TEXT: 330
  330
  
  Credits:
  Credits:
  Game Design and Book Development: Bill Bridges
  Authors: Jacqueline Bryk, Brian Campbell, Vidar 
  Edland, James Estes, Andrew Greenberg, Andy 
  Harmon, Christopher Howard, Sam Inabinet, Ian 
  Lemke, Chris Lites, James Maliszewski, Bill Maxwell, 
  Rustin Quaide, Sascha Schnitzer, and Bill Bridges
  Editing: Brian Campbell
  Art Direction: Maik Schmidt
  Book Design: Steffen Brandt, Maik Schmidt
  Cover Artist: Nathaniel Park
  Artists: Isabeau Backhaus, Alberto Bontempi, Tim 
  Brothage, Carlos Diaz, Guillaume Ducos, Benjamin 
  Giletti, Carl Hassler, Katharina  Niko, Nathaniel 
  Park, Maik Schmidt, Sebastian Watzlawek
  Layout: Jörn Aust
  Fading Suns™ created by Bill Bridges and Andrew 
  Greenberg
  Playtesters:
  Thanks to: Tobias Amann, Timothy Brown, Tim 
  Byrd, Lydia Macedo Byrd, Alexander Fauser, 
  Andrew Greenberg, Darrell Hayhurst, Ian Lemke, 
  David Millians, Carsten Moos, Heiko Nowak, 
  Eric Rex Peterson, Nikolas Pietrzik, Markus Plotz, 
  Sascha Schnitzer, Eric Simon, Leonardo Ellis Soto, 
  Ross Watson; and everybody who playtested a very 
  early version of the rules at Gen Con 2018. 
  Dedication:
  Dedication:
  To all the writers and artists who helped reveal the 
  far-flung worlds of Fading Suns in all its previous 
  editions and books. You are all saints and true ser-
  vants of the Pancreator.
  And to Greg Stafford (1948-2018), mythmaker. 
  Fading Suns wouldn’t exist without the immeasur-
  able influence of Greg’s worlds and games.
  Pilgrims:
  It is truly the end of history, it seems. Judgment is 
  near. Yet, I cannot accept that we are to be rewarded 
  for sitting still and waiting for death. If that were so, 
  why did the Prophet say: “A sun must burn to birth 
  light. When your passion burns, you give off light.” 
  Perhaps the suns die because we lack passion. Pas-
  sion for life, for the struggle necessary to unlock the 
  Mystery. We are bored with everything, having ac-
  complished all. History has returned to the point at 
  which it began.
  Or perhaps the answer still waits for us. Perhaps the 
  dying suns are our spur to greatness, a necessary quest 
  on which we will finally understand ourselves and our 
  place in the universe.
  — Guiseppe Alustro, My Time Among the Stars
  ULISSES SPIELE
  Administration Christian Elsässer, Carsten Moos, Sven Paff, Stefanie Peuser, Marlies Plötz
  Marketing Jens Ballerstädt, Philipp Jerulank, Derya Öcalan, Katharina Wagner
  Publishing Team Germany Zoe Adamietz, Jörn Aust, Mirko Bader, Steffen Brand, Frauke Forster, 
  Christof Grobelski, Kai Großkordt, Nikolai Hoch, Nadine Hoffmann, Johannes Kaub, Matthias Lück, 
  Benedict Marko, Thomas Michalski, Jasmin Neitzel, Markus Plötz, Nadine Schäkel, Maik Schmidt,  
  Ulrich-Alexander Schmidt, Nils Schürmann, Alex Spohr, Jens Ullrich
  Publishing Team USA Robert Adducci, Timothy Brown, Darrell Hayhurst, Eric Simon, Ross Watson
  Distribution & Customer Support Florian Hering, Jan Hulverscheidt, Saskia Steltner, Stefan Tannert, 
  Sven Timm, Anke Zimmermann
  © 2020 Ulisses Spiele
  Fading Suns and all unique characters, concepts, locations, and 
  creatures are trademarks and / or copyrights of Ulisses Spiele.
  All rights reserved.
  1
  
  Table of ConTenTs
  Table of ConTenTs
  Credits: ...................................................................... 1
  Playtesters:.............................................................. 1
  Dedication: ................................................................ 1
  Pilgrims: ................................................................. 1
  Table of Contents ......................................... 2
  Introduction ................................................ 5
  Roleplaying ................................................................ 5
  The Pilgrimage .......................................................... 5
  The Play’s the Thing .............................................. 6
  The Troupe ............................................................ 6
  Transcending the Rules ......................................... 6
  Chapter 1: Rules .......................................... 7
  Gameplay ............................................................... 9
  The Basics ................................................................ 10
  Interpreting the Rules .......................................... 11
  Time ........................................................................ 11
  Play Scales ............................................................ 12
  Initiative ............................................................... 13
  Dice .......................................................................... 14
  Actions ..................................................................... 14
  Primary Action .................................................... 14
  Movement Action ................................................ 14
  Secondary Action ................................................. 14
  Reflexive Action ................................................... 14
  Maneuvers ........................................................... 15
  Long-Term Tasks ................................................. 15
  Trait Ratings ............................................................ 16
  Skills ..................................................................... 16
  Characteristics ..................................................... 16
  Trait Pairs ............................................................ 17
  Goal Roll ................................................................. 17
  Modifiers .............................................................. 17
  Critical Hit ........................................................... 20
  Critical Miss ......................................................... 20
  Victory Points .......................................................... 20
  VP Tokens ............................................................ 20
  Gaining VP .......................................................... 21
  Spending VP ........................................................ 22
  Surges ................................................................... 22
  Wyrd Points ......................................................... 22
  Resistance ................................................................ 23
  Resistance Ratings ............................................... 24
  Self-Defense: Boosting Resistance  ....................... 25
  Assured Success ................................................... 26
  Area Attacks ......................................................... 26
  Brief Review: Victory & Success ............................. 26
  Impact ...................................................................... 27
  Result ................................................................... 27
  Damage ................................................................ 27
  States .................................................................... 28
  Physical Combat ...................................................... 30
  Combat Maneuvers ............................................. 30
  Defense Actions .................................................... 30
  Influence .................................................................. 31
  Mind Games ........................................................ 31
  The Three Social Customs: Court, Cathedral, 
  Commons............................................................. 31
  Influencer and Target .......................................... 32
  Social Maneuvers ................................................. 32
  Mind Resistance ................................................... 33
  Optional Rules ......................................................... 34
  Slight Impact ........................................................ 35
  Last-Ditch Defense............................................... 35
  Goal Numbers Above 20 ..................................... 35
  Accenting the Die Roll ......................................... 35
  Extra Actions ....................................................... 36
  Interpreting the Rules: Redux ................................. 36
  Chapter 2: Characters ................................ 37
  Character Creation .............................................. 39
  Step 1: Form the Troupe ...................................... 39
  Step 2: Character Concept .................................. 39
  Step 3: Choose Your Species ................................ 40
  Step 4: Choose Your Class (Upbringing) ............. 40
  Step 5: Choose Your Faction (Apprenticeship) .... 40
  Step 6: Choose Your Calling (Early Career) ........ 40
  Step 7: Personalization & Equipment .................. 41
  Lifepath or Custom Method ................................ 41
  Character Concept ............................................... 43
  Quickstart Character Concept Chart ...................... 44
  Species ................................................................. 46
  Characteristics ..................................................... 46
  Size ....................................................................... 46
  Ur-Obun .................................................................. 46
  Ur-Ukar ................................................................... 47
  Vorox ....................................................................... 47
  Noble ................................................................... 49
  Class: Upbringing .................................................... 49
  Noble Class Perks................................................. 49
  Filling in the Character Sheet .............................. 50
  Faction: House Apprenticeship................................ 50
  al-Malik ................................................................ 50
  Decados ............................................................... 50
  Hawkwood ........................................................... 51
  Hazat.................................................................... 51
  Li Halan ............................................................... 51
  Noble Callings  ........................................................ 52
  Commander ......................................................... 52
  Conspiracist ......................................................... 53
  Courtier ............................................................... 54
  Duelist .................................................................. 54
  Enthusiast............................................................. 55
  Incognito  ............................................................. 56
  Knightly Order .................................................... 57
  Lord ..................................................................... 57
  Questing Knight .................................................. 58
  Ronin ................................................................... 59
  Spy ....................................................................... 59
  Sybarite ................................................................ 60
  Priest ................................................................... 61
  Class: Upbringing .................................................... 61
  Priest Class Perks ................................................. 61
  Filling in the Character Sheet .............................. 62
  Faction: Sect Apprenticeship ................................... 62
  Brother Battle ...................................................... 62
  Eskatonic Order ................................................... 62
  Sanctuary Aeon ................................................... 63
  Temple Avesti ....................................................... 63
  Urth Orthodox .................................................... 63
  Priest Callings .......................................................... 63
  Brother Battle ...................................................... 63
  2
  
  Chorister .............................................................. 64
  Clergy .................................................................. 65
  Confessor ............................................................. 65
  Dreamtender ........................................................ 66
  Friar ..................................................................... 67
  Healer .................................................................. 67
  Imperial Cohort ................................................... 68
  Inquisitor .............................................................. 69
  Mendicant ............................................................ 70
  Monk .................................................................... 70
  Occultist ............................................................... 71
  Scribe ................................................................... 72
  Spy ....................................................................... 73
  Templar ................................................................ 73
  Merchant ............................................................. 75
  Class: Upbringing .................................................... 75
  Merchant Class Perks .......................................... 75
  Filling in the Character Sheet .............................. 75
  Faction: Guild Apprenticeship ................................. 75
  Charioteers .......................................................... 75
  Engineers ............................................................. 76
  The Muster .......................................................... 76
  The Reeves ........................................................... 76
  Scravers ................................................................ 76
  Merchant Callings ................................................... 77
  Banker  ................................................................. 77
  Bounty Hunter ..................................................... 78
  Chainer  ............................................................... 78
  Detective .............................................................. 79
  Imperial Cohort  .................................................. 80
  Lawyer  ................................................................ 80
  Mercenary ........................................................... 81
  Reclaimer  ............................................................ 82
  Scout .................................................................... 82
  Spy  ...................................................................... 83
  Star Pilot  ............................................................. 83
  Tech Redeemer  ................................................... 84
  Thief  .................................................................... 85
  Trader  ................................................................. 85
  Tycoon  ................................................................ 86
  Yeoman ................................................................ 87
  Class: Upbringing .................................................... 88
  Yeoman Class Perks ............................................. 88
  Faction: Society Apprenticeship .............................. 88
  The Dispossessed  ................................................ 88
  F.A.R. (Frontier for Alien Rights) ......................... 89
  Society of St. Paulus ............................................. 89
  Vagabonds............................................................ 89
  Vuldrok Barbarians  ............................................. 90
  Open Callings .......................................................... 91
  Amateur ............................................................... 91
  Artist  ................................................................... 91
  Explorer ............................................................... 92
  Mercurian ............................................................ 92
  Pirate .................................................................... 93
  Psychic ................................................................. 94
  Scholar ................................................................. 95
  Theurgist .............................................................. 96
  Personalization & Equipment ............................... 97
  Custom Characters ..............................................100
  Step 1: Form the Troupe .................................... 100
  Step 2: Create a Character Concept .................. 100
  Step 3: Choose Your Species .............................. 100
  Step 4: Choose Your Class ................................. 100
  Step 5: Choose Your Faction ............................. 100
  Step 6: Choose Your Calling .............................. 101
  Step 7: Personalization and Equipment ............. 101
  Character Growth ...............................................101
  Class Level ............................................................. 101
  Pace of Character Development ........................ 103
  Major Life Changes ............................................... 103
  Changing Your Class ......................................... 103
  Changing Your Faction ...................................... 103
  Chapter 3: Traits ......................................104
  Bank ...................................................................106
  Capabilities .........................................................107
  Gaining Capabilities .............................................. 107
  Restricted Capabilities ....................................... 107
  Using Capabilities .................................................. 107
  Complementary Capabilities ............................. 107
  Equipment Capabilities ......................................... 108
  Lores ...................................................................... 110
  Characteristics ....................................................115
  Body ................................................................... 115
  Mind .................................................................. 116
  Spirit .................................................................. 116
  Functions: Force, Finesse, Fortitude .................. 117
  Perks ...................................................................117
  Types of Perks .................................................... 117
  Preconditions ..................................................... 118
  Perks ...................................................................... 118
  Afflictions ............................................................... 164
  Resistance ...........................................................167
  Raising Resistance ............................................. 167
  Revival ................................................................168
  Skills ...................................................................168
  Recording Resistance ......................................... 168
  Restricted Skills and Capabilities .......................... 169
  Maneuvers ............................................................. 169
  Academia ............................................................... 170
  Alchemy  ................................................................ 172
  Animalia ................................................................ 172
  Arts ........................................................................ 173
  Charm ................................................................... 175
  Crafts ..................................................................... 177
  Disguise .................................................................. 177
  Drive ...................................................................... 178
  Pursuits .............................................................. 180
  Empathy ................................................................ 181
  Fight ....................................................................... 182
  Focus ...................................................................... 183
  Impress .................................................................. 185
  Interface ................................................................. 186
  Intrusion ................................................................ 187
  Knavery  ................................................................ 188
  Melee ..................................................................... 188
  Observe .................................................................. 190
  Instinctual Perception ........................................ 190
  Perform .................................................................. 191
  Pilot  ....................................................................... 191
  Remedy .................................................................. 192
  Shoot ...................................................................... 193
  Sleight of Hand ...................................................... 193
  Sneak ..................................................................... 194
  Survival .................................................................. 194
  Tech Redemption .................................................. 195
  Vigor ...................................................................... 197
  States ..................................................................199
  Physical States ........................................................ 199
  3
  
  Mental States ......................................................... 201
  Social States  .......................................................... 202
  Surge ..................................................................203
  Techgnosis ..........................................................203
  Overload ................................................................ 204
  Compulsions ...................................................... 204
  Offloading .......................................................... 205
  Vitality ................................................................205
  Determining Vitality .............................................. 205
  Damage ................................................................. 205
  Unconsciousness ................................................ 205
  Death and Dying ............................................... 206
  Healing .................................................................. 206
  Revival ............................................................... 206
  Respite................................................................ 206
  Medical Assistance ............................................. 207
  Combat Specialties ..............................................208
  Fencing .................................................................. 208
  Styles .................................................................. 208
  Mangled Wounds ............................................... 208
  Marksmanship ....................................................... 210
  Martial Arts ........................................................... 210
  Schools ............................................................... 210
  Chapter 4: Technology ..............................213
  Tech Level ...........................................................215
  The Temptations of Technology............................ 216
  Tech Compulsions ............................................. 217
  Money ................................................................220
  Armory ...............................................................222
  A Thousand Years of Weapon-Tech Proscription ....
  223
  Weaponry Chart Key ........................................ 223
  Firearms ............................................................. 226
  Energy Guns ...................................................... 230
  Ammo and Weapon Accessories ........................ 232
  Explosives ........................................................... 232
  Melee Weapons .................................................. 233
  Armor ................................................................ 234
  Energy Shields ................................................... 236
  Equipment & Services .........................................239
  Communications................................................ 239
  Energy (Fusion Cell) .......................................... 240
  Entertainment .................................................... 240
  Fashion ............................................................... 241
  Illumination ....................................................... 242
  Living Expenses ................................................. 242
  Medicals ............................................................. 243
  Restraints ........................................................... 245
  Security .............................................................. 245
  Services for Hire ................................................ 246
  Tools ................................................................... 246
  Think Machines ..................................................247
  Using/Coding ..................................................... 247
  Computer Tongues ............................................ 247
  Computer Networks ........................................... 249
  Devices ............................................................... 250
  Transports ..........................................................251
  Speed Class ........................................................ 251
  Collisions ............................................................ 251
  Renting Transportation ..................................... 251
  Vehicles .................................................................. 252
  Mounts ............................................................... 253
  Beastcraft ........................................................... 253
  Landcraft ........................................................... 254
  Watercraft  ......................................................... 254
  Skycraft .............................................................. 254
  Starships  ............................................................255
  Standard Ship Classes ........................................... 255
  Explorer ............................................................. 256
  Raider ................................................................ 256
  Escort ................................................................. 256
  Hauler ................................................................ 256
  Transport (Small) ............................................... 257
  Military Ships .................................................... 257
  Acquiring a Ship ................................................ 257
  Stellar Distances ................................................. 258
  Travel Times ...................................................... 259
  Sensors ............................................................... 259
  Energy Shields  .................................................. 260
  Shipboard Gravity ............................................. 260
  Combat .............................................................. 260
  Chapter 5: The Occult ...............................261
  A Mysterious Universe ........................................... 263
  Stigma ................................................................ 264
  Defending Against the Occult ............................ 264
  Psi: Powers of the Mind .......................................266
  Covens ................................................................... 266
  Special Calling: Dervish ........................................ 267
  Rules  ..................................................................... 269
  Special Characteristics: Psi/Urge ....................... 269
  Using Psychic Powers ......................................... 269
  Lodestones ......................................................... 269
  Elemental Powers ............................................... 269
  Paths ................................................................... 270
  Far Hand (Psychokinesis) ....................................... 270
  Omen ..................................................................... 273
  Psyche .................................................................... 274
  Sixth Sense............................................................. 277
  Soma (Body Control) ............................................. 281
  Vis Craft (Energy Control) .................................... 283
  Urge ....................................................................... 285
  Urge Powers ....................................................... 285
  Gaining Urge ..................................................... 288
  Losing Urge ....................................................... 289
  Theurgy: The Power of Faith ...............................290
  Cosmology ......................................................... 290
  Special Characteristics: Theurgy/Hubris .......... 291
  Components ....................................................... 291
  Vestments ........................................................... 292
  Using Theurgy ....................................................... 292
  Charismata ........................................................ 292
  Donning Multiple Rituals .................................. 292
  Group Rites ........................................................ 293
  Ecumenical (Open) Rituals .................................... 293
  Brother Battle Rituals ............................................ 297
  Eskatonic Order Rituals ........................................ 299
  Sanctuary Aeon Rituals ......................................... 302
  Temple Avesti Rituals ............................................ 305
  Urth Orthodox Rituals .......................................... 308
  Hubris .................................................................... 310
  Hubris Powers .................................................... 310
  Gaining Hubris .................................................. 312
  Losing Hubris .................................................... 312
  Miracles ................................................................. 313
  Antinomy ............................................................... 313
  4
  
  InTroduCTIon
  InTroduCTIon
  The Pilgrimage
  The Pilgrimage
  Fading Suns presents a science-fiction setting that 
  tells an age-old mythic story: the life and trials of a 
  culture hero — or better yet, heroes. 
  This tale has evolved in modern times: the hero has 
  become the heroes. The role of the singular individu-
  al is now taken up by an ensemble of protagonists – 
  from Gilgamesh, Odysseus, and Beowulf to the crew 
  of the starship exploring strange new worlds, the reb-
  els fighting the Empire, or the fellowship of the quest. 
  For Known Worlders in the early 51st Century, this 
  myth is exemplified in the story of the passion — the 
  holy suffering  — of the Prophet and his Disciples. 
  Their trials, tribulations, and triumphs give meaning 
  to the universe and raise it to a higher form. 
  That’s pretty heady stuff for a sci-fi adventure sto-
  ry with blasters and spaceships. Fading Suns is what 
  happens when “that crazy Buck Rogers stuff” crashes 
  into the European Middle Ages with all its deep reli-
  giosity. While some strains of sci-fi like to portray his-
  tories where “superstitions” like religion will one day 
  be outgrown by our super-evolved, highly rational 
  human descendants, Fading Suns posits that religion 
  will always be with us, for that is how we try to make 
  sense of the unknown, the mysterious, and the incom-
  prehensible: challenges that await us among the stars. 
  Known Worlders all know the stories of the Proph-
  et and his Disciples, and they see their own lives in 
  them. Each life is a metaphorical pilgrimage, even for 
  those who never physically leave the hamlet in which 
  they were born. Each life’s trials mirror the dramat-
  ic and miraculous trials of the Prophet. This simple 
  truth — this congruity between high and low — is a 
  lesson taught to all Known Worlders. Even when the 
  harsh realities of inequality and injustice pervade in-
  terstellar society, the example of the Prophet’s passion 
  holds the promise of reconciliation for all wrongs. 
  Simply put: Fading Suns player characters are pil-
  grims on the path to a higher destiny. They might 
  each envision it differently — for some it’s a quest for 
  power, for others it’s beauty or enlightenment or re-
  venge — but their victories and failures mirror the 
  lives of the Prophet and his Disciples, reliving in their 
  own ways that passion. Known Worlders model their 
  thorny paths through life on the experiences of these 
  primal progenitors of 51st-century religion. They 
  are the metaphors by which Known Worlders make 
  meaning out of existential chaos.
  Welcome to the Fading Suns Character Book. It’s 
  one of three Core Books. The other two are the Uni-
  verse Book, introducing the setting and background 
  of Fading Suns, and the Gamemaster Book, pro-
  viding the special rules for GMs, as well as a sample 
  setting and drama.
  You’ll need all three books to play Fading Suns. 
  This book provides the rules of play and the process 
  of character creation, as well as details on the traits 
  that describe characters in rules terms, the technol-
  ogy and equipment they can carry, and the occult 
  powers some of them can wield.
  If you haven’t read the Universe Book, you might 
  want to start there. This book, as well as the Game-
  master Book, assumes you know the setting and its 
  people and places. 
  Before we get into a discussion of the rules in Chap-
  ter One, let’s talk about…
  Roleplaying
  Roleplaying
  Kids spend hours making stuff up. Why shouldn’t 
  we keep doing that well into adulthood? Table-
  top roleplaying games are group imaginative-play 
  events. A small team of players work together to 
  imagine together. 
  Fading Suns is a tabletop roleplaying game 
  themed as a spontaneous play, written and per-
  formed by the players in concert over the course of 
  a game session. Roleplaying is both collective sto-
  rytelling and performance, all done on the fly. All 
  the universe is a stage, and the player characters 
  are its players. 
  Like all art forms, roleplaying games have a form, 
  a structure. In the case of a story, the structure is a 
  plot. In the case of a roleplaying game, it’s a rules sys-
  tem that guides the many moments of improvisation. 
  Each player’s “performance,” under the direction 
  of the gamemaster (a special role one of the players 
  takes), contributes to build a coherent story through 
  the framework of game mechanics.
  Before we get into the nitty-gritty of the Fading 
  Suns rules system  — the structure that helps the 
  players to write and perform their imaginative stage-
  plays — let’s address some issues of theme, the unifying 
  idea behind it all. 
  5
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  The Play’s the Thing
  Some roleplaying games use different forms of media to 
  model their play experiences. Their exemplars and ana-
  logues might be cinema, novels, or comic books. Fading 
  Suns models itself (very loosely) on the stage play.
  Like a play, Fading Suns sessions are built of 
  scenes and acts that focus on drama between people, 
  although — being science fiction — the scenery and 
  props can also become characters in their own right. 
  More specifically, Fading Suns games are far-future 
  forms of the medieval mystery plays (also called mira-
  cle plays) and the more ecclesiastical passion plays. The 
  former presented Biblical stories while the latter told of 
  the passion (suffering and triumph) of Christ, although 
  the term has also been applied to Egyptian plays about 
  Osiris. In Fading Suns terms, these are the stories of 
  the Prophet, but they are also the stories of the player 
  characters, who carry special destinies, suffer trials, and 
  ultimately triumph (even in defeat, as did the Prophet).
  The analogy of a roleplaying game session as a play 
  is meant to be a helpful hook, a thematic frame more 
  than a functional frame. It shouldn’t be stretched too 
  far — after all, there is no prewritten script, no pas-
  sive audience, and the props and scenery can change 
  in an instant. Any Fading Suns game also has cin-
  ematic elements and novelistic twists. After all, the 
  scale is grander than any single stage set can convey. 
  But the elements of a troupe tramping the boards 
  under a spotlight, where their dialogues and mono-
  logues serve to edify a distant audience, ring true. 
  Even Known Worlders sometimes stop to imagine 
  that their lives’ dramas, as internal soliloquies are de-
  livered to an unseen audience of the Pancreator and 
  Empyrean cohorts.
  Exeunt pedantry, enter our cast….
  The Troupe
  The primal social groups of the early Church were 
  miracle play troupes. They would travel from planet 
  to planet putting on plays about the miraculous deeds 
  of the Prophet, the Disciples, and even some of the 
  early saints of the yet-to-be-formalized Church. Be-
  fore scripture, before dogma, there were simply the 
  stories, enacted through plays and oral recitations. 
  Although the miracle players are still around in the 
  early 51st Century, they’re much rarer, enduring as a 
  historical curiosity. The leaders of the faith are now 
  ordained priests with elaborate hierarchies and dog-
  ma. Still, there’s enough life left in the old practice for 
  it to have become a metaphor for certain tight-knit 
  groups of pilgrims who envision themselves as players 
  on the Pancreator’s stage, their deeds providing living 
  examples to the faithful throngs.
  Accordingly, Fading Suns adopts the miracle-play 
  troupe metaphor to describe player character groups. 
  Just as commedia dell-arte had stock characters that 
  symbolized social stereotypes, so do player characters: 
  PCs have a class, faction, and calling. The somewhat 
  tight classifications player characters use to build their 
  characters are mirrored in the stock roles of the far-fu-
  ture miracle plays.
  Player characters, as both a troupe and a group of 
  pilgrims traveling together (as in The Canterbury Tales), 
  will have certain advantages for acting in concert but 
  also many temptations to scheme for personal advan-
  tage, even at the expense of their traveling compan-
  ions. In the end, despite internal frictions, their bond 
  as a troupe should unite them against adversity, just 
  as the Disciples put aside their personal differences 
  and prejudices to rally around the Prophet.
  In our troupe metaphor, the Prophet isn’t one of the 
  players. He’s the ideal the players follow. Just as Zeb-
  ulon the Prophet did not travel alone, pilgrims should 
  band together to reach their holy destination. When 
  divisions threaten to break up the troupe, the pro-
  phetic ideal can restore their aim and provide a vision 
  for how each member fits into the larger whole. The 
  Pancreator has brought them together for a reason. 
  To bring these metaphors down to actual gameplay, 
  the players have come together to have fun and may-
  be even create a work of art, as fleeting as it might be. 
  While everyone has their favored play style — thes-
  pian, power gamer, tactical ops — you’re all building 
  something together. Where can one style complement 
  another? When is it someone’s else’s turn to shine? 
  Keep in the mind that the rules are there to serve 
  the play experience for everyone, including the game-
  master. Sometimes they might need to be put aside to 
  serve a higher purpose. 
  Transcending the Rules
  The rules are a framework, but just as the Prophet 
  transcended the boundaries of time, the players can 
  transcend the boundaries of game mechanics when 
  their story calls for it. 
  This means that the gamemaster should feel free to 
  suspend certain rules at times and alter others in the 
  service of the story, of the drama, of the imagination 
  at play.
  Story before rules.
  Rules ground the story and can even provide the 
  friction that ignites the drama. If they become chains 
  that makes the game just no fun, break them — just 
  as St. Maya did with her bonds. (Now you know why 
  she’s the patron saint of the following rules chapter.)
  With that caveat in mind, let’s get into the rules of 
  the game….
  6
  
  ChapTer 1: rules
  ChapTer 1: rules
  7
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  SAINT MAYA THE SCORNED WOMAN
  8
  
  Gameplay
  Gameplay
  “No I’m not!” “Are too!”), the rules present a means 
  for resolving uncertain actions through that most ar-
  chetypal arbiter of fate: the roll of the dice.
  Backing up that roll are various systems with spe-
  cial terms, numbers, and guidelines that provide a 
  common standard through which everyone can agree 
  on what happens in the game. This chapter presents 
  those rules. We call this unified collection of rules the 
  Victory Point System or VPS.
  Hail Maya, most just of us all. Pilgrim, it is to Maya that we pray when we seek justice and deliv-
  erance from tyranny. No lord — no emperor even — can deliver unjust commands in her presence 
  without trembling. 
  Maya is the epitome of determination and unyielding purpose. Just as she broke her chains, so do 
  those who petition her learn to plow through all opposition. She strode across the stars to confront 
  the misuse of power and the traps set by the Dark. No weapon or instrument could harm her, for they 
  broke and failed when brought to bear against her. She accepted her martyrdom on the torturer’s 
  rack only so that she could rejoin the Prophet in the Empyrean, but she left behind a curse that to this 
  day wracks Malignatius with sectarian conflicts. 
  The bonds that she threw off in the end — the Chains of Wrath — reveal to those who hold them 
  their deepest sins… but also the means by which they might make their wrongs right. 
  Following her martyrdom, she is said to have harrowed the icy depth of Gehenne, freeing the souls of 
  the innocent. It is also said that in that netherworld, she installed the souls of all who had wronged her. 
  She is beloved of the shantor and is said to have whispered to them the preparations they must 
  make for the eventual day of their deliverance. Woe to any who harm them, for like Baron Ferros 
  Decados, her executioner, they will freeze for all eternity in the deep-space hell of Gehenne, beyond 
  the farthest jumpgate.
  — Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: H0w to Read the Omega Gospels
  Fading Suns, like all tabletop roleplaying games, uses 
  a set of rules to determine the outcome of dramatic sit-
  uations. Also known as “game mechanics,” RPG rules 
  provide a level playing field for everyone involved in 
  the game. They’re a method for resolving differences of 
  opinion that arise during play, when one player tries to 
  do one thing but another player challenges or disputes 
  it. Instead of letting the players resort to schoolyard 
  bouts and petty arguments (“Bang  — you’re dead!” 
  Syleen couldn’t believe her luck. Her lousy luck. This sort of thing didn’t happen to her colleagues. 
  Not Gregor or Mina; only her: the unluckiest Scraver of them all.
  She stood completely still behind the thick curtains that draped the walls of Genin Hamuchi’s of-
  fice. He hadn’t noticed her — yet. If she’d made a sound or twitched, he’d certainly know it.
  Damn it. Genin was supposed to be at dinner, being entertained by Jenna. But here he was, saun-
  tering back into his office after midnight, almost catching Syleen in the act of jimmying open the hid-
  den drawer where he kept his ring of jumpkeys. Three of the four keys were common; Syleen already 
  had those routes: Criticorum, Rampart, and Byz II. But the fourth — the rumored “night road” to 
  Rinpoche — that was invaluable. If it existed. And if it was in that drawer.
  She heard a low groan, followed by a thudding sound. A body hitting the floor. Unmistakable, that. 
  She’d heard it many times before. She risked a quick rustle of the curtain, enough to get a glance out 
  at the room. Yep. There he was, sprawled on the floor in a spreading pool of his own blood. Rest in 
  peace, Genin Alberto Hamuchi.
  Footsteps entered the room. She recognized the rhythm, the distinctive shuffle of Boss Urbo’s limp. 
  Of course; he had that needler he was always bragging about. Silent shots.
  So, she wasn’t the only one who wanted that key. She slid her hand down her thigh and unlatched 
  the holster of her laser pistol. She’d only get one shot at this….
  9
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  10
  10
  The rules aren’t laws — breaking them brings no 
  criminal penalties or divine punishment. They are 
  guidelines. The nigh infinite variations that arise in 
  a roleplaying game session — in any act of the imag-
  ination, really — must by necessity render any RPG 
  rules set incomplete. 
  We’ve done our best to build a structure that can 
  hold any situation that arises in the game, but inevi-
  tably, some things will slip through the cracks and re-
  quire the gamemaster and/or players to make up a rule 
  on the spot. Thankfully, that shouldn’t prove difficult, 
  given the core simplicity of the Fading Suns system.
  PLAYER AND CHARACTER
  Just a quick note about how we address the difference 
  between player and character in the rules text: When 
  we say that “you” do something within the game and 
  then refer to things such as “you” rolling the dice or 
  taking damage, we don’t go out of our way to distin-
  guish between you as the player (the one who actually 
  rolls the dice and keeps tallies on the character sheet) 
  and you as the character (the fictional construct who 
  acts within the imaginative game world according 
  to your directions). We assume you’ll be able tell the 
  difference from the context. We feel that writing in 
  the second person (“you”) makes for punchier writing 
  than third-person descriptions (he, she, they). 
  Here are some abbreviations to note that we adopt 
  for common terms:
  PC = player character
  GM = gamemaster
  VP = victory point(s)
  WP = wyrd points(s)
  The Basics
  The Basics
  The absolute rock-bottom basics of the Fading 
  Suns system can be described as a simple process or 
  sequence of play:
  1. WHAT ARE YOU GOING TO DO? ACTION
  Anything a character does is considered to be an ac-
  tion. If it’s an action directed against another charac-
  ter (PC or NPC), that person is the action’s target.
  Example: Jasmina fires a laser pistol at Baron Morgen-
  stern.
  2. HOW DOES THAT WORK IN THE RULES? 
  TRAITS
  Any given action can be described using a combina-
  tion of two traits: a skill (a trained ability) and a char-
  acteristic (one of nine innate abilities). These are listed 
  on the character sheet. 
  Example: Firing a laser pistol at short range involves 
  the Shoot skill and the Dexterity characteristic. 
  3. DID YOU ACTUALLY DO IT? GOAL ROLL
  The action’s skill and characteristic ratings are add-
  ed together to provide a goal number. You roll a single 
  20-sided die and hope to roll that number or less. You 
  want the result to be as high as possible but not higher 
  than your goal number.
  If the die-roll result is equal to or less than the goal 
  number, the roll is a success. If the result is higher, the 
  roll is a miss.
  Example: Jasmina has a Shoot of 5 and a Dexterity 
  of 7, giving her a goal number of 12. Jasmina’s player 
  rolls the die and gets a 7 — a success.
  If it’s a success, proceed to Step 4. If it’s a miss, 
  you’ve failed the action, and you can’t complete the 
  sequence. 
  4. HOW WELL DID YOU DO IT? VICTORY 
  POINTS
  If the roll is successful, you gain a number of victory 
  points (VP) equal to the roll result. 
  Example: Jasmina succeeded with a 7, so she gains 7 
  victory points (VP).
  5. WHAT OPPOSES YOU? RESISTANCE
  Targets have innate and trained abilities to avoid ac-
  tions made against them; situations without PC or 
  NPC targets might still pose a certain difficulty that 
  could foil some actions, even when the goal roll is 
  successful. This is represented by Resistance, described 
  by a number. The expenditure of victory points (VP) 
  must match that number before any impact can take 
  effect. 
  The factors that determine the Resistance number 
  vary and are described in detail later in this chapter.
  Example: Baron Morgenstern is wearing stiffsynth 
  armor, which provides 4 Resistance against physical 
  attacks. Jasmina must spend 4 VP to overcome this Re-
  sistance before her laser pistol’s 5 damage can penetrate 
  the armor.
  6. WHAT’S THE END RESULT? IMPACT
  If you overcome the Resistance rating that opposes 
  your action, you are victorious. Your action delivers its 
  impact. If you do not overcome the Resistance, you’ve 
  failed the action; you do not deliver any impact.
  
  METRIC MEASUREMENTS
  VPS uses the metric system to denote measurements of distance, length, volume, and mass.
  Distances for combat are measured in meters (roughly 3 feet each). Stellar distances are measured in AU. 
  (One astronomical unit = 149.6 million kilometers, the distance from the Earth to the sun.)
  11
  11
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Most actions have a basic effect that takes place 
  when they are victorious. If the action is a physical 
  attack, the impact takes the form of damage points. 
  If the action involved influence  — mental and so-
  cial manipulation — the impact takes the form of a 
  psychological state imposed on the action’s target. 
   Victory points can be spent to increase impact.
  Example: Jasmina’s laser pistol does 5 damage. She 
  can spend VP to increase this.
  Interpreting the Rules
  Since these rules are meant to be broad and appli-
  cable to nearly any situation imaginable, sometimes 
  the gamemaster and players will have to adjust them 
  for use in specific instances. They’ll need to interpret 
  them in light of a particular context.
  The trick here is not to get too hung up on the de-
  tails or some vision of the proper way things should 
  be done. The important thing is to keep the game 
  going and the action moving. If you stop too long to 
  argue over rules, you risk losing the narrative thread 
  and draining emotional energy from the scene you’re 
  playing. 
  The default is to let the gamemaster make a ruling 
  and then go with it. Of course, the players can dispute 
  the ruling and make suggestions of their own, and the 
  gamemaster can choose to change their ruling as a re-
  sult. But to promote the course of play, we advise not 
  spending too long in this pursuit. Once the dramatic 
  conflict has been played out and everybody takes a 
  breather, that’s the time to review the rules decisions 
  and decide if a better method can be used in the fu-
  ture, in case a similar situation arises. 
  There’s a term that gamers have developed for the 
  type of player who likes to quote the rules, gospel and 
  verse: “rules lawyer.” There’s nothing wrong with 
  being a rules lawyer! Different players have differ-
  ent preferred play styles. We do encourage, howev-
  er, every player to be respectful of the other players’ 
  preferred styles, and if a too-strict adherence to the 
  rules rains on everybody’s parade, perhaps it’s time 
  for the rules lawyer to back off and recess the court 
  for a while.
  Ultimately, the only lawyer that matters is the game-
  master. Their ruling is final, even when it seems unfair.
  Time
  Time
  VPS measures time in seven abstract units.
  TURN 
  This term is nearly universal in RPGs; it’s used to 
  measure each incremental burst of action that a char-
  acter performs. In this game, it lasts from 1-3 seconds.
  ROUND 
  Everyone (PCs and NPCs alike) involved in a turn-by-
  turn scene (see below) may act; each player gets a sin-
  gle turn. Once each person’s turn has been resolved, 
  the round ends and a new round begins, wherein 
  each person gets another turn, and so on.
  MOMENT 
  This short period of time is used to present a variably 
  timed action, such as a character trying to influence 
  an NPC (entreat, deceive, command, etc.) or the time it 
  takes to sneak across a room. Like a turn-based com-
  bat, one roll can be made per moment, but the time it 
  takes to build up to and then complete the action that 
  the roll presents can vary; it’s negotiated between the 
  player and gamemaster.
  SCENE 
  A scene is known in some other games as an encounter 
  or battle. It’s like a scene in a play, defined by activity in 
  a specific place at a certain time. When the action shifts 
  discontinuously to another place (from the palace to the 
  bar across town) and/or time skips ahead (from morning 
  to that evening), the scene ends and another begins. 
  ACT 
  Made up of a series of scenes, an act provides a dra-
  matic rhythm to the game’s story. An act might en-
  compass every scene that takes place in a single game 
  session, or it might be a way to bring down the curtain 
  on one part of the story before raising it for the next.
  DRAMA 
  Also known in other games as a story, adventure, sce-
  nario, or module, a drama is made up of multiple acts. 
  EPIC 
  Also known in other games as a campaign or chroni-
  cle, an epic is a series of dramas.
  
  Play Scales
  There are different time scales to consider in game terms 
  when handling the sorts of things that characters do. 
  PRESENT TENSE 
  Events play out in “real time” or in a slightly abbre-
  viated form. This is the default mode of play, where 
  players state what their characters are doing and how 
  they’re doing it, often using actual character dialogue.
  Most commonly, Present Tense time is measured in 
  moments. The gamemaster determines just how long 
  any given moment is in negotiation with the players as 
  they describe their characters’ actions. This is mostly 
  informal; in most cases, there’s no need to mention 
  how long any given action takes. 
  Sometimes, however, time needs to get more spe-
  cific, such as when a player is trying to haggle with a 
  merchant over the cost of a slug gun while his adver-
  saries close in on him through the market crowd. He 
  might have only two minutes to talk down the price of 
  the gun to something he can afford before his enemies 
  find him.
  INSTANTANEOUS
  When things get really tense — when every twitch or 
  word can alter the course of events — then the game 
  enters turn-based time. Each instant is tracked turn-
  by-turn and every move made affects what comes 
  next. Physical combat — the most typical instanta-
  neous event — often feels like a slow-motion action 
  sequence in a movie, where each movement is wit-
  nessed in excruciating detail as time slows down. 
  In instantaneous time, it’s important to know who 
  acts when. Each character has a turn in the initiative 
  order, but the sequence can change from turn to turn. 
  (See Initiative below.)
  NARRATED 
  Events take place over a scene or more, but they’re 
  resolved in a condensed manner in a brief period of 
  gameplay. This time scale is often referred to in other 
  RPGs as “downtime,” the time between adventures. 
  Narrated time usually involves the players and gam-
  emaster recounting what happens, rather than role-
  playing out the event in detail with dialogue. This 
  could represent a two-hour concert recital, perhaps 
  with a single die roll to determine how well a char-
  acter’s playing moved the audience, or it could track 
  a daylong attempt to repair a broken starship drive.
  Unlike a turn-by-turn combat, a Narrated endeavor 
  doesn’t necessarily involve multiple dice rolls. Often, 
  one roll is made to determine the outcome. However, 
  some situations require sustained actions, which involve 
  completing more than one stage and a dice roll for 
  each stage. (See Long-term Tasks below.)
  12
  12
  
  Initiative
  When gameplay becomes simultaneous (see above), 
  it’s time to determine just when each character can act 
  in relation to the other characters (including NPCs).
  The general rule is: the character with any type of ini-
  tiative edge goes first. 
  This might be because of a particular maneuver 
  they’re performing, a perk, a successful observation 
  roll, an advantageous position on the battlefield, a 
  device that pumps adrenaline into the character’s 
  bloodstream — whatever effect quickens a character’s 
  reflexes. The GM can award a character an initiative 
  edge based on circumstances. 
  If more than one character has an edge, then each 
  player rolls a d20. If you’re the player with the highest 
  result, you get to choose who goes first: yourself, an-
  other player, or an NPC.
  If nobody has such an edge, then the player whose 
  character is the troupe’s leader chooses who goes first. 
  If that player (or the character) isn’t present, then 
  each player rolls a d20 and the player with the highest 
  result makes the choice.
  The character chosen to act next takes their turn, and 
  then their player chooses which of the other characters 
  gets to go next. That character takes their turn, and then 
  their player chooses which character goes next, and so 
  on, until everyone (including all the NPCs) has acted.
  When the next round begins, the process is repeated: 
  the character who has the initiative edge goes first, and 
  so on.
  Exception: Various actions or situations can place 
  a character hindmost in the initiative queue. That 
  character acts last, even if another player or the GM 
  chooses them to act earlier. If more than one charac-
  ter is placed hindmost, resolve ties as above.
  If a character with hindmost initiative gains an 
  edge, the two statuses cancel each other out; the char-
  acter now fits into the regular queue. The reverse is 
  also true: hindmost cancels an edge. 
  GAMEMASTER INTERRUPT 
  Now, the gamemaster’s NPCs also need a place in the 
  initiative order. Some NPCs act in a single group for 
  initiative purposes, while others act on their own. The 
  players need to include these NPCs in their choices. If 
  they don’t, there is a possible cost.
  The gamemaster can interrupt once per round and 
  choose who takes an action (either a player or one of 
  their own NPCs, so long as neither has yet acted) by 
  taking 1 VP from the well and giving it to the character 
  whose turn was interrupted — unless one of the GM’s 
  NPCs acted last in the previous turn, in which case the 
  gamemaster can interrupt for no cost this round. 
  OPTIONAL RULE: INITIATIVE 
  INTERFERENCE
  There are, of course, exceptions to the general rule 
  that the GM can choose to adopt.
  • Brother Battle advance: Once per round, so 
  long as they haven’t acted yet, anyone playing a 
  Brother Battle character can advance into the fray 
  to take their turn to perform a combat action. 
  They cannot interrupt the current turn, but they 
  can declare that they’re acting next. If more than 
  one Brother Battle advances, the one with the 
  highest level takes precedence. In the case of ties, 
  each rolls a d20: highest result wins. They can only 
  advance to engage in combat; they can’t advance 
  to attempt influence or perceptions actions or any-
  thing else, really.
  A Brother Battle advance takes precedence over 
  GM interrupts and noble overrules. 
  • Noble Overrule: The player of a noble charac-
  ter can overrule another player’s choice and choose 
  themself (so long as they haven’t acted yet that 
  turn) or a different player or NPC who hasn’t acted 
  yet. There is no VP cost, but nobles can overrule 
  only once per scene.
  If the player who is overruled is also playing a 
  noble, the highest-level noble wins. If the levels 
  are equal, then the highest rank wins. If ranks 
  are equal, the original player’s choice takes prece-
  dence. 
  Nobles cannot overrule Brother Battle advances 
  or GM interrupts.
  ALTERNATIVE INITIATIVE 
  METHODS
  The VPS initiative system creates a chaotic, ev-
  er-changing rhythm where the exact order in which 
  characters act cannot be predicted ahead of time. 
  Some gamers describe this style of play as “pop-
  corn initiative.” It could just as easily be called 
  “teamwork” or “interactive” initiative. Hopefully, 
  it encourages players to work together to chase the 
  ever-shifting ideal sequence for their characters’ 
  actions. It is intentionally vulnerable, however, to 
  scheming nobles and unanticipated NPC actions. 
  That’s the spice of life. 
  If you feel this method is too unpredictable and just 
  no fun for your particular troupe, feel free to try out 
  alternative methods. We chose the “teamwork” meth-
  od partly because we didn’t want to resort to dice 
  rolls; we’d prefer to reserve rolls for actions that really 
  matter — rolls that produce victory points. Still, it’s 
  no sin to resort to other means. 
  Other possible methods include:
  13
  13
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  D20 Roll: At the beginning of each new round, 
  each player rolls a 20-sided die. The one with 
  highest result acts first, followed by the one with 
  the next highest result, and so on. The gamemas-
  ter rolls for their NPCs. 
  If any character has an edge on initiative, their 
  roll is favorable (see below). If two or more char-
  acters are tied, the one with the highest Dexter-
  ity wins. If there’s another tie, the one with the 
  highest Intuition wins. If there is still a tie, tied 
  players should roll again.
  Table Order: Characters act based on where their 
  players are sitting around the table, beginning 
  from the GM’s left (or right, whichever) and work-
  ing one-by-one around the table. This way, the 
  initiative order is stable and predictable — unless 
  players swap places. The GM should feel free to 
  ignore games of musical chairs and stick to the 
  original order. In this system, the GM acts last 
  (but can still interrupt if they pay the VP cost).
  Dice
  Dice
  The Victory Point System uses a single 20-sided 
  die — a “d20” — to resolve situations with uncertain 
  outcomes. The random roll of the die is the universal 
  arbiter. It takes no sides and hears no appeals. Its re-
  sult is the raw fact of the matter.
  Tabletop roleplaying games have long used an ar-
  ray of strangely shaped dice called polyhedral (“many 
  sided”) dice. The most commonly used dice are the 
  20-sider and 6-sider.
  Unlike many other RPGs, Fading Suns only uses 
  the d20. Previous editions of the rules used handfuls 
  of 6-sided dice, but this current edition has eliminated 
  them in favor of the single, elegant d20 and the host 
  of victory points it awards, which come in the form of 
  tokens (see Victory Points below).
  Actions
  Actions
  Characters can do lots of different things – like 
  punching a fascist or sweet-talking the town guards-
  man – but they can’t do all of them at once.
  In a single turn, a character can take each of the 
  following actions:
  • one primary action (such as an attack, a dodge, or 
  an attempt to intimidate someone),
  • one movement action,
  • and any number of secondary actions (singing 
  while fencing, winking at an ally), so long as the 
  gamemaster allows them.
  Only primary actions are rolled (and can yield 
  victory points); secondary actions rarely use rolls.
  Primary Action
  A primary action is the main action you perform in 
  your turn. It often requires a goal roll, from which 
  you can gain VP.
  You can instead choose to use your primary action 
  as an additional movement action, effectively dou-
  bling your movement rate for that turn.
  Certain special maneuvers and powers might allow 
  you to perform an additional primary action in the 
  same turn, usually triggered by a victory on your ini-
  tial primary action. This additional action takes place 
  immediately after the first primary action (unless stat-
  ed otherwise in the description). 
  Movement Action
  You can move up to your full movement rate, which 
  for human-sized species is 10 meters per turn. (See Size 
  in Chapter 3: Traits for the movement rates of larger 
  and smaller beings, such as certain alien species.)
  Secondary Action
  These don’t require rolls and don’t usually award 
  victory points.
  Reflexive Action
  A reflexive action is an action you can perform  before 
  your proper turn in the initiative order. You do it in 
  reaction to someone else’s action, such as when some-
  one attacks you and you reflexively dodge. You es-
  sentially take your action then and there, instead of 
  waiting for your turn to come around.
  Certain maneuvers described in this book are listed as 
  reflexive actions. The gamemaster can decide whether 
  to allow a character to perform a reflexive action that 
  isn’t listed as part of a maneuver. Reflexive actions are 
  most often primary actions, but certain types of second-
  ary action can be reflexive, such as when the GM asks 
  you to make a roll to notice something hidden.
  You can use your movement action in accord with a 
  primary reflexive action, such as when you reflexively 
  evade an attack. If you don’t use it then, though, you 
  can’t take it later that round.
  You can opt to delay your primary action, turning it 
  into a reflexive action that is triggered by a particular 
  condition or occurrence. You can declare this delay 
  only on your proper turn in the initiative order, but 
  the action can take place later in the round, whenever 
  its condition is met. Your condition/occurrence might 
  14
  14
  
  be something like “I aim at the door and fire at any-
  body who comes through it” or “I offer my hand in 
  truce but pull it back just as the ambassador is about 
  to shake it — psych!” If the cited condition does not 
  come to pass, your reflexive action is never triggered, 
  and you lose your action for that turn.
  Maneuvers
  A “maneuver” is simply an action for which we pro-
  vide detailed rules descriptions. Each maneuver lists 
  the traits (skill + characteristic) the action uses, the 
  action’s impact, and any special effects it might have.
  Really, any action can be considered a maneuver, 
  but we don’t try to describe them all. We provide 
  some specific examples throughout this book and the 
  rules for using them, but GMs and players should feel 
  free to make up their own.
  A sampling of maneuvers includes:
  Befriend — a Charm-skill influence action where you 
  try to change a target’s attitude towards the better. 
  Deceive  — a Knavery-skill influence action where 
  you try to make a target believe outright lies. 
  Evade — a Vigor-skill physical combat action where 
  you move around to make yourself a harder target. 
  Strike — a Fight-skill physical combat action where 
  you punch or kick someone. 
  Since maneuvers are skill-driven, you can find the 
  rules for them under the descriptions of their skills in 
  Chapter 3: Traits.
  Long-Term Tasks
  Sometimes you need to do something that simply 
  can’t be achieved with a single roll. You might need 
  to repair damage from multiple blaster shots to a 
  starship’s engines, recite the excruciatingly long 
  Etyri national epic in its Urthish translation, write 
  an exegesis about the Disciple Ven Lohji’s esoteric 
  yogas, or just cook a three-course meal to impress 
  the Duchess. 
  Such large tasks are typically handled in Narrated 
  time (see Time above). A task could be abstracted into 
  a single die-roll action, once the character has spent 
  sufficient time doing it (three hours disassembling the 
  engine block, five hours in the kitchen, etc.). Or it 
  could be broken down into a series of stages, each of 
  which requires a roll. If any stage fails, the whole task 
  is at risk. A second failure could end it prematurely. 
  (The appetizers turned out to be divine, but the souf-
  flé collapsed. What to do?)
  In each case, the GM assigns a Resistance to either 
  the task as a whole or each stage of the task based on 
  its difficulty. (See Resistance later in this chapter.) 
  15
  15
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  While the first method — a single roll — is expedi-
  ent, the second — multiple stages — might be more 
  fun, since the tension could build as each die roll puts 
  the outcome of the entire endeavor on the line.
  Trait Ratings
  Trait Ratings
  Characters are described not simply by words but also 
  with traits and their number ratings. “Traits” is the 
  term we use for specific character abilities that have 
  particular gameplay rules associated with them. A 
  character’s traits are listed on the character sheet.
  These traits are described in detail in Chapter 3: 
  Traits.
  For our purposes here, as we set forth the basic 
  workings of the rules system, we’re chiefly concerned 
  with two traits in particular: skills and characteristics.
  Skills
  Each action a character per-
  forms that requires a die roll 
  can be described by a particular 
  skill. It might be the Fight skill, if 
  the action is a punch or kick, or 
  the Charm skill, if the action is 
  an attempt to befriend someone. 
  The skills list is given in full in 
  Chapter 3: Traits. 
  Many skills come naturally 
  and are relatively easy to per-
  form, in that everybody has 
  some degree of aptitude with 
  them simply by virtue of grow-
  ing into adulthood. Others re-
  quire training and/or studying, 
  usually under the guidance 
  of someone who has already 
  mastered the skill. While most 
  skills can still be performed by 
  those who lack training (any-
  one can try to lie to someone, 
  even if they haven’t studied the 
  arts of Knavery), most people 
  just aren’t very good at them 
  until they get some training 
  under their belt. A few skills, 
  such as Pilot, cannot be used 
  at all without some degree of 
  training.
  All skills are ranked by skill 
  ratings. Each has a number 
  from 0 to 10 that describes 
  how good a character is with 
  that skill. Someone trained in woodcraft might have 
  a Survival rating 7 or 8 or more, while someone who 
  has rarely been out of the city might have only a 3 
  rating. They can still find their way around roughly, 
  but if conditions worsen, they’re going to regret not 
  training that skill.
  Characteristics
  Everyone has certain innate abilities simply by dint of 
  being sentient creatures with bodies and nervous sys-
  tems. We call these characteristics, and there are nine 
  of them. The details can wait until later (when you 
  read Chapter 3: Traits), but for now, remember that 
  each action involves a particular characteristic.
  An action first requires a rating in its skill to be able 
  to perform it at all, but this skill is bolstered by a char-
  acteristic and its rating.
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  RULES HOMILY: THE FLIGHT 
  OF ICARUS
  The core die-rolling mechanic mirrors one of 
  the Church’s themes about the hubris of sen-
  tient creatures, illustrated in the ancient myth 
  of Icarus. Daedelus, Icarus’ father, made his 
  son a pair of wax wings so that he could fly, 
  but cautioned him not to fly too high, lest the 
  wings get too close to the sun and melt. Of 
  course, Icarus flew too high, his wings melted, 
  and down he went.
  With the goal roll, you want to roll high — 
  shooting for the sun — but don’t roll too high, 
  lest you miss the mark.
  The roll result depends entirely on fate, luck, 
  providence — what your character might call 
  the will of the Pancreator. The odds of roll-
  ing any particular result are the same for all 
  numbers in the 1-20 range. If you were adding 
  the results from multiple dice, the average roll 
  would produce a result in the middle of that 
  range, but a goal roll doesn’t typically allow 
  you tweak the odds from a single die. (There is 
  one exception, however: see the sidebar below 
  about Favorable and Unfavorable Rolls.)
  The lesson, according to the Church’s creed, is 
  this: Strive for excellence, but be wary of hubris, 
  and know that your success or defeat is entirely in 
  the hands of the Pancreator. Your good works (or 
  more precisely, your skills) can better ensure His 
  favor, but it is His choice whether to bestow it.
  Characteristics are ranked with ratings from 3 
  to 10. Different characters are better or worse with 
  different characteristics  — some people are strong, 
  others weak; some are smart, others stupid; some are 
  charismatic, others are wallflowers, and so on.
  Trait Pairs
  Each action is described by a skill used to perform 
  it and a characteristic that bolsters its performance. 
  This is the action’s trait pair. 
  This rulebook provides many examples of actions 
  and the traits they use. Some are obvious (throwing 
  a punch uses Fight + Strength) while others might be 
  more open to interpretation (such as whether a firing 
  a gun uses Dexterity or Perception).
  The trait pair for any given action is used to figure 
  out whether the player succeeds or fails with the roll 
  of a die; that roll is called the goal roll.
  Goal Roll
  Goal Roll
  When a character performs an action, the player at-
  tempts a goal roll to determine if it is a success or a miss.
  This roll is made with a 20-sided die. You’ll need a 
  goal number for the roll; you figure it by adding the ac-
  tion’s skill and characteristic pair together. Since skills 
  are rated from 0 to 10 and characteristics are rated 
  from 3 to 10, this gives us a goal number somewhere 
  between 3 and 20. 
  The base goal number is equal to the action’s trait 
  pair, but this may be modified by situational factors. 
  Some modifiers make the roll more likely (as bonuses 
  to the goal number); others make it more unlikely (as 
  penalties to the goal number).
  The die-roll result must be equal to or less than the 
  goal number for the action to be successful. If the re-
  sult is higher, the roll is a miss and you’ve failed the 
  action. If the roll is a success, the die result tells you 
  directly how many victory points you gain. That is, 
  the number rolled on the die is the number of victory points 
  generated by a successful roll.
  Missed rolls don’t generate VP and cannot deliver 
  any impact.
  Note that goal rolls should only be called for in 
  meaningful circumstances, where the outcome is 
  uncertain and talent and skill make a difference. 
  The vast majority of activities  — walking, eating, 
  talking — don’t require rolls. Repetitive and routine 
  tasks  — sweeping floors, reading sermons, hunting 
  hull rats on starships — should not require rolls.
  Modifiers
  Occasionally, a goal roll is modified by a bonus (mak-
  ing it more likely to succeed by adding to the goal 
  number) or a penalty (making it harder to succeed by 
  subtracting from the goal number).
  As a general rule, gamemasters should avoid mod-
  ifying goal rolls. If an action is easy to achieve, that 
  might be because there’s little to no Resistance. If it’s 
  hard to achieve, consider raising its Resistance instead 
  of penalizing the goal number. (See Resistance below.)
  Think of it this way: A goal roll represents your abili-
  ty to do something regardless of the external conditions 
  in which you find yourself, while Resistance represents 
  those external conditions, ranging from auspicious (lit-
  tle to no Resistance) to adverse (high Resistance). 
  One exception to this general guideline is percep-
  tion, which sits in that zone between you and your 
  environment, where your sensorium meets the out-
  er world. External conditions can affect your sens-
  es, which can degrade your ability to effectively act 
  (modifying your goal numbers), independent of your 
  target’s Resistance. 
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  18
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  Environment
  State
  Partial darkness, driving rain, fog, smoke
  Seeing Impaired
  Gale-force winds, loud concert, or magic lantern show
  Hearing Impaired
  Complete darkness
  Blinded
  Complete silence (such as in a vacuum)
  Deafened
  Underwater
  See Movement in Chapter 3: Traits.
  High-gravity environment
  Hindered (immobilized in crushing gravity)
  Low-gravity environment
  See Movement in Chapter 3: Traits.
  Zero-gravity environment
  Suspended
  Adverse atmosphere (methane, etc.)
  Dying
  Factors that might modify a goal roll include: percep-
  tion conditions (darkness, fog), physical or social states 
  (from a concussion to a deathly fear of your opponent), 
  the effects of a drug or poison, a maneuver (by throw-
  ing all your might into a punch, you might suffer a 
  slight penalty to your accuracy), or other complications 
  that pertain more to you than your opponent.
  ENVIRONMENTAL CONDITIONS
  Environmental conditions might modify your rolls: 
  A smoke-filled room is harder to survey for enemies 
  than a brightly lit one; it isn’t easy to shoot someone 
  in complete darkness; gale-force winds can make 
  climbing a real challenge; chasing someone down on 
  a low-g moon is, well, different than on most planets.
  Rather than list every possible condition and modi-
  fier, VPS represents these environments through states. 
  Anyone in the environment is affected by its associated 
  state. See the states’ descriptions in Chapter 3: Traits.
  GOAL ROLL 0
  If penalties reduce your goal number to zero, a die-
  roll result of 1 still succeeds. The Pancreator looks out 
  for the most deprived. 
  Such a desperate roll, however, cannot score a critical 
  hit. It does yield 1 VP, though, if it’s successful (i.e., the 
  result is a 1).
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Sometimes conditions are stacked so greatly in 
  your favor that you just can’t miss — or they’re so 
  set against you that failure is almost assured. Such 
  conditions alter the odds in a way that simple goal 
  roll bonuses and penalties just don’t capture, so we 
  offer an additional method: “roll twice, then pick 
  the best (or worst) result.” 
  Many d20-based RPG systems use a similar me-
  chanic under different names. We call these con-
  ditions either favorable or unfavorable. 
  FAVORABLE ROLL
  Attempt the goal roll twice and take the best result. 
  If both dice produce victories, the best result is the 
  one that awards the most VP.
  Example: Jasmina’s goal to intimidate a guard 
  is 12. She is, however, wearing a strange alien arti-
  fact that gives her voice an uncanny allure. Its game 
  effect is to make her influence rolls favorable, so long 
  as they involve her speaking. Her player rolls two 
  d20s and gets results of 18 and 9. The first result is 
  a miss but the second is a success, and since she can 
  take the best result, she is successful. 
  UNFAVORABLE ROLL
  Attempt the goal roll twice and take the worst re-
  sult. A missed roll is the worst result, but if both 
  dice produce victories, the worst result is the one 
  that awards the least VP. 
  Example: Just as Canon Barlow begins his ser-
  mon and his influence attempt to rouse the crowd 
  gathered in the field before him, a bird poops on his 
  head. Unbeknownst to Barlow, his Scraver enemy 
  hiding in the nearby trees directed his trained crow to 
  do the despicable act. The GM rules that Barlow’s 
  influence roll is now unfavorable, due to the indigni-
  ty suffered. Barlow’s goal number is 14. His player 
  rolls two d20s and gets results of 3 and 17. The first 
  result is a success but the second is a miss, and since 
  he must take the worst result, Barlow fails.
  EXAMPLE: CAPABILITIES
  Characters have various capabilities, which are traits 
  that designate what areas of knowledge and train-
  ing they’re familiar with. (See Chapter 3: Traits.) 
  These include, among other things: weapons, 
  equipment, languages, and topics of knowledge. 
  When a character tries to interact with a person, 
  thing, or topic of thought (i.e. trying to remember 
  a fact about the planet Malignatius), they’ll hope-
  fully have a capability with it; if not, their roll is 
  unfavorable.
  Example: Canon Barlow is confronted in the 
  mansion library by the murderer he and his investi-
  gators have been seeking. The masked fiend lunges! 
  Canon Barlow is holding a piece of evidence from 
  the crime scene — a medium slug gun. He raises it 
  and fires. Unfortunately, our peaceful canon has no 
  capability with slug guns. His roll is unfavorable: 
  He rolls twice and takes the worst result. His goal 
  is 8, and he rolls 15 and 3. He must accept the 15, 
  which is the worst result for him. His shot misses 
  the assailant. Let’s hope his cries (and his gunshot) 
  summon aid before the murderer can add another 
  body to his list.
  EXCEPTION:  
  CONTESTING CONDITIONS
  If you have a condition that provides favorability 
  (a wyrd point, a perk), you can use it to counter 
  an unfavorable roll, making it a regular roll. For 
  instance, if you lack a needed capability, you can 
  spend 1 WP to counter it and make it a regular 
  roll.
  Favorability cancels unfavorability — and vice 
  versa. An unfavorable condition counters a favor-
  able one, making for a regular roll.
  FAVORABLE AND UNFAVORABLE ROLLS
  
