Psychiatric: Dr. Carlos Young  
  Head of ER: Dr. Bruce Booker  
   
  The hospital is known around the world for having the best 
  of the best. If you need medical attention this is the place 
  to go. Don't be surprised if you can't afford the service, 
  for it also very expensive. But on the up-side you might be 
  able to make "arrangements" for work in trade for services. 
   
  Prophecies Inc.  
  "We find the people to stop your Apocalypse" 
  
   
   
  Prophecies Inc. got its start eons ago when the "Holder 
  of Lore" was near the end of her life. The Holder had kept 
  all Prophecies from all over the world and had given them 
  out when they were needed and as her time began to slip away 
  she began to recruit people to carry on her work. These 
  first few people became known as "Keepers".  
   
  Over time the task of collecting and distributing 
  Prophecies became more and more difficult. Around 1800, the 
  Keepers decided to make themselves known to the public and 
  began gathering people to fulfill the Prophecies.  
   
  In 1902, the Keepers opened the doors to the first 
  official office in Berlin, Germany , an office that would 
  keep track of all the "end of the world"  Prophecies. Now a 
  century, later Prophecies Inc. has become a multi-national 
  organization with offices in every major city across the 
  world. 
   
  Chief Executive Keeper; Home Office Berlin, Germany: Marcus 
  Sandbitter  
  Prophecies Inc. Recruiting Agent Houston Office: Dennis 
  Field  
   
  
SOURCE: textdata/thevault/Famatom/Famatom Corebook.pdf