  20
  20
  Critical Hit
  When you roll your goal number exactly, your ac-
  tion becomes the very epitome of success in that 
  particular instant and context. The Pancreator has 
  bestowed His blessing.
  In game terms, the following two things happen:
  • Your action ignores all Resistance. You don’t 
  need to spend VP to overcome Resistance, be-
  cause your critical hit has pierced all defenses. 
  (This means a defender cannot boost their Resis-
  tance against a critical hit.)
  • You gain 1 wyrd point. See Wyrd Points, below, 
  for an explanation of these potent points.
  Critical Miss
  The Pancreator giveth, and the Pancreator taketh 
  away. Just as you can roll a critical hit, you can also 
  roll a critical miss.
  Also known as a fumble, a critical miss occurs 
  whenever the natural result of a die roll is a 20. 
  Even if your goal number is 20 or higher, a roll re-
  sult of 20 is a critical miss.
  A critical miss is mostly like a regular miss — ex-
  cept that the GM gets to take 1 wyrd point (WP) 
  from the well and put it into their adversary cof-
  fer (see Chapter 1: Drama in the Gamemaster 
  Book). Your failure gives an advantage to your 
  NPC opponents. Just how or when this advantage 
  will manifest is up to the GM: they decide when to 
  spend this wyrd point and for what purpose. (See 
  Wyrd Points, below.)
  Victory Points
  Victory Points
  Victory points are the foundation and key concept of 
  the rules. The system is called VPS — the Victory Point 
  System — because it’s all about players gaining victory 
  points when their characters make successful rolls, so 
  they can spend those points for interesting results. 
  Throughout the course of gameplay, you will rou-
  tinely gain victory points — VP, for short — and then 
  routinely spend them, although you can store some of 
  them for later use. 
  You can think of victory points as measurements of 
  effort or willpower — or, more colloquially, “spoons” 
  (units of energy used to overcome daily challenges). 
  You gain confidence, energy, and poise from a suc-
  cessful roll, and then marshal your effort (spend these 
  resources) to achieve your action. 
  Rather than forcing everyone to keep a running tal-
  ly with pencil and scratchpad, we prefer to represent 
  VP with tokens: actual physical objects you can hold 
  in your hand and count out whenever you collect or 
  spend them.
  VP Tokens
  Victory point tokens can be anything small and easily 
  moved around: chits, coins, glass beads, paperclips, 
  jelly beans, etc. Ulisses produces special victory point 
  tokens for use with Fading Suns, but players can 
  elect to use any small item they agree upon.
  THE WELL
  Somewhere within easy reach of the players, there 
  should be a bowl that holds a good number of VP 
  tokens. This reservoir is the well. 
  Each time you gain VP, you take tokens from the 
  well and place them in your cache.
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  RULES HOMILY: THE 
  DESCENT OF GRACE
  The idea and mechanics behind victory points 
  are rather abstract. VP aren’t things your charac-
  ter can hold in real life; they’re a way to measure 
  tides of luck and effort. They do, however, have a 
  certain basis in Church doctrine, namely the De-
  scent of Grace and the Luminous Return. The 
  Pancreator’s divine radiance is delivered down 
  upon His creatures, and through their right and 
  proper deeds, radiance is reflected back to the 
  Empyrean, further opening the soul channels for 
  successive Descents and Returns.
  It’s not hard to see the VP well as the Empy-
  rean source and the victory points a character 
  gains as their receipt of the Light, in the form 
  of descended providence. As a player spends 
  VP and return them to the well, their charac-
  ter participates in the Luminous Return.
  Of course, they can save some of this Light — 
  these VP — in their banks. This is not greed or 
  stinginess, refusing to reflect back the Light, 
  but a chance for lessons in proper stewardship. 
  (See Rules Homily: Wise Stewardship below.)
  Characters do not recognize “victory points” 
  or think in those terms, but many of them do per-
  ceive their sudden ebbs and flows of fortune and 
  mishap in terms of divine favor or censure. Even 
  the less religiously inclined, who prefer to think in 
  terms of probability and pure chance, can specu-
  late on good or bad “weather” for the odds.
  The more esoterically minded (such as those 
  among the Eskatonic Order), especially those 
  referring to the phenomena associated with 
  wyrd points, might speak of the “receipt of lu-
  mens” or other quanta of divine light. Most 
  people don’t concretize spiritual phenome-
  na that way. (Hence, we use the term victory 
  point rather than lumen, although theurgists 
  are perfectly comfortable with the latter.)
  THE CACHE
  Each player has a VP cache. This location is either a 
  spot somewhere on the table next to that player where 
  they keep their pile of VP tokens, or preferably, it rests 
  within a small bowl or bag, which ensures the tokens 
  don’t get scattered.
  When you gain VP, you place them into your 
  cache. As you spend them, you put the tokens back 
  into the well.
  At the start of your next turn, before anything else 
  occurs, any VP in your cache that have not been 
  transferred to your bank are then returned to the well.
  When you’re playing in present tense or narrated 
  time, your cache is emptied after you’ve determined 
  the impact of your roll. 
  THE BANK 
  Each player has a VP bank. Unlike the well and the 
  cache, the bank is not represented by a physical item 
  or space; it’s purely imaginary, so it’s represented by 
  notations on a character sheet.
  Your character’s class level (see Chapter 2: Char-
  acters for a description of the classes and levels) de-
  termines your bank’s capacity: how many VP it can 
  hold. It increases as the character’s level increases.
  VP transferred from the cache to the bank are not 
  lost at the start of the next turn. They stay in the bank 
  until they’re transferred into the cache.
  You can freely transfer VP from your cache to your 
  bank and vice-versa. There is no limit to the VP 
  amount that can be moved (save for the bank’s ca-
  pacity), nor is there any particular stage of gameplay 
  during which this transference is done.
  When you transfer from the cache to the bank, re-
  turn that number of VP tokens to the well and write 
  that number on your character sheet under your 
  bank’s tally. When you transfer from the bank to the 
  cache, subtract that amount from your character 
  sheet’s bank tally and take that number of tokens from 
  the well, placing them in your cache.
  Note that you never “spend” VP from your bank, 
  only from your cache. You can transfer to and from the 
  bank, but you can only spend from the cache.
  COFFERS
  In addition to your cache and your bank, you might 
  have one or more coffers. These are sub-banks that 
  work in specific ways for specific purposes. Coffers 
  are most often gained through perks, such as Money 
  Manager (which creates a general funds coffer) or Shep-
  herd of the Flock (flock coffer). The specific rules are 
  provided in the perk’s description. 
  The troupe as a whole has a troupe coffer from which 
  each troupe member can draw wyrd points. See Wyrd 
  Points, below, for more information. 
  Gaining VP
  You gain VP by making successful dice rolls during 
  the course of gameplay.
  The number you roll on the die (assuming it’s equal 
  to or less than your goal number) is the amount of 
  victory points you gain. If your goal number is a 12 
  and you roll a 9, you’ve got 9 victory points.
  
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  Spending VP
  You can achieve various effects with VP, but each one 
  has a cost. The typical costs and their gains are:
  Cost
  Effect
  1 VP per +1 goal
  Increase the goal number 
  of your next goal roll (you 
  must spend before mak-
  ing the roll); see Precision 
  Bonus, below.
  1 VP per -1 Resistance
  Overcome (cancel) your 
  target’s Resistance to your 
  action/attack/influence 
  (only against a target you 
  have hit with a successful 
  goal roll)
  1 VP per +1 Resis-
  tance
  Boost your Resistance 
  (this applies against a 
  single  attack)
  2 VP per +1 damage
  Increase the damage 
  delivered by your action’s 
  impact 
  These effects are cumulative, so long as the player 
  spends the required amount of VP. For example, it 
  costs 2 VP to increase damage by 1. You can spend 
  as many VP as you want to increase damage: 2, 4, 6, 
  8, or more, adding more damage to your attack. For 
  instance, you could spend 3 VP to increase your next 
  roll’s goal number by 3, and so on.
  In addition, most actions allow you to spend VP 
  to enhance their effects. For instance, when disguis-
  ing yourself using the Disguise skill, you can spend 
  VP to make it harder for others to pierce your dis-
  guise. (See the skill maneuvers descriptions under 
  Skills in Chapter 3: Traits for specific examples.) 
  As a general guideline, each additional 2 VP spent 
  beyond the amount required doubles the effective-
  ness of the action.
  PRECISION BONUS
  You can spend VP to improve the accuracy of your 
  next roll: 1 VP per +1 goal, up to a limit of your 
   highest finesse characteristic (Dexterity, Intuition, 
  or Perception).
  Example: Chief Hoffmann swings his frap stick at a 
  wily serf. His player decides to spend VP from his bank 
  to gain a precision bonus for the roll. Hoffmann’s high-
  est finesse characteristic is Dexterity 6, so he can spend 
  up to 6 VP for +6 goal. 
  When you spend the VP, make a note of the goal 
  bonus and return the spent tokens to the well. This 
  precision bonus applies only to the next roll that occurs, 
  so long as it takes place before your next turn ends, 
  after which the bonus goes away. 
  When you’re playing in present tense or narrated 
  time, the bonus applies to your next roll, but only if it 
  follows soon after (one moment to the next) or is the 
  next stage in a long-term task (see Long-Term Tasks, 
  above). 
  Exception: If you are asked by the GM to make a roll 
  you didn’t intend to make, such as a reflexive spot roll, 
  you are not required to apply your precision bonus to 
  it, although you can choose to do so.
  Surges
  When you run out of all the VP in your cache and 
  have no more VP in your bank to transfer to your 
  cache, fear not: At any time (even with a full cache 
  and/or bank), you can opt to use a surge. Think of it 
  like an adrenaline surge, a second wind, or a self-in-
  stilled boost of confidence.
  You then gain VP from the well equal to your Surge 
  rating. As with most activity involving VP, this does 
  not require your character to take an action. You sim-
  ply declare it and then fill your cache with VP. 
  You have a limited number of surges you can call 
  upon, after which you need to rest to restore them. 
  See Surge in Chapter 3: Traits for more details.
  Wyrd Points
  Wyrd points (WP) are a special type of victory point 
  that betoken the mysterious currents of fate, provi-
  dence, and even the occult. Adventurers in the era of 
  the Fading Suns live in a universe of mysterious and 
  miraculous occurrences and incredible feats that defy 
  all odds. 
  To represent this touch of destiny, certain effects 
  in the game bestow wyrd points instead of regular VP. 
  These are represented in gameplay by special tokens, 
  which distinguish them from regular VP. If you’re 
  using glass beads for VP, then use different colored 
  beads for wyrd, or some other item, such as M&Ms or 
  paper clips. (Better yet, you can use the official wyrd 
  tokens produced by Ulisses.) 
  Wyrd points share the same well as victory points. 
  When you gain a wyrd point, such as from a critical 
  hit, draw it from the well and place it into your cache.
  Like victory points, unspent wyrd points in your 
  cache go back to the well at the start of your next 
  turn. You can instead move them into your bank (they 
  count toward your bank’s capacity) or the troupe coffer 
  (see below).
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  GAINING WYRD
  • Whenever you contribute a particularly notable 
  moment to the roleplaying session, you earn ap-
  plause from the GM in the form of 1 or more WP. 
  These go into the troupe coffer (see below), not your 
  personal cache or bank. See Chapter 1: Drama 
  in the Gamemaster Book for more guidelines. 
  • Whenever you roll a critical hit you gain 1 WP. 
  This goes into your cache (although you can trans-
  fer it to your bank).
  • Certain perks allow you to convert VP to WP in 
  special circumstances; consult the perk’s descrip-
  tion. Examples include: Enlightened, Petition, 
  Saint’s Blessing, and Saint Lextius’ Blessing. (See 
  Chapter 3: Traits.)
  • You can store wyrd points in your bank. Each WP 
  takes up the same amount of space as a single VP. 
  SPENDING WYRD
  • Once per round, you can spend 1 wyrd point to 
  make a single roll favorable. 
  • You can convert 1 wyrd point into 3 VP. The wyrd 
  point goes into the well, and you take 3 VP out of 
  the well. 
  • Wyrd points have special potency when used 
  with occult powers. See the Wyrd Force sidebar in 
   Chapter 5: The Occult.
  • Wyrd points twist fate and probability in your favor. 
  They also let you perform actions that might oth-
  erwise be considered outrageous or wildly improb-
  able — much like the amazing stunts seen in action 
  movies or the stunning reversals that speeches and 
  cross-examinations can elicit in thrillers and ro-
  mance movies. In short, WP can be used to intro-
  duce melodrama into a drama — sensational and 
  extraordinary events that would ordinarily stretch 
  belief but, thanks to wyrd points, come true. Just 
  what this means in gameplay is left up to the GM 
  to work out with the players on a case-by-case ba-
  sis. It usually involves a player asking if they can do 
  something outrageous by spending a WP, and the 
  GM either allowing it, disallowing it, or modifying 
  the action to make it allowable.
  • You can contribute your WP to the troupe coffer. 
  Once they’re in the coffer, any troupe member can 
  access them. You might contribute them from a 
  sense of charity or fellowship, or for the mercenary 
  reason that your bank is already at capacity and 
  you risk losing the WP to the well at the start of 
  your next turn. 
  THE TROUPE COFFER
  The troupe shares a single coffer that holds the 
  wyrd points awarded by the GM. While a critical 
  hit awards the player who rolled it with a single WP 
  for their cache, most other WP awards go into the 
  troupe coffer and can be accessed (spent) by any 
  troupe member. See Chapter 1: Drama in the 
  Gamemaster Book for full information about how 
  the troupe coffer works.
  Resistance
  Resistance
  When a character is successful with a goal roll, that’s 
  not the end of the story. They still have to contend 
  with Resistance. An action needs to be successful 
  and overcome Resistance before it can be called a 
   victory — that is, before it has any impact. 
  Impact only happens when Victory Points overcome 
   Resistance. 
  RULES HOMILY: WISE 
  STEWARDSHIP
  Victory points are fluctuating resources. Play-
  ers must steward or manage these resources in 
  their own ways, following their own play-style 
  preferences. As they become more familiar 
  with the ebb and flow of VP, they’ll develop 
  tactics for spending and saving them.
  This is all in accord with one of the Church’s 
  virtues. Stewardship is wise management of 
  one’s domain: the bounty rewarded by the 
  Pancreator. For a noble lord, this is the fief and 
  its people. For a priest, it’s the cathedral and 
  its flock. For a merchant, it’s goods and their 
  monetary gain, as well as the high-technology 
  entrusted to the League. 
  For you, it’s the VP you gain from your rolls. 
  Do you spend them profligately or do you save 
  some of them in your bank? Do you hoard 
  them miserly or do you use them proficiently? 
  There are no laws here; your choices all de-
  pend on context. 
  When nobles, priests, and merchants fail in 
  their stewardship, misery results. Tyranny rules 
  fiefs, sin corrupts the flock, and crime spreads. 
  The Pancreator’s harmonious order is imbal-
  anced. It is then time to get one’s house in order.
  Lucky for you, there’s no way to “fail” to stew-
  ard VP. There are more or less optimal meth-
  ods, but they have to be discovered through 
  trial and error; they differ for each character 
  and vary from situation to situation. VP stew-
  ardship is a never-ending organic process.
  
  24
  24
  This means you must spend an amount of VP equal 
  to your target’s Resistance rating. If the Resistance 
  is 3, you must spend 3 VP to overcome it.
  An action that does not overcome Resistance is a 
  glancing blow, a near miss, or a close call. Simply con-
  necting is not enough. You have to have enough force 
  or perfect placement (however you want to describe 
  VP) to overcome Resistance. 
  This includes weaponry, whether swords or blast-
  ers. These only deliver their base damage if the attack 
  overcomes Resistance. Your blaster’s devastating plas-
  ma doesn’t burn your foe if you didn’t connect well 
  enough — that is, if you didn’t spend enough VP to 
  overcome Resistance.
  A roll might be successful, but it’s only a victory if 
  Resistance is overcome; otherwise, it’s a failure.
  Resistance Ratings
  People, objects, and even situations can have Resis-
  tance ratings. For characters, these are listed on the 
  character sheet. (See Chapter 3: Traits for full de-
  tails on determining a character’s base Resistance rat-
  ings.) You can spend VP to raise it higher. 
  Characters have three types of Resistance: Body, 
  Mind, and Spirit. 
  • Body Resistance is used against physical attacks; 
  it’s determined mainly by factors that include ar-
  mor (plate mail is more resistant than cloth robes) 
  and environment (such as hiding behind cover). 
  • Mind Resistance is used against mental and social 
  influence  — others’ attempts to manipulate you. 
  It’s mostly based on social rank (a noble duke has 
  more innate Mind Resistance than a knight). 
  • Spirit Resistance is used against the occult — psy-
  chic powers, theurgy, the Dark, and the weird sci-
  ence left behind by the Anunnaki jumpgate-mak-
  ers. Its rating is based off your spiritual defense 
  practices (in the form of perks). 
  In the case of inanimate physical objects (locks, 
  doors, delicate technological devices, etc.), Resistance 
  represents how tough they are to affect. This is usually 
  based mainly on the type of material (stone is more 
  resistant than wood), but the construction can play a 
  role (a well-wrought device might be harder to break 
  than a poorly made one), as can complexity (a high-
  tech security lock presents a higher Resistance than 
  an old, rusty one).
  When you vie against a situation, the particular 
  conditions determine Resistance. For instance, when 
  you survey a room for enemies, the GM takes into 
  consideration its size, the number of people congre-
  gating there, the intensity of distractions present (“Is 
  that a rare Zurilio painting on the wall?”), and so on, 
  so they can devise a net Resistance value. We scale 
  Resistance both by its number rating and by an ad-
  jective used to sum up its degree of difficulty, ranging 
  from Easy to Hard and all the way up to Miraculous 
  (nigh impossible to beat). 
  Note that environmental conditions — the room is 
  smoky or shadowy — are best handled through states 
  rather than Resistance, since they tend to directly 
  affect the senses. (See Environmental Conditions in the 
  Modifiers section earlier in this chapter.)
  Resistance
  Rating
  Examples 
  Effortless
  0
  Playing hopscotch (you might still need to roll to land in the squares, but it’s 
  literally child’s play)
  Easy
  2
  Sneaking across thick carpet, concealing a firebird coin in your palm or up your 
  sleeve
  Hard
  4
  Sneaking on gravel, applying first aid to a wounded patient
  Demanding
  6
  Sneaking around sound detection devices, hacking standard think machine 
   security, applying first aid to an unconscious patient, concealing a switchblade 
  up your sleeve
  Tough
  8
  Sneaking around motion detection devices, calming a wild animal, applying first 
  aid to a Dying patient, concealing a hunting knife on your person, holding your 
  breath while in combat
  Severe
  10
  Sneaking in broad daylight, remembering an extremely obscure fact that you 
  once read about origami customs on Midian, hacking invincible think machine 
  security, inventing a tech level 5 device
  Herculean
  12
  Sneaking past a horde of watchdog drones, inventing a tech level 6 device
  Miraculous
  14+
  Passing without trace on sand, searching for a needle in a haystack, inventing a 
  tech level 7 device
  
  25
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Self-Defense:  
  Boosting Resistance 
  It might be tempting for you to spend the majority 
  of your VP on offense, so you can make your ac-
  tions succeed with the most impact. However, that 
  can leave you wide open to attacks. Resistance can 
  be slim for those without armor or social standing. 
  Those without such aids will need VP to spend on 
  their defense.
  In VPS, boosting Resistance is the main means for 
  you to defend yourself against attacks and influence 
  while still being able to perform your own actions on 
  your turn. When you spend VP to boost your charac-
  ter’s Resistance, that choice does not cost your char-
  acter their action that turn. Spending VP is a player 
  activity, not a character action. You can boost your 
  character’s Resistance at any time, even if it’s not your 
  character’s turn in the initiative queue.
  However, when you spend to boost Resistance, 
  the effects apply against one attack only. You can keep 
  spending to boost against other attacks, but each ex-
  penditure applies only to the attack at hand. 
  It’s assumed that you will be banking VP in antic-
  ipation of future defense needs. Also, as you increase 
  your level, you’ll get better with certain actions and 
  (on average) gain more VP from them. You’ll surely 
  want to save some of those VP to boost your Resis-
  tance against particular attacks. (See the Rules Homi-
  ly: Wise Stewardship sidebar above.) 
  If you ever think you don’t have enough VP to con-
  test an attack, you can always resort to a dodge maneu-
  ver (see below), although that will use your primary 
  action for that round.
  THE ATTACK-DEFENSE CYCLE
  When opponents clash, they vie against one another 
  by spending VP to both cancel their opponent’s Re-
  sistance and to boost their own Resistance. It works 
  like this:
  1. The attacker makes a successful attack roll (or 
  an influence roll, in the case of “social combat”) 
  against the defender. 
  2. The defender can choose to spend VP to boost 
  their Resistance.
  3. The attacker spends VP to overcome the de-
  fender’s modified Resistance. If they can’t (or 
  choose not to) spend enough, the attack fails. 
  If they do spend enough VP to overcome the 
  defender’s Resistance, the attack succeeds and 
  delivers its impact. 
  The cycle can then be repeated with the ta-
  bles turned: The defender becomes the at-
  tacker and the attacker now defends. This 
  process applies to GMs, too, when 
  their NPCs are attacking or defend-
  ing. (Note that only characters can 
  contest actions; GMs can’t spend VP 
  to boost the Resistance of a situation 
  or object.)
  4. Optional: There is an optional rule called “last-
  ditch defense,” by which the defender can still 
  attempt to slip from their attacker’s clutches by 
  calling for a blind-bid. See Last-Ditch Defense, in 
  the Optional Rules section, below. 
  Note that in most cases, the attacker knows the 
  Resistance they’re up against. Defenders must 
  guess how much VP to spend to boost their Re-
  sistance; they don’t know how much the attacker 
  is willing or able to spend to overcome it. Some-
  times, though, the Resistance isn’t obvious; in 
  these cases, the GM might call for a blind-bid. 
  See the Blind Bidding vs. Resistance sidebar.
  
  26
  26
  Assured Success
  Sometimes, an action or task might be easy enough 
  for you to accomplish that you really don’t need to 
  roll. Sure, making a roll might give you VP, but it also 
  might lead to a failure. If you meet the proper condi-
  tions for assured success, you can choose to forego the 
  roll and just take the success. 
  It works like this: If the action isn’t dangerous or 
  risky (where failure could bring serious harm or 
  death, such as when climbing heights), and the ac-
  tion doesn’t vie directly against a resisting person, and 
  your skill ranks for the action exceed the Resistance, 
  you can take an assured success.
  An assured success does not give you victory points. It 
  does, however, give you the effect of a successful roll. 
  You must still pay the VP cost to overcome the Re-
  sistance to turn your success into a victory. Also, you 
  have to spend twice as long performing the action. 
  If it’s normally a single-turn action, it now takes you 
  two turns. If it usually takes 1o minutes, it takes 20 
  minutes to do it as an assured success.
  Example: You’re trying to sneak through a house 
  without alerting the sleeping residents. The GM 
   declares the Resistance to be Demanding. If your Sneak 
  is 6 or higher, you can take an assured success. You’ll 
  need to spend 6 VP to overcome the Resistance, but after 
  that, you’re in the clear and can move through the house 
  without waking a mouse.
  A “resisting person” is anyone who doesn’t want 
  the action to affect them, whether it be a punch, a 
  cutting remark meant to embarrass them, or even 
  friendly banter meant to assuage their distrust. Even 
  if the target doesn’t boost their Resistance, their sim-
  ple denial is enough to force you to roll to succeed 
  against them.
  The GM can disallow assured successes in any 
  situation. Perhaps the stakes are higher than you’re 
  aware, but the GM is fully cognizant of them.
  Area Attacks
  Some types of attack  — grenade blasts, burst-fire 
  gun spreads, or even an opera singer’s mesmerizing 
  voice — can target everyone within the attack’s stat-
  ed area. In this case, keep track of how many VP are 
  used to overcome Resistance; this amount is com-
  pared against the Resistances of everyone affected. 
  Those whose Resistance is overcome are impacted 
  by the attack. Those whose Resistance is higher than 
  the attack’s overcoming VP are spared from the 
   attack’s impact. 
  Brief Review:  
  Brief Review:  
  Victory & Success
  Victory & Success
  Now that we’ve described a good portion of the rules 
  in detail, let’s pause for clarification and review our 
  terminology.
  SUCCESS
  A die-roll result is either a success or a miss. 
  • A successful result is equal to or less than your goal 
  number. It awards you VP equal to the exact result 
  rolled and allows you to contend against the ac-
  tion’s Resistance to try to score a victory (see below).
  • A miss is a result that is higher than your goal num-
  ber. You get no VP and the action fails. 
  • A critical hit results when you roll your goal num-
  ber exactly. You ignore Resistance for that action 
  and gain 1 WP. 
  • A critical miss results when you roll a 20, no matter 
  what your goal number is. 
  BLIND BIDDING VS. 
  RESISTANCE
  Sometimes you just don’t know what you’re 
  going up against: You don’t know the exact 
  Resistance you need to overcome. In the case 
  of attacking someone wearing visible armor, 
  you have a pretty good idea, so the GM should 
  tell you their Body Resistance. However, when 
  you scan an area to spot hidden enemies, you 
  can never be completely sure that you’ve suc-
  ceeded. In this case, you must make a blind bid 
  against the action’s Resistance.
  You take a guess at the amount of VP you 
  need to overcome the Resistance, and then 
  you spend it. The GM then provides informa-
  tion based on whether you’re victorious or not. 
  In the example above, if you spent enough to 
  notice the hidden enemies, the GM will alert 
  you to them. If there are no enemies, the GM 
  will tell you that you don’t notice anyone — 
  which is the same thing they would say if you 
  failed and there really were enemies.
  The obvious drawback to a blind bid is that 
  you might overspend. You guess that the Resis-
  tance is 4, so you spend 4 VP, but it’s really only 
  2. You lose all the VP you spend; you don’t get a 
  refund for overestimating your opposition.
  The GM can call for a blind bid for any ac-
  tion whose Resistance you can’t know. 
  
  27
  27
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  VICTORY
  If you scored a success on your goal roll, you can now 
  contend against the Resistance that opposes your 
  action. This is either based on the target’s relevant 
  Resistance rating (Body, Mind, or Spirit) or based on 
  the situation at hand with a Resistance determined 
  by the GM.
  • Spend VP to overcome Resistance: 1 VP per 1 
  Resistance. Characters can contest your action by 
  boosting their Resistance with VP. (See Self-Defense: 
  Boosting Resistance for full rules.)
  • If you overcome the Resistance rating that opposes 
  your action, you are victorious: your action deliv-
  ers its impact. 
  • If you do not overcome the Resistance, you fail: 
  you do not deliver any impact.
  SUMMARY
  A success refers to the result of the goal roll. A victory 
  refers to the result of the action once it has a) scored a 
  success and b) overcome Resistance.
  A miss refers to a goal roll that did not meet its 
  mark. A failure refers to an action whose roll missed 
  or a roll that was successful but you did not over-
  come Resistance.
  Impact
  Impact
  When an action is both successful and overcomes 
  Resistance, it succeeds. You now need to measure 
  the effect it has — what we call its impact, which is 
  most often measured in result (for non-attack ac-
  tions), damage (for physical combat) or states (for 
  influence).
  An action’s base impact is provided by the weapon or 
  tool used or is listed in the action maneuver’s descrip-
  tion (in Chapter 3: Traits). Players can spend VP to 
  increase impact.
  In all cases, impact is only applied once VP have 
  been spent to overcome Resistance. 
  Result
  You can perform all manner of actions to achieve a de-
  sired result. In general, a victory (i.e., you’ve succeed-
  ed on your goal roll and overcome Resistance) pro-
  vides a basic effect. Examples of these are provided in 
  the maneuver descriptions under Skills in Chapter 3: 
  Traits. For instance, when you’re trying to remember 
  something, you perform the Academia-skill enter mem-
  ory palace maneuver. Victory means you remember 
  it. In most cases, you can spend VP to improve your 
  result. In the case of remembering, by spending addi-
  tional VP, you recall more and more details.
  Each maneuver’s description lists what you gain 
  with additional VP, but the general guideline is as 
  follows:
  Additional VP
  Improved Result
  2
  Good: a noticeable improve-
  ment, more of what you wanted
  4
  Better: a marked improvement, 
  much more of what you wanted
  6
  Best: a dramatic improvement, 
  the most of what you could get
  Damage
  Combat attacks deliver damage points as impact. 
  Damage is applied directly, one for one, against a 
  target’s Vitality rating. (See Chapter 3: Traits, for 
  details about Vitality.)
  The base damage of an attack is determined by 
  the nature of the attack. If it’s from a fighting ma-
  neuver, such as the Fight-skill strike, the base dam-
  age is listed in the maneuver’s description. (For ex-
  ample, it’s 2 for a strike.) If it’s from a weapon attack, 
  the weapon’s description lists that weapon’s base 
  damage. (For instance, a Martech Gold laser pistol 
  delivers 5 damage.)
  Example: Melisandra al-Malik is involved in a fire-
  fight with a gang of thieves who are trying to steal her 
  rare art collection. She fires her Martech Gold laser pis-
  tol at the gang leader. Her player rolls her Dexterity + 
  Shoot of 12. She rolls a 7. It’s a success, and she gets 7 
  VP to place in her bank.
  The gang leader has a Body Resistance of 3. He’s 
  also behind the partial cover of a pillar, giving him a 
  Resistance bonus of 3. That adds up to a total Body 
  Resistance of 6. Melisandra has 6 VP in her bank and 
  7 VP from her successful roll; she spends 6 to overcome 
  the gang leader’s Resistance, leaving her with 7 VP. 
  The GM decides not to contest the shot. 
  Melisandra’s base impact is her laser’s 5 damage. 
  Her player decides to spend 4 VP to add 2 damage to 
  the hit (remember, it costs 2 VP for 1 damage point), 
  adding up to a total of 7 damage. The result is applied 
  against the gang leader’s Vitality.
  RESTRAINT:  
  WITHHOLDING DAMAGE
  Sometimes you just don’t want to deliver the full 
  damage that your fist or weapon inflicts upon im-
  pact. Maybe you’re trying to teach your opponent 
  a lesson rather than injuring them. Perhaps you 
  simply want to wing them with your bullet so that 
  
  28
  28
  they’ll surrender for questioning, or you might be 
  attempting to slip your rapier into your enemy’s 
  thigh with just enough force that their energy 
  shield doesn’t activate to block it. In these cases, 
  you can exercise restraint. This allows you to spend 
  VP to lower your attack’s base damage. The cost is 
  2 VP per -1 damage. 
  Example: You pierce your foe with your rapier 
  and penetrate their defenses (i.e., you overcome Re-
  sistance). Your rapier inflicts a base damage of 5. 
  Unfortunately, your opponent has a standard ener-
  gy shield, which activates to block damage when 
  it takes 5 or more damage. If you’d only done 4 
  damage, it would not have activated the shield and 
  would have been applied against the target’s Vitali-
  ty… so you spend 2 VP to lower the damage from 5 
  to 4. Problem solved!
  States
  Characters can be put into various physical or psycho-
  logical states. These are conditions that hinder them 
  or alter their behavior. Most states are temporary and 
  can often be “shaken off” early by the victim. In some 
  instances, certain states can become permanent until 
  therapy can help resolve them. 
  The various states — physical, mental, and social — 
  are described in Chapter 3: Traits. The rules for us-
  ing them are given below.
  EFFECTS
  Each state has a particular effect(s) that is imposed on 
  the person experiencing that state. 
  Physical states are fairly straightforward: their ef-
  fects tend to be concrete, felt in the body, and easily 
  described in rules terms. 
  Mental and social states are 
  more open-ended and open to 
  interpretation. Their descrip-
  tions offer roleplaying guide-
  lines for how the state affects 
  its victim’s thoughts and be-
  havior. They might have some 
  concrete rules effects, but for 
  the most part, they’re meant 
  to be negotiated between the 
  players and the GM. 
  COMBINING 
  MULTIPLE STATES
  You can suffer from more than 
  one state at a time, but there 
  are limits.
  • 
  You can’t suffer the same 
  state more than once at the 
  same time. If you’re active-
  ly Stunned and something 
  else causes you to become 
  Stunned, only one instance 
  applies: the one with the 
  longest-lasting persistence. 
  • 
  When there’s a question of 
  which state has precedence, 
  first judge by persistence: 
  The longest-lasting state 
  takes precedence. If states 
  are equal, the GM chooses. 
  • 
  If two or more states im-
  pose the same or a similar 
  effect, use the worst version, 
  rather than combining the 
  
  29
  29
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  effects. For instance, if an effect levies a -2 goal pen-
  alty on the character’s goal rolls, and another effect 
  levies a -2 goal penalty, simply use one -2 goal pen-
  alty rather than adding the two penalties together.
  PERSISTENCE
  States don’t last forever. They come and go. There 
  are four different scales:
  • Brief — The state lasts for one or more turns at 
  best, after which it simply goes away. 
  • Temporary — The state lasts for the remainder of 
  the scene, after which it goes away.
  • Enduring — The state lasts until the person affected 
  takes a Respite; they “sleep it off”. (See Respite in 
  Chapter 3: Traits.)
  • Chronic — The state lasts until therapy can resolve it 
  or the person affected can rally. (See Therapy below.)
  Guidelines for which scale to use are given under 
  Influence below, and they’re listed throughout the rule-
  book with the maneuvers and occult powers that im-
  pose them. 
  OVERCOMING STATES
  A character affected by one or more states can take 
  an action — the shake it off maneuver (see sidebar) — 
  as they try to overcome one of those states (unless a 
  state’s description specifically disallows this). 
  REINFORCING A STATE
  Whenever a target tries to shake off a state you have 
  imposed, so long as you are present, you can spend 
  VP to contest their action by increasing the Resistance 
  against that attempt: +1 per 1 VP. The target must be 
  able to see and/or hear you and vice versa. (A two-
  way live audio, video, or holo feed is sufficient.) Your 
  searing gaze or shouted command can strengthen the 
  Resistance for that action only. (See The Attack-Defense 
  Cycle above.)
  THERAPY
  They say that time heals all wounds, but that can take 
  too damn long. Therapy can help someone to over-
  come a chronic state that just won’t go away. 
  The Empathy minister maneuver can be used to re-
  lieve another character’s unwanted mental or social 
  state. The Alchemy refine maneuver can be used to re-
  lieve one’s own unwanted states. Certain occult means 
  might also relieve or remove a state entirely, such as 
  the Amalthean ritual Calming or the theurgy ritual 
  Righteous Assignation of Penance.
  Without therapy, you must rely on time to erode the 
  state. After one week of suffering a chronic state, and 
  after taking a Respite, you can perform a Focus-skill 
  rally maneuver to try to resolve the state. See the Fo-
  cus skill description in Chapter 3: Traits for details.
  TRACKING STATES
  You can use an index card to represent a state that 
  has been imposed on a character by placing it next to 
  that character’s sheet (or place a sticky note on it). You 
  SHAKE IT OFF
  Action
  You can overcome a state through sheer tough-
  ness, willpower, or conviction. If you’re cur-
  rently suffering from more than one state, you 
  must state which one you’re trying to shake off 
  before making the roll. 
  Usually, only one such attempt per state is 
  allowed, unless conditions change that would 
  plausibly allow you a fresh shot at overcoming 
  the state. If you’ve been entreated (through the 
  Charm maneuver) but couldn’t shake it off, 
  you might get a second chance if your influ-
  encer acts poorly toward you or proves them-
  selves to be a cad. 
  Being attacked can break a state’s hold on you. 
  As soon as you’re attacked, even if the attack 
  fails, you can attempt a reflexive shake it off roll.
  Sudden dangerous or traumatic surprises — 
  the arrival of enemy reinforcements, lightning 
  striking right next to you, catching your lover 
  in another’s arms — might also shake a state’s 
  hold on you, allowing you a reflexive shake it off 
  roll at the GM’s discretion. If the state was im-
  posed by a tech compulsion or an occult power, 
  however, you can’t so easily break its hold; you 
  have to spend a primary action to try to do so. 
  Note that the Impress command maneuver 
  can be used to force someone to try to shake 
  off a state, even if they’re already failed an at-
  tempt to do so.
  Time: Instantaneous (primary action)
  Roll: Focus + Endurance/Will/Faith
  Endurance is used to ignore and power 
  through physical states; Will is used to deny 
  and outthink mental states; and Faith is used 
  to overcome social states through sheer force 
  of personality or inner conviction. 
  Capability: N/A
  Resistance: Hard for a brief or temporary 
  state; Demanding for an enduring state + any 
  VP spent by the state’s imposer
  Impact: You overcome (cancel) the state.
  
  30
  30
  may decide to summarize the effects of the state (and 
  their game mechanics, if necessary) on the card. This 
  can be especially useful when tracking multiple states 
  on a character.
  If the person who imposed the state has spent VP to 
  raise the Resistance for a shake it off maneuver, you can 
  represent that by either writing the Resistance on the 
  card (or sticky note) or placing onto the card a number 
  of VP tokens representing that Resistance boost. 
  If the state’s persistence is chronic, paper-clip it to 
  the character sheet until it is resolved.
  Physical Combat
  Physical Combat
  One of the most common activities in RPG sessions, 
  as in almost all adventure stories, is combat. While 
  the better part of valor might be to avoid a fight, it’s 
  often the case that you can’t choose your battles: they 
  choose you. 
  Whether you seek out perilous situations or simply 
  want to survive them when they happen, you’ll need 
  to know how to handle combat using the game rules.
  As with many traditional tabletop RPGs, we abstract 
  the complexities of physical combat by boiling it down 
  to damage points applied to a character’s Vitality rat-
  ing. When damage exceeds Vitality, the wounded per-
  son is rendered unconscious and might die. 
  This is a well-established game mechanic stretching 
  back to the beginning of tabletop RPGs. It was later 
  adopted by video games in the form of “health bars” 
  and other such visual displays to represent a character’s 
  fluctuating health. This mechanic has widespread cul-
  tural cache, and we use it here because it is still useful 
  and well understood, even by beginning players. 
  There are other effects, too, which we call states: 
  temporary conditions imposed on the victim. These 
  include: Disoriented, Stunned, Tormented, and 
  more. Generally, states are imposed as special effects 
  from particular weapons (e.g., stunners cause Stunned 
  states) or through perks. 
  Nonetheless, most physical combat is aimed at re-
  ducing Vitality through damage.
  Combat Maneuvers
  As with most actions, combat involves maneuvers 
  that use a skill and characteristic pair. 
  There are really just four skills to consider for 
  combat: Fight, Melee, Shoot, and Vigor. Each skill 
  allows for a number of combat maneuvers. These 
  are discussed in detail in the skill descriptions in 
  Chapter 3: Traits.
  Certain perks (Fencing, Marksmanship, Martial 
  Arts) can also provide access to special maneuvers.
  Defense Actions
  Defense actions, such as dodge (see below), are performed 
  reflexively — whenever you’re attacked, you can make 
  a defense action even if it’s not yet your turn in the round. 
  (If you’ve already taken your turn that round, you still 
  can perform a defense action reflexively, although you 
  lose your primary action in the next round.)
  A defense action is made in response to an attack. 
  If there’s no attack to defend against, you don’t get to 
  roll and you don’t get VP.
  During your turn, you can declare that your action 
  is to defend yourself. This allows you to save your pri-
  mary action until it is needed as a defense action in 
  response to an attack. You can save your defense ac-
  tion until your next turn in the following round. If 
  you haven’t used it by then, you forfeit it. 
  DODGE
  Defense
  You react to an attack by ducking and weaving out 
  of the way. 
  Time: Instantaneous (reflexive primary action)
  Roll: Vigor + Dexterity or Intuition 
  Capability: N/A
  Resistance: Dodging is Effortless. Environmen-
  tal conditions — unsteady ground, strobing lights — 
  might increase the adversity.
  Impact: You gain VP. 
  These can be spent or banked like any VP. Usually, 
  the goal of a dodge action is gaining VP to spend on 
  increasing your Body Resistance so you can complete-
  ly avoid the attack you’re reacting to. Technically, 
  though, you don’t have to make this choice; you could 
  bank the VP gained on the roll and use it later for 
  some other action. In this instance, your dodge doesn’t 
  have to be viewed strictly as bobbing and weaving out 
  of the way of a punch. It could be a pause to recoup 
  your strength, gather your will, or psych yourself up 
  for the next flurry.
  The dodge maneuver is the default defense action 
  that applies against all physical attacks. There are a 
  number of other defense actions that can be employed 
  when their preconditions are met: you can perform a 
  Fight-skill block against a fist strike, a Melee-skill parry 
  against a sword strike, or a Vigor-skill evade against 
  a gunshot. See Skills in Chapter 3: Traits for these 
  maneuvers’ descriptions.
  TAKING COVER
  Most people don’t try to sidestep gunfire; they take 
  cover instead. They hide behind a tree or a skimmer 
  (a hover car), or they duck down beneath a retaining 
  wall. From there, the character can pop up, fire back, 
  
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  INTRODUCTION
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  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  and drop back down again. (See the Shoot-skill snap-
  shot maneuver in Chapter 3: Traits.)
  Cover adds to a character’s Resistance, depending 
  on how well it covers the character. 
  Degree of Cover
  Resistance
  Partial
  +3
  Full*
  +6
  * If a character behind full cover doesn’t move or 
  pop-up to fire back, he cannot be hit at all (except 
  by weapons capable of piercing the structure). 
  If the structure used for cover is flimsy (thin wood, 
  weak ferrocrete, or damaged metal), then once it is 
  breached by any amount of damage, the structure 
  crumbles enough that it can no longer provide armor 
  or cover.
  If there’s no cover to be had, a character can still 
  attempt a dodge or evade maneuver. 
  Influence
  Influence
  We’re all familiar with physical combat in RPGs. It’s 
  a staple of most game systems. Most things get done 
  by resorting to a sword or a gun. 
  Social “combats” occur, too, but they are usually 
  resolved in most RPGs through roleplaying, or some-
  times they’re summarized with an abstracted roll that 
  tells you whether you got what you wanted. We pro-
  vide here a more specific system for determining the 
  particular effects of events like arguments, politicking, 
  and stand-offs — any situation where one person tries 
  to charm, fool, or impose their will upon another. 
  In the world of the Fading Suns, a sermon can often 
  be as powerful as a sword strike. They’re not dead-
  ly — words don’t kill — but they do have psychologi-
  cal effects. Whether it’s a noble playing mind games 
  with a courtier, a priest exhorting a sinner to change 
  his ways, or a merchant haggling for a better price, 
  characters use their social skills to eke advantage from 
  interpersonal encounters. We call this influence.
  Mind Games
  There is no Vitality equivalent for social conflict. 
  Instead, characters contest with NPCs in a war of 
  words, jibes, glances, gestures — any means of com-
  munication — all in order to elicit a specific response. 
  This response is defined in game terms as a psycho-
  logical state that is elicited from or imposed upon a 
  contestant. Such a state is not merely a side effect of 
  a successful social “attack,” as it can be with physical 
  attacks (such as Stunned, Disoriented, etc.); it’s the 
  main goal, the purpose for the combat. 
  Following a victory with a social skill action, you 
  impose a specific state on a target, and you can choose 
  to spend VP to make it harder for the target to shake it 
  off (by raising its Resistance). 
  The influence system isn’t magic or mind control. 
  Its effects are fairly modest but can prove quite effec-
  tive in social situations, where they really matter. The 
  system is meant to enhance roleplaying, not to replace 
  it. It offers cues to the players and GM, creating guid-
  erails for navigating character interactions. 
  It also works both ways: NPCs can influence play-
  ers, imposing states on them. 
  The Three Social Customs: 
  Court, Cathedral, Commons
  Known Worlds social conventions are defined by 
  three categories or social arenas: Cathedral Customs, 
  Commons Customs, and Court Customs.
  Characters can attempt to contest in any arena, 
  anywhere, and at any time. But unless they have a 
  capability in the customs of that arena, their rolls will 
  be unfavorable. (See Chapter 3: Traits for details on 
  the capabilities available to characters.)
  Nobles have capability in Court Customs, priests 
  in Cathedral Customs, and guilders in Commons 
  Customs. Anyone can learn a capability in a social 
  custom other than their native one. For instance, it is 
  not uncommon for Orthodox priests to gain capabili-
  ty with Court Customs, while the Li Halan often have 
  Cathedral Customs and the al-Malik sometimes have 
  Commons Customs.
  These are not to be taken literally  — Court Cus-
  toms influence contests don’t have to actually take 
  place within a noble court. They represent manners 
  and mores in Known Worlds life for people of differ-
  ent social standings. When dealing with noble affairs, 
  one must have capability with the Court arena, lest one 
  make a faux pas in etiquette. Likewise, dealing with the 
  common folk and guilders requires capability with the 
  Commons arena, lest one put on airs or fail to recog-
  nize coded sarcasm or mistake bonding jibes as insults.
  Capability applies based on the class of the target, not 
  the influencing character. If the target is a noble, the in-
  fluencer had best have the Court Customs capability.
  Note that characters can use most social maneuvers 
  on anyone without needing a capability in the arena 
  representing that person’s class. It’s only when they’re 
  trying to gain advantage within the arena’s area of 
  power that they have to prove their capability. For ex-
  ample, trying to befriend a noble at a bar doesn’t require 
  Court Customs, but doing so in any relation to the no-
  ble’s domain, duties, and standing would probably re-
  
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  quire such capability. It’s no longer an informal meet-
  ing over beers from which nothing is asked of anyone 
  except good cheer; it’s now a matter of favors, tit for tat, 
  and the exercise of that noble’s power. 
  Influencer and Target
  Consider two factors in this contest: the influencer’s 
  action (his mode of attack; his social maneuver) and 
  the effect it causes in the target (the psychosocial state 
  achieved by the contest).
  Social Maneuvers
  Just as there are combat maneuvers  — strike, dis-
  arm, snapshot — there are also social maneuvers: at-
  tempts to fast-talk someone, befriend them, or eke 
  a confession out of them.
  Most maneuvers result in a 
  target becoming affected by 
  a particular state. The social 
  maneuver castigate can make 
  a target spill the beans about 
  something he’s been hiding: 
  he’s been Castigated. 
  There are really just four 
  skills to consider for influence: 
  Charm, Impress, Knavery, 
  and Perform.
  Each skill has a number of 
  maneuvers that any character 
  with that skill can attempt. 
  The descriptions are provided 
  in the sections for the skills in 
  Chapter 3: Traits.
  If the maneuver delivers its 
  impact, the target is put into a 
  particular state. In general, the 
  maneuver and the state share 
  the same name. Using Charm 
  skill to befriend someone makes 
  him Befriended. 
  Maneuvers are classified as 
  either persuasion or coercion. The 
  former works to get the target’s 
  cooperation while the latter seeks 
  to force the target to comply.
  PERSISTENCE
  As a general rule, the time you 
  spend imposing a state through 
  influence provides a rough 
  guide to how long it will last.
  If you bark out a command 
  during a tense stand-off, or even a combat, it will only 
  last for as long as a few turns (the state is brief) or for 
  that immediate encounter (the state is temporary). If you 
  spend a few minutes entreating someone, they’ll only feel 
  inclined to do what you’ve asked until they’ve gotten a 
  good night’s sleep; their sense of obligation might van-
  ish by morning (the state is enduring). If you spend days 
  working to castigate someone, their sense of guilt and 
  shame haunts their days and nights (the state is chronic). 
  But rules are meant to be broken, so really, states 
  can last shorter or longer, depending on the context 
  they were created in. In all cases, the details are to be 
  negotiated between the players and GM, and the GM 
  has the final call. 
  To sum up the general rule:
  • A one-turn influence action = a brief state: it lasts 
  for 1 turn. The influencer can spend VP on impact 
  to make it last longer: 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  2 VP = +1 turn
  4 VP = +2 turns
  6 VP = the state become temporary: it lasts for 
  the remainder of the scene.
  • A Present Tense influence action = an enduring 
  state; it lasts until the person takes a Respite.
  • A Narrated influence action = a chronic state; it 
  lasts until the person gets successful therapy or ral-
  lies it away.
  Mind Resistance
  The mechanics for Resistance work the same way 
  for influence as for any action, but a character’s 
  Mind Resistance rating is different than their Body 
  Resistance rating.
  The most common building block for Mind Resis-
  tance is rank in one of the three major power blocks 
  in Known Worlds society: Church Ordination, 
  Guild Commission, and Noble Title. It is more diffi-
  cult for a knight to influence a duke or cardinal than 
  a fellow knight. In the Known Worlds, social stand-
  ing has real significance, backed by metaphysical as-
  sumptions about one’s place in the Pancreator’s plan 
  for the universe.
  Characters can also perform the stonewall maneu-
  ver to resist psychosocial influence.
  STONEWALL
  Defense
  The mental and social equivalent of the dodge maneu-
  ver (see above), stonewall is the default defense action 
  that applies against all influence attacks. You steel 
  yourself against invective or take a skeptical attitude 
  to your interlocutor’s argument. 
  Time: Instantaneous (reflexive primary action)
  Traits: Focus + Will
  Capability: N/A
  Resistance: Stonewalling is Effortless. Mental dis-
  tractions or social pressures (all eyes are upon you; 
  your superior is present) might increase the adversity.
  Impact: You gain VP, which you can choose to 
  spend to boost your Resistance if you wish. 
  There are a number of other defense actions that 
  can be employed when their preconditions are met: 
  the Charm skill rebuff maneuver against persuasion, 
  Empathy’s debunk against Knavery-skill influence, 
  Impress’s encourage against coercion, and Knavery’s 
  distract. See Skills in Chapter 3: Traits for these ma-
  neuvers’ descriptions.
  JUDGING CONTEXT
  The rules provide a baseline for resolving influence 
  attempts, but they can’t always take into account the 
  specific context involved: the content of the influence 
  (its believability), the situation in which it takes place, 
  and the influencer’s mindset. If any of these conditions 
  are detrimental, it can affect the outcome. 
  CONTENT (BELIEVABILITY)
  The more absurd the influence attempt, the higher 
  the Resistance against it. The gamemaster can assign 
  a Resistance hurdle to a particular influence attempt, 
  based on how unlikely or unbelievable its claim. Trying 
  ROLEPLAYING INFLUENCE 
  ACTIONS
  The heart of a social maneuver isn’t the rules 
  that decree the game effects; it’s the roleplay-
  ing behind the action. Players are encouraged 
  to tell exactly what their characters are doing 
  when they attempt to command, deceive, entreat, 
  and rouse other characters. What do they say? 
  How do they present themselves? 
  Not every player is going to be great at this. 
  Some prefer to stay quiet and just roll dice. 
  That’s fine. But roleplaying is the spice of life in 
  a roleplaying game, so exceptionally well-done 
  or fun instances of it should be rewarded and 
  encouraged. Rather than directly awarding 
  the player or the character who performed the 
  witty or clever moment, it’s better to reward 
  the troupe’s aims. Good roleplaying moments 
  advance the goals of the troupe, not just the 
  individual who stood out. 
  Just how this plays out is entirely up to the 
  gamemaster. In its simplest form, the GM 
  puts 1 or more WP into the troupe coffer. (See 
  Applause: Rewarding the Troupe in Chapter 1: 
  Drama of the Gamemaster Book.) More 
  contextual awards might be things like: 
  • a character’s befriend maneuver against 
  a town guardsman applies to his whole 
  troupe — they’re all his friends now;
  • a deceive maneuver that tries to convince the 
  bishop to admit a character into guarded 
  Church archives works so well the bish-
  op gives the character a membership pass 
  (which can then be used by any troupe 
  member);
  • an ad hoc speech given to rouse a crowd into 
  religious fervor is so well received that it be-
  comes part of local folklore, so that any who 
  were there (such as the rest of the troupe) 
  are treated with awe.
  Here’s the bottom line: reward exceptional 
  roleplaying. 
  
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  to convince someone that you’re really Emperor Alexius 
  in disguise is a Herculean task, at the very least. On the 
  other hand, trying to daunt someone on the turn after 
  you suffered a pratfall isn’t a game ender, but it might 
  warrant a Demanding or Tough Resistance. 
  Gamemasters should not always impose such a Re-
  sistance hurdle, however. Do so only when an influ-
  ence attempt stands out as especially unlikely.
  The target’s own Resistance is added to any con-
  tent-based hurdle. 
  SITUATION (APPROPRIATENESS)
  Environment can affect influence. Trying to mesmerize 
  a stranger in the midst of a raging forest fire might not 
  be the most efficacious option at that time. Telling a 
  raunchy joke to wow the audience at a somber funeral 
  is likely to fall flat. In such cases, the gamemaster might 
  declare certain influence attempts to be unfavorable. 
  MINDSET (ATTITUDE)
  If an influencer’s heart isn’t in it, they’re less likely to 
  succeed. Perhaps they really don’t want to castigate 
  the poor serf, but the rest of the troupe insists upon 
  it, or they’re hungover and just not in the mood 
  to deceive the baroness about how she looks in that 
  gown. In such cases, the gamemaster might levy a 
  goal penalty to the roll. 
  MULTIPLE TARGETS
  Usually, influence maneuvers target only one individ-
  ual (except for Perform maneuvers, which affect any-
  one watching/listening). You can direct your influence 
  at more than one person by spending 2 VP per ad-
  ditional target. The maximum number of additional 
  targets is limited by your Presence characteristic.
  The amount of VP you spend to overcome Resis-
  tance is applied against all targets. Each is compared 
  individually, so it’s possible to affect some (those with 
  the lowest Resistance) without affecting others (those 
  with the highest). 
  SUCCESSIVE INFLUENCE 
  With physical combat, assailants can wail on each 
  other all day and still inflict damage every time. In-
  fluence is not so forgiving. Fool me once, shame on me. 
  Fool me twice….
  In general, a character cannot be affected by the 
  same influence maneuver from the same influencer 
  more than once per scene. 
  Now, there is some wiggle room here. The GM 
  could decide that a new attempt at confuse is suffi-
  ciently fresh and novel that it might work. Exceptions 
  based on context should be the rule, not the excep-
  tion. However, even when a successive attempt is al-
  lowed, it should be unfavorable. 
  Also, other influencers who haven’t yet influenced 
  the same target that scene can still do so. While the 
  same character can’t entreat the city guardsman again, 
  another character can try it.
  Finally, occult powers suffer none of these limita-
  tions. The same theurgy ritual can be cast multiple 
  times on the same target in the same scene. This is per-
  haps one reason (among many) that even Church-ap-
  proved occult powers are viewed with such suspicion.
  Optional Rules
  Optional Rules
  Some other rules to consider don’t always come into 
  play, but they can enhance the game when they’re 
  used. These game mechanics are entirely optional: 
  The GM can choose to allow or disallow them. They 
  can add complexity, so we recommend you don’t 
  introduce them into play until your troupe has mas-
  tered the basic rules.
  CONSENT
  The influence rules are not an excuse to ignore 
  the players’ consent. Different players have dif-
  ferent boundaries. The tabletop should be a safe 
  place to enact dramas, and everybody involved 
  should put forth a good faith effort to play their 
  characters within the themes of the game.
  Still, sometimes something might happen 
  in the game that unexpectedly disturbs one 
  or more players. Everyone should strive to be 
  forthcoming about where their lines are and 
  work together to avoid crossing them.
  The bottom line is: If a player is made un-
  comfortable by an influence result upon their 
  character, don’t go there. Players have the ab-
  solute power to overrule unwanted influence. 
  If this happens, rewind and play the action out 
  a different way. 
  As part of good faith, this shouldn’t be used 
  as a loophole to get out of a result you find 
  inconvenient for your character. You might 
  not want your charismatic lord to be made a 
  laughingstock by an NPC’s humiliate maneu-
  ver, but sometimes it happens. On the other 
  hand, if an NPC or player character makes 
  unwanted advances upon your character, you 
  have the right and the power to say no, let’s not 
  play it that way.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Slight Impact
  Once you’re familiar with the rules and feel comfort-
  able adding complications, you might consider add-
  ing slight impact. Normally, when you get a successful 
  roll but cannot overcome your target’s Resistance, 
  you deliver no impact. With this rule, your successful 
  roll can still have a slim effect.
  • In the case of an attack, you deliver 1 point of damage.
  • In the case of influence, you don’t deliver the in-
  tended state, but the target is slightly distracted: 
  they suffer a -1 goal penalty on their next turn. 
  (Once that turn is over, the penalty goes away.)
  Example: Lt. Chang punches a pickpocket who tried 
  to steal his ring of jumpkeys. His roll is successful, but 
  he doesn’t have enough VP to overcome the pickpocket’s 
  Resistance. The GM has chosen to use the slight im-
  pact rule, though, so Chang’s fist still delivers 1 point of 
  damage to the would-be thief. 
  Last-Ditch Defense
  This is an optional phase in the attack-defense cycle 
  described above under Self-Defense: Boosting Resistance, 
  earlier in this chapter.
  Fading Suns is a universe of wily, slippery char-
  acters who often find a way to surprise, escape, and 
  pull the rug out from under their rivals. Nothing is 
  assured, not even a rapier strike. This rule aims to 
  help provide an atmosphere of constant uncertainty.
  Normally, once an attacker has overcome the de-
  fender’s modified Resistance, their attack succeeds. 
  However, with this rule, the defender can call for a 
  last-ditch defense: a blind-bid contest between attacker 
  and defender to see who spends the most VP. (See the 
  Blind-Bidding vs. Resistance sidebar, earlier in the chap-
  ter, for general notes about the blind-bidding system.)
  The process goes like this:
  1. The defender must spend 1 WP (from either 
  their own bank or the troupe coffer). 
  2. Both attacker and defender secretly choose how 
  many VP they will bid, either writing down a 
  number or collecting the number of VP tokens 
  in their hand or a cup. 
  3. Each simultaneously reveals their bid. 
  4. The highest spender wins. (A tie goes to the de-
  fender.) If the attacker wins, their attack’s impact 
  is delivered. If the defender wins, the hit fails to 
  penetrate or is turned aside (however the defend-
  er wants to describe it) and no impact is applied.
  Both attacker and defender must spend the points 
  they bid, regardless of which one of them won. Those 
  VP are lost and are placed in the well.
  Goal Numbers Above 20
  Sometimes your goal number, due to bonuses and/
  or alien tech or whatnot, might meet or exceed 20. 
  In this case, you still need to roll (a 20 is always 
  a critical miss; a critical hit occurs on a result of 
  19). If your roll is successful, each goal number 
  above 20 becomes an extra VP, regardless of the 
  roll result. 
  Example: Felicia, temporarily imbued with cosmic 
  awareness from exposure to an Anunnaki Gargoyle, 
  scans a room for the assassins she suspects are hiding 
  there. Her Perception is 14 (thanks to the Ur-tech 
  boost) and her Observe is 8. That gives her a goal 
  number of 22. 
  She rolls a 10. It’s a success with 10 VP, but because 
  her goal was 22, she gets to add the 2 in excess of 20 
  to her VP. 
  Accenting the Die Roll
  You can monkey with your goal roll’s die result — the 
  number that is rolled on the d20 –by accenting the roll 
  down. Accenting a roll downward improves the odds 
  of coming in under your goal number and ensuring 
  a success.
  The cost is that a reduced roll produces no VP, no 
  matter what the die result was, and it cannot pro-
  duce a critical hit (but the roll can still result in a 
  critical miss). 
  You can reduce after you have rolled the die and 
  seen the result. You must spend 2 VP per -1 ap-
  plied to the roll result. If you needed a 10 and you 
  rolled a 12, you must spend 4 VP to reduce the 
  result to a 10. Expensive, yes, but it turns a miss 
  into a success.
  Example: Elias wants to throw a pebble at his secret 
  lover’s window, so he can alert her that he’s hiding in 
  the bushes below. It’s an Easy action (2 Resistance) and 
  he doesn’t need a lot of impact here; just a tap on the 
  pane is all he’s going for. His goal (Vigor + Dexterity to 
  throw the pebble) is 9. He rolls a 12: a miss. 
  He really doesn’t want to spend all night throwing 
  rocks, so he decides to reduce the roll result. He needs to 
  spend 6 VP to subtract 3 from the result, and then 2 to 
  overcome the Easy Resistance, giving him the result of 9 
  he needs for a success. 
  He doesn’t get any VP from the roll, since he reduced 
  the die-roll result, but the gentle tap of the pebble does 
  bring his lover to the window.
  
  Extra Actions
  You can normally perform only one primary ac-
  tion in your turn. Certain special conditions (such 
  as fencing, marksmanship, and martial arts maneu-
  vers, gained as perks) might allow for an additional 
  primary action in the same turn immediately follow-
  ing your first. Other than these specific conditions 
  and exceptions, whose rules are described elsewhere 
  throughout this book, the GM can choose to allow 
  PCs to attempt extra actions, using the following 
  guidelines.
  • You can declare an extra action immediately fol-
  lowing your first primary action. You don’t have to 
  plan ahead and call for it before your first action.
  • The extra primary action must be performed 
  during your turn, following the first primary ac-
  tion; You can’t split the actions and perform one of 
  them later in the initiative queue. When your turn 
  is over, you can’t change your mind afterward and 
  try for another action; you’ll need to wait till your 
  next turn.
  • Spend 1 WP before you attempt the extra action’s 
  goal roll. If you can’t spend the WP, you can’t take 
  the action.
  • You suffer a -2 goal penalty on actions that repeat 
  the first primary action. If you shot your pistol as 
  your first action, and you shoot again as your extra 
  action, you suffer -2 goal.
  • If your extra action is a different maneuver or ac-
  tion than the first, the roll is unfavorable. If you 
  shot your pistol as your first action and then at-
  tempted a daunt influence maneuver as your extra 
  action, the daunt roll is unfavorable.
  • Whenever you perform an extra primary action, 
  your next turn takes place hindmost (or “last”) in 
  the initiative queue.
  Interpreting the Rules: 
  Interpreting the Rules: 
  Redux
  Redux
  As a final word for this chapter: 
  The one rule to rule them all is context is king.
  Each situation is unique. No game system can cap-
  ture every nuance, especially when characters are in-
  volved — people are hard to pin down. The GM will 
  routinely be making snap decisions. Do not sweat it if 
  they don’t adhere to the rules presented here. These rules 
  are guidelines, not commandments writ in stone by 
  a hand of fire. 
  Take, for example, the many skill maneuvers pre-
  sented in Chapter 3: Traits. They present one way of 
  handling those kinds of actions, but there can be oth-
  er ways — every situation is different, every outcome 
  is open-ended. The same thing can happen many dif-
  ferent ways — whichever ways the GM and players 
  decide on. 
  You shouldn’t spend too much time parsing rules 
  specifics: just play. Wing it on the fly. If you have the 
  time and inclination, reference a specific rule and 
  then use it or don’t — it’s your choice. 
  That said, avoid too much chaos. The rules provide a 
  consistent background that allows players to judge the 
  possible outcomes of their actions with some degree 
  of accuracy. If you throw them to the wind too often, 
  the drama loses its believability. As with any art form, 
  roleplaying games are balancing acts between creativ-
  ity and structure. You’re doing all this spontaneously 
  as the need arises, which means you’ll inevitably make 
  some calls you’ll regret and wish you’d done differently. 
  Don’t sweat it — keep moving. The drama is key: You’re 
  here to tell a story together, performing a play. Don’t 
  let a poor line reading stop you. The show must go on!
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  ChapTer 2: CharaCTers
  ChapTer 2: CharaCTers
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  38
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  SAINT AMALTHEA THE HEALER
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Hail Amalthea, most merciful of us all. Pilgrim, it is to Amalthea that we pray for release from 
  disease and torment, for healing of all wounds, and for the deep serenity that abides amidst all turmoil. 
  Amalthea rose above the factional conflicts of her time, transcending the boundaries that keep 
  sentients from uniting against the Dark. Her example is that no soul is complete without the 
  companionship of others. Where there is love, friendship, and self-sacrifice among sentients, there is 
  Amalthea, turning with her blessings the worst of odds into the most-likely of victories. 
  As a child, she was vouchsafed a vision of the fractured universe by the angel Ahnkelbion the Radiant 
  and knew from it the deep connections of All to All. She recognized that the Dark needed to be healed. 
  Her most holy act was the healing of the Prophet in his most dire need. If not for her mercy, the 
  universe would have long ago succumbed to the Dark. She later softened Zebulon’s heart whenever 
  his trials hardened it, as she does our own.
  She bears the Gleaming Grail that spills forth the Holy Flame. Those rare few who have truly and 
  fully received her blessings cry the stigmata of luxia, the lambent tears of sorrow for the ills of the world. 
  — Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: H0w to Read the Omega Gospels
  Your character is probably the most important as-
  pect of Fading Suns. It is the role you portray over 
  the course of the story, your window into the world 
  created by the gamemaster. Before you begin play, 
  you’ll need to make your character; this chapter 
  provides you with the tools to accomplish that. The 
  numbers and descriptions (skills, characteristics, 
  perks, etc.) are only one aspect of your character. 
  It’s up to you to decide who they are and how they 
  fit into the story. Some questions are provided to 
  help you begin the process, but it is up to you to fill 
  in the blanks.
  Now all you need to do is get a copy of the character 
  sheet (see the back pages of this book) and proceed 
  to the next section, where you’ll proceed step by step 
  through the character-creation process. Then you’ll 
  be ready to enter the universe of Fading Suns. 
  Step 1: Form the Troupe
  Your character doesn’t go alone: they’re part of a 
  troupe, an ensemble of characters. The other players 
  will each have a character in this troupe. 
  This is the stage where all the gamemaster proposes 
  to you and the other players a particular troupe arche-
  type that you’ll build the drama or epic around. Is the 
  troupe a noble entourage, gathered to support a noble 
  character, or are they on a spiritual mission, following 
  a priest character? Perhaps they’re a merchant caravan, 
  led by a merchant, or their leader is an NPC patron 
  who sends them on missions. 
  The most common type is the noble entourage, 
  but just about anything is possible. In general, the 
  GM proposes an archetype and everyone agrees on 
  it. Each player then builds their characters in rela-
  tion to the others, figuring out how and where they 
  fit into the archetype model. For a noble entourage, 
  a priest character might be the noble leader’s confes-
  sor and spiritual guide, while a merchant might be 
  the troupe’s ship pilot or fast-talking diplomat and 
  a combat-oriented character, such as a priest Tem-
  plar or merchant Mercenary, serves as the noble’s 
  bodyguard. 
  More information on troupe archetypes is provided 
  to the GM in Chapter 1: Drama in the Gamemas-
  ter Book. For now, work with the GM and the other 
  players to choose an archetype and then proceed to 
  the next step.
  Step 2: Character Concept
  Take a moment to think about the type of charac-
  ter you want to play: a pious monk, a daring pilot, 
  a haughty noble? Common archetypes are a good 
  place to start. A list of questions later in this section 
  can help guide you in developing a concept that has 
  more depth. Answer as many of them as you can; 
  when you’re done, you may find that you have a fair-
  ly solid concept.
  Also keep in mind how your character fits into the 
  troupe. What particular role do they play in relation 
  to their comrades? Not all troupes are in synch  — 
  strife can and does occur — but each member begins 
  their adventures with the intent to work together. 
  One of the characters will be the troupe leader. 
  In the case of a noble entourage, this is the noble 
  Character Creation
  Character Creation
  
  40
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  around whom the entourage forms. For a spiritu-
  al mission, it might be a priest who has had a vi-
  sion and is converting followers to help spread the 
  word. This doesn’t mean that the leader’s player is 
  in charge; it means their character provides a central 
  focus for the dramas about the ensemble cast. They 
  are the reason and excuse that the other cast mem-
  bers gather and face danger together. Despite the 
  schisms that might arise among them, the leader 
  unites them all. 
  Step 3: Choose Your Species
  Humans are by far the most common species in Fad-
  ing Suns, but sometimes, playing a species outside 
  the norm can be exciting. Playing a member of an 
  alien species impacts many aspects of your character. 
  The role may be limiting and more challenging to 
  play; however, in a universe full of humans it can also 
  be a rich and rewarding experience. 
  Your chosen species provides a birthright, a package 
  of special abilities and limitations. 
  Step 4: Choose Your Class 
  (Upbringing)
  A character’s class is defined as one of four different 
  stations in society: noble (those who rule), priest (those 
  who pray), merchant (those who trade), and yeoman 
  (those who find their own way). 
  Class is the core definition of your character. It 
  represents your character’s place in society and their 
  sociopolitical standing. Make this choice carefully, 
  because it will affect every other choice you make. 
  Your choice of character class limits and defines pret-
  ty much every other aspect of your character; both 
  factions and callings are limited by your chosen class. 
  Each class also has perks that are accessible only to 
  characters of that class. 
  Characters begin at 1st level and advance in level 
  as they experience adventures and adversity in their 
  explorations of the Known Worlds and beyond. As 
  your character advances in level, they gain new abil-
  ities. (More details on levels and level advancement 
  are available at the end of this chapter.)
  It is possible that the gamemaster may have you 
  start at a higher level. Perhaps you’re joining an 
  established story, or maybe the gamemaster just 
  wants the players to begin with more experienced 
  characters. 
  Your class provides your upbringing, the basic 
  traits you gained during childhood and early ad-
  olescence. 
  Step 5: Choose Your Faction 
  (Apprenticeship)
  Each class has several factions. You get to choose one 
  of them. Think of it as the adjective that modifies the 
  noun of your character’s class. What kind of noble, 
  priest, merchant, or yeoman are you? Each faction 
  has its own peculiarities, informing how your char-
  acter sees and interacts with the world around them. 
  Take your time, and make sure the faction you 
  choose most closely fits what you had in mind for 
  your character. Nobles are the rulers of the Known 
  Worlds; there are five Royal Houses and a multitude 
  of minor houses that hold dominion over the stars. 
  The Church is similarly divided into different sects, 
  and each one serves in its own way. The Merchant 
  League is divided into five major guilds as well, cre-
  ating a nearly dizzying array of minor guilds. Even 
  yeoman have societies they can belong to. 
  Your faction provides your apprenticeship, the traits 
  you learned in late adolescence as you were taught 
  what it means to be a member of your faction.
  Step 6: Choose Your Calling 
  (Early Career)
  Your calling is best described as your job. Each class 
  has a list of callings that are available to characters of 
  that class, and you can pick from any calling on that 
  list. Like your faction, callings impact your traits. 
  Think of it as your character’s verb — calling is what 
  they do. Most callings are restricted by class. Only a 
  priest can be an Inquisitor, and only a merchant can 
  be a Star Pilot. (The exception is yeomen, who can 
  mimic many callings.) There are also “open” callings 
  available to any character.
  You most likely practice your calling for your faction. 
  If you’re a member of the Muster and your calling is 
  Banker, you’re most probably a paymaster for that guild. 
  If you’re a Hawkwood Courtier, you serve your house’s 
  interest at court. If you’re an Avestite who follows the 
  Healer calling, you’re probably the one tasked with 
  making sure sinners don’t die during “questioning.”
  As you rise in your class’s level, you gain benefits 
  from your calling in the form of perks. While chang-
  ing your class and faction can be a life-altering event, 
  you can change your calling from level to level. A 
  1st-level priest whose calling is as a Confessor might 
  change it to Inquisitor when they reach 5th level (or 
  at whichever level they choose). In theory, you could 
  have a different calling for each level, although this 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  kind of mercurial behavior should require a good ex-
  planation. Few members of any profession would be 
  willing to train someone who has no clear ability to 
  stick with it. So long as you remain in duty to you fac-
  tion, however, finding new job opportunities within 
  its ranks shouldn’t be a problem.
  Your calling describes your early career: what you did 
  as soon as you left your apprenticeship and entered 
  life as a full adult.
  FAVORED CALLING
  Most factions have a particular calling that is fa-
  vored, representing activities for which that faction 
  is renowned and that provide the foundation for its 
  power. For example, Decados nobles are renowned 
  as unrepentant Sybarites, the Eskatonics as Occult-
  ists, and the Reeves as Lawyers. Those who follow 
  their faction’s favored occupation have an easier time 
  getting promoted, being awarded pay raises or assets, 
  and generally being taken more seriously as a vital 
  cog in that faction’s inner workings.
  In game terms, this means that someone who follows 
  that calling can substitute a class Privilege-type perk for 
  their calling perk (with the keyword “Privilege”), even 
  at a level in which they don’t get a class perk (2nd, 4th, 
  etc.). This allows them to rise in rank faster than usual 
  (by choosing one of the rank class perks as their calling 
  perk for that level), gather wealth (the Riches perk), and 
  other such perquisites of class that come more slowly 
  to others. (This applies only to Privilege perks, not to 
  Abilities or other types of class perks.)
  Factions also honor the non-favored callings, even 
  though they don’t get a special fast-track loophole. For 
  instance, the Hazat are renowned for producing legend-
  ary Commanders, even though the Hawkwoods cur-
  rently favor that calling. The current vogue among the 
  Hazat places puissant Duelists in the favored status, but 
  as their need for Commanders increases in their pacifi-
  cation campaign on Hira, this favor could well shift. 
  PATRON SAINTS
  To 51st-century Known Worlders, the universe is 
  full of signs and wonders. One of the most popular 
  manifestations of this mysticism is the cult of the 
  saints. While the Church reveres many saints —the 
  Prophet’s Disciples foremost among them — it is also 
  officially cautious about elevating the dead into the 
  canon. The common folk, however, are far less dis-
  cerning. Localities across the Known Worlds are rife 
  with saints. Simple folk may become renowned for a 
  single deed that mattered; miraculous heroes inspire 
  legends where every step seems to sprout some new 
  testament to the power of the Pancreator.
  The hierarchies of the Church can seem daunting 
  to most people, even nobles and merchants. Saints of-
  fer divine inspiration even peasants can use to connect 
  with the mystical side of the universe, bypassing the 
  priests and speaking directly to the Empyrean through 
  the intercession of the honored dead. Penitents pray to 
  saints for intercession, and workplaces often have small 
  shrines to them, although professional clergy often look 
  down on these superstitious folk practices. Some saints 
  are martyrs, while others are simple folk or quirky her-
  mits who became associated with a miracle. Some saints 
  might even be aliens, although this does not prevent hu-
  mans from praying to them for intercession.
  The Church keeps a register of “official” saints, 
  their feast days, and their prominent deeds. This is 
  mainly a means to winnow down the endless requests 
  from pilgrims for ordained and protected pilgrimage 
  routes to innumerable sacred sites on every planet. 
  For those saints on the register, the Church provides 
  protected travel to and from many worlds through 
  fleets of pilgrimage starships guarded by templars or 
  even Brother Battle monks.
  One of the most common methods of recognizing 
  the saints is by following your calling. Each calling 
  has many saints who stand as exemplars of its means 
  and methods. The callings presented below provide 
  examples of two saints each (out of an uncounted 
  number of them), not only to display the diversity of 
  devotion but also to show that many Known Worlders 
  secretly want to become saints themselves. Your char-
  acter doesn’t necessarily claim or revere these persons 
  as patrons; they’re provided as examples of the sorts 
  of legends they heard when training for that calling.
  Step 7: Personalization & 
  Equipment
  During this final step of character creation, you’ll make 
  a few choices to personalize your character: you get to 
  pick one perk and one capability without any class, 
  calling, or other restrictions. Finally, you get to record 
  any weaponry or equipment your character possesses. 
  Lifepath or Custom Method
  The sections below for class, faction, and calling pro-
  vide you with lifepaths: prefigured upbringings, ap-
  prenticeships, and early careers. Simply go through 
  them step by step and write down what traits each 
  stage gives you for your character. 
  These templates are broad and stereotypical for 
  characters of their class, faction, and calling. They 
  won’t always give you exactly what you want. Feel 
  
  42
  42
  free to mix and match a bit, swapping skill ranks and/
  or capabilities around with others that aren’t listed. 
  Whatever gives you the character that best fits your 
  concept is allowed (so long as you stick with no more 
  than the assigned number of trait ranks).
  If these don’t give you the character you want, 
  you are free to resort to the custom method of char-
  acter creation: assign all the traits yourself. (See Cus-
  tom Characters, toward the end of this chapter, if you 
  choose to use that method.) 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Perhaps the most important part of character cre-
  ation, and the most fun, is determining your character 
  concept. Who or what is this person? What events in 
  their past made them into the person they are today? 
  This is your first time stepping into your character’s 
  shoes. It’s your first chance to get to know them. You 
  probably have some rough ideas of the type of char-
  acter you want to play, but this section has questions 
  that can help expand your character concept. Ask 
  each of these questions to yourself, answering as your 
  character would. 
  Are you human or alien? The easiest choice here 
  is human; this option is recommended for beginning 
  players. However, players seeking a greater challenge 
  might want to try playing a member of an alien spe-
  cies. Remember that aliens might not always think 
  the same way as humans. Their reactions are likely to 
  be… well, alien. They may also have trouble interact-
  ing in human society and may be subject to distrust 
  and prejudice by many humans. 
  Do you have any family? Are you still in touch 
  with any of them? What is your relationship with 
  them? Did you have a bullying older brother or a kind 
  and patient father? Was your mother a powerful mer-
  chant who allowed you to do as you wish? Were you 
  the eldest child or an only child? So many aspects of 
  your family could impact who you are today.
  Describe your character’s physical appear-
  ance. What are your distinguishing characteristics: 
  hair color, eye color, skin color? Do you have any scars 
  or other distinguishing marks? If so, how did you get 
  them? Did you get a scar fighting off pirates? Do you 
  have a brand from your time as a slave? What kind of 
  clothes do you wear? Makeup? Jewelry? Do you carry 
  a trinket, bauble, or curio that is special to you?
  Do you have any quirks or ticks? Do you have a 
  nervous habit, pattern of speech, or other eccentric-
  ity? Maybe you stroke your beard or play with a me-
  dallion you wear when thinking. Do you have a habit 
  of shouting something out when scared or startled or 
  when you make a discovery? Unique mannerisms can 
  be a great way to help you get into character. Be care-
  ful, though, and keep it limited to one or two. Too 
  many can make your character cartoonish.
  What is your social status? The social group you 
  were raised in is likely to have a lot of impact on how 
  you perceive the universe. Was everything given to 
  you on a silver platter, or did you have to struggle for 
  every crumb of food?
  Do you have occult powers? If so, how did you 
  discover them? Did you manifest special powers as a 
  child? How did the people of your planet react? What 
  impact did they have on you and your family? Were 
  you hunted as a demon or revered as a god? Do you 
  use your powers openly or keep them secret?
  What is your profession? Does it make you hap-
  py? How do you earn a living? Did you choose your 
  profession, or was it forced upon you? Is it your life’s 
  dream, or do you fantasize about doing something 
  else?
  Are you superstitious or a believer of reason? 
  Are you terrified by the dark void of space, or are you 
  fascinated by its secrets?
  Do you have faith in a religion? The Church is 
  an all-pervasive entity in the Fading Suns universe. 
  It is known for committing wonderful acts of good 
  and kindness, but it can also be stifling and repressive. 
  Are you a true believer? Do you question your faith? 
  Or are you a pagan?
  What is your perspective on technology? Tech-
  nology is not as safe and reliable in the universe of 
  Fading Suns as it is in ours. Those who rely heavily 
  on it are often seen as magicians — or worse, consort-
  ers with demons. 
  How do you feel about the status quo? Are you 
  happy with the current power structure (“All hail the 
  Emperor!”), or are you a revolutionary who wants to 
  see change? 
  What is most important to you? What do you 
  hold most near and dear to your heart? Is it a personal 
  item? Wealth? Your friends? Family? Religion? What 
  would you die for?
  What is your greatest fear? Fear is a great moti-
  vator. Do you fear the Church? An enemy from your 
  past? Death?
  What are your ambitions? What motivates you? 
  What do you want to be remembered for when you 
  die?
  What’s your role in the troupe? Are the body-
  guard or the diplomat? The techie or the skulker? 
  The leader or the rival for control? 
  How did you meet your troupe mates? Were 
  you brought together by social forces (an assignment 
  by your superiors) or were you best friends growing 
  up with one of the other troupe members? In some 
  cases, the GM might want you to hold off on answer-
  ing this question until play begins, as the initial drama 
  might tell the tale of your meeting. 
  Character Concept
  Character Concept
  
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  Quickstart Character Concept Chart
  Quickstart Character Concept Chart
  Use this handy flowchart to figure out what kind of character you want to play. See Chapter 2: Characters in 
  the  Character Book for full details. 
  1. WHAT SPECIES ARE YOU?
  Human
  Ur-obun (mystics)
  Ur-ukar (rebellious psychics)
  Vorox (6-limbed giants)
  2. WHAT’S YOUR 
  SOCIAL CLASS?
  3. WHICH FACTION DID YOU JOIN?
  4. WHAT’S YOUR CALLING?
  Noble
  House al-Malik (exotic)
  House Decados (scheming)
  House Hawkwood (regal)
  The Hazat (militant)
  House Li Halan (pious)
  Commander
  Conspiracist
  Courtier
  Duelist
  Enthusiast
  Incognito (also choose a cover-identity calling)
  Knightly Order
  Lord
  Questing Knight
  Ronin
  Spy (also choose a cover-identity calling)
  Sybarite
  …or choose from the Open Callings (below)
  {
  {
  TRAIT OVERFLOW
  Characters can only have a maximum of 8 ranks 
  in skills and characteristics at level 1. They can 
  raise these to 9 at level 2 and higher, and then to 
  10 at level 10 and higher.
  If, during the lifepath method of character cre-
  ation, your character gains 9 or more ranks in a 
  skill, just put those excess ranks into a different skill 
  of your choice (so long as you meet any precondi-
  tions). The same rule applies for characteristics.
  If you gain more than one instance of the 
  same capability, simply choose a different ca-
  pability of your choice (so long as you meet 
  the preconditions) for any extra versions of the 
  same capability.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  {
  {
  2. WHAT’S YOUR 
  SOCIAL CLASS?
  3. WHICH FACTION DID YOU JOIN?
  4. WHAT’S YOUR CALLING?
  Priest
  Brother Battle (warrior monks)
  Eskatonic Order (esoterics)
  Sanctuary Aeon (compassionates)
  Temple Avesti (zealots)
  Urth Orthodox (ecclesiastics)
  Brother Battle (must also be Brother Battle faction)
  Chorister
  Clergy
  Confessor
  Dreamtender
  Friar
  Healer
  Imperial Cohort
  Inquisitor
  Mendicant
  Monk
  Occultist
  Scribe
  Spy (also choose a cover-identity calling)
  Templar
  …or choose from the Open Callings (below)
  Merchant
  Charioteers Guild (travelers)
  Engineers Guild (techies)
  The Muster (soldiers/skilled labor)
  Reeves Guild (the law)
  Scravers Guild (thieves)
  Banker
  Bounty Hunter
  Chainer
  Detective
  Imperial Cohort
  Lawyer
  Mercenary
  Reclaimer
  Scout
  Spy (also choose a cover-identity calling)
  Star Pilot
  Tech Redeemer
  Thief
  Trader
  Tycoon
  …or choose from the Open Callings (below)
  Yeoman
  The Dispossessed (mercenaries)
  F.A.R. (pro-alien activists)
  Society of St. Paulus (explorers)
  Vagabonds (space hobos)
  Vuldrok (barbarians)
  Choose from Merchant or Open Callings
  Open Callings (available to any class):
  Amateur
  Artist
  Dervish (see Ch. 5: The Occult)
  Explorer
  Mercurian
  Pirate
  Psychic
  Scholar
  Theurgist
  {
  {
  {
  {
  
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  Choose your species. Humans are by far the most 
  common species in the Known Worlds. Other species 
  tend to be ostracized by humans, especially by the 
  unlettered common folk. Commoners simply don’t 
  understand them, projecting many of their fears and 
  hatreds onto these scapegoats. It’s unfair. It’s unjust. 
  But it’s also the way things are in the benighted era of 
  the Fading Suns. 
  The Second Republic once offered far more equali-
  ty and opportunity to all sentient species, but that age 
  is long gone. Some people, both humans and aliens, 
  hold out hope that Emperor Alexius will usher in a 
  new era of inter-species harmony. So far, he’s prov-
  en to be more open-minded and fair than the regents 
  who came before him.
  Characteristics
  At this stage, as you choose your species, you get to 
  choose one characteristic as primary and one as sec-
  ondary; all the rest are tertiary. Your primary charac-
  teristic begins at 5 ranks, your secondary begins at 4 
  ranks, and your tertiaries begin at 3 ranks. 
  Here is the characteristics list:
  BODY
  MIND
  SPIRIT
  Strength
  Wits
  Presence
  Dexterity
  Perception
  Intuition
  Endurance
  Will
  Faith
  If you’re not sure yet which characteristics to choose, 
  you can wait until later in the process, perhaps during 
  Step 7: Personalization & Equipment.
  Certain alien species require you to choose one or 
  more specific characteristics as your primary or sec-
  ondary. See the species descriptions below.
  Size
  Your species determines your Size rating. Adult humans 
  are Size 5, as are ur-obun and ur-ukar. Vorox are Size 7. 
  You’ll list your Size on your character sheet right 
  below “Species”. You’ll also list your speed. 
  Species
  Avg. Size
  Movement speed 
  (in meters)
  Human
  5
  10 
  Ur-obun and ukar
  5
  10
  Vorox
  7
  14/21/28* 
  * 14 m (two legs), 21 m (four legs), 28 m (six legs)
  Human
  Human
  The most widespread and populous species in the Known 
  Worlds
  HUMAN BIRTHRIGHT
  Humans have no special birthright abilities. They are 
  a very flexible and adaptable species; individuals are 
  able to choose any class or calling but they have no 
  special preferences for any of them.
  Ur-Obun
  Ur-Obun
  Humanoid psychics from a communal, contemplative society
  OBUN BIRTHRIGHT
  Enlightened endowment: You begin play with either Psi 
  1 or Theurgy 1. You can increase your ranks lat-
  er from the characteristics ranks you gain at each 
  level. You can choose from the psychic powers or 
  theurgy perks lists (depending on which character-
  istic you chose) for your calling perks, even if you 
  don’t follow the Psychic or Theurgist calling. (See 
  Chapter 5: The Occult for more details.)
  Sagacity: The obun have the capacity for highly devel-
  oped mental functioning. Your Wits and Will ratings 
  can rise as high as 11 ranks (but only after 10th level). 
  Serene: A life of obun meditation and philosophy ex-
  ercises has led to disciplined self-control in the face 
  of stress, granting you a +2 goal bonus on shake it 
  off rolls.
  Speak Lojmaa: You’ve learned your native tongue as 
  a Speak capability. (There are many native obun 
  languages, but Lojmaa is the most universal.)
  CLASSES
  Once found in the ancient past, noble families have no 
  place in modern obun society. Obun who claim such 
  a lineage take the surname prefix vo, although this 
  convention has little pragmatic value. Obun may be 
  knighted, but this is rare and largely inconsequential.
  Obun religious life has created numerous opportu-
  nities for Bintaru (Velisamil native pagan) and Voah-
  venlohjun priests (although the latter have more so-
  cial mobility), particularly as Mendicants, Monks, or 
  Confessors, whether serving on Velisamil or sojourn-
  ing beyond obun space.
  Species
  Species
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Some obun find their destiny among the Merchant 
  League, valued more for erudition and technical 
  knowledge than for brute force.
  CALLINGS
  Certain obun callings can be articulated as both 
  priestly and noble options. The Vhem-saahen (Cham-
  pions of Vhem) are an ancient martial-religious order 
  that can be interpreted as an obun Knightly Order 
  or a cognate to the Templars, but they can also serve 
  as Questing Knights or Imperial Cohorts. Likewise, 
  Umo’rin councilors (some of whom are priests) can be 
  treated as a Courtier or a Confessor. 
  UR-OBUN PERKS
  Whenever you gain a calling perk, you can choose a 
  perk from the list below or from your calling’s list. See 
  Perks in Chapter 3: Traits for the full descriptions.
  Child of Dhiyana
  Mental Conditioning
  Oral Memory
  Ur-Ukar
  Ur-Ukar
  Humanoid psychics with a brutal past
  UKAR BIRTHRIGHT
  Alert: You are hyperaware of your surroundings and 
  the presence of enemies or threats. Even ukari who 
  are raised in safe cities still cultivate this atavistic 
  awareness, lest they become weak and vulnerable 
  to their rival-clan enemies. Your instinctual percep-
  tion tests use smell, hearing, and touch (see below) 
  to provide you cues about your environment most 
  other species are blind to. (For example, a person 
  hiding using the Sneak-skill camouflage maneuver 
  doesn’t hide their smell.)
  Enlightened endowment: You begin play with Psi 1. 
  You can increase your Psi ranks later from the 
  characteristics ranks you gain at each level. You 
  can choose from the psychic powers perks lists 
  for your calling perks, even if you don’t follow 
  the Psychic calling. See Chapter 5: The Occult.
  Sensitive touch: You were raised in darkness and taught 
  to discern your environment through sense of 
  touch. Your Observe-skill actions to read details 
  about things you touch  — and about people who 
  let you touch them — provide you with more feed-
  back than most people can glean from touch. You 
  can detect subtle changes in wind or pressure, as 
  well as reading braille versions of languages for 
  which you have the Read capability. You can read 
  the baa’mon body carvings of other ukari, which 
  relate their personal achievements. Provided you 
  can feel out your surroundings, you can circumvent 
  some of the effects of the Visually Impaired and 
  Blinded states.
  Speak Uryari: You learn your native tongue as a Speak 
  capability. (The written form, Bhakti, is ideogram-
  mic.)
  CLASSES
  Ukari have no nobles. Even their royal leader, the 
  Nadakira, is a priest (although that hereditary office 
  holder and family can choose noble callings). 
  Ukari priests are usually followers of the native 
  religion, Banjak.
  The Merchant League, as with most alien spe-
  cies, offers the primary career path for off-world 
  ukari. The guilds welcome their unique contribu-
  tions, although they aren’t necessarily liked by their 
  fellow guilders.
  Many off-world ukari are yeomen who join a soci-
  ety that will appreciate them, such as the Society of 
  St. Paulus or the Frontier for Alien Rights (F.A.R.).
  CALLINGS
  Ukari can choose Psychic and Occultist calling perks 
  even when they don’t follow that calling. 
  UR-UKAR PERKS
  Whenever you gain a calling perk, you can choose a 
  perk from the list below or from your calling’s list. See 
  Perks in Chapter 3: Traits for the full descriptions.
  Nothing to Lose
  Simmering Rage
  Vorox
  Vorox
  Six-limbed giants known for their fierce loyalty
  VOROX BIRTHRIGHT
  Bite: You have sharp teeth, allowing you to make a 
  Fight-skill bite maneuver (3 dmg).
  Brutal: For your primary or secondary characteristic, 
  you must choose either Strength or Endurance. 
  Your Strength and Endurance can each be raised 
  to a maximum rating of 12 (but only after level 10).
  Extra limbs: You have six limbs. Your base running 
  speed is 14 m on two legs, 21 m on four legs, and 
  28 m on all six legs. With training, you can learn 
  to coordinate use of your extra limbs for combat 
  advantage; see the Graa school under Martial Arts 
  (Chapter 3: Traits).
  
  48
  48
  Huge: You are Size 7. You require specially tailored 
  clothing (+10% price in most agoras). 
  No occult: You cannot naturally awaken Psi or Theur-
  gy, so you cannot follow the Psychic or Theurgist 
  callings. (Exposure to Anunnaki relics has been 
  known to erode this drawback.)
  Noble claw (precondition: noble): You can use the 
  Fight-skill strike maneuver to slash with your sin-
  gle claw: 3 base damage + slow-acting paralytic 
  poison. A target who suffers even a single Vitality 
  wound from a vorox-claw attack begins to suffer 
  a cumulative -1 goal penalty per turn on all phys-
  ical actions. Once this penalty equals the target’s 
  Endurance, they are in the Paralyzed state for 
  the remainder of the scene (after which they are 
  Dazed for the following scene). Before paralysis 
  sets in, a medic can attempt a Remedy + Dexter-
  ity roll as a primary action vs. Demanding Re-
  sistance to suck or squeeze the poison from the 
  wound; spend 1 VP per goal penalty accumulat-
  ed by the poison to completely remove it. Once 
  paralysis sets in, only high-tech or occult medical 
  assistance can neutralize it. 
  Predatory: When you are hungry, your Survival rolls 
  are favorable.
  Sensitive smell: With your Observe-skill maneuvers, 
  you can detect and differentiate subtle scents to 
  which most other sentient species are nose-blind. 
  You can even track a creature or transport by the 
  scent trail it leaves behind. 
  Speak Voroxian: You learn your native tongue as a 
  Speak capability.
  Uncouth: Even the most civilized vorox has trouble 
  fitting in with human cultural norms. At the GM’s 
  call, you might suffer unfa-
  vorable rolls when attempt-
  ing persuasion influence on 
  strangers, especially in tense 
  situations.
  CLASSES
  Vorox have nobles who are recognized 
  as such by other Known Worlders. 
  Only they, among all other “civilized” 
  vorox, are allowed to retain a single 
  one of their poisonous claws as a symbol 
  of their status.
  While it is very rare, vorox can join the 
  priesthood. Most vorox priests minister 
  to their fellow vorox on Ungavorox, but 
  it is not completely unknown for a vorox 
  Mendicant to travel the Known Worlds, 
  preaching the Prophet’s message with a 
  unique twist. 
  Vorox are welcomed into the guilds of the Mer-
  chant League with open arms, especially among the 
  Muster. 
  CALLINGS
  Vorox have access to the Scout calling’s perks even 
  when they do not follow that calling. It is perhaps not 
  a surprise that many off-world vorox serve in various 
  militaries as Mercenaries, usually in tight-knit units 
  with fellow vorox and a human commander. Vorox 
  who travel beyond the Li Halan worlds are often Ex-
  plorers or Scouts; they may even be Questing Knights 
  or Imperial Cohorts.
  VOROX PERK
  Whenever you gain a calling perk, you can choose 
  the Smell Danger perk instead of a perk from your 
  calling’s list. See Perks in Chapter 3: Traits for the 
  full description.
  
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  49
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  The role of the noble is to be master of all things: 
  accomplished ruler, skilled warrior, able diplomat, 
  gifted artist, and so on. The reality is often far dif-
  ferent, but the goals are still worth striving for. All 
  of the houses, whether royal or minor, share certain 
  features, such as a sense of duty and honor, but each 
  is very different. 
  Class: Upbringing
  Class: Upbringing
  You were born to nobility, so you were raised learning 
  its skills and responsibilities. At 1st level, you gain the 
  following traits:
  UPBRINGING TRAITS
  Capabilities: Arts Lore or Beastback or Warfare 
  Lore; Court Customs; Homeworld Lore; Military 
  Weapons; Read/Speak Urthish
  Characteristics: Dexterity +1 or Endurance +1 or 
  Strength +1; Faith +1 or Will +1; Presence +2; Wits +1
  Perks: the Imperious perk plus 1 class perk chosen 
  from the Noble Class Perks list below or from the 
  open perks list
  Skills: Academia 1; Arts 1; Charm 2 or Impress 2; 
  Melee 1
  Noble Class Perks
  Choose from the list below for your class perks. You 
  can also choose from the open perks list. Full descrip-
  tions of the perks can be found in Chapter 3: Traits.
  Fencing
  Imperious (already awarded during the upbringing 
  stage, as listed above)
  Landed
  Lay Down the Law
  Martial Arts
  Nimble
  Noble Title (the faction apprenticeship stage listed 
  below will award you this perk’s 1st rank)
  Noblesse Oblige
  Proxy
  Retainer
  Riches
  Saint Lextius’ Blessing
  Two-Gun Fighting
  Noble
  Noble
  RAISED IN SPACE
  Some people spend their early years on spaces-
  tations, moons, or even starships. This isn’t 
  common, but if that’s how your character was 
  raised, you might consider swapping out some 
  of the listed upbringing traits for one or more 
  of those listed below. You can ignore the nor-
  mal restrictions for gaining these traits; they’re 
  often necessary for survival in artificial envi-
  ronments.
  Capabilities: Shipboard Operations, Think 
  Machines
  Skills: Interface, Tech Redemption
  OPEN PERKS LIST
  See Chapter 3: Traits for details about each 
  perk.
  Advisor
  Alien Friend [choose species]
  Alien Upbringing [choose species] 
  Ally 
  Ambidextrous
  Cash
  Comeliness
  Contact 
  Danger Sense
  Exemplar
  Fame/Infamy 
  Family Ties 
  Forthright
  Gossip Network
  Incite Passion
  Passage Contract
  Reeve Advocate
  Refuge 
  Retinue 
  Savoir Faire
  Sensitivity
  Steady Hand
  Stoic Body 
  Stoic Mind
  Stoic Spirit 
  Trendsetter
  Underworld Contacts
  Veteran
  Well-Traveled
  
  50
  50
  Filling in the Character Sheet
  In this step of the character creation lifepath process, 
  you get traits to write down on your character sheet. 
  First off, you get some capabilities. You’ll write those 
  in the “Capabilities” section of the character sheet.
  You’ll get a number of characteristics ranks added to 
  specific characteristics: write those in the “Character-
  istics” section of the character sheet next to the named 
  characteristic. All your characteristics begin at 3 ranks, 
  except for the one characteristic you chose during 
  Step 3: Choose Your Species as primary (5 ranks) and 
  the one you chose as secondary (4 ranks). (You can wait 
  till later to choose these two, if you want.)
  You get two perks, one assigned by your class and 
  another one that you get to choose. Find the section 
  of the character sheet labeled “Perks” and write them 
  down there.
  As with characteristics, you’ll also add ranks to your 
  skills. Most skills begin at 3 ranks, so all the ranks you 
  gain at this step add to those base 3. For example, a 
  noble upbringing gives you Charm 2, which you’ll 
  add to the base 3 for a total of 5 ranks. (You might 
  add even more to this skill depending on your choices 
  in the next steps.) One exception are the skills labeled 
  “restricted”; these begin at 0 ranks.
  Faction:  
  Faction:  
  House Apprenticeship
  House Apprenticeship
  There are five Royal Houses and innumerable minor 
  ones. Each of the Royal Houses is described in detail 
  in the following section. You spent your early appren-
  ticeship years learning the ropes from your faction. 
  FILLING IN  
  THE CHARACTER SHEET
  As with the upbringing stage, your apprenticeship 
  stage gives you certain traits. 
  First off, you get a capability in your faction’s Lore, 
  as well as two additional capabilities. You’ll list this in 
  the “Capabilities” section of the character sheet.
  You get 5 characteristic ranks and 5 skill ranks, and 
  a perk representing the 1st degree of rank. You’ll list 
  this in the “Characteristics”, “Perks”, and “Skills” 
  sections of the character sheet.
  Next, each faction has quirks or cultural practices 
  that typify its members. You acquire a Blessing and 
  a Curse unique to your faction that modify specific 
  traits in specific situations. You’ll list these in the “Fac-
  tion” section of the character sheet.
  Each faction lists its favored calling, but this is a sug-
  gestion. You won’t write it on the character sheet, un-
  less and until you choose your calling in the next step.
  Your faction gives you a material award upon 
  completing your apprenticeship. Sometimes this is 
  a largely ceremonial item, but often it’s also useable 
  equipment. You’ll record this in the “Equipment” sec-
  tion on the back of the character sheet.
  You’ll then choose the field in which you appren-
  ticed. Each field gives you skills, characteristics, and 
  capabilities, which you’ll record just as you did during 
  the upbringing stage.
  al-Malik
  Intellectual, artistic, and talented to a fault, the 
  al-Malik are the standard by which other noble hous-
  es measure culture. While they do not have the big-
  gest military, they are quite wealthy and friendly with 
  the merchant guilds, patronizing artists and creators 
  of all types. An al-Malik character might be searching 
  for their next masterpiece, on a research trip for any 
  of the universities they sponsor, or simply along for 
  the adventure.
  APPRENTICESHIP TRAITS
  Capability: al-Malik Lore; Commons Customs or 
  Think Machines or choose a weapons capability 
  (Military Weapons, Energy Guns, Slug Guns) or 
  an Arts or Performing Arts Lore capability; Speak 
  Graceful Tongue
  Characteristics: Dexterity +1 or Wits +1; Intuition +1; 
  Presence +2; Wits +1
  Perk: Noble Title (Knight)
  Skills: Academia 1; Arts 1 or Perform 1; Charm 1 
  or Impress 1; Empathy 1 or Focus 1 or Interface 1; 
  Melee 1 or Shoot 1 or Tech Redemption 1
  HOUSE QUIRKS
  Blessing: Extrovert (+1 goal for persuasion influence 
  with guests)
  Curse: Impetuous (-2 Mind Resistance against per-
  suasion influence when trading)
  Favored calling: Enthusiast
  Material award: Aesthetic orb (TL6 curio: floating 
  baseball-sized orb; can follow its user and produce 
  soft lighting and mood music from a library of 
  themes)
  Decados
  Sly, outrageous, and generally decadent by choice, 
  the Decados are often considered the most cunning 
  of the great houses. Their spies  — the  Jakovian 
  
  51
  51
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Agency  — rival the Hawkwood Rooks in terms 
  of gathering information and spreading fear. The 
  Decados are masters of the body and know just 
  which buttons to push to cause someone to say what 
  they want to hear. A Decados character might be a 
  member of the Jakovian Agency, but they’d never 
  tell — and those that do often have no association. 
  APPRENTICESHIP TRAITS
  Capability: Decados Lore; choose any Lore (often 
  Arts Lore or Poison Lore or Torture Lore); choose 
  a weapons capability (Military Weapons, Energy 
  Guns, Slug Guns) 
  Characteristics: Dexterity +1 or Strength +1 or En-
  durance +1; Perception +1 or Wits +1; Presence +1; 
  Will +2
  Perk: Noble Title (Knight)
  Skills: Academia 1 or Arts 1; Charm 1 or Impress 1 
  or Knavery 1; Disguise 1 or Interface 1 or Intru-
  sion 1; Melee 1 or Shoot 1; Observe 1 or Sneak 1
  HOUSE QUIRKS
  Blessing: Suspicious (+2 Perception around political 
  rivals)
  Curse: Vain (-2 Perception when flattered)
  Favored calling: Sybarite
  Material award: Little friend (TL5 curio skin patch 
  worn at the base of the neck; choose a specific skill 
  when receiving this award: +1 goal to that skill once 
  per scene, but your next physical action roll is -1 
  goal from nervous system overload) 
  Hawkwood
  Proud, honorable, and a little myopic, the Hawkwoods 
  have never quite gotten over Alexius’ “betrayal.” While 
  they are patiently moving forward as the non-Imperial 
  house, they still expect their son on the throne to fol-
  low their code. Hawkwoods follow an unspoken code 
  of chivalry, treating everyone around them with cool 
  civility until their actions or Hawkwood honor de-
  mand otherwise. A Hawkwood character might be on 
  a mission for her branch of the house, weaving a web 
  to ensnare the other characters for the greater good, or 
  even a member of the feared Rooks spy agency.
  APPRENTICESHIP TRAITS
  Capability: Beastback or Shipboard Operations or 
  Warfare Lore; Hawkwood Lore; Military Weapons 
  or Ranged Weapons (choose Energy Guns or Slug 
  Guns)
  Characteristics: Faith +1 or Will +1; Endurance +2 
  or Strength +2 or Wits +2; Presence +2 
  Perk: Noble Title (Knight)
  Skills: Academia 1; Charm 2 or Impress 2; Focus 1 or 
  Vigor 1; Melee 1 or Shoot 1
  HOUSE QUIRKS
  Blessing: Unyielding (+1 goal on End-, Will-, Faith-
  based rolls when being called out)
  Curse: Prideful (-2 Wits when insulted)
  Favored calling: Commander
  Material award: Premium-quality weapon (+1 goal), 
  usually a sword
  Hazat
  Disciplined yet passionate, the Hazat are a study 
  in opposites. Their military is frighteningly well-
  trained and well-equipped, and their diplomats are 
  canny and sly. All members of the house can han-
  dle at least one weapon at an expert level, and it is 
  said that one Hazat is more dangerous than a whole 
  platoon of Muster soldiers. A Hazat character might 
  be the focus of a drama for one of any number of 
  reasons — and more often than not, the reason is 
  deeply personal.
  APPRENTICESHIP TRAITS
  Capability: Combat Armor or Lore (any) or Ranged 
  Weapons (choose Energy Guns or Slug Guns); Haz-
  at Lore; Warfare Lore
  Characteristics: Dexterity +2 or Strength +2; Pres-
  ence +2; Will +1 or Wits +1
  Perk: Noble Title (Knight)
  Skills: Academia 1; Charm 1 or Impress 1; Empathy 1 
  or Vigor 1; Fight 1 or Shoot 1; Melee 1
  HOUSE QUIRKS
  Blessing: Disciplined (+2 goal on Strength- or Dex-
  terity-based combat rolls; choose only one charac-
  teristic when you acquire this Blessing)
  Curse: Vengeful (-2 goal on Will-based rolls when 
  questioned or insulted)
  Favored calling: Duelist
  Material award: Synthsilk cape (TL5 armor; +3 
  Body Resistance, e-shield compatible) and dueling 
  weapon
  Li Halan
  Once the darkest and most deviant of houses, the Li 
  Halan are now a model of courtesy and piety. This 
  house is extremely devoted to the Universal Church; 
  Li Halan nobles regularly tithe and provide man-
  power for it. Individually, Li Halan are straight-faced 
  and straight-laced, unfailingly polite and always com-
  
  52
  52
  posed. The house’s military is a thing of beauty (or 
  terror, depending on who you’re talking to). A Li 
  Halan character will always use her house’s name 
  before her own, no matter who she is or where she’s 
  going. The only exception are the hidden dark cultists 
  within the house, who try not to use their house name 
  at all when it’s convenient.
  APPRENTICESHIP TRAITS
  Capability: Cathedral Customs; Li Halan Lore; Re-
  ligion Lore or choose a weapons capability (Military 
  Weapons, Energy Guns, Slug Guns) or an Arts Lore 
  or Performing Arts Lore
  Characteristics: Dexterity +1 or Endurance +1 or 
  Strength +1; Faith +2 or Presence +2; Intuition +2 
  or Wits +2
  Perk: Noble Title (Knight)
  Skills: Academia 1; Arts 1 or Perform 1; Charm 1 
  or Impress 1; Empathy 1 or Focus 1; Observe 1 or 
  Remedy 1
  HOUSE QUIRKS
  Blessing: Pious (+2 Presence around sinners and oth-
  er nobles)
  Curse: Dynastic Stain (-2 Presence around Church 
  officials)
  Favored calling: Courtier
  Material award: Saint’s relic (associated with a Gar-
  den Worlds saint) and loose synthsilk robes (TL5 
  armor; +3 Body Resistance, e-shield compatible)
  Noble Callings 
  Noble Callings 
  At 1st-level, you choose a calling to represent your 
  early career. At this stage of your life, you’ve taken up 
  your duty. 
  FILLING IN  
  THE CHARACTER SHEET
  As with the upbringing and apprenticeship stages, 
  your early career stage gives you certain traits: capa-
  bilities, characteristics, perks, skills, and equipment. 
  You’ll fill these out just as you did with the previous 
  stages.
  The patron saints listed with each calling are exam-
  ples only; you won’t list these on your sheet or even 
  necessarily offer devotion to these persons. They’re 
  provided as exemplars of your calling, as models to 
  aspire to.
  Commander
  Commanders are the war leaders of their houses. 
  They know where everyone should be on a bat-
  tlefield at any given time, and they are masters of 
  strategy and tactics. However, they are also masters 
  of style — Commanders lead parades, drill for their 
  lords, and recruit peasants to their infantry forces 
  with the promise of glory. While not all Commanders 
  are martial geniuses, most cut a dashing figure on the 
  field. Those who can grasp the art of combat, both 
  on a micro and macro level, will never be without a 
  home or a job. Though the Pax Alexius has soothed 
  some tensions between the houses, there are plenty of 
  opportunities in the coming campaigns to help pacify 
  the barbarian and lost worlds. 
  PATRON SAINTS
  Darius the Resolute — Darius Hawkwood of Gwyn-
  neth commanded Taliesin’s Spear, his house’s psychic 
  troops. His own psychic abilities were meagre, but his 
  loyalty to both his house and those in his command 
  was nonpareil. His steady and just leadership shaped 
  a motley gaggle of disgruntled psychics into a model 
  of military precision. Their glorious self-sacrifice at 
  the Siege of Jericho (4994) was testimony to the tran-
  scendent power of devotion to house and throne. 
  Edward Wyrmslayer  — Hailing from Virgo Minor 
  on Delphi, the second son of Countess Ealhswith 
  Hawkwood, Edward Dunstan (43rd century) joined 
  the army, becoming leader of the Doloria Defense 
  Force. Saint Edward is best known for his battle with 
  the Void Wyvern, a dark dragon-shaped entity that 
  emerged from the jumpgate and terrorized Nacado; 
  it was said to be a spawn of Levayath-Nidhogg, the 
  great serpent of the Abyss. Saint Edward’s victory 
  over the wyvern is a common Church motif.
  EARLY CAREER TRAITS
  Capabilities: Beastback or Warcraft or Warfare 
  Lore; Military Weapons
  Characteristics: Endurance +1; Presence +2; Will 
  +1 or Faith +1; Wits +1 
  Perk: Choose 1 from the Commander Perks list be-
  low or from the open perks list.
  Skills: Academia 1; Drive 1 or Survival 1; Focus 1; 
  Impress 3; Melee 1; Shoot 1; Vigor 2
  Equipment: Fine military commander’s uniform, 
  dress sword, and destrier (trained war horse).
  
  53
  53
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  COMMANDER PERKS
  Conscript
  Invigorate
  Loyalty unto Death
  Marksmanship
  Martial Arts
  Military Rank
  Strategic Mind
  Conspiracist
  Conspiracists are the spiders in the shadows, always 
  weaving a web with which to ensnare others. This life 
  of intrigue is always exciting but always dangerous. If 
  too many spiders spin webs close to each other, they risk 
  becoming food. The life of a conspiracist is a delicate 
  dance of letters carried in the night, words whispered 
  in the right ear, and always knowing where you stand 
  with those around you. Conspiracists are constantly at 
  the top of their game, because otherwise, they’re the 
  pawns others use to better themselves.
  PATRON SAINTS
  Ariston of Gwynneth — Bishop Ariston of Gwynneth 
  (44th Century) was suspected of being a believer in 
  the heretical doctrine of Duo-Prophetism, a sect 
  that rose on Urth in the 30th century that pro-
  claimed the existence of two Zebulons, one 
  the Prophet and the other a non-physi-
  cal Dark Energy form that proclaimed 
  the “Hidden Eidolons” in the Apocryphal 
  Gospel of St. Hombor. Protected by powerful po-
  litical connections, he loudly proclaimed his inno-
  cence, while inferring that many contemporary no-
  ble leaders were gemini — dark doubles who had 
  replaced their originals to do infernal work. He 
  was sainted for his ministry to those suffering from 
  the Green Plague. The Church states that he was 
  martyred preaching to the Vuldrok, but he actually 
  died of abdominal obstruction after eating a cache 
  of Aylon pears, of which he was most fond. 
  The Hidden Regicide — The most provocative con-
  spiracies can raise suspicions with minimal evidence. 
  Theorists whisper of Natalya Decados’s hidden hand 
  behind the fiery demise of Emperor Vladimir’s im-
  perial ambition, but her role in his assassination can 
  neither be proven nor disproven. In fact, there is no 
  record of her birth, evidence of her life, or informa-
  tion about her death. Such absence of evidence about 
  her very existence disproves nothing, of course, but 
  serves as her greatest posthumous miracle.
  EARLY CAREER TRAITS
  Capabilities: Lore (any, but usually a rival faction); 
  Poison Lore or choose a Customs Lore (Cathedral 
  Customs, Commons Customs, or Streetwise)
  Characteristics: Intuition  +1; Perception  +3; 
  Presence +1
  Perk: Choose 1 from the Conspiracist Perks list be-
  low or from the open perks list.
  Skills: Academia 1; Charm 2 or Impress 2; Disguise 1; 
  Knavery 2; Observe 2; Sleight of Hand 1; Sneak 1
  Equipment: Three fine outfits (noble court, Church 
  pageantry, agora shopping)
  CONSPIRACIST PERKS
  Calculating
  Council Member
  Master of Deception 
  Rabble Rouse
  Sacrificial Lambs
  Vicious Insult
  Web of Lies
  Hazat Conspiracist
  
  54
  54
  Courtier
  The Courtier is the public face of the nobility, the one 
  the Church or the League thinks of when they imag-
  ine a member of a great family. Chic, clever, and always 
  well-attired, the Courtier is the noble the family sends 
  when they need to impress. One might think of a Court-
  ier as lazy or a peacock, but the truth is, it takes them 
  years to hone the art of polite diplomacy. They’re raised 
  to be the loveliest, the most charming, the wittiest, and 
  the most observant. While they do not host parties like 
  the Sybarite, they share many characteristics and they 
  can be seen at many of the same parties. A Courtier 
  who is seen is a Courtier who has power. They are their 
  house’s diplomats, marriage prospects, and occasional 
  rulers, and they are not to be underestimated.
  PATRON SAINTS
  The Counsel of Kish — Aldine Li Halan of Kish was 
  crippled by a rare childhood illness, and her neural 
  pathways rejected advanced cyberdevic-
  es. Where other nobles would have treat-
  ed her as a liability, her family supported 
  her education in the arts, strategy, and 
  rhetoric. Aldine’s acuity and cunning 
  positioned her amongst the most 
  powerful members of her house, 
  becoming the senior-most Li 
  Halan advisor of her day. She died 
  at the end of Emperor Wars, hav-
  ing anticipated — or some would 
  say engineered — the outcome.
  Lady Amorita  — Princess Aya-
  mi Okada (?-4473) was raised in 
  refinement and culture. Born on 
  Kish to a middling knight fami-
  ly and educated on Byzantium 
  Secundus, she returned to the 
  Li Halan worlds, becoming a 
  courtier to Prince Cardano. 
  Ayami, now titled Lady Am-
  orita, fell in love with the 
  prince, despite her devout 
  upbringing, 
  and 
  many 
  think she was responsible 
  for his conversion. Advis-
  ing him on many matters 
  of governance, he later 
  reluctantly allowed her 
  to join Sanctuary Aeon. 
  The two wed after Car-
  dano’s first wife died. 
  Her role as advisor on political and 
  Church matters, especially her prayer 
  for the Intercession of the Prophet on behalf of Prince 
  Cardano and the people of the Li Halan worlds, drew 
  attention to her first as a folk saint and later as a can-
  onized saint. She sometimes confuses modern Known 
  Worlders (for obvious reasons) with her status as the 
  patron saint of courtesans.
  EARLY CAREER TRAITS
  Capabilities: Choose a Customs Lore (Cathedral 
  Customs or Commons Customs); Lore (any)
  Characteristics: Presence +3; Wits +2
  Perk: Choose 1 from the Courtier Perks list below or 
  from the open perks list.
  Skills: Academia  1; Arts  1; Charm  3; Impress  2; 
  Knavery 1; Melee 1 or Shoot 1; Perform 1
  Equipment: Three fine outfits (official occasions, 
  hunting, dining)
  COURTIER PERKS
  Council Member
  Entourage
  Paramour
  Respectable
  Schmooze
  Vicious Insult
  Duelist
  Sleek, dangerous, and performa-
  tive, the Duelist is a personally puis-
  sant combatant who fights for the hon-
  or of their house. Duelists train daily, 
  and some have done so since they were 
  old enough to pick up a weapon. They 
  can be hot-headed or calm and collect-
  ed, but all of them are finely-honed 
  combat machines. Some look at them 
  askance, considering them no better 
  than thugs with a noble title. Others 
  consider them a valuable part of any 
  house’s retinue. Duelists often have 
  seconds, typically either apprentices 
  they are training or friends they trust. 
  They’re not as self-sufficient as they’d 
  like others to think, but they’re forces 
  of nature when given a weapon  — 
  preferably their specialty.
  PATRON SAINTS
  Carrillo of the Sword  — Don 
  Rodrigo del Narro y  Carillo 
  (40-  41st  centuries) was the 
  Li Halan Courtier
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
   greatest sword master of the late Second Republic. 
  When a pro-Republican mob stormed Bishop Cer-
  da’s residence on Byzantium Secundus, the dashing 
  Carrillo slew laser-armed rabble with his family’s 
  sword, Invencibilidad, dueled and defeated the feared 
  Republican Captain Pierre Chaulnes, and saved the 
  bishop by hoisting him to safety on a skid hook at-
  tached to a hover-copter.
  The Transfixed Saint of Tsaritsyn — “Your blade is 
  keen,” Alexei Decados (c. 4600) gasped at the sword 
  buried in his chest, “but you were never the sharpest 
  blade in the armory.” His initial remark — “When 
  you’re on your knees, try prayer instead”  — was 
  meant to invite a duel of wits, but his opponent an-
  swered with steel. Alexei’s sanctity honors the poten-
  cy of ridicule as a dueling weapon, and his iconogra-
  phy depicts him impaled by a sword while bearing a 
  countenance of blessed contempt.
  EARLY CAREER TRAITS
  Capabilities: Combat Armor; Military Weapons
  Characteristics: Dexterity  +1; Endurance  +1; 
   Perception +1 or Will +1; Strength +2
  Perk: Choose 1 from the Duelist Perks list below or 
  from the open perks list.
  Skills: Charm 1 or Impress 1; Fight 2 or Shoot 2; 
  Empathy 1 or Focus 1; Knavery 1 or  Perform 1; 
  Melee 3; Vigor 2
  Equipment: Premium dueling sword 
  (+1 goal).
  Pistol Duelist:
  As above, but swap Shoot 3 for 
   Melee, and Melee 2 for Shoot.
  Equipment: Premium dueling pistol 
  (+1 goal; 1 shot capacity).
  DUELIST PERKS
  Aim Assistance 
  Aim Where It Hurts
  Armed to the Teeth 
  Dance of Destruction
  Fencing
  Marksmanship
  Nimble
  Two-Gun Fighting
  Enthusiast
  The idle rich are not 
  often so idle. Enthusi-
  asts are nobles who choose to 
  use their status to better their own 
  minds, as well as those of the people 
  around them. These nobles are the most likely ones 
  to go to university, study under guilds, or learn the 
  deep theological disagreements of the Universal 
  Church because it’s fun. An Enthusiast may have 
  a life-long obsession, or they might pick up a new 
  special interest every week. They love sharing their 
  knowledge, experimenting with it, and generally 
  making use of it to the best of their ability, whether 
  by creating new armor for the house’s military or 
  by painting a picture of their paramour.
  PATRON SAINTS
  Nimr the Collector  — Winthrop Sterling Nimr 
  (4602-4690), scion of a League banker who had 
  been ennobled by the al-Malik of Ishtakhr, was a 
  collector of rare Second Republic entertainment, 
  including episodes of Bosco and Shrike (a human 
  and ukari cop team) and Constantius and Constul-
  tius. Adding to the erudition of the Church, he 
  discovered lost Synod holo-records from the 37-
  38th centuries, which were used to clarify certain 
  matters on proscribed and al-
  lowed forms of prayer. He 
  also miraculously found 
  the original logbook of 
  Saint Paulus, thought 
  lost until then.
  The Veiled Poet — Ra-
  bia al-Malik of Shaprut
  (c. 3800) became 
  entranced with the 
  bakhshi (singing po-
  ets) of her home-
  world. Interest 
  became obsession, 
  which became 
  a way of life. At 
  first content with 
  sponsoring private 
  performances, she 
  later commissioned 
  original works, 
  then founded a studio 
  for elder poets to 
  teach and mentor 
  the young. At 
  her deathbed, 
  her family dis-
  covered a slim 
  volume of poems
  which Rabia herself had secretly 
  composed — poetry later honored 
  as the finest verse of her day.
  al-Malik Enthusiast
  
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  EARLY CAREER TRAITS
  Capabilities: Choose a primary Musical Instrument and 
  either a secondary Musical Instrument or Lore (any).
  Characteristics: Dexterity +2; Presence +1; Wits +2
  Perk: Choose 1 from the Enthusiast Perks list below 
  or from the open perks list.
  Skills: Academia 2; Arts 2; Charm 1 or Impress 1 or 
  Knavery 1; Crafts 1 or Tech Redemption 1; Drive 1 or 
  Pilot 1; Empathy 1 or Focus 1; Observe 1; Perform 1
  Equipment: Arts and crafts supplies. 
  ENTHUSIAST PERKS
  Beginner’s Luck
  Botanist
  Cat Burglar’s Eye
  Epiphany
  Patron of the Arts
  Tutor
  Incognito 
  Few willingly choose this calling; most Incognitos are 
  forced to take up this life due to political circumstanc-
  es and family stains. The Incognito can be in hiding, a 
  rogue prince on the run, or the last scion of a doomed 
  branch of the family. They do not want to be recog-
  nized — doing so might mean death or imprisonment. 
  Every Incognito is on the run from something, and while 
  that may vary, the consequences are enough to keep 
  them on the run. Sometimes Incognitos run with each 
  other or hide on their homeworlds as members of the 
  free folk or merchant classes. Some just escape into the 
  guilds or the Universal Church, trusting their fellows to 
  protect them if (or when) their secret comes to light. 
  Like the Spy calling, the Incognito assumes a “cov-
  er identity” calling under which they hide. (See the 
  Cover Identity sidebar.)
  PATRON SAINTS
  Alberto the Unrecognized — Alberto Masseri (c. 4915) 
  was thought killed on Nowhere’s moon during the 
  Symbiot Wars. Crawling from the wreckage of his 
  sabotaged flyer, he suspected the work of his own 
  kin, but lacked evidence. Alberto adopted the face 
  and guise of a common mercenary. He found employ 
  with his own family on Cadavus until he could gather 
  the evidence he needed to exact his revenge. Alberto 
  reclaimed his name but renounced his family, prefer-
  ring freedom over allegiance to the dynastic politics 
  that had caused so much misery.
  Oscar, Shadow of the Patriarchs  — Oscar Koval (?-
  4375) was a member of the Purger’s Guild working 
  in Urth’s sewers. His resemblance to Patriarch Ja-
  cob I was uncanny, as well as his ability to mimic the 
  Church leader. When presented to Jacob I, he was of-
  fered the job of “Patriarchal Double,” substituting for 
  Jacob on dangerous assignments. Shot twice, he died 
  from wounds inflicted by a rogue Avestite, becoming 
  a martyr for the Church and an example for nobles 
  who must endure double identities. 
  EARLY CAREER TRAITS
  Capabilities: Choose 2 that support your cover 
  identity.
  Characteristics: Intuition +1; Perception +2; 
  Presence +1; Wits +1
  Perk: Choose 1 from the Incognito Perks list below 
  or your cover-identity calling’s list or from the open 
  perks list.
  Skills: Knavery 2; Empathy 1 or Focus 1; Observe 2; 
  allocate 5 skill ranks among these skills or others 
  that support your cover identity
  Equipment: As your cover identity’s calling.
  INCOGNITO PERKS
  Learning from Mistakes
  Loyalists
  Mentor
  Second Skin
  Triumphant Return
  COVER IDENTITY
  Incognitos and Spies have a special consider-
  ation: They each declare a “cover” identity. They 
  choose a different calling (which can be from any 
  class) and perform as if they were a member of 
  that calling — indeed, they are actually practicing 
  their cover calling, even if they don’t always earn 
  the credentials to claim it properly.
  They can choose perks from their cover 
  calling or from their true Incognito or Spy 
  calling — until their cover has been blown. Af-
  ter successfully going into hiding (during the 
  downtime between dramas or when they level 
  up), they can craft a new cover identity. They 
  can choose to change covers at any time, but 
  they must still go into hiding for a while before 
  resurfacing in their new identity.
  Note: Your cover identity calling can never 
  be Brother Battle. You can’t fake being one of 
  the Church’s legendary war monks.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Knightly Order
  Members of a knightly order are sworn to the 
  betterment of their order above all things. Rules, 
  codes, and uses might vary, but induction into a 
  sacred or knightly order means a prominent orga-
  nization acknowledges that you are a worthwhile 
  member of your house and that your service is too 
  valuable to lose. Some knightly orders are little 
  more than social clubs, a place for the older mem-
  bers of the order to gripe about the younger gener-
  ation, or more often, a useful central meeting place 
  for members of other houses to bond over their 
  shared duties. Others drill hard, live an almost 
  ascetic lifestyle, give alms, and are chivalrous to a 
  fault. Some sell their services; others do not. The 
  details all depend on the order. One thing is the 
  same though — knight recognizes knight. Being a 
  member of a knightly order means someone always 
  has your back.
  Well-known orders include: 
  Order of the Shroud — This secretive order was re-
  puted to serve a psychic coven; its members wear 
  hoods or shrouds to hide their appearance and to 
  assist in anonymously helping the needy.
  Order of the Mantis — This ambitious order was orig-
  inally formed by the Decados to compete with 
  the Questing Knights.
  Order of Vladimir  — This discreet anti-Republi-
  can order works to keep the sovereignty of the 
  noble houses.
  Some nobles give themselves over to defending the 
  Church through various orders dedicated to its 
  protection (where they often fight alongside priest 
  Templars.) These include:
  The Adamantine Order — This small order is most-
  ly made up of knights, but includes some priests, 
  who serve the Eskatonics, usually by protecting 
  specific priests.
  Order of Saint Yara — This noble order is dedicated 
  to protecting Amalthean priests on their frequent 
  pilgrimages to dangerous locations.
  Swords of Lextius – This humble order serves the 
  Urth Orthodox, often as penance or at the behest 
  of families who seek favor by sending a younger 
  son into service.
  PATRON SAINTS
  The Adamantine Lion — The Antiphons of Alessandra 
  recite how the young Hawkwood knight faced death on 
  a symbiot battlefield on Stigmata (4900) but emerged 
  victorious, proclaiming visions of other-worldly beings 
  and an apocalyptic battle. She came to Pentateuch 
  as one of the first Adamantine Knights, pledging her 
  sword in defense of the newly-sanctioned Eskatonic 
  Order. She fell in battle against antinomists, but the 
  Antiphons assert she rose in celestial glory, locked in 
  spiritual combat with the coming darkness.
  The Seven Saints of the Sacred Sword — During the 
  barbarian invasions of the 46th Century, seven 
  knights joined to defend Valdalla on Leminkainen. 
  Sir William Hawkwood, Lady Amani al-Malik, Sir 
  Sergio Decados, Count Stefano Hazat, Sir Mukuna 
  Washikala, Sir Iskandr Alecto, and Sir Zhe Xianren 
  Li Halan saved a convoy of citizens and monks who 
  were pursued by Vuldrok slavers. Discovering Castus 
  (the legendary Holy Sword of Saint Albas) and a faith-
  ful follower of Mantius, they fought on. All but Muku-
  na (?-4503?) perished defending their charges. Many 
  holo-plays celebrate the Seven, later canonized.
  EARLY CAREER TRAITS
  Capabilities: Armor (choose Combat Armor or War 
  Armor) or Jumpweb Lore; Military Weapons or 
  Ranged Weapons (choose Energy Guns or Slug Guns)
  Characteristics: Faith +2; Strength +2; Will +1
  Perk: Choose 1 from the Knightly Order Perks list 
  below or from the open perks list.
  Skills: Charm 2 or Impress 2; Fight 1; Melee 2; Rem-
  edy 1; Shoot 2; Vigor 2
  Equipment: Premium military weapon (+1 goal) or 
  premium combat armor (+1 Body Resistance)
  KNIGHTLY ORDER PERKS
  Badge of Merit
  Badge of Valor
  Fencing
  Martial Arts
  Order Badge
  Paragon of Order
  Lord
  Someone has to do the actual work of ruling a fief, 
  and Lords are the ones to do it. Either raised to 
  know the gravity of their duty or appointed re-
  gent while the titled lord goes off adventuring for 
  a bit, Lords study law, rulership, and other neces-
  sary fields. Everything a Lord does is scrutinized, 
  though different houses may hold their Lords to 
  different standards. A Lord’s marriage is equally as 
  important as their army, and they have the well-be-
  ing of their people to consider. Some crack under 
  the strain, going mad or becoming callous and cru-
  el. Others are fair and just. Many have a balance of 
  the two — the equilibrium of being a Lord resides 
  somewhere between fear and love.
  
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  58
  PATRON SAINTS
  The Fisher King — Siddig Keddah of Byblos (c. 2837) 
  was the beloved lord of a fishing community. He was 
  devoted to his people, and when the Cathan Fever 
  struck, he worked tirelessly to care for the sick and 
  the dying until the plague took him. The Life of Siddig 
  states that on his death, Siddig appeared in a vision 
  to Amalthea and implored her to save his people — 
  thus bringing her to Byblos, the world which would 
  be renamed Grail.
  Hidalgo the Utopian — Raised by his mother, Don-
  na Sofia, on Vera Cruz, Don Alonso Hidalgo Ser-
  ra y Hazat (4612-4699), studied utopian societies. 
  Becoming Count of Ococuahuitl, an island off the 
  Haven continent on Vera Cruz, he created schools, 
  improved irrigation, established democratic pueblo 
  councils, and was declared loco by his relatives. Upon 
  investigation, Haven’s bishop saw that grain grew 
  wherever Hidalgo’s feet touched the earth. He cured 
  livestock by quoting Zebulon and created a paradise 
  based on the Prophet’s teachings. Upon his death, the 
  Little Utopia faded.
  EARLY CAREER TRAITS
  Capabilities: Choose 2 Lores related to the running 
  of your fief.
  Characteristics: Endurance +1; Faith +2 or Will +2; 
  Presence +2
  Perk: Choose 1 from the Lord Perks list below or 
  from the open perks list.
  Skills: Academia 2; Charm 1; Fight 1 or Melee 1; Im-
  press 2; Empathy 1; Observe 1; Shoot 1; Survival 1 
  or Vigor 1
  Equipment: Any item within your fief can be requi-
  sitioned for your use at any time.
  LORD PERKS
  Conscript
  Executioner
  Privy Council
  Loyalty unto Death 
  Untouchable
  Questing Knight
  A Questing Knight is a member of the Company of 
  the Phoenix, Alexius’s personal conquistador bri-
  gade. They swear fealty to the Emperor over their 
  own houses. They’re also famous for exploring un-
  known space, bringing back information and trea-
  sures the Known Worlds have never seen. While 
  members of the houses often resent nobles who de-
  cide to become Questing Knights, the choice can 
  provide an easy path to glory for a second or third 
  child who has no chance of being landed. Questing 
  Knights are fiercely devoted to each other and their 
  Cohorts — merchants and priests who aid them in 
  their duties and travels. (See the priest calling Impe-
  rial Cohort.) 
  PATRON SAINTS
  Éva Maria Bellona — Éva Maria (c. 5000) was among 
  the first to pledge herself to the Company of the Phoe-
  nix. Her bravery, love of fine wine, and skill at arms 
  were legendary, bestowing great honor to House 
  Xanthippe. Disgusted by the inequity and prejudice 
  she believed was rampant among Questing Knights, 
  she embraced a solitary quest in barbarian space. She 
  disappeared, leaving behind a legacy of valor and an 
  exemplar of bold defiance.
  Sir Brieuc the Loyal — Little is known of the myth-
  ical Sir Brieuc of Woveweld (31st century?). Legend 
  states this knight explored the Known Worlds for his 
  liege-lady, Countess Chantel Keddah, searching for 
  Zebulon’s Belt. He had fantastic adventures and lat-
  er in life founded the Saint Hombor Monastery on 
  Antioch. The Questing Knights look to Saint Brieuc 
  as a legendary knight loyal to his lord, as well as an 
  explorer of unknown worlds.
  EARLY CAREER TRAITS
  Capabilities: Military Weapons or Ranged Weap-
  ons (choose Energy Guns or Slug Guns); Barbarian 
  Jumpweb Lore or Combat Armor
  Characteristics: Faith +1; Endurance +1; Presence +1; 
  Strength +2 
  Perk: Choose 1 from the Questing Knight Perks list 
  below or from the open perks list. (Imperial Charter 
  is the most common choice.)
  Skills: Charm 2 or Impress 2; Empathy 1 or Observe 1; 
  Fight 1; Melee 2 or Shoot 2; Survival 2; Vigor 2
  Equipment: Sturdy weapon and suit of combat armor 
  (+2 Resistance against breakage)
  QUESTING KNIGHT PERKS
  All-Access Pass
  Badge of Merit
  Badge of Valor
  Deputize
  Fencing
  Imperial Charter 
  Marksmanship
  Rise from the Ashes
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Ronin
  Noble houses are not eternal. Families die off or are 
  wiped out, ruling scepters are lost, and children go off 
  to serve in the guilds or the Church. Sometimes, mem-
  bers of powerful houses are exiled for no reason other 
  than someone stepping on the wrong person’s toes at a 
  dance. Ronin seek opportunity or solace outside of their 
  house while still keeping their house in mind. A Deca-
  dos who gives their life to the Church and foreswears all 
  other allegiances counts as a member of the Church, not 
  a Ronin. However, a Masseri who seeks their fortune 
  in the military of House Hawkwood to bring glory to 
  their house might well be a Ronin. The Emperor Wars 
  set off a massive wave of Ronin from many worlds, all 
  with their own agendas and talents. They meld into the 
  fabric of noble and clerical life, but their goals are their 
  own, and they are not happily or easily thwarted. Not 
  all Ronin stay Ronin — some are eventually accepted 
  back into their house, while others join orders like the 
  Questing Knights.
  PATRON SAINTS
  Mafalda the Convert  — Mafalda Roão (?-
  2995), the last destitute survivor of a minor no-
  ble house, took to the life of a wandering warrior 
  for hire. When the ukari attacked Aylon (2995), 
  she defended the nascent Church of Zebulon 
  at the foot of Prophet’s Hill, inspired by the 
  example of the sainted Defenders of Aylon. 
  Besieged, she fought to the death defend-
  ing the flock. Converted during the 
  siege to the new faith, she 
  posthumously became 
  one of the early saints of 
  the Church.
  The Two-Blood Bor-
  der Lord  — Born of 
  House 
  Trusnikron, 
  reared amongst bar-
  barians, and rumored to 
  have had a Vuldrok father, 
  Luc (c. 4995) lived between 
  cultures. He made his home 
  on Leminkainen, frequently 
  mediating between Vuldrok 
  and Hawkwoods — but when 
  he slew a Hawkwood soldier in 
  defense of a barbarian farmer, 
  Luc was executed for treason. 
  Many despise him as a traitor, 
  while others revere his commit-
  ment to an honor that transcends 
  borders or dynastic allegiances. 
  EARLY CAREER TRAITS
  Capabilities: Lore (any); Military Weapons or 
  Ranged Weapons (choose Energy Guns or Slug 
  Guns)
  Characteristics: Dexterity +2 or Endurance +2 or 
  Strength +2; Perception +1; Wits +2 
  Perk: Choose 1 from the Ronin Perks list below or 
  from the open perks list.
  Skills: Charm 1 or Knavery 1; Empathy 1; Fight 1; 
  Melee  2 or Shoot  2; Impress  2; Observe  2; 
   Survival 1
  Equipment: A family relic that you rescued from 
  destruction. It might be worth something again… 
  someday.
  RONIN PERKS
  Hired Muscle
  Living Legend
  Military Rank
  Nothing to Lose
  Seen Too Much
  Trouble Magnet
  Spy
  The most dangerous enemy is one you 
  can’t see, and Spies are all but invisi-
  ble. They may play at being a Court-
  ier or a Questing Knight, but what 
  they’re really looking for is a way to 
  get you at your most vulnerable. 
  Not all Spies kill, but many have 
  some training in the art of em-
  ploying poisons and antidotes. A 
  Spy is unable to be held by doors 
  or locks: After five seconds with a 
  hairpin, guarded secrets are all 
  theirs. You might have thought 
  you said something innocu-
  ous, but the Spy will figure 
  out how to use it later. 
  Like the Incognito call-
  ing, the Spy assumes a 
  “cover identity” calling 
  under which they hide. 
  See the Cover Identity side-
  bar. Noble Spies have a 
  true allegiance to their house’s 
  agency: al-Malik Mutasih, Deca-
  dos Jakovians, Hawkwood Rooks, 
  Hazat Archons, the Imperial Eye, or 
  the Li Halan Hidden Martyrs.
  Decados Ronin
  
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  PATRON SAINTS
  The Father of Secrets, Protector of Malignatius — Willem 
  Van Gelder of Aola (c. 4600) founded his family’s espi-
  onage network after Vladimir’s betrayal. With an un-
  remarkable face and unpretentious manner, he easily 
  developed new identities for different missions, and he 
  taught his protégés to do likewise. Through guile and 
  disguise, Willem secured his family’s longevity, pro-
  tecting it with enough secrets to topple an empire. Un-
  doubtedly, Willem’s most dramatic identity shift was 
  transforming the reputation of his family from unre-
  markable landowners to notorious spies. 
  Yussef the Reclaimer of Souls — Yussef (4400s) was of 
  the Ishtakr al-Malik. When Rahimat al-Malik came, 
  researching family lore, he quickly realized Yussef’s 
  intelligence. Rahimat asked him to be his eyes. Yussef 
  agreed, aiding Rahimat with intelligence on his ene-
  mies. Together they rediscovered through family lore 
  Bay’ho len Itka Tu, the Way to the Three Mountains. 
  After Rahimat’s victories, Yussef offered his skills to the 
  Patriarch, became an early spy in barbarian space, and 
  eventually helped captured Church members escape. 
  EARLY CAREER TRAITS
  Capabilities: Choose 1 that supports your cover iden-
  tity; Poison Lore or Streetwise Lore or Torture Lore 
  Characteristics: Dexterity +1; Perception +2; Pres-
  ence +1; Wits +1
  Perk: Choose 1 from the Spy Perks list below or from 
  your cover-identity calling’s list or from the open 
  perks list.
  Skills: Empathy 1 or Sneak 1; Knavery 2; Observe 2; 
  allocate 5 skill ranks among other skills that support 
  your cover identity
  Equipment: As your cover identity’s calling.
  SPY PERKS
  Martial Arts
  Mimic
  Rabble Rouse
  Ruthless
  Second Skin
  Secret Agent
  Vicious Insult
  Sybarite
  Some parties are nice, well-catered affairs with good 
  music, but nothing to write home about. The Syba-
  rite’s parties are an order of magnitude above these 
  gatherings – grand spectacles of light, sound, and cu-
  linary delights. Even a small Sybarite party is sure to 
  leave people talking for days afterwards. A little party 
  never killed nobody — except the people the Sybarite 
  wanted dead — and those who adhere to this calling 
  know well the power of word of mouth. Sybarites have 
  a bad reputation for being crass, tasteless, and even dis-
  gusting, but for most Sybarites, this is only part of their 
  carefully-crafted image. Their favorite tactic is “shock 
  and awe,” and the ballroom is their chosen battlefield.
  PATRON SAINTS
  The Virgin Voluptuary  — Abbess Iulia Decados re-
  linquished house for Church and embraced extreme 
  chastity, but never abandoned her family penchant 
  for intemperance. Her remote convent on Nowhere, 
  now abandoned, welcomed private conclaves for the 
  powerful; under her eye, excess promoted vice, but 
  discretion promised diplomacy. Her legendary Con-
  clave of Figs (c. 4925) — with its figs, selchakah, and 
  100 courtesans  — curried favors, bartered secrets, 
  and forged impossible allegiances that shaped the end 
  of the Regency. Her ashen relics are still sought for 
  their miraculous opioid quality. 
  Yuri of the Distilleries — Rediscovering an ancient in-
  gredient for Urth vodka, Yuri Juandaastas (4632-4720) 
  ran several successful distilleries on Istakhr. A cheer-
  ful, boisterous man, he held huge bacchanals on his 
  estate where guests included exemplars of all species. 
  So popular were his parties that he became a peace-
  maker between local humans and various alien com-
  munities. Annually giving huge sums to the poor and 
  the Church, he invited the destitute to his masked balls 
  twice a year, dressing them like nobles.
  EARLY CAREER TRAITS
  Capabilities: Choose 1 Lore (any) and another Lore 
  or a Musical Instrument.
  Characteristics: Endurance +1 or Will +1; Intu-
  ition +1; Presence +3
  Perk: Choose 1 from the Sybarite Perks list below or 
  from the open perks list.
  Skills: Arts 2; Charm 2 or Impress 2; Disguise 1 or 
  Sleight of Hand 1; Knavery 2; Observe 1; Perform 1; 
  Vigor 1
  Equipment: Three disguise outfits for masked balls.
  SYBARITE PERKS
  Blackmail
  Fencing
  Debauchery
  Entourage
  Schmooze
  Vicious Insult
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Priest
  Priest
  Characteristics: Faith +1; Endurance +1 or Strength 
  +1; Intuition +1 or Wits +1; Presence +2
  Perks: the Inspiring perk plus 1 class perk chosen 
  from the Priest Class Perks list listed below or from 
  the open perks list.
  Skills: Academia 1 or Crafts 1; Charm 2; Empathy 1 
  or Focus 1; Remedy 1
  OPTION: BROTHER BATTLE MONASTERY 
  UPBRINGING
  Instead of using the traits listed above, you can use 
  those listed below. You were given to the Brother Bat-
  tle as an infant, raised in one of their exclusive mon-
  asteries. If you choose this upbringing, but not the 
  Brother Battle faction, it means you failed to pass the 
  rigorous tests to become an apprentice when you hit 
  puberty; you were then turned loose into the world. 
  Capabilities: Armor (Combat or War); Religion 
  Lore 
  Characteristics: Dexterity +1; Endurance +1; 
  Strength +1; Faith +1; Will +1
  Skills: Academia 1; Fight 1; Focus 1; Vigor 2
  Priest Class Perks
  Chartophylax
  Church Ordination (the faction apprenticeship 
  stage listed below will award you this perk’s 1st 
  rank)
  Condemn
  Enlightened
  Harmonize
  The shadows of the saints and holy men and women shimmered on the walls, appearing almost to move 
  in the flickering illumination of hundreds of votives. A thick cloud of heady incense hung in the air. 
  Brother Pavel knelt before the altar, deep in prayer. With his mind still and his heart at peace, he 
  prepared himself for his fate. At the edge of awareness, he noticed another of the brotherhood come 
  to kneel by him, but then the choir began to sing, and he let his consciousness focus on the hymn. He 
  did not hear the words, but the hymn’s meaning was clear; he felt his soul begin to soar.
  The church shook, and the thunderous boom that followed a fraction of a second later pulled him 
  from his trance. A second and a third concussion rocked the foundation of the church so much that 
  dust fell from the ceiling. Inhaling deeply, he rose slowly to his feet. The shaking and thunderous 
  boom came almost immediately. They were getting closer.
  He reached over his shoulder and drew the blade he wore. Holding it with the tip toward the floor, 
  he kissed the pommel. He was ready. His hard years of training with the Brother Battle would be put 
  to the test this day. Today he would meet the enemy in war in defense of the church, its followers, and 
  his very beliefs. Today he would meet his fate. He would emerge victorious… or he would die in battle. 
  Sheathing the sword, he turned and give a grim smile and nod to the brother next to him. He 
  brushed some of the fallen debris from his shoulder and headed for the door.
  No single institution has as much impact on day-to-day 
  life in the Known Worlds as does the Universal Church 
  of the Celestial Sun. Despite the Church’s many fac-
  tions and sects, the average peasant sees it as a giant 
  monolith, dedicated to saving humanity from the evil 
  inherent in the universe. As far as they can tell, all 
  the priests work toward the same goal, hand-in-hand, 
  fighting evil together. Never mind the fact that they call 
  one another heretics; the Church itself is good. The 
  peasants’ view only changes when someone tries to re-
  place the sect of their ancestors with a new one.
  You can choose from a number of sects as a mem-
  ber of the Church. Each of these are described in 
  more detail in the Faction: Sect Apprenticeship section.
  Class: Upbringing
  Class: Upbringing
  At this stage of your life, you’re not yet a priest, and 
  you have received no formal training, but you might 
  have been groomed for the task by your family or tak-
  en under a priest’s wing for tutelage. 
  At 1st level, you gain the following traits:
  UPBRINGING TRAITS
  Capabilities: Cathedral Customs; Homeworld Lore; 
  Medical Lore (choose Surgery or Disease) or Musi-
  cal Instrument (choose Brass, String, Woodwind, 
  Percussion, or Keyboard) or Transport (choose 
  Beastback, Beastcraft, or Landcraft); Read/Speak 
  Urthish; Religion Lore
  
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  Hierophant
  Holier Than Thou
  Inquisitorial Seal
  Inspiring (already awarded during the upbringing 
  stage, as shown above)
  Invigorate
  Landed
  Legate
  Martial Arts
  Nimble
  Petition
  Purge
  Retainer
  Righteous Sermon
  Riches
  Shepherd of the Flock
  Wise One
  Witch Hunt
  Filling in the Character Sheet
  See the noble upbringing stage, above, for directions 
  on how to fill out the character sheet with the traits 
  provided to you by your upbringing, as well as your 
  faction’s apprenticeship and your calling.
  Faction: Sect Apprenticeship
  Faction: Sect Apprenticeship
  There are five major sects and a handful of minor 
  ones, as well as some pagans. Each of the major sects 
  is described in detail in the following section. You 
  spent your apprenticeship years learning the ropes 
  from your faction. 
  Brother Battle
  Known as defenders of the Prophet’s faith and 
  champions of the faithful, Brother Battle priests are 
  among the greatest warriors in the Known Worlds. 
  They train from childhood to hone the skills needed 
  to preserve the Church and the Empire against mil-
  itary threats of all kinds. A Brother Battle character 
  might be a symbiot fighter, a protector of pilgrims, or 
  a bodyguard to a priest or noble.
  All Brother Battle monks spend their apprentice-
  ships in exclusive order monasteries. Most of them 
  spent their upbringing there, too.
  APPRENTICESHIP TRAITS
  Special: You can choose to allocate 1 or more char-
  acteristic ranks to the Theurgy characteristic, and 
  you can increase it by using the characteristic ranks 
  awarded at each level.
  Capability: Armor (Combat Armor or War Armor) 
  or Ranged Weapons (Energy Guns or Slug Guns); 
  Brother Battle Lore; Military Weapons
  Characteristics: Dexterity +1; Endurance +1; 
  Faith +1; Strength +2
  Perk: Church Ordination (Apprentice)
  Skills: Fight 1; Focus 1 or Impress 1 or Survival 1; 
  Melee 1 or Shoot 1; Remedy 1; Vigor 1
  SECT QUIRKS
  Blessing: Disciplined (+2 goal to shake off states)
  Curse: Clueless (-2 goal on Intuition- and Percep-
  tion-based rolls to notice social cues)
  Favored calling: Brother Battle
  Material award: You have a blessed sword or slug 
  gun. The weapon of choice grants +1 goal to either 
  Melee or Shoot, respectively, when wielded against 
  a foe of the Church.
  Eskatonic Order
  Originally viewed as heretical occultists, the Eskaton-
  ics were welcomed into the Universal Church after 
  their command of theurgy proved invaluable against 
  the symbiot menace. Now members of this sect seek 
  out esoteric knowledge for the glory of the Pancre-
  ator and the good of the wider Church. An Eskatonic 
  character might be an artifact hunter, a potent theur-
  gist, or a demon hunter.
  APPRENTICESHIP TRAITS
  Special: You can choose to allocate 1 or more char-
  acteristic ranks to the Theurgy characteristic, and 
  you can increase it by using the characteristic ranks 
  awarded at each level.
  Capability: Eskatonic Order Lore; Occult Lore; 
  Read Latin or choose any one Lore
  Characteristics: Faith +2; Intuition +2; Wits +1
  Perk: Church Ordination (Novitiate)
  Skills: Academia 2; Alchemy 1 or Observe 1; Charm 
  1 or Impress 1 or Remedy 1; Focus 1
  SECT QUIRKS
  Blessing: Curious (+2 Perception when encounter-
  ing something new)
  Curse: Subtle (-1 goal for persuasion influence 
  when explaining something)
  Favored calling: Occultist
  Material award: You have a complete set of the 
  Apocrypha of Horace (in either book or data archive 
  format) and four texts containing information about 
  Saint Horace the Learned that were rejected by the 
  Church (citing alleged false authorship and theolog-
  ical error).
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Sanctuary Aeon
  The most beloved sect within the Universal Church, 
  Sanctuary Aeon brings the Pancreator’s grace and 
  healing to all sentient beings without prejudice. 
  Amaltheans preach justice, respect, and tolerance as 
  the keys to peace of mind and body. This stance has 
  earned them the esteem even of their opponents with-
  in the Church. A Sanctuary Aeon character might be 
  a pacifist healer, a talented diplomat, or a counselor to 
  another priest or noble. 
  APPRENTICESHIP TRAITS
  Capability: Lore (any); choose a Medical Lore (Cy-
  bernetics, Disease, Poison, or Surgery); Sanctuary 
  Aeon Lore
  Characteristics: Dexterity  +2; Faith  +1 or Intu-
  ition +1; Presence +1; Wits +1
  Perk: Church Ordination (Novitiate)
  Skills: Academia 1 or Arts 1 or Perform 1; Charm 1; Em-
  pathy 1 or Focus 1;  Remedy 2
  SECT QUIRKS
  Blessing: Compassionate (+1 goal for persuasion in-
  fluence when helping others)
  Curse: Gullible (-2 Mind Resistance against fast-talk 
  attempts)
  Favored calling: Healer
  Material award: You own a minor merciful technal 
  (TL5 device; a medical scanner or surgery kit; 
  grants +2 goal to Remedy rolls).
  Temple Avesti
  Even the Orthodoxy views these fanatics as too rig-
  id in their interpretation of the Prophet’s teachings. 
  The Avestites seek to purge sin from the universe with 
  cleansing fire. The Temple Avesti preach a rigorous 
  life of discipline and penance as the best means to re-
  flect the light of the Holy Flame. An Avestite charac-
  ter might be a zealous inquisitor, a traveling mission-
  ary, or a dogged bounty hunter.
  APPRENTICESHIP TRAITS
  Capability: Lore (any) or Ranged Weapons (Energy 
  Guns or Slug Guns); Temple Avesti Lore; Torture 
  Lore
  Characteristics: Dexterity +1 or Faith +1; Endur-
  ance +1; Presence +1; Perception +2
  Perk: Church Ordination (Novitiate)
  Skills: Empathy 1 or Knavery 1; Fight 1 or Melee 1 or 
  Shoot 1; Focus 1 or Vigor 1; Impress 1; Observe 1
  SECT QUIRKS
  Blessing: Pious (+1 goal for coercion influence 
  among the sinful)
  Curse: Righteous (-1 goal on Will- and Faith-based 
  rolls when judgment questioned)
  Favored calling: Inquisitor
  Material award: You wear a pendant bearing 
  the symbol of the Holy Flame. With the flick of 
  a switch, this symbol becomes a searing brand 
  which an Avestite can use to brand sinners’ fore-
  heads.
  Urth Orthodox
  The Orthodoxy has a reputation for rigidity and 
  worldliness. Despite this, many of its priests care 
  deeply about their flocks, hoping to protect them 
  from both outward and inward evil, whether it be 
  aliens, barbarians, or heresy. An Urth Orthodox 
  character might be a devoted shepherd of souls, a 
  time-serving bureaucrat, or a power-hungry prel-
  ate — all are possible within the largest and most 
  influential sect of the Universal Church.
  APPRENTICESHIP TRAITS
  Capability: Court Customs or Lore (any; usually Or-
  atory); Read Latin or Speak Latin; Urth Orthodox 
  Lore
  Characteristics: Faith +2 or Will +2; Presence +2; 
  Wits +1
  Perk: Church Ordination (Novitiate)
  Skills: Academia 1; Charm 1 or Impress 1; Empathy 
  1 or Focus 1 or Remedy 1; Perform 2
  SECT QUIRKS
  Blessing: Pious (+2 Presence among the sinful)
  Curse: Austere (-2 Charm with members of the flock)
  Favored calling: Clergy
  Material award: You have an illuminated copy of 
  the Omega Gospels and a silver jumpgate cross.
  Priest Callings
  Priest Callings
  At 1st-level, you choose a calling to represent your 
  early career. At this stage of your life, you’ve entered 
  the ministry.
  Brother Battle
  This calling is exclusive to those priests who chose Broth-
  er Battle for their faction at 1st level. You must choose 
  this calling at 1st level to join Brother Battle. Their sin-
  gle-minded dedication means there is a limited number 
  
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  of callings a priest can follow in addition to this one: 
  Healer (combat medic), Occultist (usually posted to the 
  Stigmata Garrison), and Theurgist. Even then, at every 
  other level after you’ve chosen a different calling, you 
  must come back to your Brother Battle calling. 
  Example: You must choose the Brother Battle calling 
  at 1st level to join. At 2nd, you might decide to become 
  a Healer. At the 3rd level, you must return to the Broth-
  er Battle calling, although at 4th level you can again 
  explore one of the other approved callings, and so on.
  Otherwise, a Brother Battle character can only 
  choose another calling if they are, for whatever reason, 
  intending to leave the order and pursue another path 
  for themselves. Such a choice would be highly unusual. 
  With few exceptions, Brothers Battle do not choose to 
  leave the order of their own accord. Aside from death, 
  expulsion due to misconduct or heresy are the only 
  means of doing so. Such an expulsion would be a note-
  worthy event in the history of the order. Consequently, 
  any character choosing another calling than those listed 
  above must have done something exceptionally grave. 
  Even then, the order sometimes prefers to discipline its 
  wayward members harshly rather than expelling them, 
  as expulsion both undermines morale within the order 
  and sullies the reputation of the Brothers. 
  PATRON SAINTS
  Korhonon of the Holy Hand — Risto Korhonon (4589-
  4679) entered Brother Battle at age five. After achiev-
  ing oblate level and becoming adept with the laser 
  rifle and mist sword, he nonetheless lost his right arm 
  defending Syneculla Otto Brandhorst from a he-
  retical Incarnate’s attack. While healing, he studied 
  chirurgery and later returned to his old unit as their 
  chaplain. His ability to bless weapons and armor be-
  came legendary within his lifetime. He cured injuries 
  from a distance, a miracle he attributed to faith.
  Master Isabella  — Master Isabella Cardozo’s disci-
  pline and skill at arms earned great renown. She com-
  manded great respect as she rose through the ranks of 
  Brother Battle. She died with her corps in battle on 
  Absolution (4900). The epic poem Isabella Immolata 
  claims that she was miraculously immolated before 
  she could be claimed by the symbiots. Iconography 
  depicts her wielding a broken sword atop a mound of 
  fallen monstrous bodies, surrounded by holy flame.
  EARLY CAREER TRAITS
  Capabilities: Armor (Combat Armor, Hand-
  held Shield, or War Armor); Military Weapons or 
  Ranged Weapons (Energy Gun or Slug Gun)
  Characteristics: Dexterity +1; Endurance +1; Faith 
  +1 or Will +1; Strength +2
  Skills: Fight 2; Melee 2; Focus 1; Impress 1; Shoot 2; 
  Survival 1; Vigor 1
  Perk: Choose 1 from the Brother Battle Perks list be-
  low or from the open perks list.
  Equipment: Premium weapon (+1 goal) or premium 
  armor (+1 Body Resistance)
  BROTHER BATTLE PERKS
  Armed to the Teeth 
  Battlesense
  Born on the Battlefield
  Deliverance
  Imbue Tabernacle
  Mantok
  Mental Conditioning
  Resilient 
  Steadfast
  Theurgic Rites (you can choose theurgy rites as 
  calling perks; see Chapter 5: The Occult)
  Two-Gun Fighting
  Chorister
  This calling covers a number of different vocations — 
  leaders of church choirs, hymnists, even folksingers — 
  and thus, it is open to priests of any sect who seek to 
  serve the Pancreator through the art of song. Many 
  sects have ancient traditions of song that they contin-
  ue to cultivate even in the present day. For example, 
  the Avestites have long used chanters to reinforce the 
  faith of their members and inspire others through the 
  simple, almost-hypnotic rhythms of their chants. Sim-
  ilar stories could be told of all the major sects of the 
  Church, as well as many minor ones, meaning that 
  this calling is far from rare. Of course, any priest who 
  is especially dedicated to singing may well become one 
  of the Chorali, who are the greatest practitioners of 
  ecclesiastical music in the Universal Church. Choos-
  ing this calling does not mean that you are a member 
  of the Chorali, unless you first seek them out for train-
  ing in their methods, but many Chorali are choristers.
  PATRON SAINTS
  Saint Dario — Dario Sabatelli (3800s) was a pop-
  ular Second Republic anarchist folksinger (Chimes of 
  Change) who converted after hearing the choir at Saint 
  Hombor’s Church in Roma. Possessing an excellent 
  baritone, he brought many jaded Second Republi-
  cans to the faith by the power of his voice alone. Cre-
  ating new songs (Zebulon Proskomedia) and reviving 
  older liturgical music, Dario eventually led the Patri-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  arch’s Choir. His singing healed many, including the 
  crippled atheist-doubter, “Mr. Jones.” 
  The Singer of Pentateuch — “Sing to me of the Pancre-
  ator,” the strange blue flame commanded Ksenia (c. 
  3810), a young draga-herder born to the first genera-
  tion of settlers on Pentateuch. “I know neither song nor 
  scripture,” the terrified girl trembled in reply. “Sing to 
  me of the Pancreator,” the flame repeated, and Ksenia 
  sang a wondrous new hymn of creation, followed by 
  other sacred melodies unveiling the beauty of the Em-
  pyrean. Thus she sang for seven times seven years, then 
  chanted her own dirge and died.
  EARLY CAREER TRAITS
  Capabilities: Performing Arts (Music); Performing 
  Arts (Song)
  Characteristics: Faith +1; Intuition +2; Presence +2
  Perk: Choose 1 from the Chorister Perks list below or 
  from the open perks list.
  Skills: Charm 2; Empathy 1 or Observe 1; Focus 2; 
  Perform 5
  Equipment: You own a musical instrument and fine 
  performance attire.
  CHORISTER PERKS
  Breath Mark
  Gospel
  Harmonize
  Key Signature
  Perfect Pitch
  Petition
  Clergy
  Clergy are administrative priests, which is to say, priests 
  whose primary occupation is the daily bureaucratic work 
  necessary to ensure that the Church continues to func-
  tion. To some, this would no doubt seem to be drudgery 
  of the highest order, as well as a distraction from the high-
  er callings of the Church, such as preaching and tend-
  ing to the spiritual needs of the faithful. Priests who take 
  up this calling, however, would argue that what they are 
  doing is every bit as important as the work of a parish 
  priest or wandering mendicant. Without the copying of 
  texts, the keeping of records, the distribution of alms, and 
  so forth, the Church would be unable to support good 
  works done elsewhere. Clergy correctly see themselves as 
  the bedrock of the Church, the priests who maintain the 
  hidden machinery of ecclesiastical governance on which 
  everything else depends. This is not the glamorous work 
  of a charismatic preacher or a beloved healer, but it is 
  vital nonetheless. (It is also, however, a common cover for 
  Spies because of the access to records it provides.)
  PATRON SAINTS
  Mother Ruby, Martyr of Criticorum  — Mother Ruby 
  sought nothing less than salvation for her small com-
  munity. When the first ukari forces attacked Crit-
  icorum (2855), she sought to shelter and shield her 
  people, but the ukari marauders slew her. Legends 
  relate that Mother Ruby then strode defiantly to the 
  door of her chapel, holding aloft her severed head, 
  which intoned holy curses against the brutal ukari. A 
  superstitious lot, they fled in terror, allowing Ruby’s 
  community to find safety. 
  Saltik the Broker — When Erdal Saltik’s (31st cen-
  tury) family converted to the Universal Church, he 
  enthusiastically followed. Rising in the clergy, he 
  was instrumental in shaping the Council of Artemis 
  (3170), which formulated Church doctrine concern-
  ing social dignity and aid, managing to hold the 
  split between the proto-Mahayana and Hinayana 
  factions for 60 years. Becoming Metropolitan of Is-
  tanbul, he was a strong advocate of the megalynein 
  movement, meant to magnify and follow the 
  teachings of Zebulon.
  EARLY CAREER TRAITS
  Capabilities: Read Latin; Speak Latin
  Characteristics: Faith +1 or Will +1; Presence +1; 
  Wits +3
  Perk: Choose 1 from the Clergy Perks list below or 
  from the open perks list.
  Skills: Academia 2; Charm 2 or Impress 2; Empathy 
  1 or Knavery 1; Focus 2; Interface 1; Observe 2
  Equipment: You have three sets of vestments and 
  ecclesiastical attire (everyday wear, low, and high 
  ritual).
  CLERGY PERKS
  Chartophylax
  Counterfeit
  Hierophant
  Holier Than Thou
  Indulgence 
  Legate
  Quaestor
  Confessor
  Although all priests are capable of hearing the confes-
  sions of the faithful and offering them absolution for 
  their sins, this calling represents a very specific type 
  of priest, namely one who has entered the service of 
  a single noble, merchant, or higher-ranking member 
  of the clergy to be their spiritual advisor. As its name 
  
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  suggests, the priest who takes up this calling hears the 
  confessions of the person to whom they are attached; 
  this is the key to the calling, as the Church considers 
  the ritual confession of sins to be a vital means by 
  which the Pancreator’s grace is conveyed to the faith-
  ful, thereby enabling them to better reflect His light. 
  This calling is more than that, though, for a Confes-
  sor is there to form the conscience and guide the ac-
  tions of their patron. In so doing, the Confessor has a 
  profound influence over that person and ensures that 
  the Church’s influence can be felt on a personal level. 
  Since most Confessors attach themselves to people of 
  power and importance in the Known Worlds, the im-
  pact of their advice can be great indeed.
  PATRON SAINTS
  Felix the Steadfast  — They were inseparable: the 
  Hawkwood adventurer and his Orthodox confessor. 
  They traveled together throughout space following 
  no call but that of exploration, and Brother Felix (c. 
  4545) offered the voice of ethics and reason. Although 
  he warned against entering barbarian space during 
  the height of Vladimir’s campaign, he faithfully fol-
  lowed his lord into the unknown. Captured by Vul-
  drok on Hargard, they were lashed together and run 
  through with a single blade, bound together in death 
  as they lived in life.
  Klax’tor the Kind — A hironem of the Illu outcast 
  caste, Klax’tor (? -4762?) caught the attention of a 
  visiting Church representative on Turaz, who adopt-
  ed and taught the lone hironem. Klax’tor later be-
  came the confessor to Countess Christina Decados, 
  known for her exotic entourage. Due to Klax’tor’s 
  honesty and faith, she came to rely on him complete-
  ly. The kind-hearted Klax’tor was declared a saint 
  on Decados worlds, and later recognized on other 
  worlds as well.
  EARLY CAREER TRAITS
  Capabilities: Choose a Customs Lore (Commons 
  Customs or Court Customs, based on your patron’s 
  class); Lore (any)
  Characteristics: Faith +1; Intuition +2; Presence +2
  Skills: Charm 2; Empathy 3; Focus 1; Impress 1; Ob-
  serve 2; Remedy 1
  Perk: Choose 1 from the Confessor Perks list below 
  or from the open perks list.
  Equipment: You own a collection of peniten-
  tial manuals and a traveling confessional (TL6 
  force-field emitter; creates a zone of silence: 1 
  square-meter area from which no sound ema-
  nates, but anyone within the zone can hear one 
  another. Tech Compulsion: Solicitous).
  CONFESSOR PERKS
  Absolution
  Call to Contrition
  House Confessor
  Keeping Secrets
  Micro-Confessions
  Royal Confidence
  Dreamtender
  Though psychology, psychiatry, and other sciences of 
  the mind are generally studied most assiduously in the 
  Merchant League, the Church also has a tradition of 
  tending to the ailments of the mind. This tradition goes 
  all the way back to the Prophet himself. The Omega 
  Gospels recount in several places the Prophet’s minis-
  tering to those troubled by dreams and nightmares; he 
  viewed them as another means by which the Pancreator 
  spoke to his creatures and encouraged his disciples to 
  pay heed to the wanderings of their sleeping minds, for 
  therein lay hidden wisdom. Following his example (and 
  that of Saint Amalthea, who also paid close attention 
  to the revelatory power of dreams), the Church trained 
  and authorized certain priests to act as “healers of the 
  mind,” spiritual therapists known as “dreamtenders.” 
  Some outsiders, particularly among those wedded to 
  Republican-era scientific theories, scoff at the calling of 
  the Dreamtender, but their skills are well-documented. 
  Many a noble and hierarch keeps a Dreamtender on 
  staff, in order to interpret their subconscious thoughts 
  and so better lead them down the path that the Pancre-
  ator is drawing them.
  PATRON SAINTS
  Evagria the Dream-healer — Evagria (c. 4940) was a 
  follower of the Eskatonic way. Seeing dreams as the 
  “royal road to the sacred consciousness,” she studied 
  obun dream science, Second Republic oneirology, 
  and different esoteric psychologies. Evagria estab-
  lished a chapel in Viridian on New Istanbul, where 
  she learned from both studying obscure texts and en-
  gaging in therapeutic dialogue with those who sought 
  her wisdom. Eskatonic contemplative psychology 
  owes much to her pioneering insights.
  Saint Krause  — Karl Friederich Alt (4612-94) was 
  an Amalthean healer who became interested in the 
  “dreaming cure.” Discovering “kaverne chiffrée,” a 
  method where the unconscious spoke with spirits, he 
  treated many battle-scarred veterans and brought a pa-
  tient back from the dead (the Miracle of the Couch). Ini-
  tially suspicious of his work, the Church could not ignore 
  his successes, allowing for his eventual canonization af-
  ter a confirmation of the miracles attributed to him.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  EARLY CAREER TRAITS
  Capabilities: Lore (any) or choose a Customs Lore 
  (Commons Customs or Court Customs); Occult Lore
  Characteristics: Intuition +2; Perception +1; 
  Presence +2
  Perk: Choose 1 from Dreamtender Perks list below 
  or from the open perks list.
  Skills: Academia 1; Charm 2 or Knavery 2; Empathy 
  3; Focus 1; Observe 1; Remedy 2
  Equipment: A copy of the Formulary of St. Kalle, an 
  approved book dedicated to dream interpretation.
  DREAMTENDER PERKS
  Analyze Personality
  Cleansing Word
  Empathic Connection
  Epiphany
  Incubation
  Micro-Confessions
  Friar
  This calling describes priests who serve a specific 
  community, whether it includes peasants (the most 
  common assignment for friars), the inhabitants of a 
  space station, or even something more exotic, like a 
  traveling circus. Throughout the Known Worlds, 
  there are untold thousands of communities of be-
  lievers, and each one needs a priest dedicated to its 
  spiritual well-being. The Church takes this need very 
  seriously, for without the presence of a friar in a com-
  munity, the faithful could easily be led astray from 
  the reflective path. Friars are often overworked and 
  under-supported by their superiors, which can lead 
  to frustration, anger, and exhaustion if not tended to. 
  Other friars do not take their duties as seriously as the 
  Church and, left to their own devices, find ways to 
  lead decidedly unholy lives, especially in communities 
  far from centers of ecclesiastical control. This calling 
  is frequently not a prestigious one, and priests who 
  hope to advance within the hierarchy sometimes shy 
  away from it. On the other hand, friars who excel in 
  their vocation can be noticed and rewarded for their 
  selfless toiling on behalf of the souls of the faithful. 
  Some of the Church’s greatest saints were once hum-
  ble friars, and their examples continue to inspire.
  PATRON SAINTS
  Sojourner Gilead — The wandering preacher was qui-
  et, unassuming, and scarred by an unspoken past. He 
  traveled with his flock, a motley band of guild explorers 
  who sought to make a new life in the years shortly af-
  ter the Fall. Gilead frequently offered counsel that was 
  usually unsolicited but often necessary. His memoirs 
  testify to his realization that life in a community was a 
  pilgrimage as profound as any religious endeavor. Ulti-
  mately, he found redemption as he served others.
  Sorr-Thunain the Mime  — An obun of the Voaven-
  lohjun sect, Sorr-Thunain (39-40th century) recreated 
  the comedic/tragic philosophy (Tlask) of the Seven 
  Cities of Zhri’aalloi, consisting of sophisticated panto-
  mime performances that conveyed sacred lore. A friar 
  to the small city of Tajinn in Velisamil, he entered un-
  der a vow of silence. All his teachings were mute per-
  formances done with such dignity, pathos, and comedy 
  in imparting sacred teachings that Sorr-Thunain drew 
  many to Zebulon, becoming canonized in due time.
  EARLY CAREER TRAITS
  Capabilities: Commons Customs; Lore (any)
  Characteristics: Faith  +1 or Endurance  +1; 
   Intuition +1; Presence +3 
  Perk: Choose 1 from the Friar Perks list below or 
  from the open perks list.
  Skills: Arts  1 or Crafts  1; Charm  3 or Impress  3; 
  Drive  1 or Survival  1; Empathy  2; Knavery  1 or 
  Observe 1; Perform 2
  Equipment: Common vestments, a jumpgate cross, 
  a writ of assistance (somebody owes you a favor, not 
  training but an actual non-dangerous deed they 
  will perform or hire out for when you call it in)
  FRIAR PERKS
  Armor of Sanctity
  Lay Priest
  Peasant Hero
  Shepherd of the Flock
  Tend the Flock
  Healer
  Many priests take up the arts of the doctor, the sur-
  geon, and the potioner; this calling covers them all. 
  The teachings of the Prophet are sometimes mistak-
  enly dismissed as being purely spiritual and without 
  any concern for the sufferings of the material world 
  and the people who dwell within it. A close reading 
  of the Omega Gospels and the pronouncements of 
  the Church down through the centuries, however, 
  would quickly disavow one from such a belief. Ze-
  bulon and his Disciples were often moved by the 
  ailments of ordinary people and worked to alleviate 
  them when possible. The Church maintains hospi-
  tals and houses of healing across the Known Worlds, 
  staffed not only by Amaltheans but also by priests of 
  
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  many sects, all of whom take seriously the Proph-
  et’s injunction not to neglect the health of the body 
  while tending to the health of the soul. Priests who 
  take up this calling thus play an important role in 
  the Church, contributing to the high regard so many 
  common folk hold for it.
  PATRON SAINTS
  Rohit the Spagyrist  — One of the greatest potion-
  ers in history, Saint Rohit of Capo (now a lost world) 
  was among Amalthea’s earliest followers. Rohit left 
  pharmaceutical sciences for meditation and study 
  at the newly established Santa Amalthea on Mount 
  Siddik, where he demonstrated expertise with restor-
  ative concoctions and healing elixirs. He traveled the 
  Known Worlds, collecting, documenting, and mod-
  ifying traditional and innovative remedies. Rohit’s 
  New Pharmacopoeia Spagyrica remains the most im-
  portant compendium of this healing art.
  Saint Jivanta —Chosen as her mother’s successor, 
  Amalthea’s daughter, Jivanta (2722-2951), became 
  Kecharch of Sanctuary Aeon. The Miracle of the 
  Demon-Plague Cleansing of Artemis (2918?) is 
  attributed to her; it tells of when she healed the 
  world from the infection of fallen entities. So devot-
  ed was Jivanta to healing that she stepped down as 
  Kecharch (2929, some Church histories give 2932), 
  stating that the Amaltheans did not need a royal 
  caste; instead, she said they should choose their 
  leaders. Then she left for Holy Terra, where she 
  tended the poor.
  EARLY CAREER TRAITS
  Capabilities: Choose a primary Medical Lore and 
  either a secondary Medical Lore or any Lore.
  Characteristics: Dexterity +1; Faith +2; Wits +2 
  Perk: Choose 1 from the Healer Perks list below or 
  from the open perks list.
  Skills: Academia 1; Charm 2; Empathy 2; Focus 1; 
  Observe 1; Remedy 3
  Equipment: A physick’s kit, consisting of low-tech 
  first aid supplies (bandages, alcohol, etc.), plus 5 
  doses of standard-potency Elixir.
  HEALER PERKS
  Cleansing Word
  Concoct Elixir
  Fortitude in Faith
  Invigorate
  Loving Prayer
  Military Rank
  Peasant Hero
  Imperial Cohort
  Some priests hear the call to more worldly duties, 
  inflamed by the values and vision set forth by Em-
  peror Alexius over the course of his reign. These few 
  pursue the role of Imperial Cohort to the Compa-
  ny of the Phoenix — the Questing Knights. A priest 
  who takes up this calling provides spiritual succor 
  and advice to a Questing Knight, acting in a fashion 
  not dissimilar to the Confessor calling. An Imperial 
  Cohort accompanies the knight to whom they are 
  attached and travels wherever the knight goes, often 
  into dark places far from the bosom of the Univer-
  sal Church. A Cohort thus gains the unprecedented 
  opportunity to preach to new converts, providing 
  a sterling example of what the Prophet’s faith has 
  to offer. Of course, doing so may cost the priest the 
  opportunity to advance within the hierarchy of the 
  Church. Many hierarchs distrust Imperial Cohorts, 
  seeing them more as agents of the Emperor than 
  children of the Church. This suspicion  — and, in 
  some cases, outright animosity — is one of the rea-
  sons that this calling remains controversial within 
  the Church. Priests who take it up should be pre-
  pared to encounter resistance among more tradi-
  tional members of the faith.
  PATRON SAINTS
  Clara of Antioch  — She cursed, she smoked, she 
  drank, and the sidearm she carried was not for show. 
  Sister Clara (c. 4998) was an Amalthean and one of 
  the first priests to respond to Alexius’s call. When 
  news spread that an Amalthean had joined the cause, 
  eyes rolled. Skeptics expected a bleeding heart but 
  got a tough-as-nails search-and-rescue medic. Saving 
  many lives on distant worlds, Clara became the rea-
  son many clergy joined the Company of the Phoenix.
  Sergios the Resourceful — Father Sergios Apostolos (? 
  -4593), served as a priest, weapon specialist, and cook 
  for the Leib-Gvardia knights, who protected Emper-
  or Vladimir’s person. Sergio was twice decorated for 
  bravery against barbarians. After the Emperor’s sud-
  den death in 4550, Sergio retreated to a monastery on 
  Ravenna, where this jack-of-all-trades became known 
  for his deep religious meditations and visions foretell-
  ing an Emperor’s return.
  EARLY CAREER TRAITS
  Capabilities: Combat Armor or Military Weapons 
  or Ranged Weapons (Energy Guns or Slug Guns); 
  Jumpweb Lore (Known Worlds or Barbarian Space)
  Characteristics: Endurance +1; Faith +1 or Will +1; 
  Intuition +1 or Perception +1; Presence +2
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Perk: Choose 1 from the Imperial Cohort Perks list 
  below or from the open perks list.
  Skills: Charm 2 or Impress 2; Empathy 1 or  Focus 1; 
  Fight 1 or Melee 1 or Shoot 1; Observe 2;  Remedy 2; 
  Survival 1; Vigor 1
  Equipment: Cohort Badge (TL7 curio; proof of status, 
  keyed to your DNA and very hard to counterfeit)
  IMPERIAL COHORT PERKS
  All-Access Pass
  Badge of Merit
  Badge of Valor
  Deputize
  Imperial Cohort Charter
  Learning from Mistakes
  Marksmanship
  Martial Arts
  Rise from the Ashes
  Inquisitor
  A Church investigator is trained 
  not just to root out signs of sin 
  and heresy but also to find more 
  tangible clues involving crimes 
  that concern the Church. (It’s 
  like an ecclesiastical version of the 
  merchant Detective calling.) Not all 
  who follow this calling are actual mem-
  bers of the official Inquisition (since you 
  need the Inquisitorial Seal perk for that), 
  but most are. The calling of Inquisitor 
  carries with it a decidedly sinister con-
  notation in many circles and with good 
  reason. Inquisitors are feared for the dire 
  punishments they can mete out to sinners 
  and heretics, as well as the wide author-
  ity they wield. In their zeal to root 
  out the impious, Inquisitors some-
  times scoop up the innocent and 
  care little for the consequences, 
  so long as they achieve their 
  ultimate goals. That said, not 
  all Inquisitors behave in such 
  a fashion. In fact, a great many 
  Inquisitors see their calling as a 
  charitable one intended to protect and 
  defend the faithful from all manner 
  of dangers, both spiritual and tem-
  poral. They exercise their duties with 
  restraint and compassion and avoid 
  excessive zeal, lest they become the 
  very monsters they hope to defeat. Not 
  all Inquisitors are successful in this regard, but it’s 
  worth remembering that this calling attracts more 
  than unthinking and intolerant fanatics. Indeed, 
  not a small number of Inquisitors are humble par-
  ish priests who investigate local crimes more out of 
  curiosity than zeal.
  PATRON SAINTS
  Brother Noman — His birth name is unknown; he is 
  called “The Saint with No Name” or the “Myrk-Blaz-
  er” for his skill at burning through spiritual darkness. 
  Brother Noman (? -4500s?) was sent by the Inquisi-
  tional Synod to investigate growing demon-worship at 
  a remote monastery on Vera Cruz. Armed with only 
  his blessed flamegun, he burned monks who became 
  undead Husks, immolated Abbot Bertók, who was 
  possessed by a demon, and torched a sizeable library. 
  His flamegun was blessed with the Flame Imperish-
  able. Today, it’s a holy weapon of the order. Recited in 
  the uneven Latin of the Avestites, his motto, 
  Perge! Fac… me… oro! (which roughly trans-
  lates to “Go ahead! Make… me… pray!”), 
  was placed over the headquarters 
  of Temple Avesti on Vera Cruz. 
  Santa Dominica, the Fer-
  vent Martyr  — A native 
  of Pyre and a student 
  of Grand Inquisitor 
  Argus, 
  Dominica 
  (c. 4560) was im-
  mersed in Avestite 
  tradition. Her heart 
  burned with loyalty 
  for her order. No false 
  or insidious doctrine prospered 
  under Dominica’s watchful gaze. Her 
  success at rooting out the wicked brought 
  her many enemies. She was eventually 
  killed by an assassin while in prayer. As 
  she fell, however, so too did her own 
  assassin, struck by the Pancreator’s just 
  vengeance.
  EARLY CAREER TRAITS
  Capabilities: Lore (any); choose a Customs 
  Lore (Commons Customs, Court Customs, 
  or Streetwise) or Torture Lore
  Characteristics: Dexterity +1 or Endurance 
  +1; Perception +1; Presence +2; Will +1 
  Perk: Choose 1 from the Inquisitor Perks 
  list below or from the open perks list.
  Avestite Inquisitor
  
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  Skills: Charm 2 or Impress 2; Empathy 2 or Knavery 2; 
  Focus 1; Observe 2; Perform 2; Shoot 1 or Vigor 1
  Equipment: Flameproof civilian or combat armor.
  INQUISITOR PERKS
  All-Access Pass
  Armor of Purity
  Blood Hound
  Deduce
  Deputize
  Inquisitorial Seal
  Inspire Fear 
  Ruthless
  Scent of the Witch
  Witch Hunt
  Mendicant
  A Mendicant is a traveling priest without a formal 
  congregation of their own. This calling applies to 
  all priests who lack a community to which they are 
  assigned, not merely those who belong to a Hesy-
  chast sect. The Universal Church of the Celestial 
  Sun is vast and well-organized. This mandate en-
  ables it not only to fulfill its mission throughout the 
  Known Worlds but also to exert its power and influ-
  ence. However, not every priest fits well within the 
  Church’s structure; they chafe under its rules and 
  regulations, often causing disruptions by trying to 
  fit themselves into it. The calling of a Mendicant is 
  therefore a recognized outlet for these clerical mis-
  fits. Such men and women, provided they neither 
  preach heresy nor act contrary to the good of the 
  Church, are allowed to become itinerant preachers 
  and teachers among the stars. In this, they follow in 
  the footsteps of many saints who are revered for their 
  travels on behalf of the Faith.
  PATRON SAINTS
  The Pale Rider — Kaddak na Dwelthmid, taudwon 
  of Kordeth (c. 3060) was accustomed to human suspi-
  cion. The Ukar-Human Wars had ended, but people 
  saw him as a terrorist, not a priest. Undaunted, he 
  traveled the stars to teach Ronga’s reformist doctrine. 
  His quest was poorly received. Some peasants saw his 
  visits as dark omens and the cause of many misfor-
  tunes. Set upon by a terrified crowd on Criticorum, 
  Kaddak accepted his own death as a sacrifice, so that 
  he could atone for ukari violence against humanity.
  Saints Ruqayya al-Nafti and Shas-Sheyim  — A 
  distaff cousin of the Shaprut al-Malik, Ruqayya 
  (4655-4742) was a solemn girl, taken to ponder-
  ing the Prophet’s words. She left home and took to 
  the mendicant life with the Shantor Shas-Sheyim 
  (?—4742). Together, they discussed religion, medi-
  tated, and pondered the great universal love of the 
  Pancreator. Pilgrims sought them out, and when 
  Ruqayya died, Shas-Sheyim passed from grief soon 
  after. Buried side by side, their tombs are now a 
  pilgrimage destination.
  EARLY CAREER TRAITS
  Capabilities: Commons Customs or Lore (any); 
  Jumpweb Lore
  Characteristics: Endurance +1; Faith +1 or Will +1; 
  Perception +1; Presence +2
  Perk: Choose 1 from the Mendicant Perks list below 
  or from the open perks list.
  Skills: Charm 2 or Impress 2; Drive 1 or Survival 1; 
  Empathy 1 or Knavery 1; Fight 2 or Focus 2 or 
  Shoot 2; Perform 2; Vigor 2
  Equipment: Traveling vestments, portable altar, jump-
  gate cross, and a one-way, one-use passage contract (in 
  the hold of any commercial ship; see the Passage Con-
  tract perk).
  MENDICANT PERKS
  Anthropologist
  Epiphany
  Fortitude in Faith
  Incubation
  Living Legend
  Righteous Sermon 
  Vow of Poverty
  Monk
  This calling covers priests who practice one of a 
  wide variety of ascetic techniques, whether they’re 
  contemplative, esoteric, or martial. This calling is 
  not exclusive to a Hesychast sect, though naturally, 
  many members of that sect have taken it up. Unlike 
  the Mendicant calling, the Monk calling is usual-
  ly not a solitary one. Monks congregate in groups, 
  typically called monasteries, abbeys, or priories, 
  where they live in community with others who 
  have adopted the same calling. The monasteries of 
  the Known Worlds are quite diverse and include 
  many different types of Monks. Some of them have 
  little or no contact with the outside world, while 
  others are actively engaged with it. Some serve 
  the Pancreator by means of academic or scholarly 
  work, while others engage in extreme forms of pen-
  ance and discipline. What unites them all, despite 
  their variety, is the intensity of their devotion to 
  the faith and the lengths to which they will go in 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  pursuit of its spiritual gifts. Priests who take up this 
  calling should consider the nature of the monastery 
  from which they came and how its members pur-
  sue their vocation.
  PATRON SAINTS
  Chayim the Banisher — Chayim Bensaïd (34th Cen-
  tury) researched the ancient Essenes and Pharisees 
  of his ancestral peoples and faith, along with Mo-
  saic and Noahchide laws and the Kabbalah. After 
  traveling to the pre-reflective Monastery of Saint 
  George of Choziba near his ancestral homeland 
  on Urth, he practiced ancient Essene meditations. 
  Tempted by demons, Chayim was finally confronted 
  by Sshlu’uthecch, the Whisperer in the Void, who 
  appeared in the form of the Adversary or Prosecu-
  tor. Chayim vanquished it with a tzitzit, one of the 
  tassels on his ancient Hebrew prayer shawl. (Note: 
  Some historians hold that Chayim was of the an-
  cient Urth Hebrew faith; he was later appropriated 
  by the Church as a saint.)
  The Seven Sleepers of Iver — The legend of the seven 
  sleepers is well known among Hesychasts. Seven as-
  cetics on Iver lived in secluded contemplation of the 
  Omega Gospels. When the Incarnates took Iver off 
  the jumpweb (4005), the seven ascetics retreated into 
  hidden caverns and mastered the Via Anima’s Slum-
  ber of Perfection — a sleep that has lasted centuries. 
  They await Iver’s redemption from the Incarnates, 
  when the sleepers will awaken and share the myster-
  ies they have seen in their meditation.
  EARLY CAREER TRAITS
  Capabilities: Choose any 2 Lores appropriate to 
  your tradition
  Characteristics: Endurance +1; Faith +2; Will +2
  Perk: Choose 1 from the Monk Perks list below or 
  from the open perks list.
  Skills: Ascetic Tradition (Focus  2; Remedy  2; 
   Survival 3; Vigor 3) or Martial Tradition (Fight 3; 
  Focus  2; Impress  1; Observe  1; Remedy  1; 
   Vigor  2) or Scholarly Tradition (Academia  3; 
   Alchemy 2; Arts 2 or Crafts 2; Focus 2; Observe 1) 
  Equipment: Ascetic Tradition (minor saintly rel-
  ic; grants +1 Focus); Martial Tradition (monastic 
  attire); Scholarly Tradition (collection of books 
  related to a chosen Lore)
  MONK PERKS
  Armor of Purity
  Enlightened
  Epiphany
  Martial Arts
  Monastic Order
  Subtle Body
  Vow of Poverty
  Occultist
  Despite the ominous sounding name, an Occult-
  ist is simply a priest who studies the practice of 
  theurgy, Ur technologies, fringe sciences, and 
  in some cases, the dark between the stars. The 
  Church has a rich tradition of plumbing the 
  depths of reality, seeking out the hidden wisdom 
  of the Pancreator wherever it may be found. Fur-
  thermore, the Prophet taught that the wisdom 
  of those ancient faiths he called “pre-reflective” 
  (that is, from before his vision of the Holy Flame) 
  were real and worthy of study. At the same time, 
  some of those faiths (allegedly) contained errors 
  and falsehoods, along with dangerous teachings 
  that could harm one’s very soul. An Occultist is 
  a priest trained by the Church to seek the knowl-
  edge hidden in ancient lore without falling prey 
  to their inherent dangers. That is the theory, at 
  least, and history has shown that many priests, 
  no matter how well they’re trained, are not ade-
  quately prepared to face the Dark head on. Nev-
  Monk
  
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  ertheless, the quest goes on, and the Church hon-
  ors the Occultist’s calling, even as it warns against 
  the calling’s many pitfalls.
  PATRON SAINTS
  The Magus of Delphi — Studying as a mystic, occult 
  philosopher, and alchemist, Magus Johanan of Del-
  phi was known by many names. His arcane research 
  invited the Church’s scrutiny, but he was shielded by 
  his political friendship with numerous influential no-
  bles. At the Pentateuch Concordat (4955), he could 
  speak freely and present his studies. His treatise On 
  the Eskaton forcefully explicated the otherworldly dan-
  gers which threatened creation. His work is credited 
  for its role in convincing the Universal Church to rec-
  ognize the Eskatonics.
  Tsintah, Who Sees in the Dark — Under Amalthean 
  patronage, Tsintah Kláyonah-éh (? -?) researched 
  the ancient Kíth-nah-klizhíni, the traditional Spirit of 
  Darkness of her Navajo nation. She sought a way to 
  heal its wounds. After discovering that Darkness was 
  complete and not in need of healing, and that it bore 
  beautiful gifts, Tsintah studied its ways, recognizing 
  that Kíth-nah-klizhíni was also a child of the Pancre-
  ator. Meeting Eskatonic founder Deimos, she studied 
  the Digamma Apocrypha and later composed a ben-
  eficial theurgical work, Door to the Healings of Night, 
  Nehochée-Dothinlah.
  EARLY CAREER TRAITS
  Capabilities: Occult Lore; Read Latin or Weird 
  Tech (choose one type, such as a soul shard or gar-
  goyle)
  Characteristics: Faith +2 or Will +2; Intuition+2; 
  Wits +1
  Perk: Choose 1 from the Occultist Perks list below or 
  from the open perks list.
  Skills: Academia 2; Focus 2; Interface 1 or Survival 1; 
  Intrusion 1; Observe 2; Sneak 1; Tech Redemption 1
  Equipment: Collection of esoteric texts that might 
  provide needed clues when deciphering occult phe-
  nomena.
  OCCULTIST PERKS
  Counter the Dark 
  Dabble in the Dark
  Deduce
  Enlightened
  Scent of the Witch
  Wyrd Knowledge
  Scribe
  A scribe is a clerk or personal communication as-
  sistance to a noble, merchant, or higher-ranking 
  priest. In an age when electronic forms of commu-
  nication and data storage — not to mention liter-
  acy  — are not widespread, this is a vital calling. 
  The Church long ago established special curricu-
  la for training Scribes; it now lends them to those 
  who can afford their services. There is, naturally, 
  a dual purpose to this practice. First, it ensures 
  that records are kept in a fashion that is relative-
  ly standardized and easily understood. Second, it 
  also ensures that the Church has access to those 
  records and, when necessary, it can bend them to 
  produce results more favorable to its own perspec-
  tives. Priests who take up this calling see it as an op-
  portunity to serve and an invitation to move about 
  in the corridors of power in the Known Worlds. 
  Many nobles and merchants employ scribes to re-
  cord everything they do for their biographies, mak-
  ing them somewhat like Confessors (or Wordwright 
  guilders) but with more worldly goals. The life of a 
  scribe gives priests access to a kind and quality of 
  life that might otherwise be unavailable to them. 
  That’s a very attractive proposition to many, which 
  is why the Church’s scribal schools never lack for 
  students. (Like the Clergy calling, this is a common 
  cover calling for Spies.)
  PATRON SAINTS
  The Apostle to the Shantor — The priest Ulfas of 
  Shaprut (c. 2715) was a scholar and scribe tasked 
  with documenting the beliefs of the equine shantor, 
  a species whose language was translated via dolomei 
  voice boxes (a marvel of computational philology). 
  Ulfas didn’t just document shantor sacred stories 
  and histories. He also created an alphabetic nota-
  tion for transcribing their language and developed 
  a primer of their grammar. He’s remembered by 
  the shantor as a holy emissary who bridged two 
  cultures.
  Rashid the Reliever  — Rashid Irshaid (4628-
  4719?) from New Nablus entered the White Priest-
  hood after wedding Somaya Farij. He became in 
  practice, if not in name, clerk and Chartophylax to 
  the Mahayana reformer Patriarch Questor (4665- 
  4676), influencing his ideas on debt relief. After the 
  Patriarch’s demise, he served Duke Saqer ben Sin-
  hijah al-Malik in a similar capacity. The Miracle of 
  the Letter of Horace is attributed to him. His de-
  scendants live on Istakhr to this day.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  EARLY CAREER TRAITS
  Capabilities: Read Latin; choose a Customs Lore 
  (Commons Customs or Court Customs) or Speak 
  Latin
  Characteristics: Faith +1 or Will +1; Intuition +2; 
  Wits +2 
  Perk: Choose 1 from the Scribe Perks list below or 
  from the open perks list.
  Skills: Academia 2; Art (Writing) 3; Charm 1; Focus 
  1; Interface 1; Knavery 2 or Observe 2
  Equipment: Writing implements (pens, ink, etc.) and 
  a word-renderer (TL5 curio keyboard; connects to 
  most think machines to allow for typing documents)
  SCRIBE PERKS
  Backdoor Key
  Counterfeit
  Criminal Archives Access
  Linguist
  Perfect Recall
  Superficial Knowledge
  Spy
  Like the noble houses and the Merchant League, the 
  Universal Church of the Celestial Sun has its own in-
  telligence-gathering agencies. In any organization as 
  large as the Church, knowledge is power. To that end, 
  over the centuries, the Church and its sects have cre-
  ated a number of spy networks to acquire that knowl-
  edge. Perhaps the best known is the Synecullum, over-
  seen personally by the Patriarch’s deputy, but others 
  exist, such as the demon-hunting Kalinthi and the 
  reformed psychics known as Penitents. Church Spies 
  see their calling as every bit as holy as those of oth-
  er priests, even if outsiders sometimes cannot under-
  stand why a religion needs covert operatives. Their 
  activities are not always sinister. Rather, Spies work to 
  protect the Church against the machinations of oth-
  er powerful groups throughout the Known Worlds, 
  including those who see its hold over the hearts and 
  minds of the common folk as obstacles to their own 
  quests for domination.
  A Spy assumes a “cover identity” calling under 
  which they hide. (See the Cover Identity sidebar next 
  to the noble Incognito calling.) Church Spies have a 
  true allegiance to their agency: Penitents, Kalinthi, or 
  Syncellum. 
  PATRON SAINTS
  Noor the Observer — The Testament of Hombor mentions 
  his disciple Noor, a young woman who followed Hom-
  bor, just as Hombor followed Zebulon. One pericope 
  relates that Hombor sought a private pilgrimage 
  across Midian after Zebulon’s death. He sent Noor 
  ahead throughout the journey to determine safe pas-
  sage and assess possible dangers. Clerics who conceal 
  their identities or secretly gather intelligence for their 
  order are often said to follow “the journey of Noor.”
  Xiao the Invisible — Lin Xiao (?-4457) was an Or-
  thodox priest who became bodyguard to Cardano Li 
  Halan, “Shield of the Prophet”, a noble who convert-
  ed the Li Halan from demon worship to the Church. 
  Lin Xiao became Cardano’s choice to lead his fa-
  natical secret police, the Hidden Martyrs. Lin Xiao 
  infiltrated enemy camps. The Miracle of the Sleeper 
  Agent was attributed to him, and his pious acts of 
  generosity to the poor were legendary.
  EARLY CAREER TRAITS
  Capabilities: Choose 1 that supports your cover 
  identity; Poison Lore or Streetwise Lore or Torture 
  Lore 
  Characteristics: Dexterity +1; Perception +2; Pres-
  ence +1; Wits +1
  Perk: Choose 1 from the Spy calling list, your cover 
  identity’s list, or your agency’s list: Kalinthi (Oc-
  cultist, Reclaimer, Scholar, Theurgist), Penitents 
  (Psychic), Synecullum (Banker, Clergy, Courtier).
  Skills: Empathy 1 or Sneak 1; Knavery 2; Observe 2; 
  allocate 5 skill ranks among other skills that support 
  your cover identity.
  Equipment: As your cover identity’s calling.
  SPY PERKS
  Martial Arts
  Mimic
  Rabble Rouse
  Ruthless
  Second Skin
  Secret Agent
  Vicious Insult
  Templar
  A Templar is a priest who fights to defend the Church 
  and the faithful. This calling is distinct from that of 
  Brother Battle (see above). Templars are priests be-
  longing to one of the other sects who have undertaken 
  the study of combat skills to better protect the interests 
  of the Church. All of them channel their faith in the 
  Pancreator toward martial pursuits, inspired by the 
  examples of martial saints like Lextius and Mantius, 
  who showed that there is no contradiction between 
  the Prophet’s teachings and the way of the Templar. 
  
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  74
  Depending on whether they operate alone or as part 
  of a group, priests who take up this calling may or 
  may not have specifically assigned duties. Those who 
  do not usually attach themselves to the entourage of 
  a noble, merchant, or higher-ranking priest, lending 
  their aptitude with gun and blade to their cause.
  Known Church orders include:
  The Adamantine Order — Mostly made up of knights, 
  as well as some priests, this order serves the Eska-
  tonics, usually by protecting specific priests.
  Order of Saint Yara — This order is dedicated to pro-
  tecting Amalthean priests on their frequent pil-
  grimages to dangerous locations.
  Swords of Lextius – These templars often serve the 
  Urth Orthodox priesthood as penance, although 
  some families seek favor by sending their younger 
  sons into service.
  (Members of these orders might fight alongside no-
  bles of the Knightly Order calling.)
  PATRON SAINTS
  The Defenders of Aylon — Zebulon’s death shattered 
  the faithful. Grieving pilgrims traveled to Aylon to 
  pray at Prophet’s Hill, where he first preached. Oth-
  ers had gathered too: Terrorists whose dark hearts 
  hated Zebulon’s words came to devastate the discon-
  solate pilgrims. One small group of stalwart pilgrims 
  fought the terrorists with fist and blade and stick; that 
  day, victory belonged to the faithful, and the memory 
  of the defenders of Prophet’s Hill (c. 2849) inspired 
  others to protect the newborn church.
  Jamshed the Purifier  — Jamshed Taghavi protect-
  ed the pilgrimage routes through symbiot-contested 
  space to holy shrines on Daishan (4902-5). An Or-
  thodox initiate of deep piety, he recovered the boots 
  and sheath of Saint Mantius from a symbiot-infested 
  shrine. When attacked, he was miraculously saved 
  from symbiot conversion. His prayers against con-
  version worked on others. Eskatonic and Orthodox 
  specialists studied his miracles and concluded that his 
  great works came from his deep faith.
  EARLY CAREER TRAITS
  Capabilities: Armor (Combat Armor, Handheld 
  Shield, or War Armor) or Warfare Lore; Military 
  Weapons or Ranged Weapons (Energy Guns or 
  Slug Guns)
  Characteristics: Dexterity +1; Endurance +1; Faith 
  +1 or Will +1; Strength +2
  Perk: Choose 1 from the Templar Perks list below or 
  from the open perks list.
  Skills: Fight 2; Focus 1; Impress 1; Melee 2; Remedy 1; 
  Shoot 2; Vigor 1
  Equipment: Premium weapon (+1 goal) or minor 
  saint’s relic (+1 Focus)
  TEMPLAR PERKS
  Badge of Merit
  Badge of Valor
  Bodyguard
  Born on the Battlefield
  Fencing
  Marksmanship
  Martial Arts 
  Mental Conditioning 
  Order Badge
  Templar
  
  75
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  The guilds may be all that remain of the giant cor-
  porations of the Second Republic, but they’ve carved 
  out an important place in the Empire. While nobles 
  may snub them, and priests may call them sinners, 
  the merchants know they provide a necessary ser-
  vice — one neither the houses nor the sects could get 
  along without.
  You can choose from a variety of guilds as a mem-
  ber of the Merchant League. Each of these are de-
  scribed in more detail in Faction: Guild Apprenticeship, 
  later in this section. 
  Class: Upbringing
  Class: Upbringing
  At this stage of your life, you’re not yet a merchant, 
  and you’ve received no formal guild training, but you 
  might have been groomed for the task by your family 
  or given an unpaid internship by a merchant. 
  At 1st level, you gain the following traits:
  UPBRINGING TRAITS
  Capabilities: Commons Customs; Homeworld 
  Lore; Jumpweb Lore or Tech Lore or Think Ma-
  chines or Transport (choose one from the list); 
  Ranged Weapons (choose Energy Guns or Slug 
  Guns) or Shipboard Operations; Read/Speak 
  Urthish
  Characteristics: Dexterity +1 or Strength +1; Intu-
  ition +1 or Will +1; Presence +1; Wits +2
  Perks: the Ingenious perk plus 1 class perk chosen 
  from the Merchant Class Perks list or from the open 
  perks list.
  Skills: Charm 1 or Impress 1; Drive 2 or Pilot 2 or Tech 
  Redemption 2; Fight 1 or Shoot 1; Observe 1 or Vig-
  or 1
  Merchant Class Perks
  Embargo
  Gambler
  Gearhead
  Guild Commission (the faction apprenticeship stage 
  listed below will award you this perk’s first rank)
  Ingenious (already awarded during your upbring-
  ing stage)
  Landed
  Marksmanship
  Martial Arts
  Nimble
  Retainer
  Riches
  Saint’s Blessing
  Tech Savvy
  Filling in the Character Sheet
  See the noble upbringing stage, above, for direc-
  tions on how to fill out the character sheet with the 
  traits provided to you by your upbringing, as well 
  as your faction’s apprenticeship and your calling.
  Faction: Guild Apprenti-
  Faction: Guild Apprenti-
  ceship
  ceship
  There are five major guilds and a dizzying array of 
  minor ones. Each of the major guilds is described in 
  detail in the following section. You spent your early 
  apprenticeship years learning the ropes from your 
  faction. 
  Charioteers
  The Charioteers control access to the stars and to the 
  destinations most good people want. Starship pilots, 
  drivers, traveling merchants, and more make up this 
  guild. There’s often a fine line between a dashing ex-
  plorer and a smuggler.
  APPRENTICESHIP TRAITS
  Capability: Charioteers Lore; Jumpweb Lore or a Tech 
  Lore or Think Machines; Shipboard Operations
  Characteristics: Dexterity +1; Intuition +1; Pres-
  ence +1; Wits +2
  Perk: Guild Commission (Ensign)
  Skills: Charm 1; Drive 1 or Focus 1; Interface 1; Pilot 1; 
  Shoot 1 or Tech Redemption 1
  GUILD QUIRKS
  Blessing: Curious (+2 Intuition when encountering 
  something new)
  Curse: Nosy (-2 Presence when encountering some-
  thing new)
  Favored calling: Star Pilot
  Material award: Jumpkey (TL7 curio: penlight-sized 
  cylinder; holds jumproute coordinates for a single 
  route between two planets)
  Merchant
  Merchant
  
  76
  76
  Engineers
  A first meeting with an Engineer is guaranteed to be 
  unnerving, if not downright petrifying. No one better 
  understands technology than an Engineer, and they 
  often show off their knowledge by incorporating tech 
  into every aspect of their lives — and sometimes their 
  own bodies.
  APPRENTICESHIP TRAITS
  Capability: Engineers Lore; choose a Craft or Tech 
  Lore and either a successive Tech Lore or Think 
  Machines
  Characteristics: Dexterity +2; Intuition +1; Wits +2
  Perk: Guild Commission (Apprentice)
  Skills: Academia 1; Alchemy 1 or Crafts 1 or Focus 1; 
  Interface 1; Tech Redemption 2
  GUILD QUIRKS
  Blessing: Innovative (+2 Intuition when trying to in-
  vent something new)
  Curse: Unnerving (-2 Presence when dealing with 
  serfs)
  Favored calling: Tech Redeemer
  Material award: Multitool (TL7 nanotech device: 
  produces an array of tools and meters for most 
  tech redemption needs, one tool at a time; screw-
  driver-sized. Tech Compulsion: Industrious.) 
  The Muster
  Begun by and still run by mercenaries, the 
  Muster has expanded its catalog dramati-
  cally. The Chainers make their living off 
  living beings. Mercenaries, technicians, an-
  imals, foodstuffs, and (some say) slaves make 
  up their inventory. The Muster is the freep-
  erson’s labor guild, providing trained (but 
  union-regulated) labor for freepersons to 
  various contractors. 
  APPRENTICESHIP TRAITS
  Capability: Muster Lore; choose two equip-
  ment capabilities (armor, military ord-
  nance, transport, or weapons)
  Characteristics: Dexterity +2 or En-
  durance +2; Faith +1 or Will +1 or Pres-
  ence +1; Strength +2
  Perk: Guild Commission (Private)
  Skills: Drive 1 or Pilot 1; Fight 1 or Me-
  lee 1; Impress 1; Shoot 1; Tech 
  Redemption 1 or Vigor 1
  GUILD QUIRKS
  Blessing: Bold (initiative edge on combat and coer-
  cion influence)
  Curse: Callous (-2 Presence when asked for aid)
  Favored calling: Mercenary
  Material award: MuSpA suit (TL6 device: 
  multi-spectrum synth armor; 4 Body Resistance; 
  Shockproof, Slamproof + choose one more -proof: 
  Blaster-, Flame-, or Laser-; does not require an ar-
  mor capability. Tech Compulsion: Protective.) 
  The Reeves
  The Reeves (Gray Faces) do all that they can to appear 
  as the most respectable of guilds. Working as lawyers, 
  advisors, and bankers, they never seem to rock the boat. 
  However, the guild also houses loan collectors, informa-
  tion gatherers, and even reporters. Wherever the reins 
  of power are held, Reeves are often wearing the spurs.
  APPRENTICESHIP TRAITS
  Capability: Choose a Customs Lore (Ca-
  thedral Customs, Court Customs, or 
  Streetwise); Lore (any); Reeves Lore
  Characteristics: 
  Intuition 
  +1; 
  Presence +2; Wits +2
  Perk: Guild Commission (Asso-
  ciate)
  Skills: Academia 1; Charm 2; 
  Empathy 1 or Impress 1; Fo-
  cus 1 or Interface 1 or Shoot 
  1
  GUILD QUIRKS
  Blessing: Shrewd (+2 Mind 
  Resistance against fast-talk at-
  tempts)
  Curse: Mammon (-2 Percep-
  tion when money involved)
  Favored calling: Lawyer
  Material award: Crawler (TL6 
  think machine; reads Reeve’s da-
  tanet “crawl”: lists of open jobs, 
  debts owed to the guild, default-
  ers’ names, etc. Tech Compulsion: 
  Indiscreet.) 
  Scravers
  Scravers can find wealth anywhere, 
  whether they’re in the ruins of an-
  cient civilizations or in the seamy 
  underbelly of today’s Known Worlds. 
  Scavengers and scroungers, they 
  Charioteer Explorer
  
  Elani finished reviewing the manifest and 
  smiled. This run was going to go well. As long 
  as nothing went wrong, this would be the job 
  that finally paid off her ship. This looked to be 
  a fairly routine smuggling job. As far as she 
  could see, there weren’t any complications be-
  yond slipping past the Decados blockade. She 
  tapped the screen of her miniature think ma-
  chine and stowed it in her inner jacket pocket. 
  She smiled at the merchant and offered her 
  hand. “It’s a deal. I’ll get this shipment to the 
  colony well before the deadline.” 
  The merchant, Kalem, did not proffer his 
  hand, but remained sitting, his hands stee-
  pled in front of him. “The blockade won’t be 
  a problem?”
  Elani shook her head emphatically, “You got 
  yourself the stealthiest ship out there. The Rav-
  enwing and her crew can get past any blockade.”
  Kalen rose slowly from his chair and even 
  more slowly he offered his hand, a wry smile 
  spreading across his thin lips. “There’s just 
  one more thing….”
  77
  77
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  also have found their way into organized crime of all 
  types. Their archeological finds help fuel their less-le-
  gitimate operations.
  APPRENTICESHIP TRAITS
  Capability: Ranged Weapons (choose Energy Guns 
  or Slug Guns) or a technology capability (Tech 
  Lore 5+) or a Transport capability; Scravers Lore; 
   Streetwise Lore
  Characteristics: Dexterity +1 or Strength +1; Per-
  ception +1;  Presence +2; Wits +1
  Perk: Guild Commission (Associate)
  Skills: Charm 1 or Impress 1 or Knavery 1; Drive 1 or 
  Pilot 1; Fight 1 or Melee 1 or Shoot 1; Intrusion 1 or 
  Observe 1; Sleight of Hand 1 or Tech Redemption 1
  GUILD QUIRKS
  Blessing: “The Man” (+2 Presence when leading un-
  derlings)
  Curse: Possessive (-2 Presence when cut out of the action)
  Favored calling: Thief
  Material award: Guest key (TL7 nanotech device: 
  universal key; when inserted into a simple mechan-
  ical lock, key conforms to shape needed to unlock 
  it, bypassing need for certain Intrusion rolls. Tech 
  Compulsion: Industrious.) 
  Merchant Callings
  Merchant Callings
  At 1st-level, you choose a calling to represent your 
  early career. At this stage of your life, you’ve entered 
  the work force. 
  Banker 
  In the Known Worlds, Bankers aren’t just money-lend-
  ers and accountants — they’re practically priests in a 
  very exclusive sect with power over the magical forc-
  es of wealth and prosperity. Bankers milk this myth 
  for all it’s worth. They know that money comes and 
  goes, but leverage remains. Leverage — debt — is power, 
  the unseen chain that binds the mighty to the humble 
  Banker. Bankers don’t necessarily own the money they 
  handle; they’re managing the inflows and outflows for 
  their factions, keeping the records of who owes whom. 
  Everybody courts the Banker to turn on the loan spigot 
  but fears the day when debts come due. While most 
  Bankers remain in their home offices, some are tasked 
  with the dangerous job of collecting on debts. These 
  knee-breakers might let you off with a warning… once. 
  Don’t make them come back a second time. 
  (While the Reeves Guild is best known for its bank-
  ing empire, most Reeves are Lawyers first; hence, that 
  calling gets the guild’s favored status.)
  PATRON SAINTS
  Humble Henderson  — Robert “Bob” Henderson 
  (4571?-4663), a devout wood-shop teacher on League-
  heim, developed laser saws that made him a fortune. 
  Going into banking to monitor his assets, Henderson 
  created more wealth through applying the Prophet’s 
  teachings and woodshop lessons to monetary trans-
  actions, often given in the form of homilies. He even-
  tually became one of the richest men in the Known 
  Worlds and head of the Bank of Leagueheim. Known 
  for funding hospitals and schools, he is revered for his 
  Conversion of the Materialists (4608). 
  Larus of Arion  — Larus Grímmson of Arion (c. 
  244o), a world now lost, was the wealthy scion of 
  a banking family with a scandalous legacy predat-
  ing Urth’s space age. Under his aegis, United Arion 
  Nordbank invested heavily in aerospace develop-
  ment, becoming a major financier in interplanetary 
  transport until UAN’s acquisition by EarthCom — 
  making Larus one of the wealthiest individuals of 
  his era. His riches could not protect him from a 
  Sathraist assassination, but his lavish funeral was a 
  testament to excess.
  EARLY CAREER TRAITS
  Capabilities: Choose Lore (any) or Ranged Weap-
  ons (Energy Guns or Slugs Guns) or a Customs 
  
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  78
  Lore (Cathedral Customs or Commons Customs); 
  Think Machines 
  Characteristics: Dexterity +1 or Strength +1; 
  Faith +1 or Will +1; Presence +2; Wits +1
  Perk: Choose 1 from the Banker Perks list below or 
  from the open perks list.
  Skills: Academia 2; Alchemy 1 or Sleight of Hand 1; 
  Charm 2 or Impress 2; Empathy 1 or Observe 1; 
  Fight 2 or Melee 2 or Shoot 2; Interface 2
  Equipment: Datacruncher (TL5 think machine calcu-
  lator and record-keeper; curio) or a small alchem-
  ical studio.
  BANKER PERKS
  Bankster
  Money Manager
  Riches
  Savings
  Taxes
  Windfall
  Bounty Hunter
  Bounty Hunters are professional people hunters 
  (i.e., thugs for hire) who chase down criminals, 
  runaways, political rivals  — anybody that some-
  body will hire them to catch. Law enforcement is 
  stretched very thin within most fiefs and on many 
  planets, and it’s nigh non-existent between worlds. 
  It’s just too costly to maintain an intra-planetary — 
  let alone an interstellar — police force. That’s when 
  you need Bounty Hunters. When a criminal es-
  capes from the jurisdiction where they committed 
  a crime, the ruling authority — the noble lord, the 
  parish deacon, the guild master — places a bounty 
  on their head. In most cases, the goal is to return 
  the criminal for trial. For extreme crimes, they 
  might be tried in absentia, and the bounty is “dead 
  or alive.” 
  PATRON SAINTS
  The Daughter of Rillos  — Belkka Torun of Istakhr 
  (c. 3050) was mean and resilient, the traits needed 
  to hunt ukari fugitives of the Human-Ukar war. She 
  pursued her own kind, but that meant little to her; she 
  had long since abandoned the ukari as a spiritually 
  dead people. Each mission was a violent pilgrimage, 
  a bloody hunt to honor Rillos. Humans hired her and 
  ukari hated her, but both feared her, as she had be-
  come death incarnate.
  Saint Erhard  — Erhard Schmidt (4600s) was a 
  highly reputed bounty hunter. Paid to bring the es-
  caped Church theologian Pelagia Kostka back to 
  the pre-conversion Li Halan leader, Ustirin the Un-
  speakable (Bao Xionshên), Erhard caught her but 
  was converted by her faith and reasoning. Ustirin 
  paid Erhard’s fee and then personally slew Kostka. 
  Filled with remorse, Erhard spent the rest of his life 
  hunting down and converting dangerous criminals 
  and outcasts.
  EARLY CAREER TRAITS
  Capabilities: Ranged Weapons (Energy Guns or 
  Slugs Guns); choose Streetwise Lore or a Transport 
  capability (usually Aircraft or Landcraft) 
  Characteristics: Dexterity +2 or Strength +2; Intu-
  ition +1; Perception +1; Presence +1
  Perk: Choose 1 from the Bounty Hunter Perks list 
  below or from the open perks list.
  Skills: Drive 1; Fight 2 or Melee 2; Impress 2 or 
  Knavery 2; Interface 1; Observe 1; Pilot 1; Shoot 2 
  Equipment: A gun you’re capable with and a rogues 
  gallery (TL4 think machine curio: taps into local 
  Town Criers Guild’s datanet list of public bounties) 
  BOUNTY HUNTER PERKS
  Aim Where It Hurts
  Armed to the Teeth 
  Blood Hound
  Criminal Database Access
  Hunter’s Cred
  Manhunter
  Ruthless
  Chainer 
  A Chainer is a fancy term for a slaver. It’s a sad real-
  ity in the Known Worlds. While most Chainers are 
  members of the Muster guild, they don’t carry that 
  guild’s favored status. (Mercs do.) Few people respect 
  what Chainers do, although many of their clients — 
  noble lords and merchants — couldn’t maintain their 
  wealth without slave labor to work in fields or shang-
  haied sailors to man their military space fleets. They’re 
  not all strictly slavers; some are prison wardens and 
  guards on contract to houses or even guilds. Chainers 
  aren’t out to win popularity contests; they’re in it for 
  the money, although some of them do get their kicks 
  inflicting misery on others. In the Known Worlds, the 
  slave trade doesn’t single out ethnicities; it takes what 
  it can. The pickings are getting slimmer in the Pax 
  Alexius, although the opening into barbarian space 
  promises new “resources.” Saint Maya, the Prophet’s 
  Disciple, famously broke her chains, and slaves pray 
  to her. Ironically, Chainers often host lavish shrines to 
  her, hoping she’ll look the other way. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  PATRON SAINTS
  Augustyn Martyr of Malignatius — For decades, Au-
  gustyn raided ships and colonies, building an empire 
  fueled by the slave trade. He died in 2723, the same 
  year the Prophet began preaching the Omega Gospels. 
  The (now-banned) Apocrypha of Augustyn claims he was 
  killed while raiding a passenger vessel near Maligna-
  tius. The Penance of Augustyn, however, relates that the 
  vessel conveyed converts to Zebulon’s faith; their testi-
  mony worked wonders, and they converted Augustyn. 
  When he released the new slaves, he was butchered 
  by an outraged crew. Augustyn is revered by Chainers 
  and penitents alike, each abjuring the other’s narrative.
  Saint Searc — Although later condemning the prac-
  tice, the Church practiced a form of slavery against the 
  pagans of Malignatius in the early New Dark Ages. 
  The greatest among the Chainers at that time was the 
  ex-soldier Searc MacRuadh (4200s?). Developing a 
  conscience, Searc read from the Omega Gospels to the 
  captured pagans, and later, he paid for Church schools 
  to instruct the children of slaves. He wrote a book on 
  the humane treatment of pagans in the human-acqui-
  sition trade. He is known for converting the pagan Anu 
  Dechtire, later canonized as Saint Clinda.
  EARLY CAREER TRAITS
  Capabilities: Streetwise Lore; choose a Transport 
  capability (usually Aircraft, Beastcraft, or Landcraft)
  Characteristics: Strength +2; Perception +2; 
  Presence +1
  Perk: Choose 1 from the Chainer Perks list below or 
  from the open perks list.
  Skills: Drive 1 or Pilot 1; Fight 2; Impress 2; Melee 2; 
  Observe 1; Vigor 2 
  Equipment: Ceramsteel cuffs (TL5 mechanical 
  handcuffs; Herculean Resistance to break and 
  Tough Resistance to pick; Tech Compulsion: Cruel)
  CHAINER PERKS
  Aim Where It Hurts
  Bogeyman
  Labor Contractor
  Nothing to Lose
  Ruthless
  Detective
  You’re an investigator, gumshoe, or spy-for-hire. A De-
  tective is a master at tracking down clues and putting 
  them together to solve mysteries; some prefer to uncover 
  illicit affairs (an all-too-common job for most profession-
  al Detectives). They learn to read a room for trace evi-
  dence, as well as people’s unspoken motives. Detectives 
  aren’t always noir night-stalkers; some are patriots for a 
  cause, such as alien rights, or even adjuncts to the In-
  quisition, rooting out sins. While sleuths in the popular 
  imagination usually have bizarre character quirks, most 
  Detectives are actually nondescript and rarely noticed.
  PLAYING VILE CHARACTERS
  Fading Suns allows you to play villainous 
  characters. Some callings can be… problem-
  atic. Come on, now: Bankers and Lawyers? 
  Devils incarnate. Joking aside, though, let’s 
  face the fact that the Chainer calling is truly 
  vile. So why is it here?
  The depiction of slavery in Fading Suns in 
  no way condones such a barbaric practice. Its 
  existence in the setting is meant to emphasize 
  how far humanity has fallen from its own ide-
  als. They’re here to illustrate the misery many 
  people have to endure in the far future. For 
  peasants, they’re bogeymen that actually exist. 
  Those who choose to play a Chainer charac-
  ter should be aware of just what kind of scum 
  they’re playing and why. We don’t recommend 
  you do it unless you want to use them to tell 
  tales of redemption and revenge, showing a 
  terrible practice as part of a morality play that 
  reveals just how awful the business of captur-
  ing people and forcing them into labor actual-
  ly is and always will be. 
  The same is true of any PC who uses their 
  power and privilege for selfish or vile ends. A 
  Sybarite might provide truly liberating and 
  fun experiences for their guests, but they could 
  just as easily use their calling as permission to 
  be cruel and insensitive to the less-fortunate. 
  This is even the case for the holier callings, 
  ranging from Inquisitors to Friars. Anyone can 
  abuse power. 
  The question for you as a player is: What 
  can you do with this all-too-real setting ele-
  ment to elevate the drama? How can such low 
  characters participate in or at least reveal the 
  eternal transcendentals of the True, the Beau-
  tiful, and the Good? Short of that, how will 
  they get their eventual comeuppance?
  We’re not advocating that every game be a 
  demonstration of the moral arc of the universe, 
  just that your villainous and unsavory charac-
  ters (should you choose to play one) serve a 
  dramatic purpose, not a sick desire to torture 
  fictional characters or enact ill ideologies.
  
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  PATRON SAINTS
  Grant the Weary-Footed — A former member of the 
  Rampart police, Ross Grant (4712-99) was hired 
  by Duchess Camillia Juandaastas to recover a rare 
  Anunnaki artifact of her father’s, the Istakhr Ibis. Af-
  ter a two-day chase through the Istakhr Market, the 
  jaded gumshoe succeeded and realized that his pur-
  suit through the labyrinthine market was a metaphor 
  for regaining his childhood faith. The Miracle of the 
  Market restored his belief, and after marrying Camil-
  lia, Grant offered his services to the Patriarch.
  Serendipity’s Agent — A private detective in Tulasca 
  on Tethys at the height of the Second Republic (c. 
  3800), Allan McCall rarely sought trouble but had a 
  history of stumbling into increasingly deeper myster-
  ies. Minor investigations routinely led to weird cases 
  with psychic thieves, killer cyborgs, xeno-conspira-
  cies, and corporate assassins — all somehow in the 
  same case. McCall attributed his survival and his suc-
  cess to flukes and happenstance, although many still 
  suspect he was secretly psychic.
  EARLY CAREER TRAITS
  Capabilities: Lore (any) or Ranged Weapons (choose 
  Energy Guns or Slug Guns); Streetwise Lore
  Characteristics: Dexterity +1 or Strength +1; Intu-
  ition +1; Perception +2; Presence +1
  Perk: Choose 1 from the Detective Perks list below or 
  from the open perks list.
  Skills: Charm 1 or Impress 1; Disguise 1 or Empathy 1; 
  Fight 1; Intrusion 2; Knavery 2; Observe 2; Shoot 1
  Equipment: Telltale eye (TL5 monocle device: the 
  classic sleuth’s magnifying glass, but as a monocle; 
  it allows its user to view the IR and UV spectrums. 
  Tech Compulsion: Inerrant.)
  DETECTIVE PERKS
  All-Access Pass
  Criminal Archive Access
  Deduce
  Deputize
  Hard Boiled
  Marksmanship
  Imperial Cohort 
  Just as Emperor Alexius offered this calling for 
  priests, he extended his call for duty to guildmem-
  bers. The Imperial Cohort offers aid and assis-
  tance and acts as staunch helpmates to his Questing 
  Knights. In return for offering their skills and fealty, 
  they reap the rewards of first claim on the merchant 
  routes into newly explored territories. While this 
  may earn a guilder new enemies, it also brings new 
  opportunities to one’s guild.
  PATRON SAINTS
  Captain Marcus De Vatha  — Marcus de Vatha of 
  Leagueheim was called to navigate the stars and to 
  serve the first Emperor, and he did both with honor. 
  Although a loyal Charioteer, he saw his peers as an 
  undisciplined gaggle of misfits, and he served House 
  Alecto with military professionalism and precision. 
  Commanding the Emperor’s flagship after Vladimir’s 
  assassination, the captain broadcast his last words as 
  the ship was destroyed by Hazat forces over Byzan-
  tium Secundus: “What now the throne? What now 
  the empire?” 
  Saint Heraclitus  — A member of the Engineers 
  Guild, Heraclitus (??-4521?) aided Vladimir Alecto’s 
  Leib-Gvardia Knights by recreating an arm for Sir 
  Bors of the Watchful Vigil. His new Silver Arm was 
  stronger, never tired, and could fight detached from 
  Sir Bors’ body. He also replaced Sir Toyotomi’s sliced 
  vocal cords with a small golden box, “the Miracle 
  Voice.” After Alecto’s death, Heraclitus retired, read-
  ing the Omega Gospels in contemplative silence. He 
  is also the patron saint of repair personnel.
  EARLY CAREER TRAITS
  Capabilities: Combat Armor or Military Weapons 
  or Ranged Weapons (Energy Guns or Slug Guns); 
  Jumpweb Lore (Known Worlds or Barbarian Space)
  Characteristics: Dexterity +1 or Endurance +1; 
   Intuition +1 or Perception +1; Presence +1; Wits +2
  Perk: Choose 1 from the Imperial Cohort Perks list 
  or from the open perks list.
  Skills: Charm 1 or Impress 1; Drive 2 or Pilot 2; Fight 1 
  or Melee 1 or Shoot 1; Interface 1 or Intrusion  1; 
   Observe 1; Survival 1; Tech Redemption 2; Vigor 1
  Equipment: Cohort Badge (TL7 curio; proof of status, 
  keyed to your DNA and very hard to counterfeit)
  IMPERIAL COHORT PERKS
  This functions as the Priest calling of the same name. 
  Lawyer 
  Not even the upheavals of the Diaspora, the egalitari-
  anism of the Second Republic, or the feudalism of the 
  New Dark Ages could wipe out the lawyers. The pro-
  fession of the law is the handmaiden to civilization. 
  Without it, Lawyers say, humankind would descend 
  into the kind of barbarism practiced by the Vuldrok 
  (who actually have a somewhat egalitarian system of 
  laws, but never mind that). Lawyers are the bulwark 
  
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  of Reason against brutal violence, the defenders of 
  the just, the champions for the wronged — and they 
  charge hefty amounts of firebirds for their service. 
  While most Lawyers work a local practice, some roam 
  at large, adjudicating the law for fief lords, parishes, 
  guilds, and even freemen societies who can afford 
  them. While a few might play legal Robin Hood now 
  and then, performing pro bono for good causes, most 
  Lawyers are ardent defenders of the feudal status quo.
  PATRON SAINTS
  Kaari the Jurist — Never argue law with an obun: they 
  shift from the specifics of legal rulings to the philosophy 
  of jurisprudence, then argue against their own position 
  until you end up defending their original claim. The 
  descendent of obun emigrants to Criticorum, Kaari vo 
  Mata (c. 3600) applied this sophisticated obun dispu-
  tation technique to human legal arguments with such 
  skill that she became the first (and only) alien to hold 
  the title Senior Jurist of Leagueheim.
  Yawster the Shrike — Scant evidence allows for the ex-
  istence of Saint Yawster of Sutek (2800s?), but legend 
  has it he was a “no frills” lawyer who placed his skills 
  in defense of the new Church. He’s often depicted as 
  being converted by St. Maya the Scorned Woman af-
  ter he defended her against the civil authorities for dis-
  turbing the peace. The famous statement attributed to 
  him — “I used to shill for my clients in court, now I’m a 
  shiller for Zebulon!” — is found inscribed on the Reeve 
  University gates on Leagueheim. An appellant to Zeb-
  ulon, the Miracle of the Plaintiff is attributed to him.
  EARLY CAREER TRAITS
  Capabilities: Lore (any) and a Customs Lore 
   (Cathedral Customs or Court Customs)
  Characteristics: Faith +1 or Will +1; Intuition +2; 
  Presence +2
  Perk: Choose 1 from the Lawyer Perks list below or 
  from the open perks list.
  Skills: Academia 2; Charm 2; Empathy 1 or Focus 1; 
  Interface 1; Knavery 2; Perform 2
  Equipment: Legal mind (TL4 think machine: volu-
  minous data file with legal case histories for 3 dif-
  ferent areas of law, such as fief management, guild 
  contracts, war, etc.; substitutes for a related Lore 
  capability when arguing cases)
  LAWYER PERKS
  Bureaucracy
  Friends in High Places
  Playing the Game
  Shield of the Law
  Stunning Statement
  Mercenary 
  If not the oldest profession in the universe, the Mer-
  cenary soldier-for-hire is certainly among the most 
  ancient. Kingdoms rise and fall with and against 
  Mercenaries. It’s not always possible for rulers to 
  maintain large standing armies; many often have to 
  resort to contract war labor. Mercs are usually hired 
  to work under the command of their employer’s des-
  ignated general, but sometimes, they also take on the 
  work of high-level strategic command. Mercs have 
  a code of honor among themselves, even those they 
  might currently be fighting (and with whom they 
  might be fighting alongside in the next hot spot for 
  hire). While it’s a dangerous, dirty, and often maim-
  ing job, Mercs are relatively safe in the knowledge 
  that, should their employer’s side lose, they can sim-
  ply walk away to the next job. While a Merc could be 
  a loner, they’re most often part of a tight-knit band — 
  or the last survivor of one. 
  PATRON SAINTS
  Saint Dyn’dran — The Aylon ukar warrior Dyn’dran 
  Oed Nata (?-4911) was a mercenary before joining 
  the al-Malik army and eventually pursuing the holy 
  path of peace, Tauntlasta. Preaching unity among 
  all sentient creatures, he founded the Parliament of 
  Speakers, consisting of representatives of the obun, 
  ukari, oro’ym, vorox, shantor, gannok, hironem, 
  etyri, and humanity. Killed by regency authorities, 
  he is remembered among mercenaries as one of their 
  own and regarded among many peoples as holy.
  Unggala, the Growling Commando  — Unggala of 
  Ungavorox was part of an elite Bannockburn-based 
  Muster squad-for-hire that served during the early 
  years of the Emperor Wars. The squad commanded a 
  high price, and Unggala played his part with terrify-
  ing ease. Devastating in combat, he fought to protect 
  those who had become his kin. Their death on a mis-
  sion while he was elsewhere broke him: “My angruwa 
  is gone; I can fight no more,” he lamented, and he lay 
  down and died.
  EARLY CAREER TRAITS
  Capabilities: Choose Armor (Combat Armor or 
  War Armor) or a Military Ordnance capability (Ar-
  tillery, Demolitions, or Gunnery); Ranged Weap-
  ons (choose Energy Guns or Slug Guns)
  Characteristics: Dexterity +2; Endurance +1; 
  Strength +2 
  Perk: Choose 1 from the Mercenary Perks list below 
  or from the open perks list.
  Skills: Drive 1 or Observe 1; Fight 1; Impress 1; Me-
  lee 1; Remedy 1; Shoot 3; Vigor 2
  
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  Equipment: Supply depot (a Merc band can consol-
  idate their guns and ammo to form a large depot; 
  for each Merc in the band, spend 100 fb on military 
  supplies)
  MERCENARY PERKS
  Armed to the Teeth 
  Battlesense
  Born on the Battlefield
  Fencing 
  Marksmanship
  Martial Arts
  Military Rank
  Resilient
  Seen Too Much
  Reclaimer 
  Archaeologist, salvager, looter – these are all sobri-
  quets of the Reclaimer. For the contemporary Known 
  Worlder, the bulk of history lies behind them; the fad-
  ing suns await ahead. There will be no more great 
  marvels or wonders wrought by humankind. Those 
  lie now in the past, waiting for Reclaimers to find and 
  extract. In many ways, technological society would 
  cease to exist if not for bold Reclaimers, who dig 
  into the ruins, hidden fastnesses, asteroid bases, and 
  abandoned moon cities left behind by human — and 
  alien — forebears. Whether it’s Second Republic mili-
  tary tech, Diasporan domestic utilities, or even Anun-
  naki relics, the Reclaimer will let nothing stop them 
  from scouring every world for its last hidden secrets. 
  (While this is officially the calling most acknowl-
  edged by Scravers, their true favored calling is actu-
  ally as Thieves.)
  PATRON SAINTS
  Blessed Saint Glam — As the only ukar ever recog-
  nized by the Church as a near-saint and declared by 
  them as “Blessed,” Glam (?-martyred 4603) is a saint 
  to the small sect of ukari believers. Glam worked as 
  a Reclaimer until he discovered early Universalist 
  Church works. Converted, he returned to Kordeth 
  with great zeal to spread his new faith. Glam was 
  martyred deep underground attempting to convert 
  the Traditionalist clans.
  HSDS Salvage Crew Nine — The nine crewmembers 
  of a deep space salvage mission sought glory in space 
  and found it together in death. In the last decades of 
  the First Republic, the Henrikson-Scott corporation 
  sent a salvage crew beyond Tethys to investigate ru-
  mors of an unidentified ships’ graveyard. Two centu-
  ries later, the salvage vessel was found floating adrift. 
  Fragmentary ship’s logs reveal in part the encounter 
  with an indescribable creature of pure evil. The final 
  log concludes with the captain’s despondent cry, “It 
  returns.”
  EARLY CAREER TRAITS
  Capabilities: Lore (any) or Streetwise Lore; Ranged 
  Weapons (choose Energy Guns or Slug Guns) or 
  Shipboard Operations or a Transport capability 
  (usually Aircraft or Landcraft)
  Characteristics: Dexterity +1; Intuition +1; Per-
  ception +2; Wits +1 
  Perk: Choose 1 from the Reclaimer Perks list below 
  or from the open perks list.
  Skills: Drive 1 or Pilot 1; Fight 1 or Melee 1 or Shoot 1; 
  Intrusion 3; Knavery 1; Observe 1; Sneak 1; Tech 
  Redemption 2
  Equipment: Hovernet (TL7 anti-grav synthmesh bag 
  with remote-control wristband; holds up to 2 cubic 
  feet worth of items; floats behind its user. Tech Com-
  pulsion: Industrious.)
  RECLAIMER PERKS
  Can Opener
  Intruder
  Keen Awareness
  Oriented
  Recreate Artifact
  Spotter
  Scout
  Scouts are wilderness guides, rangers, military recon 
  experts, and explorers of the untrod frontiers. They’re 
  more comfortable roughing it in the wind and rain 
  than in a cozy city apartment or a palace lounge. For 
  some, the incentive is an affinity with nature; for oth-
  ers, it’s just as much a hatred of the madding crowd as 
  a love of tracking and hunting wild creatures. To others 
  it’s a job: getting behind enemy lines and mapping the 
  lay of the land. They might have to put up with the 
  coddled nobles, irate priests, and impatient merchants 
  who pay them to guide their expeditions and caravans, 
  but to a Scout, nothing beats roughing it in the wilds.
  PATRON SAINTS
  Gallus, Witness to the Vorox — Gallus Paciacus (4200s) 
  came from a military background, serving as a scout 
  for the Hawkwood forces against the early incursions 
  from Vuldrok space. Noted for the Miracle of Gwyn-
  eth, where he saved a missing Hawkwood heir, he lat-
  er became a scout for Church missions. Attempting 
  
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  to convert the feral Vorox of Ungavorox, he plunged 
  deep into the wilderness and was torn apart, mar-
  tyred during an event called the Flaying.
  Sutek’s Boon — Robyn Marks (c. 2310) was the first 
  scout on Sathra’s Boon (now Sutek) to fully document 
  Anunnaki structures, but the zaibatsu confiscated this 
  data and ensured the sites remained hidden. After the 
  Sathra Rebellion, a data disk was recovered that con-
  tained hundreds of personal illustrations, maps, and 
  journal entries that Marks had not entered in formal 
  reports: the scout’s gift to those who had made the 
  planet their home became an invitation to rediscover 
  Sutek’s ancient past. 
  EARLY CAREER TRAITS
  Capabilities: Lore (any) or Life Science; Ranged 
  Weapons (choose Energy Guns or Slug Guns) or 
  Shipboard Operations or a Transport capability 
  (usually Aircraft, Beastcraft, or Landcraft)
  Characteristics: Endurance +1; Intuition +1; Per-
  ception +2; Wits +1 
  Perk: Choose 1 from the Scout Perks list below or 
  from the open perks list.
  Skills: Animalia 2; Drive 1 or Pilot 1; Observe 1; 
  Remedy 1; Shoot 1; Sneak 1; Survival 2; Vigor 1
  Equipment: Compact wilderness survival kit (TL4 
  backpack with microtech items that unfold into 
  full-size: compass, water purifier, food rations for 
  one month, rope, knife, machete, utility tool, one- 
  person tent)
  SCOUT PERKS
  Animal Friend
  Chameleon
  Destinator
  Guts
  Memory Expander
  Military Rank
  Oriented
  Spotter
  Wild Domain
  Spy 
  This function as the Noble calling of the same name. 
  A Spy assumes a “cover identity” calling under which 
  they hide. (See the Cover Identity sidebar near the no-
  ble Incognito calling.) 
  Merchant Spies have a true allegiance to their guild’s 
  professional agency: Charioteer Killroys, Engineer Har-
  bingers, Muster Vigil, Reeve Auditors, or the Scravers 
  (the whole guild is an informal intelligence network).
  One form of spy peculiar to the Merchant League is 
  the Republican, a partisan secretly advocating for the 
  r/evolution of the Empire into a Third Republic. While 
  this cause is more popular among yeomen, it can also 
  be fought for within the League guildhalls by Spies. 
  PATRON SAINTS
  Luka “The Mace” Moretti — Luka (?-4430s?) was per-
  haps an apocryphal figure, although some tantalizing 
  evidence suggests he did exist. When his brother Josip 
  became a priest, Luka swore to his mother he would 
  watch over him. Becoming an enforcer and then a 
  successful Scraver, he used his network of contacts to 
  keep Josip safe. Josip later became Archbishop of the 
  Delphian Metropilae. Luka’s information saved his 
  life on six occasions, twice miraculously.
  The Paramour — Renowned throughout the Known 
  Worlds for her alabaster skin, her seductive dance, 
  and her dulcet voice, visits by Chantal de Sauve of 
  Vera Cruz (c. 4575) were a welcome respite in the 
  chaos of the Regency — until accusations flew that 
  her true art was espionage. Allegedly, for every noble 
  bed she shared, she acquired a dozen secrets for the 
  League. Decados records document her capture and 
  execution, but the Song of Chantal boasts of her escape 
  and flight to safety.
  EARLY CAREER TRAITS
  Capabilities: Choose 1 that supports your cover iden-
  tity; Poison Lore or Streetwise Lore or Torture Lore 
  Characteristics: Dexterity +1; Perception +2; Pres-
  ence +1; Wits +1
  Perk: Choose 1 from the Spy Perks list below, your 
  cover identity’s list, or from the open perks list.
  Skills: Empathy 1 or Sneak 1; Knavery 2; Observe 2; 
  allocate 5 skill ranks among other skills that support 
  your cover identity.
  Equipment: As your cover identity’s calling.
  SPY PERKS
  Martial Arts
  Mimic
  Rabble Rouse
  Ruthless
  Second Skin
  Secret Agent
  Vicious Insult
  Star Pilot 
  Star Pilots are professionals who fly the spaceships 
  that ply the space between planets, moon, space sta-
  
  Engineer Tech Redeemer
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  tions, and the mysterious jumpgates. Many pilots 
  spend their careers entirely within a single system, 
  ferrying people and goods back and forth or standing 
  on duty in the system’s defense fleet. Some have even 
  seen space combat, whether as a military helmsman 
  or a victim of piracy. A rare few travel between sys-
  tems through the jumpgates, witnessing the myriad 
  worlds of the Empire. Star Pilots don’t usually own 
  their own ships; most of them are contract pilots for 
  one patron or another. They are trusted as disciplined 
  professionals but watched by the Church in case they 
  become curious about the Sathra Effect. That state of 
  rapture is the boon and bane of Star Pilots – the high 
  some of them secretly chase but can never keep.
  PATRON SAINTS
  The Ecstatic — Lee Carlson (c. 2450) was among the 
  most skilled star pilots of the First Republic and the 
  first to helm countless experimental vehicles. Lee pre-
  ferred the solitude of his craft and yearned for the un-
  trammeled sanctity of space. He had logged 
  hundreds of flights before disappearing 
  in a prototype near Collier’s Landing 
  (Sargasso). The last message he sent 
  before disappearing was cryptic: “Oh! I 
  have released these mortal bonds! I shall 
  touch the face of God!”
  Vassily Alexeev, Jump Martyr  — 
  Born near Serov in the foothills 
  of the Urals on Urth, Vassily (?-
  4538) was raised by his Uncle 
  Maxim, a transport pilot in the 
  Church fleet. After a wild youth, 
  he settled to become the person-
  al pilot to Bishop Kwame of the 
  Eparchy of Luanda. Saving the 
  Bishop’s life from a jumpgate 
  collision by ejecting him in a life-
  pod, he sacrificed himself as the 
  ship rammed the gate. Pilots 
  claim he is still active, bring-
  ing warnings to them.
  EARLY CAREER 
  TRAITS
  Capabilities: Shipboard 
  Operations; Think Ma-
  chines 
  or 
  Transport 
  (Aircraft)
  Characteristics: Dexterity +2; Intuition +1; Wits +2 
  Perk: Choose 1 from the Star Pilot Perks list below or 
  from the open perks list.
  Skills: Charm 1 or Impress 1; Drive 1; Interface 2; 
  Observe 1; Pilot 3; Shoot 1; Tech Redemption 1
  Equipment: Spacesuit and a good luck token (coin, 
  die, animal foot, etc.).
  STAR PILOT PERKS
  Daredevil
  Mechanic
  Military Rank
  Risk Taker
  Stunt Pilot
  Windfall
  Tech Redeemer 
  High priests of technology, Tech Redeemers are 
  the magicians who repair and maintain — or “re-
  deem” — the fallen tech from earlier eras. Some-
  times they even invent new technologies. Tech Re-
  deemers can be anyone whose job it is to keep the 
  machines running. They might be simple wrench-
  jacks working the space port, jury-rigging starship 
  engineers, or brilliant-but-uncanny scientists delv-
  ing into realms of knowledge unknown to other 
  sentients. Others stand in awe of their accomplish-
  ments — or in fear, afraid their hubris will bring 
  down ruin on everyone around them. The Inquisi-
  tion likes to make examples out of tech-heads who 
  push the boundaries too frequently. 
  PATRON SAINTS
  Brendan of the Blessed Tongue — Brendan (c. 3700) 
  rose to prominence during the Second Republic, 
  when he advanced the science of computational phi-
  lology. Drawing from his insights on language and 
  think machines, he developed wondrous devices that 
  analyzed and interpreted alien languages. The Apoc-
  ryphal Codex of Brendan reveals his deathbed words: 
  “I have uncovered the Anunnaki metalanguage and 
  can speak no more.” Understanding of his science has 
  dimmed, but his devotees seek to revive it to unlock 
  the secrets of Anunnaki science.
  Saint Rawiri — Rawiri ngā tūpuna (3900s-4000s?; 
  real last name never revealed) hailed from Urth’s 
  Archdiocese of the South Pacific, where he trained as 
  a skilled engineer and technician. When the Second 
  Republic fell, his skills were instrumental in maintain-
  ing the failing node in the aging terraforming system. 
  He later invented damper fields for the nascent Engi-
  neer fleet, then centered in the Ravenna system. His 
  
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  miraculous skills at using “Dark Energy” canonized 
  him in League lore.
  EARLY CAREER TRAITS
  Capabilities: Choose a Tech Lore; choose Think 
  Machines or a Crafts or Science or a successive Tech 
  Lore
  Characteristics: Dexterity +1; Intuition +2; Wits +2 
  Perk: Choose 1 from the Tech Redeemer Perks list 
  below or from the open perks list.
  Skills: Academia 1; Crafts 1; Drive 1 or Pilot 1; In-
  terface 2; Observe 1; Shoot 1; Tech Redemption 3
  Equipment: Tool bandolier (holds tools for nearly 
  every conceivable task within your capabilities).
  TECH REDEEMER PERKS
  Comprehend Tech Level
  Craft Energy Device
  Craft Wondrous Tech
  Machine Spirit
  Mechanic
  Thief 
  Cutpurses, cat-burglars, second-story operators, heist 
  masterminds, and even Robin-Hood-style rogues — 
  thieves of all stripes are criminals to some (those 
  whose goods they steal) and a romantic ideal for oth-
  ers. Thieves make a living taking what others have, 
  which puts them on the wrong side of the law. The 
  fact that they often work for patrons who represent 
  that law — such as nobles seeking a rival’s treasure — 
  doesn’t always get them off the hook. Many factions 
  have Thieves in their ranks, but they’re supposed to 
  keep their activities on the down-low. The Scravers 
  Guild has a reputation for harboring Thieves, but 
  they always manage to officially deny it (while still 
  giving favored status to the Thieves in their midst).
  PATRON SAINTS
  Grendel in the Shadows  — Born on the moors of 
  Ravenna, Grendel Grimstalk (4300s?) knew a spot 
  where an old Second Republic defense field caused 
  space ships to crash. Rummaging through the ruined 
  hulls, he brought tech and shiny objects to his cave. A 
  marked outcast, he was converted by Saint Tan. He 
  then used his scavenging and skulking skills to steal 
  from the wealthy to enrich the Church orphanages 
  and feed the poor. Grendel was canonized a century 
  after his death. 
  The Eye of Ben-Hadir — Abasi Ben-Hadir’s passion 
  for network intrusion and data theft were instrumen-
  tal to her value in the Scravers Guild. Her services 
  yielded valuable assets for negotiation, as people are 
  remarkably compliant when your eyes are on their se-
  crets. Like many of her family, she fell in the symbiot 
  invasion of Absolution (4900). Most accounts report 
  her death, although one hints at her conversion, as 
  she allegedly became one with the greatest living net-
  works in creation. 
  EARLY CAREER TRAITS
  Capabilities: Lore (any) or Ranged Weapons (Ener-
  gy Guns or Slug Guns); Streetwise Lore
  Characteristics: Dexterity +2; Intuition +1; Percep-
  tion +2
  Perk: Choose 1 from the Thief Perks list below or 
  from the open perks list.
  Skills: Disguise 1 or Tech Redemption 1; Fight 1 or 
  Melee 1 or Shoot 1; Intrusion 2; Knavery 2; Ob-
  serve 1; Sleight of Hand 1; Sneak 2
  Equipment: Innocuous lockpicks (disguised as com-
  mon items, such as utensils) and an outfit with up 
  to four hidden pockets for concealing small items 
  (resistant t0 TL6 and below scanners).
  THIEF PERKS
  Cat Burglar’s Eye
  Contortionist
  Intruder
  Keen Awareness
  Legerdemain
  Savings
  Trader 
  As classic merchants, Traders buy and sell goods and/
  or services. A Trader might have a steady stall at the 
  local agora or might be a star-spanning “merchant 
  prince” who has cornered the market on a particular 
  item. Either way, they’ve got to be good at haggling 
  and shrewd when examining goods. A Trader who’s 
  an easy mark for cheap knockoffs or counterfeits isn’t 
  long for this business. With Hargard now in the Em-
  pire’s reach, whole new markets are opening up in 
  barbarian space for those Traders bold — or foolhar-
  dy? — enough to ply them.
  PATRON SAINTS
  The Merchant of Velisamil — William Gailbreath was 
  among the first humans to visit Velisamil (c. 2800). He 
  presented himself as an artist and a cultural attaché, 
  but his real agenda was export: he anticipated the rise 
  of “obunism” and the trade opportunities that obun 
  
  Vorox Scraver Trader
  86
  86
  art and culture would present. Gailbreath manipulat-
  ed obun trust to access countless artifacts and relics 
  that fetched a high price in the human markets. To 
  him, the scorn that his betrayal earned was worth the 
  prestige and wealth he acquired beyond obunspace.
  Saint Jakande — Legend states this merchant, estab-
  lishing new markets on Pyre, encountered Zebulon 
  on Kish (Encounter with the Sellers: Omega Gos-
  pels, Galaxia 2:7). Converting, he spread the Proph-
  et’s message via the trade routes. On Urth, the First 
  Council beheaded him for civic disturbance, but 
  Pascal Jakande picked up his fallen head and walked 
  about Cuidad Mexico, proclaiming Zebulon’s truths. 
  Legend conflates Jakande with two other (historic 
  Church) merchants, Denis Aguda and Jacque Ditiki.
  EARLY CAREER TRAITS
  Capabilities: Lore (any) or Ranged 
  Weapons (Energy Guns or Slug Guns); 
  choose a Customs Lore (Cathe-
  dral Customs, Court Customs, 
  or Streetwise)
  Characteristics: 
  Intu-
  ition  +1; Perception +1; 
  Presence +2; Wits +1
  Perk: Choose 1 from 
  the Trader Perks 
  list 
  below 
  or 
  from the open 
  perks list.
  Skills: Charm 3 
  or Knavery  3; 
  Empathy 
  2; 
  Fight  1 or Melee  1; 
  Perform  2; Shoot  1; 
  Sleight of Hand 1
  Equipment: Lockbag (TL6 cu-
  rio; synthmesh backpack or 
  satchel with Severe Resis-
  tance lock and fabric)
  TRADER PERKS
  Embargo
  Gambler
  Income Tax
  Riches 
  Savings
  Schmooze
  Swimming with Sharks
  Tycoon 
  The Tycoon is the ultimate high-class con-artist who 
  believes their own con. They’re suffused with a will-
  to-power and the supreme confidence that their con-
  fidence alone is all they need to succeed. Despite the 
  name for this calling, the Tycoon doesn’t necessarily 
  have a lot of money. Tycoons who don’t have many 
  firebirds to rub together see their condition as mere-
  ly a temporary setback, a learning experience. Soon 
  enough, they’ll convince someone to invest in their vi-
  sion or superior methods of wealth-attainment and be 
  back in the high life. Tycoons need patrons (“marks”) 
  to fund their schemes, but crazily enough, their chutz-
  pah often wins through and brings them and their in-
  vestors big rewards. That’s never enough, however, to 
  satisfy their craving to keep winning. Even those 
  Tycoons who devote themselves to raising 
  money for charities find that it’s the pur-
  suit rather than the cause that’s more 
  important to them. There’ll be a new 
  cause next week, but the race to win 
  never ends. 
  PATRON SAINTS
  The Prodigal Daughter  — 
  Griffin and Sons was a 
  financial giant in the 
  Second Republic. Its 
  growth owed much 
  to Jane Griffin (c. 
  3900), the corpo-
  ration’s Director of 
  Philanthropy. Expendi-
  tures were staggering, but 
  her effort to fund grants 
  and services for displaced 
  families and freed slaves brought 
  Griffin and Sons to the public eye. 
  Such positive attention created new 
  investments and opportunities; but 
  more importantly, Jane served 
  as the human face of Griffin and 
  Sons and encouraged public trust in 
  corporate beneficence.
  Shaddiyya the Shining  — Shaddi-
  yya Qalanjo (3800s-3900s) became a 
  wealthy model during the Second Re-
  public. Creating her own line of beau-
  ty products by having her 
  friends and lovers invest 
  and selling her name to 
  corporate interests, she 
  eventually became one 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  of the wealthiest women of her era. Traveling to the 
  ukari reservations and seeing the poverty on Ar-
  cheon, she became an activist, throwing half of her 
  wealth into the Church and her own charities to aid 
  the downtrodden.
  EARLY CAREER TRAITS
  Capabilities: Lore (any); choose a Customs Lore (Ca-
  thedral Customs or Court Customs) or a Science Lore
  Characteristics: Faith +1 or Will +1; Intuition +1; 
  Presence +2; Wits +1
  Perk: Choose 1 from the Tycoon Perks list below or 
  from the open perks list.
  Skills: Alchemy 2; Charm 2 or Impress 2; Crafts 1 or 
  Tech Redemption 1; Empathy 1 or Focus 1; Melee 1 
  or Shoot 1; Knavery 2; Perform 1
  Equipment: Power accessory (TL5 hypnotic curio tie, 
  cravat, scarf, or necklace: once per scene, you can 
  take a primary action to ostentatiously adjust it with-
  in sight of one or more marks; your next persuasion 
  influence roll against any witness gets +1 goal)
  TYCOON PERKS
  Credit-Worthy
  Friends in High Places
  Hedge Fund
  Long Con
  Riches 
  Swimming with Sharks
  Yeoman
  Yeoman
  Not all freemen belong to a guild. Some have either 
  lost their guild affiliation or never had one to be-
  gin with. These independent agents — called yeo-
  men — often work for the guilds, but they sacrifice 
  the protection and stability such an organization 
  offers for freedom and autonomy. They cannot call 
  on back up when they are in trouble, but they also 
  do not have to submit to someone else’s commands. 
  This arrangement is far from the norm, for almost 
  everyone is beholden to someone else. Yeomen 
  are the only people without a liege of some kind 
  (though even they must profess allegiance to the 
  Emperor). 
  While the guilds provide yeomen with most of 
  their work, they are not the only customers who 
  take advantage of these unique arrangements. No-
  bles will seek them out, especially when they don’t 
  want the guilds to become aware of certain tasks or 
  if they want to be able to deny any involvement. The 
  Church supports the feudal order even more fiercely 
  than the nobles do, but it uses free agents in its fight 
  against heresy. After all, it’s easier to risk the soul 
  of someone living on the outskirts of society than 
  someone at its heart.
  PLAYING YEOMEN
  Ask why your character has become an independent 
  agent. If one of the guilds kicked them out, do they 
  maintain any ties to the League? If a noble recently 
  made them a freeman, then why, and what obliga-
  tions do they still have to that noble? If the character 
  ran away from their previous obligations, whether 
  that was a noble or the Church, then does their previ-
  ous master still pursue them?
  A yeoman takes a great deal of risk in making their 
  way through the Known Worlds. These characters 
  are best suited for life on the outskirts of civilization, 
  perhaps near the barbarian worlds or on newly re-
  discovered planets. The closer a yeoman gets to the 
  heart of civilization, the more pressures they’ll feel to 
  commit to a master.
  A significant number of yeomen are aliens. Aliens 
  can’t always find their place in the ranks of the nobil-
  ity, the cloisters of the Church, or even the guildhalls, 
  so those who leave their native areas are most often 
  yeomen.
  As a yeoman, you can join a freeman society (see 
  below) as your faction, or you can choose one of the 
  houses, sects, or guilds. In the latter case, you are not 
  officially a full member of that faction in the same way 
  that a noble or priest is, but rather, you are a house-
  holder, a lay member, or an adjunct in the employ of 
  that faction. You are able to move freely within that 
  faction, and you might even garner a great deal of 
  respect, but you will never have the same power and 
  influence as a full member. 
  Most yeomen are likely to use one of the open call-
  ings (listed below). If they want to practice a noble, 
  priest, or merchant calling, they’ve got to have a good 
  excuse for how an outsider gets away with it.
  
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  Class: Upbringing
  Class: Upbringing
  At 1st level, you gain the following traits:
  UPBRINGING TRAITS
  Capabilities: Choose one social arena (Court Cus-
  toms, Cathedral Customs, or Commons Customs); 
  Homeworld Lore; Read/Speak Urthish; and choose 2 
  additional capabilities to represent your background.
  Characteristics: 5 ranks allocated to the charac-
  teristics of your choice in any combination. (How-
  ever, at 1st-level, you cannot have a characteristic 
  higher than 8.)
  Perks: the Independent perk plus 1 class perk chosen 
  from any class’s perks list (including the Yeoman 
  Class Perks list) or from the open perks list.
  Skills: 5 ranks allocated to the skills of your choice in 
  any combination. (However, at 1st-level, you can-
  not have a skill higher than 8.)
  Yeoman Class Perks
  A yeoman is a do-it-yourself character. They have 
  only a handful of special class perks of their own, but 
  they can mimic the perks of the other classes. Yeoman 
  players should work with their gamemaster to figure 
  out how they learned their abilities outside of their 
  exclusive networks. Some perks obviously cannot be 
  mimicked, such as the ranks (Noble Title, Church Or-
  dination, Guild Commission), but many can be ap-
  proximated. Also, in no case can a yeoman follow the 
  Brother Battle calling or learn its perks.
  Householder
  Independent
  Martial Arts
  Military Rank
  Nimble
  Peasant Hero
  Professional Reputation (Rep)
  Saint’s Blessing
  Faction:  
  Faction:  
  Society Apprenticeship
  Society Apprenticeship
  Unlike the power factions of the Known Worlds — 
  houses, sects, and guilds  — freemen join societies 
  formed around a special interest, such as an ideo-
  logical cause, a hobby, or a shared sacrifice or 
  commitment, such as military service or mission-
  ary work. While they are open to nobles, priests, 
  and merchants (who can also choose one of these 
  societies for their faction), they are mainly led by 
  yeomen. 
  Innumerable societies exist throughout the Known 
  Worlds. Most of them are purely local, such as lodg-
  es, fellowships, and clubs. Some of them are of such 
  widespread appeal that members can be found on 
  many worlds. The five listed below are examples of 
  such interstellar societies. 
  If you choose this option, you spent your early 
  apprenticeship years learning the ropes from your 
  faction. 
  The Dispossessed 
  A brotherhood of mercenaries has formed, and most 
  of them are fed up with nobles, priests, and mer-
  chants. In the last few years, this band has grown to 
  include interstellar chapters, welcoming all former 
  soldiers into its ranks. While most of its members are 
  still active mercenaries, some serve in civilian capaci-
  ties, helping the group to become the foremost veter-
  ans’ rights advocates. 
  The Dispossessed is perhaps the largest and lon-
  gest-lasting independent army in the Empire. Its re-
  cord of victories and defeats reads like a list of the 
  greatest battles in Known Worlds history. It began 
  as an army of Ronin who escaped the annihilation 
  of their Chauki masters in the Hazat purge of that 
  noble house. Disgraced by its inability to protect its 
  original employers, the small army today wanders 
  the stars, offering its services to the highest bidder 
  while maintaining a strict ethical code.
  APPRENTICESHIP TRAITS
  Capabilities: Combat Armor or War Armor; Mil-
  itary Weaponry (choose Artillery, Demolitions, or 
  Gunnery); Warfare Lore
  Characteristics: Dexterity +2 or Strength +2; En-
  durance +2; Presence +1 or Will +1
  Perk: Professional Reputation (Rookie)
  Skills: Drive 1 or Pilot 1 or Vigor 1; Impress 1; Fight 1; 
  Melee 1; Shoot 1
  SOCIETY QUIRKS
  Blessing: Taciturn (+1 Mind Resistance against 
  influence)
  Curse: Twitchy (-2 Presence in tense situations)
  Favored calling: Mercenary
  Material award: Military squawker (TL6 radio; pla-
  netwide range + 1 AU interstellar. Tech Compulsion: 
  Indiscreet.)
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  F.A.R.  
  (Frontier for Alien Rights)
  This is the foremost interstellar organization advocat-
  ing for the full equality of all sentient species in Known 
  Worlds society. With Alexius’ tacit support, they have 
  made significant progress in the last few years. Their 
  core leadership is made up of yeomen, mostly attract-
  ing aliens, but some humans, too. Although F.A.R. has 
  a rep for violent terrorist actions, the leadership has 
  distanced itself from those fringe actors and strives to 
  become an accepted political force. 
  APPRENTICESHIP TRAITS
  Capabilities: Customs Lore (choose Court, Cathe-
  dral, or Commons); Speak (choose a language); 
  Xeno Lore (choose an alien species)
  Characteristics: Intuition +2; Presence +2; Will +1
  Perk: Professional Reputation (Rookie)
  Skills: Academia 1; Charm 1 or Impress 1; Empathy 1 
  or Sneak 1; Fight 1 or Shoot 1 or Survival 1; Knavery 1 
  or Observe 1
  SOCIETY QUIRKS
  Blessing: Righteous (+1 goal for influence when 
  standing up for alien rights and dignity) 
  Curse: Bitter (-1 goal for persuasion influence against 
  anti-alien bigots)
  Favored calling: Lawyer
  Material award: You can choose a scrambler key (TL6 
  lockpick device; used to unchain enslaved aliens. Tech 
  Compulsion: Industrious) or a translator (TL6 think 
  machine ear-piece and throat-patch speaker; under-
  stand and speak up to three pre-programmed alien 
  languages. Tech Compulsion: Indiscreet). 
  Society of St. Paulus
  This society is an interstellar club of hunters and ex-
  plorers. Its membership is open to yeomen, as well 
  as nobles, priests, and merchants. Many, but not all, 
  members of the Society of St. Paulus are pilots, and 
  they all have a thirst for adventure. The Explorer 
  calling is common among members of this society. 
  Its members travel the Known Worlds gathering, col-
  lecting, and disseminating information about its flo-
  ra, fauna, and geographies. They have a shared belief 
  that all sentients should be free to roam the stars. Part 
  of the admission to the society involves taking an oath 
  to help any fellow travelers in need.
  Most, but not all, members of the society revere their 
  namesake, St. Paulus, also called Paulus the Traveler. 
  St. Paulus was a star pilot who became the first disciple 
  of the Prophet Zebulon. He is remembered as an affa-
  ble swashbuckler who had a deep faith that the Pancre-
  ator would keep him safe. His starship, the Spider, is a 
  legendary ghost ship of the jumpweb.
  APPRENTICESHIP TRAITS
  Capabilities: Beast Lore or Life Science or Xeno 
  Lore; Lore (any); Shipboard Operations 
  Characteristics: Presence +2 or Strength +2; Intu-
  ition +2 or Perception +2; Endurance +1 or Faith +1
  Perk: Professional Reputation (Rookie)
  Skills: Animalia 1; Charm 1 or Observe 1; Drive 1 or 
  Pilot 1; Melee 1 or Shoot 1; Remedy 1 or Survival 1 
  or Tech Redemption 1
  SOCIETY QUIRKS
  Blessing: Alert (+2 Perception in unfamiliar environ-
  ments)
  Curse: Fidgety (-2 Presence in formal social situa-
  tions)
  Favored calling: Explorer
  Material award: A physical or data copy of The So-
  ciety of St. Paulus Expedition Guide. This provides a 
  broad (but relatively shallow) Known Worlds Lore 
  capability. 
  Vagabonds
  These intergalactic hobos are more common than 
  most people know, and they’re overlooked more often 
  than even the lowliest of peasants. Although outsiders 
  sometimes refer to the Vagabonds as a guild — and 
  they do have representatives on Leagueheim — they’re 
  really more a collective of familiar faces and half-seen 
  bums joined together in a mutual protection society. 
  There are no rules for joining the Vagabonds. The only 
  prerequisite seems to be a willingness to lend a hand 
  when it’s needed. Any Vagabond can initiate someone 
  into the “guild.”
  Vagabonds are everywhere. They are the down-
  and out; the ignored and the unwanted; the loners 
  and travelers; the dreamers who won’t work and the 
  crippled who can’t work. They have their own lan-
  guage, using universal hand gestures and whispered 
  grunts. Secret signs exist all over the Known Worlds, 
  pointing to hidden locations where a night’s shelter 
  is waiting or where food can be obtained. Scratch 
  marks on walls, twigs placed in certain angles, and 
  carefully laid patterns of stones in the streets all are 
  reliable sources of information to the Vagabonds.
  Their ranks swelled as the Emperor Wars ended. 
  Not only did they recruit refugees displaced by the 
  rampant destruction, but the massive demobilization 
  
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  getting to know its people and judging whether they 
  are friend or foe.
  Some Vuldrok from the newly ennobled House 
  Eldrid can be found in the Known Worlds, but this 
  yeoman society represents Vuldrok freeman who seek 
  out Known Worlders. The majority of Vuldrok soci-
  ety is made up of freefolk who only voluntarily bind 
  themselves to thanes and other rulers.
  APPRENTICESHIP TRAITS
  Capabilities: Armor (choose Combat Armor or War 
  Armor) or Military Weapons; Speak Vuldrok; Vul-
  drok Lore or Crafts Lore
  Characteristics: Dexterity +2 or Strength +2; En-
  durance +1; Faith +1 or Will +1; Perception +1 or 
  Presence +1
  Perk: Professional Reputation (Rookie)
  Skills: Animalia 1 or Charm 1 or Impress 1; Crafts 1 
  or Tech Redemption 1; Drive 1 or Pilot 1; Fight 1 or 
  Melee 1 or Shoot 1; Survival 1 or Vigor 1
  SOCIETY QUIRKS
  Blessing: Unyielding (+1 goal on End-, Will-, Faith-
  based rolls when being called out)
  Curse: Prideful (-2 Wits when insulted)
  Favored calling: Pirate
  Material award: Premium weapon (+1 goal; usually 
  an axe) or a premium handheld shield (+1 to its Re-
  sistance bonus).
  Open Callings
  Open Callings
  At 1st-level, you choose a calling to represent your 
  early career. At this stage of your life, you’ve entered 
  the work force.
  These “open” callings are available to characters 
  of any class or faction. They are especially popular 
  among yeoman characters. Some of these callings 
  might require the gamemaster’s approval —a mem-
  ber of the Church is unlikely to become a Pirate (al-
  though anything is possible).
  Amateur
  Some people don’t fit into a particular category. You 
  may have spent your life bouncing from job-to-job, 
  or maybe circumstances beyond your control made it 
  impossible for you to settle down. You are a jack-of-
  all-trades but master of none. 
  This calling can also be used by players who don’t 
  feel that their character concept aligns well with any 
  of the listed callings. 
  left millions of veterans out of the only work they had 
  known for years. Many tried to return to life as serfs, 
  and many could not make the transition. Instead they 
  found a new camaraderie amongst the down-and-
  out, the ignored and the unwanted. 
  Even for the trained killers who swelled the ranks of 
  the Vagabonds, information tendered, services ren-
  dered, and kindnesses granted are their main tools of 
  survival. Though there are no formal leaders for the 
  group, there’s almost always a few to whom the oth-
  ers turn to for advice. Some of the unofficial rulers of 
  the Vagabonds are reputed to have powers all their 
  own, unique talents that make life for the Vagabonds 
  as a whole much easier to accept. These beggar-kings 
  are usually known to the people in power, and they’re 
  normally held with grudging respect or a very real 
  sense of fear for the secrets they know.
  Characters who choose this as their faction are 
  “all in” — they’re the organizers of the society and 
  upholders of the four Vagabond codes: know how to 
  survive; know who you can depend on; keep your eyes 
  and ears open for information; and be useful.
  APPRENTICESHIP TRAITS
  Capabilities: Lore (any); Speak Vagabond Patois; 
  Streetwise Lore
  Characteristics: Endurance +1; Will +2 or Faith +2; 
  Wits +2
  Perk: Professional Reputation (Rookie)
  Skills: Charm 1 or Impress 1; Fight 1 or Melee 1; 
  Knavery 1; Observe 1 or Sleight of Hand 1; Sneak 
  1 or Survival 1 or Vigor 1
  SOCIETY QUIRKS
  Blessing: Compassionate (+1 goal for persuasion in-
  fluence when helping others)
  Curse: Uncouth (-2 Presence at society functions)
  Favored calling: Amateur
  Material award: You have a one-time bonanza of 
  100 firebirds from epic begging. This can be stashed 
  in portions in various hidey holes for safekeeping. 
  Vuldrok Barbarians 
  Outside the Known Worlds, a group of planets 
  share the same rough culture and a loose federa-
  tion of tribes: the Vuldrok Star-Nations. To Known 
  Worlders, Vuldroks are nothing but pirates – a repu-
  tation well-deserved for their raids on the Hawkwood 
  worlds – but those raiders are only a small portion 
  of the Vuldrok populace. Now that intercourse is in-
  creasing between the Star-Nations and the Empire 
  (in more ways than one), more and more Vuldrok 
  from different walks of life travel the Known Worlds, 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  for the future dead; or you might be a mosaicist creat-
  ing glorious scenes on temple ceilings. Your ego, drive 
  for gainful employment, need for inspiration, or even 
  your curiosity may lead you out to new worlds and 
  into adventure. 
  PATRON SAINTS
  The Dramaturge  — Bernhard Waldmeister of 
  Leminkainen (c. 3800) was an eccentric dramatist 
  and allegorist whose final work, The Symposium of the 
  Worlds, is said to have presaged the fading suns. With 
  a dramatis personae of 13 planetary and cosmologi-
  cal spirits, the play’s dialogue in the brief middle act 
  consists entirely of literal gibberish… or a celestial 
  language, depending on the audience’s inclination. 
  Bernhard’s drama concludes with the incarnate solar 
  spirit prophesying cataclysm as the stage descends in 
  darkness.
  Laurent of the Non-Framing Medium — Xavier Lau-
  rent (?-4755?) received an education in the arts on 
  Rampart. Tiring of Neo-Free Association Classicism, 
  he became a leader of the Symbolist-Liberation Art-
  ists, a guerrilla artist collective devoted to disruption 
  of “the accepted subject matter.” Specializing in “the 
  Under-Id of Form,” he converted when he attempted 
  to paint the shadow of Zebulon. After his sudden re-
  alization of the Omega Gospels, Laurent devoted his 
  life to miraculous five-dimensional “Ben-Day” repre-
  sentations of the Prophet.
  EARLY CAREER TRAITS
  Capabilities: Choose 2 Lores (any appropriate to 
  your medium).
  Characteristics: Dexterity +1; Intuition +3; 
  Perception +1
  Perk: Choose 1 from the Artist Perks list below or 
  from the open perks list.
  Skills: Academia 1; Arts 3; Charm 1 or Knavery 1; 
  Empathy 2 or Focus 2; Observe 2; Sleight of Hand 1 
  or Vigor 1
  Equipment: Artist’s tools
  Alternative: Actor
  As above, but substitute the skill Perform for 
  Arts. Equipment consists of three different per-
  formance outfits for three different stock parts. 
  Alternative: Musician
  As above, but substitute the skill Perform for 
  Arts. Also, a Musical Instrument capability is pretty 
  much a requirement. Equipment consists of your in-
  strument of choice, as well as performance clothing. 
  PATRON SAINTS
  Jankowski of Cadiz — When Patriarch Nadim’s ship 
  crashed on Cadiz, he was found by Kuba Jankowski 
  (4538? -4622?), whose study of migratory bird pat-
  terns helped guide the injured Patriarch north to 
  safety. Jankowski’s hobby of collecting edible insects 
  kept the Patriarch alive, and his passion for old smoke 
  signals brought them deliverance. He miraculously 
  levitated the injured Patriarch to medics. Believed to 
  be an apocryphal folk-saint, Church receipts vouch 
  for his existence.
  The Journeyman — With the rejection of Repub-
  lican rule, many communities were forced into 
  self-reliance. Ravenna legends tell of the crafts-
  man Walker Schmidt (c. 4000) and his Wanderge-
  sellen, journeymen who travelled from place to 
  place, offering their diverse services to townships 
  and people in need. As volunteer generalists with a 
  smattering of basic skills in programming, nursing, 
  engineering, and other various trades, Schmidt and 
  his itinerant journeymen (and women) proved vi-
  tal to the survival and transformation of countless 
  communities.
  EARLY CAREER TRAITS
  Capabilities: Choose 2 capabilities.
  Characteristics: Allocate 5 ranks to your charac-
  teristics. 
  Perk: Choose 1 from the Amateur Perks list below or 
  from the open perks list.
  Skills: Allocate 10 skill ranks. 
  Equipment: Choose basic gear (with the gamemas-
  ter’s approval) that makes sense for your character. 
  AMATEUR PERKS
  Beginner’s Luck
  Born Under a Lucky Star
  Learning from Mistakes
  Risk Taker
  Superficial Knowledge
  Artist 
  Artists come in many forms. You might be a sculptor, 
  painter, photographer, woodcarver, or even a mosa-
  icist — creating beautiful patterns and designs with 
  pieces of ceramic and glass. Artists can be found in 
  all parts of society in the Known Worlds. You might 
  be a lone painter who sells your work in a crowded 
  marketplace. You might be a sculptor whose patron is 
  a noble house, and your life’s work is the sculpting of 
  heroic statues of the family line or carving sepulchers 
  
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  Skills: Academia 2; Animalia 2 or Tech Redemption 
  2; Charm 1 or Impress 1 or Knavery 1; Intrusion 1; 
  Observe 2; Drive 2 or Pilot 2 or Survival 2
  Equipment: Expeditionary medallion (TL5 think 
  machine curio; acts as a compass, weather predic-
  tor, and simple motion detector)
  EXPLORER PERKS
  Animal Friend
  Anthropologist
  Cartographer
  Destinator 
  Guts
  Oriented
  Mercurian
  The Mercurians are both a secret society and a call-
  ing. Where some people may complain about the 
  universe and their place in it, Mercurians prefer to 
  handle the matter in a different way. They create 
  chaos, generally in opposition to the current order, 
  but also as a way to make people aware of the ab-
  surdity of life. Anyone can pull off a prank. Only 
  Mercurians pull off the subtle or grand hoaxes that 
  leave people talking about them for years to come. 
  If an independent operative manages this epic feat, 
  the Mercurians immediately hunt her down… and 
  try to recruit her.
  Most Mercurians lead a double life. In their day-
  to-day existences, they are nobles, priests, and guild 
  members in good standing; when they are alone, or in 
  the company of others of their ilk, they are a serious 
  threat to order and respect. Some claim that hull rats 
  were originally introduced as a result of the Mercuri-
  ans, and almost everyone in the know is certain that 
  the occasional unaltered brute on a ship is a direct 
  result of their efforts. More than one ship has suffered 
  a long, arduous space journey with the constant odor 
  of brute musk. 
  But not every action taken by the Mercurians is 
  a grand or sweeping gesture. Many of their maneu-
  vers are subtle enough not to be noticed at all. True 
  Mercurians do not troll others in desperate hope of 
  getting a reaction. Instead their actions have specific 
  goals — highlighting the vanities of a priest, the greed 
  of a Reeve, or the abuses of a noble. A classic Mercu-
  rian prank is to dress up as a noble’s work crew, dig up 
  a major road, and leave it that way — a sign that the 
  noble is too engrossed in building monuments to his 
  own vanity to bother serving his serfs.
  Most Mercurians are not paid for what they do. Re-
  wards come in the form of secretive smiles and fond 
  Mercurian memories. Many of the Mercurians only 
  ARTIST PERKS
  Cat Burglar’s Eye
  Contortionist
  Main Attraction
  Musical Savant
  Perfect Pitch
  Royalties
  Virtuoso
  Explorer
  You believe you were born to see the universe. Ex-
  plorers like you can be found anywhere within —and 
  sometimes outside of — the Known Worlds, exploring 
  planets and tinkering with ancient technology. You 
  are always seeking new adventures and a new dis-
  covery. People choose to become explorers for many 
  reasons. Some are explorers for hire — charting new 
  worlds or seeking ancient relics to sell to the highest 
  bidder. Some set out to the stars for the sense of ad-
  venture. Others seek hidden knowledge. Which kind 
  are you? 
  PATRON SAINTS
  Edwin the Far-Seeker — With the onset of the barbar-
  ian invasions, Edwin Hawkwood (c. 4545) sought nei-
  ther vengeance nor conquest; he yearned to explore 
  new vistas and strange worlds. Accompanied by his 
  Orthodox confessor, Edwin forged ahead into Vul-
  drok space. They were inseparable, and they traveled 
  together from exploit to exploit. Their journey ended 
  in death: captured by Vuldrok on Hargard, they were 
  lashed together and run through with a single blade, 
  bound together in death as they lived in life.
  Saint Jortda — William Quinn Jortda (3728?-?), a 
  Second Republic geologist interested in impact cra-
  tering on lunar surfaces, took to exploring space in his 
  starship Percival. Discovering habitable worlds now 
  lost (3876, Eve, Gottard), he is primarily remembered 
  for being a respected scientist and Church member, 
  rare during his era. Known for the Miracle of the 
  Sprouting Lunar Flower, later legend states he found 
  Saint Lextius’ hidden planet of Dogen and was admit-
  ted, never to return.
  EARLY CAREER TRAITS
  Capabilities: Lore (any); Science Lore (any) or Tech 
  Lore
  Characteristics: Endurance +1; Intuition +1; Per-
  ception +2; Wits +1 
  Perk: Choose 1 from the Explorer Perks list below or 
  from the open perks list.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  MERCURIAN PERKS
  Calculating
  Can’t You Take a Joke? 
  Master of Deception
  Nimble
  Temporary Autonomous Zone 
  Vicious Insult
  Pirate
  You ply the space lanes seeking easy targets to plun-
  der. You don’t discriminate, targeting unarmed ships 
  and unprotected ground bases equally. Pirates like 
  you come from all walks of life, but you all share the 
  desire for easy plunder. Some cultures, such as the 
  Vuldrok, are notorious raiders and pirates. 
  Your M.O. is to haunt jumpgates or the outer fring-
  es of a solar system, rarely daring to venture into pop-
  ulated areas, preferring far off colonies and moons 
  that aren’t heavily inhabited. The pickings might be 
  scarce, but you’re less likely to run into patrol ships 
  and can more easily flee when the tide of battle turns 
  against you. There isn’t a Pirate out there who doesn’t 
  have a good escape plan. Most Pirates have a signa-
  ture move or something that makes them stand out, 
  allowing them to be known by reputation. One Pirate 
  might be known for never leaving anyone alive, while 
  another might pride themselves on never killing any-
  one on the ships they board. 
  Not all Pirates are independent; some choose to op-
  erate as privateers in service to a particular faction.
  Taking this calling does not give you a starship. 
  It simply means you have experience operating 
  aboard a pirate ship. 
  PATRON SAINTS
  Finnur Faith-Trothed, Pirate for the Prophet  — Strik-
  ing from Vuldrok space, Finnur Frostfraw (c. 4450) 
  plundered the Known Worlds. Injured attacking Gwyn-
  neth, he was healed by Sister Matreiya, an Amalthean, 
  who told him that piracy made him rich but his spiritu-
  al treasure was scant until he received Zebulon. Con-
  verting, he henceforth plundered to aid the poor. A folk 
  saint, Finnur has often been added to and removed from 
  the liturgical list of “official” saints over the centuries. 
  Christophe, Collector of Ships — Christophe Elbegarde 
  was a shipwright from the Tethys star-shipyards when 
  the Emperor Wars tore his world apart, killing his 
  family. He stole the most advanced ship in the yard 
  and began a campaign of revenge against the house 
  fleets that had ruined his life, collecting a ragtag fleet 
  from the ships he had seized. His campaign ended 
  when he boarded a mysterious lone Church ship. 
  meet other members of their secret group after help-
  ing them escape from prison. It normally takes years 
  for Mercurians to even begin to understand what the 
  group has accomplished and what they are planning 
  for the future.
  PATRON SAINTS
  Saint Beytaz the Revealer  — This ancient Avestite 
  made her mark in the 43rd century at the height 
  of the noble attacks on Temple Avesti. Already re-
  nowned for the efforts to which she went to reveal 
  nobles violating the laws of Mother Church, her 
  activities went into high gear when a noble fleet as-
  sembled to attack Pyre itself. The bawdy party she 
  scheduled at a brothel on Criticorum revealed both 
  lords of the fleet and their confessors, forcing the 
  Patriarch to recognize the armada being assembled 
  against true believers. Beytaz lost her life only a few 
  years later at the hands of al-Malik nobles whose 
  greed she brought to light, and the Avestites insisted 
  she be named a saint within a few years, despite her 
  sometimes scandalous behavior.
  Saint Thornley — Surely a mythical figure, no one 
  could have managed all the activities ascribed to this 
  unofficial saint. Said to have been a Slayer involved in 
  the assassination of Vladimir before leaving that guild 
  to become both a Mercurian and a Vagabond, tales 
  of St. Thornley place him at the site of the greatest 
  pranks in history. Best known for claiming all peo-
  ple are patriarchs and should be treated right forev-
  er, Mercurians still make pilgrimages to his assumed 
  grave on Holy Terra.
  EARLY CAREER TRAITS
  Capabilities: Choose any three Lores. 
  Characteristics: Dexterity +1 or Faith +1; Intuition +2 
  or Wits +2; Perception +1; Presence +1 
  Perk: Choose 1 from the Mercurian Perks list below 
  or from the open perks list.
  Skills: Arts 1 or Perform 1; Charm 1; Disguise 1 or 
  Sleight of Hand 1; Fight 1 or Melee 1 or Shoot 1; 
  Knavery 3; Intrusion 1; Observe 1; Tech Re-
  demption 1
  Equipment: Prank paper (TL5 curio; a piece of pa-
  per that, when you write a message on it, mimics 
  1 of 3 types of official decrees: noble, Church, or 
  guild. Lasts only for 24 hours, after which it dis-
  solves. You begin with 10 pages; 10 FB per extra 
  page.)
  
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  Psychic
  You have strange powers of the mind. Psychics usu-
  ally cling to no particular faith or order and, unlike 
  theurgists, they’re rarely a part of the Church. The 
  Inquisition hunts and seeks to eradicate psychics 
  wherever they can find them. As such, psychics 
  tend to be loners, making their way through the 
  Known Worlds while trying to remain hidden from 
  those who would destroy them. They often adopt 
  false identities to hide their true “profession.” Sim-
  ilar to a Spy or an Incognito noble, a Psychic can 
  practice a false calling. Unlike those two callings, 
  however, they cannot choose the perks and benefits 
  of their false calling; it’s a cover story only, some-
  thing to disguise the scent of suspicion.
  Some use their powers for good, seeking to give 
  comfort to the wounded and ill. Others use their 
  powers for their own benefit, manipulating minds 
  and wreaking havoc wherever they go. Some psychics 
  hide in plain sight, using their powers for the benefit 
  of the Merchant League or a noble house. It is even 
  rumored that the Inquisition has its own 
  psychics that they use to hunt down 
  heretics. 
  PATRON SAINTS
  Saints Kallos and Adonia  — 
  Brother and sister, Kallos and 
  Adonia (4200s) shared from 
  birth a melding of psychic abilities. 
  Of Thana descent, born in the slums of 
  Criticorum, the beautiful twins used their 
  gift to survive, but after reading the mind 
  of Saint Mikos, a simple priest at the time, 
  they encountered an overwhelming love 
  for all creation. Experiencing both 
  Agape and Philia, they dedicated 
  their lives to the Prophet, starting a 
  mission in Acheon. Many miracles are at-
  tributed to them.
  The Savant of Shaka — Favyana legends men-
  tion Victor (c. 2450), a gifted First Republic psy-
  chic. Born on a Sathraist colony on the remote 
  lost world of Shaka, Victor was both profound-
  ly deaf and profoundly psychic. Freed from the 
  boundaries of verbal discourse, he expressed and 
  received thought-forms as visual, multilayered 
  concepts that transcended language barriers. 
  When strangers from Earth came for Victor, he 
  saw their intent and fled into the wilderness, 
  where he created a sanctuary for others like 
  him. 
  Confronting its captain on the bridge, he fell to his 
  knees before Saint Paulus and proclaimed: “I have 
  caught the prize of all prizes — the Pancreator!” He 
  awoke aboard his own ship, recorded his encounter, 
  and slipped away in a shuttle, never to be seen again. 
  EARLY CAREER TRAITS
  Capabilities: Military Weapons or Ranged Weap-
  ons (choose Energy Guns or Slug Guns); Combat 
  Armor or War Armor or Shipboard Operations
  Characteristics: Dexterity +1; Intuition +1; Percep-
  tion +2; Wits +1 
  Perk: Choose 1 from the Pirate Perks list below or 
  from the open perks list.
  Skills: Intrusion 1; Knavery 2; Melee 3 or Shoot 3; 
  Pilot 2; Tech Redemption 2
  Equipment: Hull knife (TL5 laser torch for cutting 
  spaceship hulls and earthbound walls and doors; 
  halves materials Resistance; cannot be used for 
  turn-by-turn combat against moving targets. Tech 
  Compulsion: Destructive.). This essential 
  boarding device has iconic connota-
  tions for pirates, as well as mili-
  tary marines whose job is to 
  board enemy ships.
  Alternative: Smuggler
  As above, except:
  Capabilities: Jumpweb 
  Lore or Think Ma-
  chines; 
  Shipboard 
  Operations
  Characteristics: Per-
  ception +1; Intuition 
  +1; Presence +2; Wits +1
  Skills: Charm  2 or Disguise  2; 
  Interface  1; Knavery  2; Me-
  lee 1 or Shoot 1; Pilot 2; Tech 
  Redemption 2
  Equipment: Camo tarp (TL5 ho-
  lo-tarp: when hung from walls or 
  placed on a floor, it mimics nearby 
  its environment to appear as just 
  more ship decking or flagstones; 
  covers 2m x 2m area.) 
  PIRATE PERKS
  Aim Assistance
  Armed to the Teeth 
  Born on the Battlefield
  Can Opener
  Fencing
  Marksmanship
  Two-Gun Fighting
  Obun Scraver Psychic
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  of the Emperor Wars, she defended a noble accused of 
  sedition. Baseless accusations of treason and theurgy 
  were her reward, followed by torture and execution. 
  She appears in visions to console those persecuted for 
  their devotion to truth. 
  Tolhardy, Speaker for the Past  — Jyrr Tolhardy (?-
  4673?) largely reconstructed the proto-language of 
  the obun and ukari peoples, with the aid of the obun 
  Talanu Keffik. A Church Doctor at the University of 
  Saint Hombor, Jyrr Tolhardy received a vision telling 
  him to go to Velisamil. Applying for a grant, his an-
  nual detail grew into an undertaking of two decades 
  of research, producing the acclaimed work Lingua 
  Ubankari Oroborus. The final voluminous notes were 
  completed posthumously in 23 volumes.
  EARLY CAREER TRAITS
  Capabilities: Choose 2 from the Lores (any) and/or 
  Sciences (any).
  Characteristics: Intuition  +1; Perception  +1; 
  Wits +3
  Perk: Choose 1 from the Scholar Perks list below or 
  from the open perks list.
  Skills: Academia 3; Alchemy 1 or Crafts 1; Focus 3; 
  Interface 2; Observe 1 
  Equipment: Datavore (TL5 think machine; used to 
  link into other systems and copy data as well as scan 
  physical book pages. Tech Compulsion: Inerrant.)
  SCHOLAR PERKS
  Anthropologist
  Botanist
  Epiphany
  Linguist
  Memory Expander
  Polymath
  Superficial Knowledge
  Theurgist
  You practice the religious magic called theurgy. 
  Theurgists believe the Pancreator grants their gifts to 
  them. Not all who walk this path are of the Church, 
  but they all have faith. They also believe their special 
  powers are gained through the power of prayer. Of 
  course, theurgists who use their powers without the 
  sanctioning of the Church are considered to be here-
  tics and are hunted by the Inquisition. 
  Heretics can often be found on backwater worlds, 
  gathering a congregation of their own. They must al-
  ways be wary, for if (and when) the Church gets word 
  of them, it will not be long until Church forces arrives 
  to conscript or eradicate them. For this reason, most 
  EARLY CAREER TRAITS
  Special: You gain 1 rank in the Psi characteristic. 
  You can increase it by using the characteristic ranks 
  awarded at each level. 
  Capabilities: Choose 2 Lores (any).
  Characteristics: Allocate 4  ranks to characteristics 
  tied to your particular psychic path or claim the fol-
  lowing: Intuition +1; Perception +1; Will +2
  Perk: Choose 1 from the Psychic Perks list below or 
  from the open perks list.
  Skills: Allocate 10 ranks to skills tied to your particu-
  lar psychic path or claim the following: Charm 2 or 
  Impress 2; Empathy 1; Fight 1 or Melee 1 or Shoot 1; 
  Focus 3; Knavery 2; Vigor 1
  Equipment: Psychic lodestone (attuned tiny item — 
  a coin, amulet, ring — that allows you to use the 
  power perk you gain at your current level without 
  suffering unfavorable rolls)
  PSYCHIC PERKS
  Attune Fetish
  Coven Membership
  Enlightened
  Imbue Tabernacle 
  Psychic Powers (you can choose  psychic powers as 
  calling perks; see  Chapter 5: The Occult)
  Scent of the Witch
  Scholar
  You seek the pursuit of knowledge above all things. You 
  might be a recluse who spends your days and nights 
  devoted to research, never leaving your study except 
  for food and supplies; or you might be a professor at a 
  university, conducting your own research while sharing 
  it with others; or perhaps you’re a cloistered monk who 
  spends every waking moment seeking enlightenment. 
  Some Scholars leave the library to do field research, 
  gaining the kind of knowledge that only comes from 
  experience. It’s a big universe out there, and most of 
  its strangeness isn’t written down in books or data ar-
  chives (or if it is, it’s damn obscure and hard to find in 
  this benighted age). It’s every Scholar’s duty to expand 
  on the store of wisdom available to all sentients… so 
  long as they don’t step into heresy, of course. 
  PATRON SAINTS
  Severina Sapientia — A senior Reeve jurist on Raven-
  na, Severina’s true calling was scholarship. She stud-
  ied Second Republic philosophical treatises, reconcil-
  ing their syllogisms with Church doctrine in pursuit 
  of a greater wisdom. Embroiled in the bitter politics 
  
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  EARLY CAREER TRAITS
  Special: You gain 1 rank in the Theurgy character-
  istic. You can increase it by using the characteristic 
  ranks awarded at each level.
  Capabilities: Choose 2 Lores (any).
  Characteristics: Allocate 4 ranks to characteristics 
  tied to your particular theurgic rites or claim the 
  following: Faith +2; Intuition +1; Will +1
  Perk: Choose 1 from the Theurgist Perks list below 
  or from the open perks list.
  Skills: Allocate 10 ranks to skills tied to your par-
  ticular theurgic rites or claim the following: Aca-
  demia 2; Alchemy 2; Charm 1 or Impress 1; Em-
  pathy 2; Focus 3 
  Equipment: Vestments (mundane, not invested: miter, 
  crosier, robes, censor, jumpgate cross, water, rosary), 
  and implements (prayer book, incense, candles).
  THEURGIST PERKS
  Enlightened
  Imbue Tabernacle
  Invest Phylactery
  Sanctify Arms and Armor
  Scent of the Witch
  Theurgic Rites (you can choose theurgy rites as call-
  ing perks; see  Chapter 5: The Occult)
  heretics remain constantly on the move, spreading 
  the word wherever the stars take them. Their abilities 
  can prove quite useful, and they’re often welcomed on 
  board roaming merchant ships or among smugglers 
  and less savory sorts. 
  PATRON SAINTS
  The Raven Priest — Three texts name a Raven Priest: 
  A late addition to the Vitkasaga mentions the trials of 
  a young foreign priest on the Vuldrok world of Raven 
  struggling to learn the ways of the vitki; Church records 
  from the barbarian invasion of Byzantium Secundus 
  (4537) describe a Vuldrok raider garbed in tattered 
  Orthodox vestments who wielded strange magics; and 
  an incomplete poem recalls an aged runecaster whose 
  studies threatened madness. These three texts, possibly 
  related, may narrate a single individual’s lifelong quest 
  for knowledge that knew no borders.
  Saint Astrid Soul-Binder  — A Prthivi Mater of the 
  Amaltheans, Astrid (4718-4816) was able to perform 
  exorcisms and soul-healing using theurgy. The miracle 
  of the Whisper of the Husks occurred when Astrid used 
  the relic of Amalthea’s sari, returning 12 undead husks 
  to their living state. Later studying with the Eskaton-
  ic Order to strengthen her gifts, Astrid discovered she 
  could mentally create “temporary relics” and perform 
  miraculous cures utilizing them. Both orders claim her. 
  Personalization & Equipment
  Personalization & Equipment
  Your species, class, faction, and calling have filled in 
  most everything on your character sheet that you’ll 
  have as a starting character. But there’s one more 
  step: personalization. People aren’t cookie-cutter 
  units spat out by their backgrounds. They’re individ-
  uals with their own ideas about things. Hence, the 
  final stage of character creation involves you making 
  a few additional choices.
  IDENTITY
  Your character needs a name. People in the Known 
  Worlds come from all sorts of backgrounds, so even 
  if your character’s culture is primarily colored by a 
  particular old Urth culture (such as the Li Halan’s 
  obvious Asian cultural heritage), you can still create a 
  name based on anything you want. 
  You’ll write your character’s name at the top of the 
  character sheet, along with their rank (based on their 
  faction and any rank-awarding perks) and species. 
  Next to it, you’ll also fill in your class level.
  On the back of the character sheet, there is a “De-
  scription” section where you can fill out more details, 
  such as your character’s homeworld, their birthdate, 
  hair color, height, etc.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  RESISTANCE
  Your Body Resistance is based on your armor (and 
  maybe special perks that award bonuses to it). Once 
  you’ve determined your equipment, below, you can 
  come back and fill in your Body Resistance (and your 
  armor’s value and any perk bonuses).
  Your Mind Resistance is based on your perks, 
  mainly the ones that award you rank. Review your 
  perks to see which ones add to your Mind Resistance 
  and record the total value under “Mind Resistance” 
  on the character sheet.
  Your Spirit Resistance is based on your perks, 
  mainly the austerities that you practice. Review your 
  perks to see which ones add to your Spirit Resistance 
  and record the total value under “Spirit Resistance” 
  on the character sheet.
  BANK
  As 1st level, your bank capacity is 5 VP. You do not 
  have any VP in your bank when you begin play; you 
  must transfer them from your cache once play begins. 
  On the character sheet, you’ll list your “Capacity”, 
  based on your level (see Class Level, below). 
  RECORD EQUIPMENT
  On the character sheet, you’ll list the following items 
  in the “Equipment” section.
  MONEY
  You start play with the money you’ve managed to 
  scrimp and save throughout your apprenticeship and 
  early career: 300 firebirds. 
  In addition, if you gained the Cash or Riches 
  perks, you have that extra money at the beginning 
  of gameplay.
  WEAPONRY
  You begin play with the following weapons.
  • You have any weapons you received as faction 
  awards and calling equipment.
  • You get one weapon per weapon capability you’ve 
  acquired. (Example: If you have the Military Weap-
  ons capability, you can choose one sword or mace 
  or other military weapon. It is of standard quality.)
  If you have the Slug Guns capability, you can begin 
  with a handgun of standard quality and 2 clips worth 
  of ammo. You can spend your firebirds to upgrade 
  and/or gain additional ammunition.
  If you have the Energy Weapons capability, you 
  can begin with a handgun of poor workmanship (if 
  you roll a critical failure when firing it, it breaks until 
  it can be repaired) and 1 fusion cell. You can spend 
  firebirds to upgrade it to standard quality. (See the 
  BEGINNING TRAITS
  You get the following traits to customize your charac-
  ter during this step:
  Capability: 1 capability of your choice with no re-
  strictions (even if you don’t qualify for access to a 
  restricted capability).
  Perk: 1 perk of your choice with no restrictions — pick 
  from any class or calling, and
  Optional: 
  • Choose 1 Affliction. If the GM approves it, you 
  can choose to take an Affliction at this stage (see 
  Afflictions, in Chapter 3: Traits). You can only 
  take one Affliction to gain one additional perk. 
  You should be careful when taking an Affliction 
  since it can greatly hinder your character. 
  CHARACTERISTICS
  If you have not yet chosen your primary and second-
  ary characteristics, do so now. Your primary begins at 
  5 ranks and your secondary at 4 ranks. All the rest are 
  tertiary, beginning at 3 ranks.
  VITALITY
  Once you’ve determined your characteristics from 
  your choices in the previous steps, you can figure out 
  your base Vitality.
  Vitality = Species Size (5 for humans) + Endurance + 
  Will + Faith + level
  You’ll record this on the character sheet in the 
  “Vitality” section, filling in the “Max” value.
  REVIVALS
  Revivals allow you to regain lost Vitality by getting a 
  second wind, a recovery, or whatever way you want to 
  describe it. See Revivals in Chapter 3: Traits.
  Your Revival value is equal to your Size plus your 
  level. A human (Size 5) of 3rd level gains 8 Vitality 
  with a Revival. 
  On the character sheet, you’ll list the “Value” for 
  the amount of Vitality you regain with a Revival. 
  You’ll also list the “Total Uses” (based on your level: 1 
  at 1st level; see Class Level, below.)
  SURGES 
  Once you’ve determined your characteristics, you can 
  figure out your base Surge value. A surge allows you 
  to gain victory points without needing to make a roll. 
  Surge = highest of (Strength, Wits, or Presence) + 
  level
  On the character sheet, you’ll list the “Value” for 
  the amount of VP you regain with a Surge. You’ll also 
  list the “Total Uses” (based on your level: 1 at 1st lev-
  el; see Class Level, below.)
  
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  • If you have the War Armor capability, you have a 
  suit of scale mail. You can upgrade to the plastic 
  or plasteel version by paying the difference in cost. 
  (See the costs in Chapter 4: Technology.)
  • If you have the Handheld Shield capability, you 
  have a steel buckler.
  TECH
  Tech devices are items of TL5 or higher. You begin 
  play with the following tech devices:
  • You have any tech items you received as faction 
  awards and calling equipment.
  • You have basic TL4 or lower tools or equipment 
  typically used for your calling, such as a backpack 
  for a Scout, pen and paper for a Scribe, personal 
  calling cards for Courtiers, etc.
  • You can buy additional items with your beginning 
  firebirds.
  costs in Chapter 4: Technology; figure on paying 
  half the listed price for an upgrade.)
  Artifact weapons, such as flux swords, can only be 
  acquired during play. Some gamemasters may wish 
  to limit certain types of weapons in their stories, espe-
  cially at the beginning of play. All weapons chosen are 
  subject to GM approval. 
  ARMOR
  You begin play with the following armor:
  • If you have no armor capabilities, you have ei-
  ther thick clothing or a leather jerkin (civilian 
  grade armor).
  • If you have the Combat Armor capability, you 
  have a studded-leather jerkin. You can upgrade 
  to a plastic-studded or plasteel-studded version 
  by paying the difference in cost. (See the costs in 
  Chapter 4: Technology.)
  FAVORS 
  Favors are a way of skirting the normal restric-
  tions on skill, capabilities, and perks. They’re a 
  means of acquiring access to that trait even if your 
  class or calling doesn’t normally allow it.
  CHARACTER CREATION
  During character creation, you can acquire up to 
  no more than 3 favors. You need a separate favor 
  for each trait you want access to.
  Things for which you might accrue a favor include:
  • a Church writ, guild contract, or noble decree 
  allowing you access to a single restricted skill or 
  capability;
  • access to a single calling perk from another call-
  ing than your own. 
  GAMEPLAY
  During gameplay, favors can still be levied by the 
  gamemaster whenever a player makes a major 
  change for their character, such as:
  • You want to switch classes; you’ll need a spon-
  sor in your new class.
  • You want to follow a different class’s calling; you’ll 
  need a sponsor in that calling to induct you.
  Note that yeomen do not need favors to learn 
  other class’s perks or follow another class’s calling, 
  so long as they have GM permission. (However, in 
  no case can a yeoman or a favor allow anyone but 
  a Brother Battle priest to follow the Brother Battle 
  calling or learn its perks.) 
  HOW FAVORS WORK
  The creditor to whom the character owes a favor 
  can call it in anytime the GM wishes. The favor 
  is usually a task for which people might normal-
  ly get paid (guard this caravan until it reaches its 
  destination, surreptitiously deliver this love letter 
  to Duke Ormand, etc.), but the character has to 
  do it for free. 
  The creditor is most likely a faction, such as 
  the Sacred Society of Engineers or Sanctuary 
  Aeon. One of its members lets you in on some 
  of that faction’s secrets or proprietary knowl-
  edge, but the favor is owed to the faction, not 
  the individual. The creditor can be an indi-
  vidual, but it must be someone with the power 
  and reach to make the character’s life difficult 
  should they fail to reciprocate on the favor 
  when it’s called in.
  If the debt is called due and the character fails 
  to respond or reciprocate, they will be hunted 
  by the creditor and, if caught, forced to pay res-
  titution (roughly equivalent to a year’s worth of 
  salary for someone of the character’s calling) or 
  be imprisoned. If enough time passes without 
  the fugitive being caught, the creditor might be-
  gin to hire bounty hunters and private eyes to 
  widen the search. If the creditor is the Church, 
  Pancreator help the character who is hunted by 
  the Inquisition or Brother Battle. If the cred-
  itor is the Merchant League, the Reeves have 
  experts — and even star fleets — dedicated to 
  debt collection. 
  
  99
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  APPRENTICESHIP TRAITS
  Capabilities: the Faction Lore capability for your 
  faction and 2 additional capabilities of your choice.
  Characteristics: 5 characteristic ranks allocated to 
  the characteristics of your choice in any combina-
  tion (note: at 1st-level, you cannot have a character-
  istic higher than 8).
  Perk: the first degree of rank in your faction, as per 
  your class’s perk (Church Ordination, Guild Com-
  mission, Noble Title, or Professional Reputation).
  Skills: 5 skill ranks allocated to the skills of your 
  choice in any combination (note: at 1st-level, you 
  cannot have a skill higher than 8).
  FACTION QUIRKS
  Blessing: You also gain a quirk that defines your fac-
  tion. See the faction descriptions for your faction’s 
  Blessing.
  Curse: You also receive a flaw or drawback that hin-
  ders members of your faction. See the faction de-
  scriptions for your faction’s Curse.
  Material award: You also gain one special item, 
  something that is usually issued to newly ranked 
  members of the faction. See the faction descriptions 
  for your faction’s material award.
  CROSS-FACTIONAL CHARACTERS
  In most cases, a noble chooses a house, a priest chooses 
  a sect, or a merchant chooses a guild. However, they 
  could choose otherwise: a noble could choose a sect or 
  guild, for instance. This represents either the spurning 
  of their birthright or some cross-factional political ar-
  rangement, such as when a Li Halan parent decides 
  to send a third or fourth child to serve the Orthodoxy. 
  (There’s no place for them at court among their own 
  family, so why not build a bridge between house and 
  sect?) While the cross-factional character retains their 
  class, they now chiefly serve another class’s faction in 
  their own class’s capacity: nobles advise, priests minis-
  ter, and merchants trade or deal with tech. 
  One aspect makes this choice different from chang-
  ing classes: The character is still a noble, priest, or 
  merchant, but their loyalty is chiefly to their cho-
  sen faction. A merchant who serves House al-Malik 
  might be a bookkeeper for that house, while a priest 
  who serves the Engineers may be there to bless the 
  machinery (but without the official connections that 
  could turn aside the Inquisition). This is very uncom-
  mon, but not unknown. 
  Custom Characters
  Custom Characters
  Step 1: Form the Troupe
  As the character creation step at the beginning of the 
  chapter.
  Step 2:  
  Create a Character Concept
  As the character creation step at the beginning of the 
  chapter.
  Step 3: Choose Your Species
  As the character creation step at the beginning of the 
  chapter.
  Step 4: Choose Your Class
  Are you a noble, priest, merchant, or yeoman? This is 
  your social class, defining your character’s place in society. 
  At 1st level, your class grants you:
  UPBRINGING TRAITS
  Capabilities: 4 pre-assigned capabilities: a Customs 
  Lore (based on class), Homeworld Lore, Read/
  Speak Urthish, and you can choose 2 additional 
   capabilities to represent your upbringing.
  Characteristics: 5 characteristic ranks allocated to 
  the characteristics of your choice in any combina-
  tion (note: at 1st-level, you cannot have a character-
  istic higher than 8).
  Perks: 1 archetypal perk possessed by all members of 
  your class that exemplifies your class’s role:
  Noble: Imperious
  Priest: Inspiring
  Merchant: Ingenious
  Yeoman: Independent
  …and 1 additional perk of your choice (from your 
  class, calling, or the open perk list).
  Skills: 5 skill ranks allocated to the skills of your 
  choice in any combination (note: at 1st-level, you 
  cannot have a skill higher than 8).
  Step 5: Choose Your Faction
  Choose a faction for your noble house, Church sect, 
  merchant guild, or yeoman society. 
  At 1st-level, your faction grants you:
  
  100
  100
  how your odd career fits into the duties expected of 
  you by your faction.
  At 1st-level, calling grants the following benefits:
  EARLY CAREER TRAITS
  Capabilities: You can choose 2 capabilities.
  Characteristics: 5 characteristic ranks allocated to 
  the characteristics of your choice in any combina-
  tion (note: at 1st-level, you cannot have a character-
  istic higher than 8).
  Perk: 1 calling perk.
  Skills: 10 skill ranks allocated to the skills of your 
  choice in any combination (note: At 1st-level, you 
  cannot have a skill higher than 8).
  Step 7: Personalization and 
  Equipment
  As the character creation step presented before this 
  section.
  If you choose this option for your noble-born char-
  acter, you need to declare their birth family, but they 
  don’t have the strong ties to it that would give them 
  the quirks of that faction. The Family Ties perk can 
  illustrate that you still maintain close ties with your di-
  rect family. (This perk can also represent a noble bas-
  tard who was raised by the Church, a guild, or among 
  the yeomanry, but who can still claim noble blood, 
  even if the family does not publicly acknowledge it.)
  Characters who make this choice are still restrict-
  ed to their class callings. So, a merchant who serves 
  Temple Avesti still can’t be an Inquisitor, but she 
  could be their Banker.
  Step 6: Choose Your Calling
  Choose a calling from the lists for your noble house, 
  Church sect, merchant guild, or yeoman society. 
  Since you’re making a custom character, you can ask 
  the GM if you can use a calling from a list your class 
  can’t normally use. (For example, you might want to 
  be a priest Tech Redeemer — a very rare role, but not 
  completely unknown.) You’ll still want to explain just 
  Character Growth
  Character Growth
  People change as they go through life. Characters in 
  fictional stories tend to change even more dramatical-
  ly, and RPG player characters are no exception.
  One of the basic tenets of tabletop RPGs is the idea 
  that characters get better at doing things (and learn 
  new things to do) as they experience various encoun-
  ters, dramatic twists and turns, combats, and strug-
  gles throughout their careers as protagonists in an 
  ongoing story (what we call an “epic”). 
  Characters don’t just grow in terms of their rules-
  based traits; they’re also growing emotionally, intel-
  lectually, and spiritually. Of course, life throws curve 
  balls. Some people regress, becoming trapped in pat-
  terns of trauma that prohibit openness and growth, 
  but we accentuate the positive here, presenting rules 
  for characters who progressively improve their abilities. 
  We represent character growth with levels. These 
  are abstract markers of a character’s overall compe-
  tency and experience. As your character experiences 
  drama after drama, they’ll get better with their skills 
  and gain new perks, as well as increasing their capac-
  ity to save victory points from scene to scene. Also, 
  you, as the player, will come to understand your char-
  acter better — you’ll grow as a roleplayer. 
  Class Level
  Class Level
  Classes are defined by levels. As your character ad-
  ventures through the universe, they advance in level 
  at a pace set by the gamemaster (see below). Whenev-
  er a character advances a level in their class, they gain 
  the following:
  • 1 capability (usually associated with your calling)
  • increased characteristic ranks (based on the chart)
  • 1 calling perk
  • With every odd level (1st, 3rd, 5th, 7th, etc.), they 
  gain 1 class perk
  • +1 Revival, and an extra use at 4th, 7th, and 10th 
  level
  • increased skill ranks (based on the chart)
  • +1 Surge, and an extra use at 4th, 7th, and 10th 
  level
  • +1 Vitality
  • With every even level (2nd, 4th, 6th, etc.), they gain 
  a +5 victory-point VP bank capacity
  
  101
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Some skills and capabilities are Restricted, which 
  simply means that if you don’t have proper access 
  (such as through your calling), you cannot learn the 
  skill unless you find a teacher. In character creation 
  terms, you can:
  • acquire a writ, meaning that you now owe that 
   party a favor (see the sidebar in the Personalization & 
  Equipment section), or
  • learn the skill/capability on the black market, 
  meaning that you now owe the black-market teach-
  er a favor, and if you’re caught using the skill or 
  displaying the forbidden knowledge, you can be le-
  gally questioned by the restricting party or parties. 
  SURGES
  A surge is your capacity to draw upon sudden reserves 
  of willpower and ingenuity — in short, a surge gives 
  you victory points. Your Surge rating is calculated us-
  ing several different traits. (See Surge, in Chapter 3: 
  Traits.) You have a limited number of surges you can 
  use before needing to take a Respite; see the chart 
  above. All character’s get their base Surge rating at 
  1st level and increase it by 1 with each new level.
  VITALITY
  A character’s Vitality rating is the indicator of how 
  much damage they can take. Base Vitality is calcu-
  lated using several different traits. (See Vitality in 
  Chapter  3: Traits.) All character’s get their base 
  Vitality rating at 1st level and increase it by 1 with 
  each new level.
  Level 
  Capability
  Char†
  Perks
  Revival
  Rating
  No.
  Skills† 
  Surge
  Rating
  No.
  Vitality
  VP Bank
  1 
  *
  *
  1 class, 1 calling
  **
  1
  *
  ***
  1
  ****
  5
  2 
  1
  +2 
  1 calling
  +1
  1
  +3
  +1
  1
  +1
  10
  3 
  1 
  +1 
  1 class, 1 calling
  +1 
  1
  +2
  +1
  1
  +1
  10
  4 
  1 
  +2 
  1 calling
  +1
  2
  +3
  +1
  2
  +1
  15
  5 
  1 
  +1 
  1 class, 1 calling
  +1
  2
  +2
  +1
  2
  +1
  15
  6 
  1 
  +2 
  1 calling
  +1 
  2
  +3
  +1
  2
  +1
  20
  7 
  1 
  +1
  1 class, 1 calling
  +1 
  3
  +2
  +1
  3
  +1
  20
  8 
  1 
  +2 
  1 calling
  +1 
  3
  +3
  +1
  3
  +1
  25
  9 
  1 
  +1 
  1 class, 1 calling
  +1 
  3
  +2
  +1
  3
  +1
  25
  10 
  1 
  +2 
  1 calling
  +1 
  4
  +3
  +1
  4
  +1
  30
  † Skills and characteristics cannot be raised above 8 until you attain 2nd level and higher, and they can’t be 
  raised to 10 until 10th level.
  * Beginning capabilities, skills, and characteristics are awarded by class, faction, and calling.
  ** Beginning Revival rating is determined by this formula: [Size + level].
  *** Beginning Surge is determined by this formula: [highest force characteristic (Strength, Wits, or 
  Presence) + level.
  **** Beginning Vitality is determined by this formula: [Size + Endurance + Will + Faith + level].
  This chart displays the gains at each level from 1st 
  to 10th. Characters can continue to rise beyond 10th 
  level; they simply follow the same progression. 
  CAPABILITIES
  Your areas and knowledge and training. You acquire 
  one new capability with each new level after the 1st. 
  Some capabilities are restricted; see Skills, below. 
  CHARACTERISTICS
  Characteristics increase slower than skills. A 1st-level 
  character cannot have any characteristic higher than 
  8 ranks, and no rank can be raised to 10 until 10th level. 
  REVIVAL
  When you suffer wounds to your Vitality, you can 
  take a quick moment to rally yourself and recover 
  from the pain and hurt: you can heal some of your 
  lost Vitality. Your Revival rating is calculated using 
  several different traits. (See Revival, in Chapter 3: 
  Traits.) You have a limited number of Revivals you 
  can use before needing to take a Respite; see the chart 
  above. All character’s get their base Revival rating at 
  1st level and increase it by 1 with each new level.
  SKILLS 
  Skill ranks gained when you gain a level can be ap-
  plied however you wish. You can apply them all to 
  one skill or divide them among your existing skills. 
  
  102
  102
  they can’t do it mid-level.) The main drawback is that 
  you lose many of the privileges of the rank you held in 
  your former class. In many cases, you can retain your 
  title, but that’s only ceremonial. You no longer have the 
  duties and privileges of the rank, but you do maintain 
  some of the respect. (You can still apply your former 
  rank for Mind Resistance, but at one level less.) 
  You no longer have access to the former class’s perks, 
  but you do have access to your new class’s perks. You 
  don’t automatically gain the archetypal perk that you 
  normally gain at 1st level, but you retain the one gained 
  from your former class. You must also select a new fac-
  tion and new calling that are suitable to your new class. 
  This, of course, requires some roleplaying — you can’t 
  simply decide to join the Engineers Guild; they have to 
  accept you, which means you’ve got to convince them 
  you’re worthy enough  — and trustworthy enough 
  (changing classes and factions betrays a troubling mer-
  curialness) — to be accepted into the fold. 
  When changing classes, keep the old class and lev-
  el on your character sheet but also list the new class 
  beginning at level 1. For the purpose of determining 
  overall level advancement (and how much your traits 
  increase), the total level is used. For example, a 3rd-lev-
  el noble/1st-level priest is 4th level for the purposes of 
  determining on the level chart which traits increase. 
  Example: Dame Verona of House Hazat is a 5th-lev-
  el noble. When she advances to level 6, she decides to 
  give up her title to become a merchant. This makes her a 
  1st-level merchant/5th-level noble (total: 6th level). She 
  must now choose a new faction and a calling. The stars 
  beckon to her, so she chooses Charioteer as her new fac-
  tion and Star Pilot as her new calling. 
  Changing Your Faction
  You can choose to change your faction. An Engineer 
  of the Merchant League may wake up one day and 
  decide they want to be a Charioteer. A member of a 
  minor house might find themselves adopted into one 
  of the Royal Houses. Also, a character who changes 
  their class must usually select a new faction. A char-
  acter should not make changes like this lightly. If they 
  do it too often, they might find themselves rejected by 
  the remaining factions. 
  Upon adopting a new faction, the character does not 
  gain any of the faction’s starting traits. Their faction’s 
  blessing and curse will probably not change to reflect 
  their new faction, although this choice is really up to 
  the player and the GM. When a character leaves a 
  faction, they’re most likely stripped of the award they 
  received and do not necessarily gain their new faction’s 
  award. Consult your gamemaster for more details.
  VP BANK
  Each character has a VP bank rating that determines 
  how many victory points they can store. Characters be-
  gin with a base bank capacity that increases every even 
  level (2nd, 4th, 6th, etc.). All characters begin with the 
  same bank capacity and advance at the same rate. 
  Pace of  
  Character Development
  The GM sets the pace for how fast the troupe’s charac-
  ters “level up” — that is, how quickly they can go from 
  one level to the next. They do so using the advice given 
  in Chapter 1: Drama in the Gamemaster Book. 
  In between a full level advancement, your GM might 
  allow you to take a partial advance. If so, you choose 
  which trait category you advance — your bank, Vitality, 
  capability, skills, characteristics, or perks — and raise it 
  as if you’ve acquired the next level. Once you do gain the 
  full level, you do not get to advance that category again, 
  since you already did so with the partial advance.
  Major Life Changes
  Major Life Changes
  Sometimes your character concept changes as you play 
  and as your character travels the rocky road through 
  life. You might want to change your character’s class or 
  switch to a different allegiance: joining a different fac-
  tion. While you can change calling with each level ad-
  vancement, it’s a more dramatic — and rarer — event 
  to change class and faction, but it can be done.
  Changing Your Class
  Most Known Worlders carry their social identities 
  from cradle to grave. Born a noble, always a noble. 
  Promised to the Church from birth. Apprenticed as an 
  infant to a guild. It’s rare for any individual to change 
  their fate enough to change their class or their faction. 
  (Calling is more changeable, but only to a degree.)
  Still, it’s not uncommon for a noble wracked by re-
  morse or grief to give up his title and take to the monas-
  tery. In very rare cases, a merchant might perform such 
  a great service for a house that she’s inducted as a mem-
  ber of that house, ennobling her and her heirs. A priest 
  might lose his faith and join the Merchant League, set-
  ting out to prove to themselves and the universe that vio-
  lence and cynicism are truer than the lies of the Church.
  With that in mind, it’s possible to change course 
  mid-play and have one’s character change their class. 
  (They must do so when they advance to a new level; 
  
  ChapTer 3: TraITs
  ChapTer 3: TraITs
  103
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  104
  104
  SAINT MANTIUS THE SOLDIER
  
  105
  105
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Traits are categories we use to illustrate a wide variety of 
  a character’s abilities — everything from muscle power 
  and intelligence to competence at driving a vehicle or 
  talent for painting. Many of these traits are represented 
  by numbers that indicate a character’s degree of abili-
  ty with that trait. Chapter 1: Rules and Chapter 2: 
  Characters provide more detail on how some of these 
  traits are used and chosen, respectively. This chapter ex-
  pands on those rules and offers more detail on their use, 
  as well as how they interact with one another. 
  Here is a brief summary of the traits.
  • Bank: Your reservoir of stored victory points. 
  • Capability: Represents bodies of knowledge that 
  modify your skill use.
  • Characteristic: Summarizes innate and prac-
  ticed abilities that bolster your skill use
  • Perk: Provides special privileges and abilities asso-
  ciated with your class or calling.
  • Resistance: Measures your defenses against phys-
  ical, mental, social, and even occult attacks and 
  influence.
  • Revival: You can take a second wind to recover 
  lost Vitality. 
  • Skills: These trained abilities allow you to accom-
  plish actions.
  • Surge: When you’re out of fuel, your adrenaline 
  surge gives you VP to use. 
  • Techgnosis: This is your ability to carry high 
  technology devices without suffering the compul-
  sions such sinful items can cause. 
  • Vitality: Measures how much damage you can 
  take before you drop.
  Hail Mantius, mightiest of us all. Pilgrim, it is to Mantius that we pray for the strength and power 
  to defeat our enemies and protect our loved ones. 
  Mantius was the warrior par excellence, unparalleled in fighting skill and unbeatable even by over-
  whelming odds — just like the Pancreator’s justice. He honed his body and mind to serve one goal: 
  protecting the faithful. He respects discipline and forthrightness and rejects action from heated emo-
  tion and hidden motive. 
  He was the Prophet’s bodyguard, and thus, no attack shall reach those whom he blesses. He imbues 
  weapons with holy furor so that even the bodiless minions of the Dark cannot withstand them. His 
  secret fighting arts have been passed to the Brother Battle order, so they may better protect us from 
  the menaces in the Dark. 
  He bears the flux sword Manjusri, which cuts through all evil, and the blaster rifle Ishbibenob, 
  which is said to have disabled the Sathraist starship Far Kenning with one shot. 
  There is no record of his death, and many legends claim he hibernates, so he may waken when the 
  universe’s need is greatest. 
  — Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: H0w to Read the Omega Gospels
  Bank
  Bank
  At the start of your turn, before anything else hap-
  pens, your cache is emptied out. Its VP go back into 
  the well — except those that can fit into your bank. 
  Your bank has a maximum capacity, a limit to how 
  many VP you can store there. This is determined by 
  your level; at 1st level your bank capacity is 5 VP. that 
  increases by 5 every even level (2nd, 4th, 6th, etc.). 
  All characters begin with the same bank capacity 
  and advance at the same rate.
  You can freely transfer VP from your bank to your 
  cache and vice versa. This is a player activity, not a 
  character action. 
  At the beginning of your turn, when you need to 
  empty your cache, you can transfer VP to your bank 
  (up to its capacity), so you don’t lose them to the well.
  Level
  Bank
  1
  5
  2
  10
  3
  10
  4
  15
  5
  15
  6
  20
  7
  20
  8
  25
  9
  25
  10
  30
  
  106
  106
  After that, they gain one new capability of their 
  choice with each level. (There are also perks that can 
  provide more capabilities.) 
  You should work with your gamemaster to decide 
  how your character acquires their capabilities. Do 
  they have a teacher? Access to a think machine that 
  can download the information into their brain during 
  sleep? Or have they been a hobbyist up to now, slowly 
  acquiring the information until it clicks?
  Restricted Capabilities
  Some capabilities are restricted, which means that 
  only certain types of characters can learn them. (See 
  Restricted Skills and Capabilities under Skills below for 
  more information and how to skirt this requirement.)
  Using Capabilities
  Using Capabilities
  The GM determines if a given roll is specific or ob-
  scure enough to require a capability. The need for a 
  capability should be obvious. If the GM is unsure, 
  they should forego the requirement. There’s no need 
  to make the roll more difficult for the character than 
  is warranted. 
  If the character has the required capability, then the 
  roll is made as normal. 
  If the character does not have that capability, then 
  the roll is unfavorable. 
  Example: Lliana is pretty good with Shoot skill. 
  She can fire a pistol (or any type of ranged weapon, 
  really), but she only has capability with Slug Guns. 
  When she finds a blaster, she won’t be as accurate, 
  since she lacks the Energy Guns capability: her roll to 
  fire it is unfavorable. 
  Complementary Capabilities
  In some cases, if one character has a capability in a 
  subject for another character’s roll (which does not 
  have a capability), then they can lend their own ca-
  pability. This largely depends upon the nature of the 
  task being performed and the capability in question. 
  This is an area where the gamemaster will have to 
  weigh in. It’s unlikely that you can talk someone 
  through using a slug gun properly if the gun wielder 
  lacks the capability, but it would work for many types 
  of lore and maybe some equipment/tool instances. 
  Capabilities are bodies of knowledge that allow you 
  to apply your skills in certain areas. Unlike character-
  istics and skills; they don’t have ratings from 0 to 10; 
  characters either have a given capability or they don’t. 
  Capabilities work in conjunction with skills. When 
  you make a roll in a given situation, there might be 
  a capability that applies to that task. Most skills in 
   Fading Suns are very broad in their purview. In-
  stead of requiring characters to learn ranks in multi-
  ple knowledge skills or learn a separate skill for each 
  weapon type, characters learn capabilities related to 
  particular topics or equipment, representing study of 
  that topic or practice with that piece of equipment. 
  They can now apply what they know to their skill use.
  Example: The Academia skill is used to represent a 
  character’s exposure to and retention of education. Most in-
  stances for which a skill roll is needed, however, apply to a 
  particular topic — the rail system of Byzantium Secundus, 
  the history of a local saint (which can provide clues for 
  where his treasure might be hidden), or the greeting customs 
  of the Ostmark Vuldrok on Hargard. These topics are repre-
  sented in the game system by capabilities. In the case of Byz 
  II’s railways, Byzantium Secundus Lore (a Planet Lore) 
  applies; for the local saint, either Planet Lore for his world 
  or Religion Lore (for coded references in his miracles) pro-
  vides information; and for the Ostmark Vuldrok, perhaps 
  Vuldrok Lore (a Faction Lore) offers insight. 
  Capabilities represent the fact that characters aren’t 
  know-it-alls or experts in everything simply because 
  they have a lot of ranks in a skill. They must collect 
  knowledge as they work their ways through life. 
  Capabilities can vary in how broad or focused they 
  are. The broader a capability is defined, the more 
  generalized its knowledge becomes. More focused 
  capabilities provide more detailed and intimate ex-
  pertise. For example, lore about a particular planet 
  might provide general information about the planet: 
  its continents, climate, major cities, etc. However, 
  lore about a particular city on that planet would allow 
  the character access to much more detailed informa-
  tion: important buildings, neighborhoods, and even 
  knowledge of individual people of some import. 
  Gaining Capabilities
  Gaining Capabilities
  Characters acquire a number of capabilities during 
  character creation, as described in Chapter 2: 
  Characters.
  Capabilities
  Capabilities
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  HANDHELD SHIELD 
  This applies to practiced use of handheld shields, 
  such as bucklers and security-force riot shields. When 
  you wield a shield without this capability, your Vigor 
  skill rolls and your attack rolls are unfavorable. Un-
  less you’re dueling, providing security for someone, 
  or going to war, it is considered déclassé to carry a 
  handheld shield. (The GM might also declare your 
  persuasion influence rolls unfavorable.)
  WAR ARMOR 
  RESTRICTED: Noble, Merchant League, the Dispos-
  sessed, Brother Battle, Imperial Cohort, Mercenary, Pirate, 
  Templar
  You’ve trained in heavyweight armor. 
  MELEE WEAPONS
  This capability is mainly used with the Melee skill. See 
  the weapons lists in Chapter 4: Technology for each 
  weapon’s classification. You do not need a capability 
  for the types of weapons commonly used by peasants, 
  such as knives, clubs, axes, staves, and spears. 
  MILITARY WEAPONS 
  RESTRICTED: Noble, Merchant League, Yeoman, 
  Amateur, Bounty Hunter, Brother Battle, Chainer, 
  Explorer, Imperial Cohort, Mercenary, Pirate, Scout, Spy, 
  Star Pilot, Templar, Thief
  Relevant to any weapon commonly associated with the 
  military or dueling; includes swords, sabers, pole arms, etc. 
  ARTIFACT WEAPON [CHOOSE ARTIFACT] 
  This applies to weapons of extremely high tech, such 
  as flux swords or vau energy lances. Each weapon re-
  quires its own separate capability.
  MILITARY ORDNANCE
  ARTILLERY
  RESTRICTED: Noble, Merchant League, Brother 
  Battle, Mercenary
  You know how to use and maintain heavy artillery: 
  mortars, rocket launchers, etc. 
  DEMOLITIONS 
  RESTRICTED: Noble, Merchant League, Bounty 
  Hunter, Brother Battle, Imperial Cohort, Inquisitor, Mer-
  cenary, Reclaimer, Scout, Spy, Tech Redeemer, Thief
  You know how to prepare and use explosives. 
  GUNNERY 
  RESTRICTED: Noble, Merchant League, Brother 
  Battle, Chainer, Explorer, Imperial Cohort, Mercenary, 
  Pirate, Scout, Star Pilot
  This strategy almost always requires the comple-
  menting character to use a primary action to assist. 
  For physical tasks, the complementing character must 
  be present. For mental tasks, such as research, an au-
  dio, video, or holovid connection between the char-
  acters might suffice. It’s the GM’s call. 
  Having another character assist and bringing mul-
  tiple appropriate capabilities to a task can change a 
  regular roll to a favorable one. If the gamemaster in-
  dicates that one of several capabilities are appropriate 
  for a given task, one player can make the roll while the 
  other character assists. For example, if you are trying to 
  heal the vicious bite of a poisonous Severan marsh eel 
  using Remedy and the Poison Lore capability, another 
  character might be able to chime in with their specific 
  knowledge of Severan eels using their Severus Lore or 
  Beast Lore. If the gamemaster agrees that both capa-
  bilities apply, the roll can be made favorably.
  Changing a roll from regular to favorable in this 
  way only works if two or more characters are in-
  volved, as it represents a meeting of minds; each char-
  acter brings their own ideas to the table to solve the 
  problem. It does not apply if one character happens to 
  have multiple capabilities that are appropriate. 
  Equipment Capabilities
  Equipment Capabilities
  These capabilities govern familiarity with items, tech, 
  and weaponry. 
  ARMOR
  Armor comes in three grades: civilian, combat, and 
  war. You do not need a capability for civilian-grade 
  armor, but combat armor and war armor require 
  training. When you wear combat or war armor that 
  you haven’t trained with (that is, you don’t have the 
  right capability), your Vigor skill rolls are unfavorable. 
  (See the armor chart in Chapter 4: Technology for a 
  list of armors and their grades.)
  In addition, combatants can wield handheld 
  shields to increase their protection. This also requires 
  a capability.
  Note that wearing a spacesuit in space and/or ze-
  ro-G environments requires the Shipboard Oper-
  ations capability (see below). Wearing an armored 
  spacesuit requires both the War Armor and Ship-
  board Operations capability; if you don’t have both, 
  your Vigor actions become unfavorable.
  COMBAT ARMOR
  This capability covers practiced use of light- and me-
  dium-weight armors. 
  
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  You know how to use and care for ranged weapons 
  that project energy: lasers, blasters, flameguns.
  SLUG GUNS
  You know how to use and care for ranged weapons 
  that fire a physical projectile (such as a bullet) from 
  a barrel. 
  THINK MACHINES
  This capability is required to use and program com-
  plex think machines, such as those used on starships 
  or in Church archives. This usually involves the In-
  terface skill, but it might also be paired with Intru-
  sion when trying to rewire a security system or Tech 
  Redemption when trying to perform simple repairs 
  to a device.
  Most consumer devices, such as handheld helpers 
  or data retrieval nodes, don’t require a roll to use 
  Your capability allows you to use heavy gun em-
  placements, such as vehicle-mounted weapons. This 
  also includes starship guns (although those also re-
  quire a Shipboard Operations capability).
  MUSICAL INSTRUMENTS
  Prerequisite: Performing Arts Lore (Music)
  This capability is most often used with the Perform 
  skill, in conjunction with the Performing Arts Lore 
  (Music) capability. Each family of instrument re-
  quires a separate capability. When you first acquire 
  the Performing Arts (Music) capability, you may 
  choose one capability from the following families. 
  You can also choose to devote one or more of your 
  other capabilities toward learning additional fami-
  lies of instruments. 
  Brass
  Strings
  Woodwind
  Percussion
  Keyboards
  RANGED WEAPONS
  These specializations are used 
  mainly with the Shoot skill. See 
  the weapons lists in Chapter 4: 
  Technology for each weapon’s 
  classification.
  ARCHERY
  You know how to use and care 
  for a bow and arrow or any 
  string-fired projectile (including 
  crossbows). 
  ARTIFACT GUN 
  [CHOOSE ARTIFACT] 
  You know how to use and care 
  for extremely high-tech ranged 
  weapons, such as a nanite needler 
  or vau beam-emitter monocle. 
  As with artifact melee weapons, 
  each weapon requires its own 
  separate capability.
  ENERGY GUNS 
  RESTRICTED: Noble, Mer-
  chant League, Amateur, Bounty 
  Hunter, Brother Battle, Chainer, 
  Explorer, Detective, Imperial Co-
  hort, Inquisitor, Mercenary, Pirate, 
  Reclaimer, Scout, Spy, Tech Re-
  deemer, Templar
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  torch (Tech Lore: TL5). There are listed below within 
  their related categories. 
  ARTS LORES
  These capabilities are most often used with the Arts 
  skill, for both making a piece of art and for evaluating 
  and understanding one. Note that the performing arts 
  (theatre, singing, etc.) are represented by the Perform-
  ing Arts Lore capabilities. 
  IMAGERY
  You can create and interpret handmade images, such 
  as paintings and drawings, ranging from murals to il-
  luminated books.
  MAGIC LANTERN
  Your medium uses moving or still images captured 
  with a device (camera or holoeye), including every-
  thing from photography to narrative holovids. (Note 
  that this applies to the writing, directing, and holog-
  raphy of a magic lantern play; its performance uses 
  the Perform skill.)
  POETRY
  You’ve studied haiku, lyrics, and epics; they’re all are 
  highly respected art forms among the nobility. 
  SCULPTING
  You can appreciate and craft aesthetic objects, such 
  as military commemoration statues or obun prayer 
  bowls.
  WRITING
  You’re fluent with prose and non-fiction, including 
  novels, histories, and biographies.
  CRAFTS LORES
  These capabilities are most often used with the Crafts 
  skill, for both making an item and for evaluating and 
  understanding one.
  ARCHITECTURE
  You comprehend the art and practice of designing 
  buildings and large structures.
  BLACKSMITHING
  You know how to forge raw metals into items.
  CARPENTRY
  You can construct buildings and other structures; this 
  also covers basic (not artistic) woodworking: cabinets, 
  chairs, stools, staves, etc. 
  them (and thus don’t need this capability); their user 
  interfaces were designed for ease of use by the un-
  trained consumer.
  See Chapter 4: Technology for more information 
  on think machines.
  TRANSPORT
  This capability represents your knowledge of how to 
  operate (drive or pilot) types of vehicles. 
  AIRCRAFT
  You’re skilled with flying vehicles, such as flitters, jets, 
  and gliders; used with the Pilot skill.
  BEASTBACK
  You know how to ride an animal; usually, that’s a 
  horse, although other creatures exist that can be 
  trained to accept riders. Used with the Vigor skill. 
  BEASTCRAFT
  You’re accustomed to ground vehicles — carts, wag-
  ons, sleds — that are pulled by one or more animals, 
  such as horses, brutes (large beasts of burden), or even 
  sled dogs; used with the Drive skill.
  LANDCRAFT
  Ground vehicles  — skimmers (hovercars), wheeled 
  cars and motorcycles — that are propelled by an en-
  gine or other high-tech means are your purview; used 
  with Drive skill.
  SPACECRAFT 
  RESTRICTED: Noble, merchant, Brother Battle, Ex-
  plorer, Imperial Cohort, Mendicant, Pirate, Spy
  You’ve been trained to pilot spacecraft (using the 
  Pilot skill). The Charioteers guild maintains a near 
  monopoly on the piloting trade from the major fac-
  tions, but there are a few independent operators out 
  there, as well as navy-trained pilots.
  WARCRAFT 
  RESTRICTED: Noble, Merchant League, the Dispos-
  sessed, Brother Battle, Mercenary, Scout
  You understand the armored ground vehicles used by 
  militaries, including tanks, artillery carts, and mobile 
  guns; used with the Drive skill.
  Lores
  Lores
  Lores are areas of knowledge and practice, from edu-
  cation in the customs of the Church (Cathedral Cus-
  toms), ability to identify animals and predict their be-
  havior (Beast Lore), to repairing a broken TL 5 fusion 
  
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  110
  trained in these customs, and others who wish to 
  treat with them on equal footing had best learn this 
  capability. 
  COMMONS CUSTOMS
  These are customs among the common folk and 
  those who rub shoulders with them most frequent-
  ly  — guilders (merchants) and yeomen. Besides 
  knowing how not to put on airs around commoners 
  and freemen, this capability includes the unwritten 
  rules for haggling in the agora, as well as knowing 
  the proper price for items. Merchants are mostly 
  raised knowing these customs or learn them quickly 
  when entering a guild. Those who wish to meet or 
  trade with them without knowing this capability risk 
  being taken to the cleaners.
  COURT CUSTOMS
  You know the customs of court life. Vulgar bumpkins 
  are ignorant of these. Failure to act properly at court 
  is a major faux pas. Courtly behavior includes a host 
  of unspoken and subtle expectations. Nobles are raised 
  knowing them, but others had best learn this capability 
  if they are to compete or collude with nobles. 
  STREETWISE 
  You have a prodigious understanding of crimi-
  nal practices and etiquette. Includes knowledge of 
  prominent gangs throughout the Known Worlds 
  (and in any area for which you possess a Lore), as 
  well as the customs of people living in crime-ridden 
  areas. Streetwise might be required when attempt-
  ing influence among criminal and underworld ele-
  ments, lest you make enemies of the wrong person 
  or inadvertently single yourself out as a mark waiting 
  to be exploited.
  KNOWLEDGE LORES
  Knowledge Lore capabilities mostly apply to Academia 
  rolls, but they can become necessary in other situations, 
  such as when trying to deceive someone by making them 
  think you’re an expert in Istakhr Market economics (Is-
  takhr Lore), castigating a priest using scripture (Religion 
  Lore), or proving your intellectual bona fides to a scien-
  tist (a Science Lore) you’re trying to befriend.  
  BEAST LORE [CHOOSE KNOWN WORLDS 
  OR BARBARIAN WORLDS]
  You’ve learned knowledge of the animal kingdom, in-
  cluding alien creatures from many worlds. When you 
  gain this capability, you must declare which region it 
  applies to: Known Worlds or Barbarian Worlds. You 
  can gain this capability a second time to complete 
  your knowledge of the fauna of all worlds. 
  CARTOGRAPHY
  You can create maps.
  COOKING
  You’ve developed the ability to create tasty and nu-
  tritious foods. Note that certain types of haute cui-
  sine might also require use of the Arts skill, using this 
  capability. 
  JEWELRY
  You know the art of crafting jewelry from metals and 
  other materials.
  LEATHERWORKING
  You can fashion leather into armor, clothing, and other 
  materials.
  LOCKSMITHING
  Your knowledge of the inner working of locks includes 
  the ability to make them, and it might help you to pick 
  them (when you’re using the Intrusion skill). 
  MASONRY
  You can build structures with stone, brick, and mortar.
  POTTERY
  You’ve studied the art of crafting useful items with 
  clay or similar materials. 
  TAILORING
  You can create clothing from textiles.
  WEAVING
  You have the knowledge and ability to craft textiles 
  from raw materials.
  CUSTOMS LORES
  These Lores concern social and cultural customs. 
  Each provides knowledge of a certain subculture 
  and its acceptable social practices. They are used 
  mostly during attempts to influence others (see In-
  fluence in Chapter 1: Rules). They really only apply 
  in formal and semi-formal situations or when you’re 
  trying to affect the person’s duties or station, wheth-
  er it’s trying to get them to do something or simply 
  think something. 
  CATHEDRAL CUSTOMS
  These customs of the clergy include unwritten 
  rules about how one should recognize and address 
  all manner of priests, including everyone from 
  one’s hierarchical betters to lay members. It’s es-
  pecially important to know when one can joke and 
  when one needs to maintain solemnity. Priests are 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  monopolies on knowledge intact. You must know how to 
  Read Urthish before you can learn to Read Urthtech.
  RELIGION LORE
  You’re conversant in knowledge of the beliefs, teach-
  ings, customs, dogma, scriptures, and rites of the Uni-
  versal Church of the Celestial Sun, including hymns, 
  fables, and the lives of saints. 
  You can instead (or also) learn separate capabilities 
  for: Erdgeist Lore (the pagan religion of the Vuldrok), 
  El-Diin Lore (the religion of the Kurgans), Gjartin 
  Lore, or Zuranity Lore.
  SHIPBOARD OPERATIONS
  You are conversant in the rules and regulations of 
  shipboard life, and you’ve trained in basic spacecraft 
  functions. (See Starships in Chapter 4: Technology 
  for a list of maneuvers that characters might under-
  take aboard a ship; many require this capability.) This 
  capability includes knowledge and practice for work-
  ing while wearing a spacesuit. Performing a physical 
  action in space or zero-G while wearing a spacesuit 
  without this capability makes the action unfavorable. 
  (Armored spacesuits also require the War Armor ca-
  pability.)
  SPEAK [LANGUAGE]
  You can speak a language fluently. The common 
  tongue for the Known Worlds is Urthish. 
  RESTRICTED: Al-Malik can learn the Graceful 
  Tongue, an elusive language of allusions and metaphors. 
  Vagabonds can learn the Vagabond Patois, a dialect so 
  full of codes and jargon that it’s nigh impossible for others 
  to make sense of. Scravers can learn the Scraver Cant, a 
  hodgepodge of vulgar slang and coded gestures.  
  WARFARE LORE 
  RESTRICTED: Noble, Merchant League, the Dispos-
  sessed, Brother Battle, Mercenary, Scout
  You have extensive knowledge of military tactics. 
  War is a complicated business involving many differ-
  ent skills at different stages of battle. This capability 
  might be required in situations where you need to 
  plan or execute troop movements or anticipate an 
  enemy’s movements. It might also apply to such sit-
  uations as Impress command maneuvers to get troops 
  into line. 
  XENO LORE [CHOOSE ALIEN SPECIES] 
  You’ve acquired knowledge of a particular alien spe-
  cies that is not your own. Since many species have 
  historically been confined to their homeworlds, this 
  lore also provides knowledge of their “mainstream” 
  culture and customs. This does not necessarily apply 
  to those aliens raised outside of such cultures. (Note: 
  FACTION [CHOOSE FACTION] LORE
  You can demonstrate understanding of the inner 
  workings of different factions. 
  HISTORY LORE
  You have knowledge of history (mostly of the Known 
  Worlds). It is said that those who do not know this ca-
  pability are doomed to repeat history’s mistakes. It’s 
  also sometimes said, especially by the Inquisition, that 
  some things are better left forgotten. 
  JUMPWEB LORE [CHOOSE KNOWN 
  WORLDS OR BARBARIAN WORLDS]
  This encompasses general knowledge of the jump-
  web of the Known Worlds. You pretty much have a 
  map in your head of the relative position of worlds 
  and their connections (jump routes) to each other, 
  as well as their solar systems. You also know much 
  of the information provided in Chapter 3: The 
  Known Worlds of the Universe Book, although 
  you might have to make an Academia enter memory 
  place maneuver to remember it when the pressure 
  is on.
  When you gain this capability, you must declare 
  which region it applies to: Known Worlds or Bar-
  barian Worlds. You can gain this capability a second 
  time to complete your knowledge of the jumpweb.
  OCCULT LORE
  You maintain knowledge of the esoteric, arcane, and 
  outright weird phenomena collectively called “the oc-
  cult.” This isn’t just psychic powers and theurgy; it 
  also includes the super science of the Anunnaki and 
  the cutting-edge sciences that were only beginning to 
  be unlocked during the late Second Republic.
  PLANET [CHOOSE A PLANET] LORE
  You possess knowledge of a specific planet of the Known 
  Worlds and its solar system. This specialization rep-
  resents more detailed knowledge of the world than the 
  knowledge you would attain through Jumpweb Lore.
  READ [LANGUAGE]
  Most peasants can’t read; even some guildfolk and 
  yeomen are illiterate. They have to hire others to 
  do that for them. With this capability, you can read 
  one language. The common written language is 
  Urthish.
  RESTRICTED: Guilders in the Merchant League can 
  learn Urthtech, which is not really a separate language; it’s 
  a vast vocabulary of technical jargon. Many ancient (i.e. 
  Second Republic and even Diasporan) tech manuals are so 
  full of outdated terms and neologisms that they are near-
  ly unreadable by the uninitiated. The guild intentionally 
  adopts and maintains this “language” so as to keep their 
  
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  THEATRE
  The thespian’s art is valued. In fact, it’s heralded in 
  Church lore as the original means of sermonizing the 
  Prophet’s message.
  SCIENCE LORES
  Science Lores are mostly used with Academia, but 
  they might also be necessary when repairing, man-
  ufacturing, and especially inventing tech using Tech 
  Redemption. 
  APPLIED SCIENCE 
  RESTRICTED: Merchant League, Reclaimer, Schol-
  ar, Tech Redeemer
  You know how to create or manufacture techno-
  logical items using sciences known to the Merchant 
  League. Unknown, lost, or suppressed sciences might 
  require their own separate categories. 
  ARTIFICIAL INTELLIGENCE (AI)
  RESTRICTED: Merchant League, Occultist, Reclaim-
  er, Spy, Tech Redeemer
  Precondition: Think Machines capability
  You are learned in the art and science of program-
  ming sentient think machines. This capability is 
  sometimes required when using influence against a 
  sentient golem, whether to command or befriend it or 
  try to confuse it into going against its protocols
  LIFE SCIENCE
  You understand the study of living organisms. 
  PHYSICAL SCIENCE 
  RESTRICTED: Merchant League, Scholar
  You’ve pursued the study of non-living systems: 
  physics, astronomy, chemistry, and planetary science. 
  TERRAFORMING
  RESTRICTED: Merchant League
  You’ve studied the process of transforming planets 
  so they’re habitable by humans. 
  TECH LORES
  The Tech Lores are a series of individual capabil-
  ities, each of which applies to a different tech lev-
  el and each of which must be learned sequentially, 
  beginning at TL5 and up. Each capability includes 
  knowledge of and the ability to use and repair tech 
  of its particular level. Used chiefly with the Tech Re-
  demption skill, these capabilities might also be re-
  quired when using tech in other endeavors, such as 
  creating a disguise (Disguise skill) using a facial mim-
  Most aliens are assumed to have this capability as it 
  applies to the dominant human culture.)
  MEDICAL LORES
  Medical Lore capabilities are often necessary when 
  using Remedy to diagnose or cure someone. 
  DISEASE LORE
  You know about diseases, including how to treat 
  them. 
  POISON LORE
  You know about poisons and how to cure them. 
  SURGERY LORE
  RESTRICTED: Priest, merchant, Chainer,  Enthusiast, 
  Healer, Questing Knight, Scholar
  You can perform surgery on living beings.
  TORTURE LORE
  You’re proficient in methods that use physical duress 
  to get subjects to divulge information. 
  PERFORMING ARTS
  These capabilities are most often used with the Per-
  form skill. 
  DANCE
  Dancers offer beautiful displays of body movement.
  MAGIC
  Illusionists present magic tricks and misdirection.
  MUSIC
  Music soothes the savage soul… and causes sinful 
  dancing. This capability conveys the ability to play, 
  read, and write music. 
  You can use this capability in conjunction with the 
  Arts skill to recognize or interpret orchestral music, 
  folk songs, ballads, shantor chants, etc. 
  When you first acquire this capability, you also gain 
  one Musical Instrument capability.
  ORATORY
  Oration is the rhetorician’s weapon and the preacher’s 
  outreach.
  SONG
  Singing is an angelic art beloved by church goers.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  TECH LORE (TL7)
  RESTRICTED: Merchant League, Brother Battle, 
  Enthusiast, Explorer, Imperial Cohort, Occultist, Quest-
  ing Knight, Reclaimer, Spy, Star Pilot, Tech Redeemer, 
  Thief, Trader
  Precondition: Tech Lore (TL6)
  You know how to use and repair technology of tech 
  level 7.
  TECH LORE (TL8)
  RESTRICTED: Merchant League, Reclaimer, Star 
  Pilot, Tech Redeemer
  Precondition: Tech Lore (TL7)
  You know how to use and repair technology of tech 
  level 8.
  Note: This is the highest Tech Lore level that char-
  acters can learn.
  ic mold or trying to convince someone of the superior 
  electronics of a particular portable music player. 
  You do not need a capability to work with tech-
  nology of TL4 and lower. 
  See Chapter 4: Technology for details on the tech 
  levels and the types of technology associated with 
  each level.
  TECH LORE (TL5)
  You know how to use and repair technology of tech 
  level 5.
  TECH LORE (TL6)
  RESTRICTED: Merchant League, Brother Bat-
  tle, Enthusiast, Explorer, Imperial Cohort, Occultist, 
  Questing Knight, Reclaimer, Spy, Star Pilot, Tech Re-
  deemer, Thief, Trader
  Precondition: Tech Lore (TL5)
  You know how to use and repair technology of tech 
  level 6.
  
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  The functions are described below, after the char-
  acteristic descriptions, under Functions: Force, Finesse, 
  Fortitude.
  Function
  BODY
  MIND
  SPIRIT
  Force
  Strength
  Wits
  Presence
  Finesse
  Dexterity
  Perception
  Intuition
  Fortitude
  Endurance
  Will
  Faith
  Body
  Body encompasses your overall fitness and physical 
  well-being. Any physical task you attempt uses one 
  of the body characteristics to bolster an appropriate 
  skill. For example, if you want to climb a wall quickly, 
  you roll Vigor + Dexterity. 
  STRENGTH (STR)
  Raw muscle power. Strength determines how much 
  weight you can lift and helps in athletic tasks like 
  jumping and climbing (see the Vigor skill for more 
  details). It also helps in hand-to-hand and melee 
  attacks.
  Characteristics
  Characteristics
  Rannagoral’s feet pounded hard on the forest path as she ran at full tilt on six limbs in pursuit of 
  her prey. Every so often, she caught a glimpse of her quarry through the trees. She was closing, but 
  not fast enough. The path curved to the left, offering a gentler course down the hill, but Rann rose 
  up and plowed straight ahead into undergrowth on two legs. As she tore through bushes and vines, 
  tree limbs lashed at her face and body, but she easily brushed them aside with her four free arms. She 
  knew this trail well, just as she knew that the path curved back on itself. Cutting through the forest 
  would save her valuable time. 
  Rann leapt to clear a fallen tree, landing in the middle of a clearing that had once been a shrine to a 
  long-forgotten god. Her quarry, the man who had assassinated Count Valarus, whirled to face her, draw-
  ing a long, thin dagger. He grinned, noting that the vorox was unarmed. “You’ll not take me so easily.”
  Rann’s eyes narrowed, and she growled, spotting the viscous substance coating the blade. Sniffing 
  the air, she caught the faint scent of mint — botalax venom, a poison so deadly that even a scratch 
  caused instant (but very painful) death. The same poison was used to kill the Count. 
  “A coward to the end!” she said. 
  Rann roared as she reached for a small tree and pulled it up by the roots. The assassin’s eyes wid-
  ened at Rann’s impressive display of strength as the vorox hurled the entire tree at him. He twisted 
  to the side, but the tree caught him in the back and sent him sprawling. He lost grip of his blade, and 
  it spun off into the forest. 
  Laughing, Rann leapt forward, pinning the assassin to the ground. The man’s squirms suddenly 
  changed to spasms and cries of pain. Flipping him over, Rann’s smile grew wider. A trickle of blood 
  ran down his face where his own blade had nicked him when he fell. The assassin’s mouth contorted 
  as his yellowing eyes looked wildly up at Rann. She dropped him to the ground and turned her back 
  on him. Leaving him to die, she started back up the path toward the estate. 
  Characteristics represent a character’s natural physi-
  cal, mental, and spiritual abilities. Characteristics are 
  rated from 1 to 10 (although some species can possess 
  higher levels, and “occult” devices can raise certain 
  characteristics above 10). All characters have at least 
  some capability with all of these characteristics. 
  Characteristics are divided into three categories: 
  Body, Mind, and Spirit. Each category has three 
  characteristics. During character creation, you’ll de-
  clare one of your nine characteristics as primary and 
  another one as secondary; the rest become tertiary. 
  Your primary characteristic begins with a base value 
  of 5, your secondary characteristic starts with a 4, and 
  your tertiary characteristics begin with a base of 3. 
  Choices made during character creation add to 
  your base characteristics, although a 1st-level charac-
  ter cannot have a characteristic higher than 8. Also, 
  characteristics cannot be raised to the 10th rank until 
  the character attains 10th level, and they can’t normal-
  ly be raised above 10 without technological or super-
  natural assistance. 
  Each characteristic is detailed below, along with 
  some examples of the skills that are commonly used 
  in conjunction with them. The common abbreviation 
  used for each characteristic is listed in parenthesis. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Mind
  Mind characteristics represent intellect, awareness, 
  and self-discipline. Any task involving thought or rea-
  son that your character undertakes involves a Mind 
  characteristic plus an appropriate skill. For instance, 
  when you try to operate a piece of alien technology, 
  the roll is Tech Redemption + Wits. 
  WITS (WITS)
  Represents analytical intelligence and quick-thinking. 
  Wits determines how well you remember and un-
  derstand things, which helps with any task involving 
  learning. The higher your Wits, the quicker you are at 
  figuring out and reacting to events. 
  PERCEPTION (PER)
  Represents sensory acuity and alertness. Perception 
  reflects your awareness of your environment. This in-
  cludes how well you notice hidden things or people, 
  as well as other changes around you. The higher your 
  Perception, the more observant you are: you notice 
  things that are normally only noticed unconsciously, 
  so you react to them sooner.
  WILL (WILL)
  Represents self-control and conviction. Will rep-
  resents your strength of purpose and determines how 
  well you can actively resist and shake off attempts to 
  fool or confuse you. Having a high Will characteris-
  tic allows you to maintain composure in stressful sit-
  uations and more easily overcome mental states (see 
  Overcoming States, in Chapter 1: Rules), including 
  times when your character is Afraid or Confused. 
  Will is also one of the factors used to determine Vi-
  tality (see Vitality for the full formula).
  Spirit
  Characteristics in the Spirit category represent a 
  character’s personality, their instinctual side. In the 
  Fading Suns milieu, such traits as force of personal-
  ity and courage are considered to be “of the spirit.” 
  Any task involving emotions or personality involves 
  a Spirit characteristic. For example, when you try to 
  talk your way into a party you weren’t invited to, roll 
  Charm + Presence. 
  PRESENCE (PRE)
  Represents grace, allure, personal magnetism. Pres-
  ence reflects your ability to influence others. People 
  Your Strength rating determines how much 
  weight you can lift over your head without the need 
  to make a roll. You can lift more, but you must 
  make a roll; the Resistance is 2 for each rank of re-
  quired Strength above your own. If your Strength 
  is 4, your lifting capacity is 60 kg (see the chart 
  below). If you need to lift a fallen metal beam that 
  weighs 100 kg (which requires a Strength of 6) you 
  must overcome a Resistance of 4 (because 6 is 2 
  ranks higher than 4).
  The maximum weight you can attempt to lift is 
  your based on your Strength +3. (Example: A Strength 
  4 character can lift a maximum of 120 kg, the same 
  amount a Strength 7 character can lift normally.) Mul-
  tiple characters can work together to lift something by 
  adding their Strength together (three Strength 3 char-
  acters can lift 160 kg without needing to roll). 
  The following chart provides details on how much 
  a character can lift.
  Strength
  Weight
  1
  10 kg
  2
  20 kg
  3
  40 kg
  4
  60 kg
  5
  80 kg
  6
  100 kg
  7
  120 kg
  8
  140 kg
  9
  160 kg
  10
  180 kg
  11
  200 kg
  12
  220 kg
  13
  240 kg
  DEXTERITY (DEX)
  Represents agility and motor control. Dexterity de-
  fines how agile and nimble you are, as well as your 
  ability to carefully manipulate small tools and objects. 
  It’s used in short-ranged firearms attacks, as well as 
  dodging, sneaking, and overall athleticism. (See the 
  Vigor skill for more details.)
  ENDURANCE (END)
  Represents stamina and hardy constitution. En-
  durance reflects your staying power, your ability 
  to ward off disease, and your resistance to poison 
  and other toxins. Endurance is one of the factors 
  used to determine Vitality. (See Vitality for the full 
  formula.)
  
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  including times when you might be Castigated or Hu-
  miliated (see Overcoming States, in Chapter 1: Rules). 
  Functions: Force, Finesse, 
  Fortitude
  Characteristics can be broken into three functions. 
  These act as guidelines — not hard and fast rules — for 
  when a particular characteristic is used in a roll. These 
  guidelines are provided as a guide for the gamemaster 
  to use when trying to decide which characteristic best 
  pairs with which skill. You shouldn’t feel beholden to this 
  chart; instead, allow for some creativity in these pairings. 
  Whenever you attempt an action that is not de-
  scribed elsewhere in this book, or when you’re un-
  certain which characteristic should be used, you can 
  consult this chart for guidance. 
  Force can be used when you’re acting directly upon an-
  other with physical force (Strength), during reasoned de-
  bate (Mind), or through force of personality (Presence). 
  Finesse can be used when you’re acting with subtlety 
  or fine control, such as nimbly sidestepping (Dexteri-
  ty), noticing details (Perception), or creating/inventing 
  something or repairing bizarre alien tech (Intuition). 
  Fortitude can be used when you’re resisting physical 
  force or harm (Endurance), mental coercion or confu-
  sion (Will), or social pressures and fear (Faith).
  tend to be automatically drawn to characters with 
  high Presence. The higher your Presence, the easier it 
  is for you to attract attention and to leave a favorable 
  impression on those you meet. 
  INTUITION (INT)
  Represents imagination and ingenuity. Intuition 
  represents your insight, your gut instinct, and your 
  ability to remain open to different ideas and ways of 
  thinking. It’s used when attempting to understand an-
  other person’s motivations or when you’re decipher-
  ing the purpose of a piece of unknown tech. It’s also 
  used in creative works, such as poetry, painting, or 
  even inventing new tech. The higher your Intuition, 
  the better your chance of feeling your way through 
  a situation or making the right choice given limited 
  information. 
  FAITH (FTH)
  Represents courage and conscience. Faith reflects 
  your inner light, the beacon that shows you the way 
  in the darkest times. You are your own guiding light, 
  and you do not succumb to peer pressure. Those 
  with high Faith are comfortable in their own skins 
  and with their place in the world; they’re confident 
  in who they are. A character with high Faith has the 
  confidence to avoid social pressure and social states, 
  Perks
  Perks
  Your choice of perks (perquisites) for your character 
  are listed with each class and calling in Chapter 2: 
  Characters. Below are some general rules for perks. 
  You gain one calling perk with each level. You gain 
  one class perk every other level after the 1st. Some 
  callings allow certain class perks to be acquired as 
  calling perks. (Example: Duelists can gain Fencing as 
  a calling perk; for most of the other callings, it’s a 
  class perk.)
  Types of Perks
  ABILITY
  Details a condition or special ability (generally non-su-
  pernatural) that you possess. This Ability might be a 
  fighting style (allowing access to special combat ma-
  neuvers), a roll modifier (favorability or accenting), or 
  a unique physiology or psychology. 
  Examples: Ambidextrous, Contortionist, Fencing, 
  Musical Savant, Master of Deception
  AUSTERITY
  Describes a practice used to improve your Spirit Re-
  sistance. You can only gain the bonus from one Aus-
  terity at a time; they do not add together.
  Examples: Armor of Purity, Incubation, Rise from 
  the Ashes, Vow of Poverty, Wyrd Knowledge
  CYBERDEVICE
  Allows a cybernetic implant. These devices count to-
  ward your Techgnosis; if you have too many of them, 
  you might suffer techgnostic overload. (See Techgnosis 
  at the end of this chapter.) A number of cyberdevices 
  are described in Chapter 4: Technology, as well as 
  their tech compulsions.
  Examples: Advisor, Aim Assistance, Destinator, 
  Machine Spirit, Memory Enhancer
  POWER 
  Includes supernatural abilities beyond the ken of or-
  dinary humans (and even some aliens). Powers come 
  with drawbacks, whether that’s psychic Urge, theur-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  favor, or lashing themselves in contrition — sometime 
  within the following act. If the penitent reneges on 
  their oath, they cannot be absolved by this perk again 
  until they’ve made amends. In addition, word tends 
  to get around about oathbreakers. The same penitent 
  can be absolved by you only once per act.
  ADVISOR
  Calling • Cyberdevice TL6 • Precondition: 
  Open
  You can call on the wisdom of a tiny think machine 
  device implanted on your person.
  Benefice: You have an innocuous TL6 think ma-
  chine that appears as an earpiece or a metallic neck 
  tattoo or something relatively innocuous. Its artificial 
  intelligence can advise you on matters by speaking 
  into your inner ear canal (but nobody else can hear 
  it). It is a bit crude, however, and may become more 
  annoying than helpful at times. It knows the equiva-
  lent of five Lore capabilities (choose which ones when 
  you gain this perk). You can swap these out for differ-
  ent Lores later on, if you have access to a data vendor 
  (usually found in agoras on the more cosmopolitan 
  worlds), generally at a cost of 100fb per Lore.
  Tech Compulsion: Inerrant
  AIM ASSISTANCE 
  Calling • Cyberdevice TL7 • Precondition: Duelist 
  or Pirate 
  You seem to know where people are standing with-
  out even looking.
  Benefice: You have the ability to target opponents 
  without looking in their direction without suffering 
  any disadvantage, even when you are rendered See-
  ing Impaired or Blinded. If you actually look at oppo-
  nents while attacking, you gain +2 goal to the attack 
  roll. 
  While it seems a superior feat to those watching you, 
  it’s actually is a TL7 implanted cyberdevice that pro-
  vides you with positional information on your enemies 
  through hairs on your neck, bright outlines beyond 
  your peripheral vision, or direct transmission of knowl-
  edge into your cortex. The device is outlawed on most 
  planets and can only be acquired illegally. Additionally, 
  it is considered to be cheating in official duels.
  Tech Compulsion: Bloodthirsty
  AIM WHERE IT HURTS
  Calling • Ability • Preconditions: Bounty Hunter 
  or Chainer or Duelist
  Weapons are tools, and you know how to use them.
  Benefice: When spending VP to increase damage 
  for a victorious firearms or melee weapon attack, the 
  first 3 points of damage only cost 1 VP each. After 
  that, you must spend 2 VP per damage, as usual.
  gic Hubris, or some other phenomena that can get 
  you (and others) into real trouble. 
  Examples: psychic powers, theurgic rites
  PRIVILEGE
  Represents the powers and duties that come with so-
  cietal connections. 
  Examples: Church Ordination, Guild Commis-
  sion, Embargo, Noble Title, Landed 
  VERVE
  This is the category we use for the “meta” perks that 
  involve the manipulation of victory points. This is hard 
  to define; it’s an intangible thing that’s as much tied 
  into the aura of one’s office and standing as one’s per-
  sonal mystique. You can decide for your character how 
  their own unique use of a Verve perk works. Is it a gift 
  from the Pancreator or hard-won personal magnetism?
  Examples: Holy Calling, Imperious, Independent, 
  Inspiring, Ingenuity
  Preconditions
  You must meet a perk’s preconditions before you can 
  acquire it. Some perks are listed as “open.” These are 
  not tied to a particular class or calling, so they can be 
  gained by anyone, so long as any additional precondi-
  tions that might be listed are met.
  Perks
  Perks
  ABSOLUTION
  Calling • Privilege • Precondition: Confessor
  By hearing someone’s confession, you may set the 
  penance for a sin and absolve the penitent. The gen-
  eral penance for sin is well defined by the Church, but 
  a Confessor is trained to be able to fit sin with deed 
  to benefit the Church, the penitent, and the Known 
  Worlds.
  Benefice: Besides the relief that basic confession 
  can yield, you may, as a primary action, cancel a 
  single brief, temporary, or enduring (but not chron-
  ic) mental or social state by prescribing a task the 
  penitent must complete. You cannot, however, ab-
  solve states caused by occult means (psychic powers, 
  theurgy, etc.). 
  Since this absolution only affects a short-lived state, 
  the penance should be something easily or quickly 
  achievable: a tithe, an oath to perform a later favor for 
  the Church, even a mortification of the flesh. If the 
  person agrees to the penance, the state is canceled. 
  They must henceforth endeavor to complete it — fork-
  ing over the money for the tithe, promising to honor a 
  
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  Benefice: While on a case for a noble, Church, 
  League, or Imperial faction, you get free entry into 
  any house, monastery, or business, as long as they 
  are even remotely connected to the investigation. You 
  may ignore restrictions on rank and affiliation when 
  trying to access facilities. People might still try to stop 
  you, but this is generally seen as a sign they are trying 
  to hide something.
  Abusing your power comes with repercussions, 
  however. Influential people may use their connections 
  to slow down your investigation, invalidate evidence, 
  even try to ruin your career if you dig too deep.
  ALLY [WHO?]
  Calling • Privilege • Precondition: Open
  You have a close relationship with someone in a po-
  sition of power, and that person will go out of their 
  way to help you. 
  ALIEN FRIEND [CHOOSE SPECIES]
  Calling • Privilege • Precondition: Open
  You are a known friend to a particular alien species. 
  Benefice: When dealing with members of the spe-
  cies to which this perk applies, your persuasion in-
  fluence rolls are considered favorable. You also gain 
  the Xeno Lore capability for that species. This perk 
  may be taken multiple times. The effects do not add 
  together; another species must be selected each time 
  this perk is taken. Common choices for the perk are: 
  obun, ukar, vorox, etyri, gannok, shantor, and human 
  (if you’re an alien). (You cannot gain this perk for your 
  own species.)
  ALIEN UPBRINGING [CHOOSE SPECIES]
  Calling • Privilege • Precondition: Open, but 
  can be taken only at 1st level
  Due to an odd series of events, you were raised by 
  members of another species. 
  Benefice: It’s almost un-
  heard of for humans to care 
  for an ukari child or a vorox 
  to take care of a human infant, 
  but it has happened. With 
  this perk, you begin play with 
  knowledge of that species’ lan-
  guage (the Speak capability) 
  in addition to Urthish (your 
  second language). You also 
  have the Xeno Lore capability 
  for that species. Anyone with 
  a prejudice against non-hu-
  man alien species (which in-
  cludes almost every person in 
  the Known Worlds) will tend 
  to have a special distrust for 
  you, but members of your nur-
  turing species will trust you 
  more than they would most 
  strangers of your birth species. 
  Moreover, they see you as an 
  ambassador worthy of special 
  consideration. Your influence 
  rolls with them are favorable.
  ALL-ACCESS PASS
  Calling • Privilege • Pre-
  condition: Detective or Im-
  perial Cohort or Inquisitor or 
  Questing Knight
  The show of a badge opens 
  many doors, while those who 
  stay behind closed doors are 
  rendered even more suspicious 
  to you.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Benefice: Choose a small animal (Size 1-3) as a 
  companion. It is well trained and devoted to you. You 
  may give it simple commands, and it might even at-
  tempt to defend you from attackers by making threats 
  or outright attacks. 
  If you lose your companion, you can befriend anoth-
  er animal by using Animalia skill in place of Charm, 
  although it can take a while to train depending on the 
  intelligence and capabilities of the creature. 
  ANTHROPOLOGIST
  Calling • Ability • Precondition: Explorer or 
  Mendicant or Scholar
  Just because you don’t share a common language 
  with someone doesn’t mean you can’t communicate 
  with them.
  Benefice: When encountering a culture or species 
  willing to communicate with you but whose language 
  or etiquette you do not know, you may communicate 
  any basic topic, such as asking for food and lodging, 
  using gestures, employing onomatopoeia, or per-
  sistently using a lot of pointing instead of relying on 
  verbal communication.
  Additionally, when first encountering a tribe whose 
  attitude towards you is hostile, you may use your 
  communication ability to turn them neutral for the 
  remainder of the scene, so long as you or anyone as-
  sociated with you performs no threatening or hostile 
  act. While they are neutral, you can make befriend at-
  tempts.
  ARMED TO THE TEETH 
  Calling • Ability • Preconditions: Bounty Hunter 
  or Brother Battle or Duelist or Mercenary or Pirate and 
  proper weapon capabilities
  You can use a melee weapon in your primary hand 
  while carrying a pistol in your off-hand to gain an ex-
  tra attack.
  Benefice: When attacking with a melee weapon in 
  your primary hand and a firearm in your off-hand, 
  you can also make an attack with the pistol instead of 
  taking a movement action that turn. This is a bonus 
  primary action. Unless you have the Ambidextrous 
  perk, your pistol shot is unfavorable.
  ARMOR OF PURITY
  Calling • Austerity • Preconditions: Inquisitor or 
  Monk
  You practice a spiritual discipline that strengthens 
  your resolve against evil influence. Your Armor of Pu-
  rity comes from a rigorous regimen of daily prayer.
  Benefice: You gain +2 Spirit Resistance. If you 
  should ever cease to practice your Austerity (daily 
  prayer), you lose the benefit of this perk until you re-
  dedicate yourself to it for at least two days.
  Benefice: You choose the identity of your NPC 
  Ally and what kind of power they wield, in the form 
  of rank or its equivalent  — duke, director, bishop, 
  etc. The higher their position, the more power they 
  wield, but the less time they’ll have to pay attention 
  to your requests (it might take a while to get a mes-
  sage through) and the less likely they’ll intervene in 
  affairs that could harm their strategic interests. Your 
  godfather, Duke Gavin Hawkwood, is not going to 
  start a trade war with the Scravers just to bail you out 
  of jail, but your Aunt Bernice, Canon of Sanctuary 
  Aeon, might well march into the jailhouse and give 
  the warden a piece of her mind, shaming him into 
  releasing you. The flipside of the advantage of having 
  an Ally is that you occasionally have to do things for 
  them in return.
  AMBIDEXTROUS
  Calling • Ability • Precondition: Open
  Most people are right-handed, while some are bet-
  ter with their left. You never really liked those kinds 
  of decisions.
  Benefice: When pushed, you may use your off-hand 
  as proficiently as your main one. When your main 
  hand is injured or occupied, that doesn’t make your 
  rolls involving it unfavorable. Additionally, you are 
  even better at tasks done by hand so long as neither of 
  your hands are injured. When you are not under pres-
  sure and performing a manual task that requires use 
  of both hands in coordination your rolls are favorable. 
  (Examples include opening a safe after taking care of 
  the guards without raising an alarm or soldering a bro-
  ken communicator device with absolutely no risk of it 
  exploding if you connect the wrong wires.)
  ANALYZE PERSONALITY
  Calling • Ability • Precondition: Dreamtender
  By understanding someone completely, you can 
  draw upon that understanding when needed.
  Benefice: By researching or observing a person 
  for at least a scene, you can create a profile of them 
  that gives you insight into their thoughts and actions. 
  Once you have a profile on a person, you can use this 
  knowledge to influence them more deeply. When using 
  influence on them, the state you inflict is one step more 
  persistent than usual. If it would normally be tempo-
  rary (expires at the end of the scene), it’s now enduring 
  (lasts until the person takes a Respite). If was normally 
  enduring, it’s now chronic (lasts until therapy removes 
  it). If it was chronic, it’s now harder to dislodge (add +4 
  to the Resistance against therapy or Rallying).
  ANIMAL FRIEND
  Calling • Ability • Precondition: Explorer or Scout
  You have a trained animal companion.
  
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  Armor: 
  Armor          
  Psi
  Civilian
  2
  Combat
  3
  War
  4
  Buckler or small handheld shield
  1
  Large handheld shield
  2
  Standard or dueling energy shield
  5
  Assault energy shield
  6
  Battle energy shield       
  7
  Your fetish armor’s Body Resistance can be 
  boosted by 2 per 1 VP you spend per turn. (This 
  cost is in addition to any VP you need to spend to 
  attune armor rated higher than your Psi; see above.) 
  A fetish energy shield can be activated against an 
  attack that does not meet its minimum threshold 
  by spending VP equal to the attack’s damage per 
  attack. Enhancing a fetish armor or e-shield costs 
  you your movement action.
  Tools: Your fetish tool gains +2 goal for each VP you 
  spend, up to a maximum bonus equal to your Intu-
  ition. It costs your movement action to do so, and the 
  effects apply only to the next skill roll you make with 
  the tool.
  Other Items: All sorts of items can become fetishes — 
  medpacs, flitters, starships, etc. The GM should fig-
  ure the specific effects while limiting them to a single 
  use per VP expenditure. For instance, a fetish starship 
  might provide a bonus to Pilot skill rolls, but it prob-
  ably can’t be used to boost thrust rating or maneuver 
  speed.
  This perk can be gained multiple times. Each new 
  perk applies to a new fetish. If a fetish is destroyed, 
  a new item (of at least superior quality) can take its 
  place after you spend at least 24 hours with it; you 
  then spend 1 VP for each point in the fetish’s Psi rat-
  ing to seal the bond.
  BACKDOOR KEY
  Calling • Ability • Precondition: Scribe
  You have codes that can get you into most Known 
  Worlds data archives, even the encrypted ones.
  Benefice: So long as a data archive is not unique, 
  or if an archive or think machine isn’t segregated from 
  any type of network, your Interface rolls to get infor-
  mation from a think machine or alter data in an ar-
  chive are favorable. Of course, the notion that Scribes 
  would retain a portfolio of hacking codes is prepos-
  terous and a terrible breach of trust, assuming that 
  rumor is even true. Right?
  ARMOR OF SANCTITY
  Calling • Privilege • Precondition: Friar
  You embody the Church to your parishioners.
  Benefice: To your flock and community, you 
  are beloved and above reproach. Those you serve 
  as priest are considered to be Befriended by you as 
  staunch allies. In addition, you can mesmerize them as 
  a secondary action merely by speaking (you can ce-
  ment your influence with VP from the roll). In such 
  a state, they are unable to attack you, and someone 
  who wishes to influence them against you first needs 
  to shake them out of their Mesmerized state. 
  ATTUNE FETISH
  Calling • Ability • Precondition: Psi and Psychic 
  You can enhance an item, allowing you to use your 
  psychic powers with it to perform otherwise impossible 
  feats.
  Benefice: You can psychically attune a single ex-
  isting item. The item to be attuned must be of at 
  least superior quality. Attuned items can be used as 
  channels for psychic power. They are rated by the 
  Psi ranks required to easily use them for psychic pur-
  poses. When attempting to use a fetish rated higher 
  than your Psi rating, you must spend 1 VP per Psi 
  rank needed per use. If the item is rated at Psi 7 and 
  you’ve got Psi 3, you need to spend 4 VP to use it for 
  that action.
  Weapons: The most legendary example is the mist 
  sword, a psychically attuned flux sword. However, 
  any weapon can be made into a fetish.
  Weapon      
  Psi 
  Small melee weapon   
  1
  Medium melee weapon
  2
  Large melee weapon   
  3
  Small slug gun     
  3
  Medium slug gun    
  4
  Large slug gun     
  5
  Small energy weapon   
  5
  Medium energy weapon*
  6
  Large energy weapon   
  7
  * With Psi 6, you can also make a flux sword into a 
  mist sword.
  A weapon fetish allows you to spend VP to increase 
  your damage at a special rate: 1 VP per +1 damage, 
  up to a maximum bonus equal to your Intuition rat-
  ing, after which the cost rises to the usual 2 VP per 
  +1 damage. Using your fetish this way requires you to 
  spend your movement action for that turn, and the ef-
  fects apply only to the next attack made with the fetish 
  (although this attack can be held until a later turn).
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  (choose one when you gain this perk) to your Surge 
  rating. Additionally, you gain one bonus surge that 
  can be used once per act.
  BORN ON THE BATTLEFIELD
  Calling • Ability • Precondition: Brother Battle 
  or Mercenary or Pirate or Templar
  You spent most of your life on the various battle-
  fields of the Known Worlds and maybe even beyond. 
  Fear is a stranger to you.
  Benefice: You are immune to the Daunted state. 
  You gain +2 Mind and Spirit Resistance against influ-
  ence or occult powers that would place you in fearful 
  states (such as Afraid and Terrified).
  BEGINNER’S LUCK
  Calling • Ability • Precondition: Amateur or 
  Enthusiast
  You convince yourself you can do anything. Some-
  times it even works out.
  Benefice: You can convince yourself that you 
  can succeed with something on the first try, even 
  if you’ve never done it before. You will make it; 
  this will work out; just don’t worry too much 
  about it. Once per scene, you can raise your 
  ranks in any skill (even a restricted skill) 
  for a single roll by an amount equal to 
  your Faith, Intuition, or Wits ranks 
  (whichever is highest). 
  BLACKMAIL
  Calling • Ability • Precondition: 
  Sybarite
  Power corrupts, and those with the 
  most power stand the most to lose. 
  Benefice: Once per drama, 
  when you hold one of your ex-
  travagant parties, you can in-
  vite particular guests and col-
  lect blackmail on them. Over 
  the course of the evening, you 
  coax each of them into do-
  ing something that, should it 
  be made public, would prove 
  embarrassing to them. You 
  can blackmail a number of 
  guests equal to your Knav-
  ery skill rating.
  During the remainder of 
  the drama, you may reach 
  out to each of your compromised 
  guests to redeem a favor. In ex-
  change, you promise to destroy the 
  incriminating evidence, silence 
  BADGE OF MERIT
  Calling • Privilege • Precondition: Imperial Co-
  hort or Knightly Order or Questing Knight or Tem-
  plar
  You have gained distinction and respect in your order.
  Benefice: You have received one of the merits 
  within your order. Gain +1 Mind Resistance. You 
  have a measure of fame inside and outside your or-
  der; you may be recognized by name if not by sight. 
  You gain +2 goal to persuasion influence attempts 
  with members of your order and those among the 
  populace who recognize your merit.
  BADGE OF VALOR
  Calling • Privilege • Precondition: Imperial Co-
  hort or Knightly Order or Questing Knight or Tem-
  plar
  You have proven to your order and to yourself that 
  you are steadfast and unwavering.
  Benefice: You gain +2 goal when performing the 
  shake it off maneuver. You also get +1 Mind Resis-
  tance. 
  BANKSTER
  Calling • Verve • Precondition: Banker 
  Bankers hold an almost mystical significance 
  for Known Worlders, who mostly do not 
  understand how money works. You 
  know how to leverage this social cap-
  ital for personal gain. 
  Benefice: As a primary action, 
  you may loan VP from your cache 
  to another character (PC or NPC) 
  who can see or hear you and is will-
  ing to accept the loan. This requires an 
  exchange of confidence, a consenting 
  nod of approval, a thumbs-up, or an 
  “attaboy.” By the end of the scene, they 
  must pay it back with interest equal to 
  20% of the amount loaned (round up). 
  If they took a loan of 5 VP, they’ll owe 
  6 (the 5 VP capital plus 1 VP as 20% 
  interest). Failure to pay puts the 
  debtor in the Penalized state until 
  they either pay up or use shake it off 
  on the state.
  BATTLESENSE
  Calling • Ability • Precondi-
  tion: Brother Battle or Mercenary 
  Your training left you prepared 
  at all times.
  Benefice: You can add your 
  Endurance or Will ranks 
  
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  “recruits” or gathering information from the locals 
  at the end of a club. When you spend half an hour 
  broadcasting your need in the local watering holes or 
  agoras, you will soon have one thug at your beck and 
  call per your level (at 3rd level, you get three thugs). 
  They’ll hang with you for the remainder of the act, 
  but they expect to be given opportunities and license 
  to punch one or two unfortunates. If you deny them 
  this, they might turn on you. This is not a legal license 
  unless you have the Labor Contractor perk. 
  BORN UNDER A LUCKY STAR
  Calling • Ability • Precondition: Amateur
  You tend to succeed spectacularly at anything you do.
  Benefice: Your rolls are considered critical hits, 
  not just when you roll the exact goal number but also 
  when it’s one less than that number. This only hap-
  pens once per scene: the first time you roll 1 less than 
  your goal. (Example: Your goal number for a roll is 
  12; you get a critical hit on a die-roll result of both 
  12 and 11.)
  BOTANIST
  Calling • Ability • Precondition: Enthusiast, 
  Scholar, and Life Science capability
  The tranquility of nature was alluring enough 
  to you that you dedicated years of your life to its 
  study.
  Benefice: You studied plants in all their shapes 
  and colors. You have familiarity with the flora of all 
  planets in the Known Worlds. When you take time 
  to inspect a plant, fruit, seeds, or roots, you can tell 
  whether they are nutrient-rich, poisonous, or possess 
  remedial effects.
  Nutrient-rich plants and their fruits can be con-
  sumed to keep one person fed per unit of the plant. 
  What constitutes a “unit” depends on the plant in 
  question: While an adult can survive by eating half 
  a kilogram of berries a day, it is said that a single 
  leaf of the Kadjian palm boiled in a kettle can sus-
  tain whole armies, though this might be an exag-
  geration.
  Poisonous plants can be used to create a variety of 
  poisons, though the Poison Lore capability is required 
  to handle them appropriately. Without this capabili-
  ty, those interacting with the plant risk exposure to 
  the deadly effects themselves.
  Remedial plants provide a variety of bonuses to 
  Remedy checks, as well as the shake it off maneuver for 
  removing states. (For example, consuming the correct 
  herb can calm the nerves of those suffering the Afraid 
  state, or revitalize those who feel Fatigued.) When ap-
  plied correctly, they can also reduce the amount of 
  time necessary for wounds to heal.
  witnesses, and burn all pictures taken. The nature 
  of the favor is usually social: They provide access to 
  an event or location or set up a face-to-face meet-
  ing with someone you otherwise wouldn’t be able to 
  get near. Sometimes they might loan you a resource 
  (a device, a landcraft, or even a non-jump capable 
  spacecraft) or a hired servant for a single well-de-
  fined task. The details are to be worked out between 
  you and the GM.
  BLOOD HOUND
  Calling • Ability • Precondition: Bounty Hunter 
  or Inquisitor
  Whether you strong-arm people or track literal and 
  figurative trails, once you are on someone, you don’t 
  let go easily. 
  Benefice: Whenever you find a location your 
  bounty has frequented (such as a safe house, their 
  cruiser, or a favorite bar), you can spend time search-
  ing for traces they’ve left behind. This takes between 
  10 minutes and an hour, depending on the size of 
  the location, and yields clues about your quarry’s 
  whereabouts: your bounty threw away a note in-
  cluding an address, you find a photo of their loved 
  one, or the bartender knows their partner’s name. 
  Either way, you now know their current location, 
  unless your bounty skips the planet (in which case 
  you’ll at least have a rough idea of their destination). 
  This perk can be used to track anyone, not just your 
  official bounties.
  BODYGUARD
  Calling • Ability • Precondition: Templar
  While Brother Battle protect the Church as a 
  whole, all Church orders have protectors.
  Benefice: If you have not taken an action yet this 
  round, you may throw yourself in the way of an attack 
  against someone nearby (so long as you can reach 
  them with your movement action). Treat the attack 
  as if it’s directed against you.
  BOGEYMAN
  Calling • Privilege • Precondition: Chainer
  The lower classes fear you and loathe you, but more 
  unsavory types envy you.
  Benefice: Your coercion influence attempts 
  against anyone who does not have a rank of some 
  sort (Church Ordination, Guild Commission, Noble 
  Title, Professional Reputation) are favorable. On the 
  flip side, your persuasion influence attempts against 
  the same people are unfavorable.
  There are always those who actually envy your 
  power, though. You can enlist a local gang of toughs 
  and thugs to help you in a task, such as rounding up 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Benefice: Getting to your current position re-
  quired sacrifices — some personal, some by (or of) 
  those close to you. Your emotional state left you 
  willing to risk anything and, more importantly, 
  anyone to achieve your goals. You do not suffer any 
  negative mental or social states when confronted 
  with the suffering of others. (Anyone who tortures 
  your friends in an attempt to intimidate you auto-
  matically fails. Watching the explosion of a space 
  station, which might inflict the Terrified state on 
  others, leaves you cold.) You are only emotional-
  ly detached from other people, however, and still 
  react to any threats and harm against your own 
  wellbeing.
  Additionally, you may take a calculated risk: Once 
  per scene, you may take up to 5 + your level in VP 
  from the well (e.g., at 3rd level, you could take up to 8 
  VP.) Write down the number of VP gained this way. 
  You can repay this debt at any point by putting that 
  amount back into the well. (The VP you spend to 
  gain effects, such as impact or boosted Resistance, 
  don’t count toward this debt.) Should the scene end 
  with you still owing any VP, you suffer a goal penal-
  ty to all social rolls (for influence or defense) for the 
  next scene; the penalty is equal to the amount of VP 
  you owe.
  Example: You take a calculated risk and take 6 VP 
  from the well. You repay 2 of those two turns later. 
  You then insult the local lord, which causes him to 
  storm out of the room, ending the scene. You have 3 
  VP left in your cache from the attack; you decide to 
  use them to repay even more. You end the scene with a 
  debt of 1 VP, resulting in a -1 penalty on social rolls 
  during the next scene, as you fail to conceal your cold 
  and calculating nature.
  CALL TO CONTRITION
  Calling • Ability • Precondition: Confessor
  Penance starts with contrition. Sometimes you may 
  have to remind people that their eternal fate rests in 
  confession.
  Benefice: Once per scene, you can make a loud 
  appeal for others to confess their sins, cajoling them to 
  seek confession or suffer. Perform a castigate maneuver 
  vs. each listener’s Faith as Resistance. Those whose 
  Resistance you overcome are Penalized until they un-
  dergo confession or the scene ends, whichever comes 
  first. Note that this affects everyone who hears you, 
  even your friends and troupe. Sending your compan-
  ions into a such a state during combat may not give 
  you the desired result.
  Given an appropriate space, you may grow your 
  own garden. When planting the seeds, you may pick 
  one of the following categories: nutrient, poison, or 
  remedy. All plants growing in your garden are of this 
  chosen type. Plants from different categories can nev-
  er coexist in the same garden, but you may grow a 
  separate garden with a different type.
  BREATH MARK
  Calling • Verve • Precondition: Chorister
  When you work closely with others, timing when to 
  act and when to breathe is essential.
  Benefice: Once per scene, when one of your troupe 
  takes (or is given) a surge, you can elect to gain VP as 
  if you also called upon a surge, but this does not count 
  toward your total allotted surges. 
  BUREAUCRACY
  Calling • Ability • Precondition: Lawyer
  You read and create contracts as if they were baking 
  recipes.
  Benefice: You may set up a contract with a tar-
  get for a particular task. If the target — the signa-
  tory — agrees, they must accomplish the task for 
  you or suffer penalties. The task might be a simple 
  bodyguard contract (“protect me from harm”), a 
  promise to accompany you to the duke’s ball, or 
  even a heist. You are expected to provide some 
  form of compensation, either monetary or in the 
  form of favors. 
  Each contract requires you to spend at least one 
  hour of legal work. The signatory is in the Bonded 
  state until the task is complete or until the end of the 
  drama. (If more time is required, you might consider 
  breaking the draft into multiple contracts, each repre-
  senting a stage of completion.) If a Bonded signatory 
  violates the contract or fails to complete it, they are 
  put in a chronic Penalized state. There is no penalty 
  if you break your end of the agreement, except for 
  whatever enmity or retribution you’ve earned from 
  the signatory. 
  Additionally, your knowledge can be used to 
  evaluate existing contracts created by this perk. 
  Spend 1 hour examining the contract. You can find 
  loopholes in the wording, clauses which are impos-
  sible to fulfill, or articles that are illegal under local 
  law, thus voiding the contract (and the signatory’s 
  Bonded state).
  CALCULATING
  Calling • Verve • Precondition: Conspiracist
  When you play with fire, casualties happen. You 
  are not fazed by loss anymore.
  
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  lows you to dodge the ire of your victims — for a little 
  while. 
  Benefice: Once per act, you can create a prank cof-
  fer. You can place VP into it, up to a limit of your 
  Wits. For the duration of the act, you can apply this 
  amount once per round as a bonus to your Resistance 
  against a single attack or influence attempt by a per-
  son who has been the butt of your pranks. You do 
  not spend the points in the coffer; you simply use the 
  amount as a bonus to your Resistance (Body, Mind, 
  or Spirit — whichever you choose as needed). How-
  ever, you can use the coffer’s bonus only a number of 
  times equal to your level. (At 4th level, you can use the 
  bonus four times during the act.) At the end of the act, 
  or once all uses have been made, the coffer goes away, 
  and its VP go into the well. 
  CARTOGRAPHER
  Calling • Ability• Precondition: Explorer
  You studied maps, preparing for your years of travel.
  Benefice: On the planets included in this perk’s 
  reach (see below), you know all mountain ranges, 
  major cities, continents, islands, canyons, volcanoes, 
  reefs, even larger mines, and so on. Some of the maps 
  you used were quite old, however, so some informa-
  tion might be outdated, especially where people are 
  CAN OPENER
  Calling • Ability • Precondition: Pirate or Reclaimer
  Breaching hulls and opening wrecks are second na-
  ture to you.
  Benefice: You are an expert at inflicting massive 
  damage to the outer hulls of vehicles, whether they 
  are ground-, sky-, or space-bound. All your tricks 
  require you to get close enough to use your tools of 
  choice (sticks of explosives, corrosive liquids, a hy-
  draulic sledge hammer, or a laser “hull knife”). When 
  near a vehicle’s outer layer, you can breach the hull. 
  How long this takes you depends on the thickness of 
  its plating: 1 turn for most ground vehicles, but up 
  to 1 minute for a starship hull. Your breach is large 
  enough for a Size 5 person (someone of average hu-
  man size) to crawl through the gap. You can spend 2 
  VP to enlarge the gap enough to allow two people to 
  enter side-by-side (or one person of Size 8 or smaller).
  A Vigor-skill breach maneuver can be performed 
  without this perk, but it requires at least 30 minutes of 
  work before a roll can be made.
  CAN’T YOU TAKE A JOKE? 
  Calling • Verve • Precondition: Mercurian
  You justify your most malicious behavior by insist-
  ing other people should just see it as a joke. This al-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  yourself or your vehicle as a primary action. While 
  you remain hidden, opponents don’t get instinctual 
  perception tests to detect you unless they’re right next 
  to you; even then, their Observe spot and search rolls 
  are unfavorable so long as you don’t act against them. 
  Additionally, you gain +2 goal on attacks you make 
  while you are hidden from your opponent, regardless 
  of environment.
  CHARTOPHYLAX
  Class • Privilege • Precondition: Priest or Clergy 
  and Church Ordination 
  You have access to Church records normally for-
  bidden to others, even to other priests who lack your 
  privilege. 
  Benefice: You may gain access to protected Church 
  libraries. You do so by presenting yourself to the head 
  librarian and requesting to view the archives. No in-
  fluence roll is required. You can also access secure 
  Church data files. (You have a legitimate password 
  to bypass Church data encryption; normally, that 
  bypass would require an Interface skill maneuver 
  against Severe Resistance.)
  Others without this perk may attempt to access 
  archives by bribing the librarian or fooling him into 
  thinking they have permission from the bishop (per-
  suasion influence; the librarian gains a +4 Mind Re-
  sistance bonus); however, failure may mean Church 
  authorities are alerted to the presence of potential 
  heretics. 
  CHILD OF DHIYANA
  Calling • Ability • Precondition: Obun and 1st level
  You were born with male and female sex organs, 
  both equally mature when you reached adulthood.  
  Benefice: The obun see you as fully embodying 
  both male and female aspects of the divine. Among 
  obun who know of your birthright, your persuasion 
  rolls are favorable, especially when trying to convince 
  another obun about a spiritual matter. In addition, 
  you get favorable rolls for repress and reconcile maneu-
  vers against your psychic Urge, or your repent and atone 
  maneuvers against theurgic Hubris (choose one type).
  CHURCH ORDINATION
  Class • Privilege • Precondition: Priest 
  You are a recognized member of the Universal 
  Church, protector of souls and bringer of light. The 
  titles for duties apply to all genders and identities. 
  Benefice: You bear a Church rank. Its title is depen-
  dent on how many levels of this hierarchical feat you 
  possess. Each successive level raises you in rank one title 
  (see the chart below). In addition, each rank grants you 
  +2 Mind Resistance. This bonus increases with each 
  successive rank (i.e., a canon gets +4 Mind Resistance).
  concerned, as they change the surface of planets fast-
  er than tectonic plates do. This perk obviates the need 
  for a roll to know anything about the local features, 
  and it acts as a sort of Geology Lore for all the worlds 
  in question, should a roll absolutely be needed. This 
  doesn’t mean you know where you are at any point, 
  but you do know that New Haven is 150 km south of 
  Hades’ Tooth.
  This perk can be taken twice to expand the reach 
  of your knowledge. 
  First Perk – You know lay of the land of all plan-
  ets in one entire Royal House’s holding (or the 
  Church’s or League’s).
  Second Perk – Your reach includes the Known 
  Worlds (or Barbarian Worlds).
  CASH
  Calling • Privilege • Precondition: Open
  Through well-earned wages, inheritance, treasure 
  seeking, wise saving, or a surprise act of charity, you 
  gain a goodly sum of firebirds.
  Benefice: You gain 1000 fb each time you take this 
  perk. You may carry it on your person, keep it in a 
  local bank, or leave it with trusted friends; regardless, 
  you can access it freely. This money may be spent to 
  equip yourself before or during gameplay. Howev-
  er, unlike the Riches perk, once your cash has been 
  spent, it is gone. 
  CAT BURGLAR’S EYE 
  Calling • Ability • Precondition: Artist or Enthu-
  siast or Thief
  One glance is enough for you to know whether an 
  item is worth getting.
  Benefice: You can assess an item’s value — or iden-
  tify a forgery — just by looking at it. You can perform 
  an Arts-skill evaluate artwork maneuver as a primary 
  action instead of the more time-consuming Present 
  Tense action normally required; your roll is favorable. 
  You can either assess its rough value or detect if it’s a 
  forgery. Resistance depends on the rarity of the item 
  and the volatility of the market for that sort of item. 
  A brick of gold has a fairly reliable value (Easy Resis-
  tance), while the worth of a unique modern sculpture 
  raising awareness for the lives lost in the Farhold Up-
  rising is a bit harder to estimate (Severe Resistance).
  CHAMELEON
  Calling • Ability • Precondition: Scout and Wild 
  Domain perk
  Like a predator hunting its prey, you blend into 
  your environments.
  Benefice: You’ve mastered the art of remaining 
  unseen when you want to. While in one of your do-
  mains (see the Wild Domain perk), you may hide 
  
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  This perk can be taken multiple times; each ad-
  ditional perk unlocks higher levels of technological 
  competency. The first time you pick it, you gain the 
  Comprehend Tech Level perk at TL5. The second 
  gives you TL6, and so on with each new version of 
  this perk. Tech Level 8 is the highest level a Known 
  Worlder or barbarian can know without significant 
  exposure to Anunnaki science.
  1st 
  TL5 (Diaspora-era: spacecraft, ceramsteel)
  2nd 
  TL6 (early Second Republic: advanced 
  starships, advanced think machines)
  3rd 
  TL7 (Second Republic: energy shields, 
  golems, early true A.I.)
  4th 
  TL8 (late Second Republic: sophisticated 
  terraforming, advanced true A.I.)
  In addition, you are immune to tech compulsions from 
  devices whose tech level you can comprehend. With 
  Comprehend TL5, devices of TL5 no longer impose their 
  states on you when you suffer techgnostic overload, and so 
  on with each tech level for which you gain this perk.
  There are some exceptions, however. Energy devic-
  es, such as blasters and e-shields, require a separate 
  perk to manufacture: Craft Energy Device. These are 
  derived from alien vau-tech and require specialized 
  study. Likewise, you need the Craft Wondrous Tech 
  perk to make certain “wondrous” devices that require 
  an extra degree of imagination. 
  CONCOCT ELIXIR
  Calling • Ability • Precondition: Healer or Tech 
  Redeemer
  You can make doses of Elixir, the wondrous Second 
  Republic flesh-regenerating drug.
  Benefice: You must have access to an alchemical or 
  scientific lab and various expensive materials (50 fb worth 
  of supplies per dose). You’ll need to perform at least 8 
  hours of lab work before a roll can be made. If you have 
  the Remedy skill at 7 levels or higher, you can cut the time 
  in half. Roll Alchemy + Intuition. You should have the 
  Tech Lore (TL7) capability; otherwise, your roll is unfa-
  vorable. The Resistance depends on the potency you’re 
  aiming for: bare is Hard; poor is Demanding; standard is 
  Tough; high is Severe. A victorious roll produces one dose 
  of Elixir, plus 1 additional dose per 2 VP spent.
  Church Ranks
  Orthodox/Avesti/Aeon
  Brother Battle
  Eskatonic 
  1st 
  Novitiate 
  Apprentice 
  Novitiate 
  2nd 
  Canon 
  Oblate 
  Provost 
  3rd 
  Deacon 
  Acolyte 
  Illuminatus 
  4th 
  Priest 
  Adept 
  Philosophus 
  5th 
  Bishop 
  Master 
  Magister 
  6th
  Archbishop 
  Grand 
  Master Presbuteros 
  In addition, there are different duties within the 
  Church, each with their own titles (and the perks to 
  acquire them). Priests who act as ambassadors to a 
  planet, house, or guild are called “legates.” Those re-
  nowned for theology (and who have been approved 
  by the Patriarch as official theologians) are called 
  “hierophants.” A keeper of Church records holds the 
  post of “chartophylax.” A deputy to the patriarch is 
  called “syneculla”. These duty titles are in addition 
  to the rank titles.
  CLEANSING WORD
  Calling • Ability • Precondition: Dreamtender or 
  Friar
  You can talk someone down from a bad trip.
  Benefice: As a primary action, you can speak 
  soothing words to mitigate a mental or social state 
  from which your target is suffering. For one turn per 
  VP you spend, the state has no effect on them, and 
  they are treated during that time as if they were free 
  from it. 
  You can also perform the Empathy minister maneu-
  ver after 1 minute of discussion with your patient.
  COMELINESS
  Calling • Ability • Precondition: Open
  You are well groomed and/or have an attractive ap-
  pearance, either naturally or through surgery. 
  Benefice: Your influence rolls in situations where 
  your appearance matters (such as in seducing others) 
  are favorable.
  COMPREHEND TECH LEVEL
  Calling • Ability • Precondition: Tech Redeemer
  You can understand the complexities of a particular 
  tech level; thus, you can invent technology of that tech 
  level.
  Benefice: While you can repair and jury rig tech of 
  any tech level using the Tech Redemption skill (and the 
  requisite Tech Lore capability), this perk allows you to 
  invent items rated at the tech levels you can compre-
  hend. This puts you on par with the geniuses of the 
  eras in which those tech levels were originally mas-
  tered. See the Tech Redemption-skill invent maneuver.
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  and how well you pay. Casualties and defeats make 
  them more prone towards cowardice in the face of the 
  enemy, while winning battles and a surplus of supplies 
  and rewards increases their commitment to your cause.
  CONTACT [WHO?]
  Calling • Privilege • Precondition: Open
  You have acquaintances who help you out in little 
  ways. 
  Benefice: You have acquaintances within a partic-
  ular calling or faction; it doesn’t have to be your own 
  calling or faction. It might be Star Pilots or Duelists, 
  or House Hawkwood or Brother Battle. They know 
  you by name and are willing to help you out a little. 
  Your Contacts might provide information, sell good 
  weapons, or just be willing to give you a place to stay 
  when you need it, although they won’t undertake jobs 
  for you. Once you’ve chosen the calling or faction your 
  Contacts come from, the gamemaster can flesh them 
  out as they desire whenever you ask to call upon a Con-
  tact. The Contacts will want something similar in re-
  turn: information (at least gossip, but maybe even stra-
  tegic intelligence), a pick from among your reclaimed 
  findings (i.e., loot), or a guest house they can crash in 
  now and then. You can gain this perk multiple times, 
  choosing a new calling or faction each time. 
  CONTORTIONIST
  Calling • Ability • Precondition: Artist or Thief
  As if your bones were made of rubber, you can con-
  tort into unbelievable shapes.
  Benefice: Your rolls are favorable for actions that 
  require moving your whole body, such as those in-
  volving the Perform (Dancing), Sneak, and Vigor 
  skills (including the dodge maneuver).
  COUNCIL MEMBER
  Calling • Privilege • Precondition: Conspiracist 
  or Courtier and Noble Title 1+
  You are a member of the council to a lord of your 
  house, advising them in matters of your specialty.
  Benefice: A high-ranking member of your house 
  listens to you, either in one of your specialties or in 
  general. Are you the financial advisor, the liaison to 
  another culture, or a military strategist?
  As attacks against you are also attacks against your 
  lord, you gain +2 Mind Resistance against coercion 
  influence attacks. However, you only gain this bonus 
  while you are under your lord’s employ. Should you 
  lose your good standing (perhaps by causing too much 
  trouble and tarnishing their good name), you may be 
  removed from the council. You will then lose all bene-
  fits from this perk until you regain your position once 
  more or take up a similar post with a different noble.
  CONDEMN
  Class • Verve • Precondition: Priest
  You condemn sin in another person, greatly un-
  nerving them. 
  Benefice: Once per scene per level, you can remove 
  VP from another person’s bank and/or cache, wheth-
  er that’s a player or NPC. You can drain a number of 
  VP from the target equal to your level + 1 per 3 VP 
  you spend from your own cache. You first drain from 
  their bank; once it is empty, any excess is then drained 
  from their cache. You cannot use these condemned 
  VP for yourself; they go into the well. The same per-
  son cannot be condemned more than once per scene. 
  CONSCRIPT
  Calling • Privilege • Precondition: Commander 
  or Lord and Noble Title 2+ 
  You have the power to conscript your subjects into 
  missions and war.
  Benefice: You may force your subjects (from your fief 
  or your direct family’s fief) into military service. You may 
  perform an Impress-skill command maneuver against a 
  crowd. The Resistance is based primarily on how large 
  a unit you’re trying to assemble from the present crowd:
  Unit Size
  Base Resistance
  Posse (3-5 people)
  2 
  Squad (6-12 people)
  4
  Platoon (15 to 50 people)
  6 
  2 platoons (51-100 people)
  8
  Company (101-250)*
  10
  The base Resistance is modified by your reputation 
  among your subjects and the nature of the campaign:
  +1 
  They do not know you.
  +2 
  They are not personally affected by your 
  cause.
  +2 
  The enemy is known for brutality.
  -1 
  They trust you and your reputation.
  -1 
  You are a native to the area.
  -2 
  The campaign has looting opportunities.
  -2 
  The whole planet is in danger.
  * To raise more soldiers than a company, you’ll need 
  to wait at least a day and try conscripting a new crowd.
  If you are victorious, you assemble an army under 
  your command. They are either equipped with what-
  ever weaponry was at hand, or you can purchase uni-
  forms and equipment for them. A failed attempt means 
  your army crumbles before it even forms, as people 
  drop out when they notice nobody else is joining, or 
  you might end up with a malformed unit: soldiers lack 
  equipment, squads do not have the right troop size, or 
  most of your recruits have dodgy backgrounds.
  The loyalty of your people depends in part on your 
  leadership, partly on the progress of your campaign, 
  
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  that asks its members to act honorably), and the Invisi-
  ble Path, a cutthroat group of psychics convinced they 
  are the heirs of evolution, ascendant over humanity.
  CRAFT ENERGY DEVICE
  Calling • Ability • Preconditions: Tech Redeemer 
  and Comprehend TL7+
  You have the know-how necessary to manufacture 
  energy weapons and shields. 
  Benefice: If you are near a workstation and have 
  all the pieces necessary, you may attempt to construct 
  energy weapons (lasers, blasters, stunners) or energy 
  shields (standard personal, dueling, assault, battle, or 
  starship grade), as long as you possess the Compre-
  hend Tech perk at a tech level corresponding to that 
  specific item (usually TL7).
  Attempt a Tech Redemption + Dexterity roll against a 
  Tough Resistance. If you don’t have the Tech Lore capa-
  bility for the weapon, this roll is unfavorable. You use up 
  raw materials equal to half the weapon cost. Typical costs 
  are listed in Chapter 4: Technology. You must spend 
  one day of work per 100 fb cost before the roll can be 
  made. You must have access to electrical or fusion power 
  during the entire crafting time period, and any interrup-
  tion in power will delay the making of the device.
  CRAFT WONDROUS TECH
  Calling • Ability • Preconditions: Tech Redeem-
  er and Comprehend TL5+
  You can make wondrous gadgets, toys, or entertain-
  ment devices, such as the amazing consumer items 
  built during the Second Republic.
  Benefice: If you are near a workstation and have all 
  the pieces necessary, you may attempt to construct gad-
  gets and tools, as long as you possess the Comprehend 
  Tech perk at a tech level corresponding to that specif-
  ic item. Example devices include crude smartbots that 
  clean your laundry (starting at TL4, but TL5 are smaller 
  and less prone to getting stuck in corners) and tri-vee 
  suits that generate holograms in their fabrics (TL7).
  “Wondrous tech” generally adds fun and ease to liv-
  ing and can even help you make money during perfor-
  mances, as they help to dazzle the crowd (making your 
  mesmerize and wow rolls favorable). However, they are 
  rarely functional as weapons. When used in combat, it 
  is up the GM to decide whether such devices add any 
  bonus (such as using a tri-vee suit to distract a foe).
  To replicate an existing device, roll Tech Redemp-
  tion + Dexterity. If you don’t have the relevant tech 
  capabilities, rolls are unfavorable. It takes one day per 
  tech level to make the item, and it costs half the base 
  price in raw materials. The base cost is usually 100 fb 
  per tech level, although specific items may be listed in 
  Chapter 4: Technology; use their costs instead.
  COUNTER THE DARK
  Calling • Ability • Precondition: Occultist
  Drawing upon your extensive esoteric studies, you 
  know how to intervene when Dark influences affect 
  others, and you can abolish occult influences. 
  Benefice: As a primary action, you can speak author-
  itative words to mitigate a state from which your target is 
  suffering caused by occult means (such as psychic powers, 
  theurgy, or exposure to Ur artifacts). For one turn per VP 
  you spend, the state has no effect on them. During that 
  time, they’re treated as though they’re free from it. 
  COUNTERFEIT
  Calling • Ability • Precondition: Clergy or Scribe 
  or Spy
  You can perfectly mimic someone’s handwriting. In 
  a world where letters are the main means of commu-
  nication among nobles and priests, this can cause a 
  lot of trouble.
  Benefice: As long as you have (or once had) a sam-
  ple of a person’s handwriting, you can expertly copy 
  it. Use the Arts-skill forge artwork maneuver as a rules 
  guideline, except that you can substitute Academia 
  for Arts skill and Dexterity for Perception; the roll for 
  that maneuver is favorable for you.
  COVEN MEMBERSHIP
  Calling • Privilege • Precondition: Psychic
  You have allies in a psychic secret society; thus, you have 
  access to training and potential aid from persecution.
  Benefice: You can recognize the signs and codes 
  for the particular coven you joined, allowing you to 
  answer the call to a meeting or convene one yourself. 
  While participation in coven leadership issues is open 
  only to psychics, non-psychics may also join; they 
  must pledge service (usually as spies or informants in 
  the civilian sector) in return for occasional psychic aid 
  from a coven member.
  While membership allows you the ability to meet 
  with other psychics and petition them for training or 
  aid, it also obligates you to perform missions for the co-
  ven. Since membership in a coven is illegal in the eyes 
  of the Church and punishable by imprisonment (or 
  death), these missions can get you into a lot of trouble. 
  You can only gain this perk once, unless you are a 
  psychic Spy, in which case, you can acquire it multi-
  ple times to represent your infiltration into different 
  covens. Moles are hated in any organization, but woe 
  to the mole who pisses off a gang of psychics. 
  Background: Covens are secret societies, hidden 
  from the sight of a condemning Church. Its members 
  use code words or signs to signal meetings. The two main 
  covens operating on an interstellar level in the Known 
  Worlds are the Favyana, a society of psychic friends ea-
  ger to change the psychics’ bad repute (and hence, one 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  nonetheless arose as a necessity. It does help mitigate 
  the grifters who try to game the system by capturing a 
  bounty wanted by multiple factions and then return-
  ing the criminal to both — by dropping off a hand 
  here and a head there.
  You have access to this shared list of open and closed 
  bounties, as well as data collected on various criminals. 
  It usually contains visual reference of the wanted per-
  sons and their last-knowns mean of transport, known 
  harbors, connections, and the crime(s) they committed.
  To access the list, you need permission to use an 
  official’s think machine, or — more likely — reach one 
  of your contacts who can do this more easily.
  DABBLE IN THE DARK
  Calling • Ability • Precondition: Occultist
  Some knowledge probably shouldn’t be known. 
  You can call upon this knowledge to succeed but at 
  the risk of your soul.
  Benefice: Once per scene, whenever you fail a roll, 
  you can choose to instead have gained foreknowledge 
  of this event from your previous scrying attempts. 
  This allows you to attempt a favorable reroll, hope-
  fully getting a better result. Regardless of the result, 
  you have confirmed the whispers you heard from the 
  Dark, and as a result, you’re haunted by that knowl-
  edge. You suffer the Haunted state for the remainder 
  If you invent a new gadget, consult your GM to de-
  fine the details on your new gadget, such as its tech 
  level and compulsion. 
  CREDIT-WORTHY
  Calling • Ability • Precondition: Tycoon
  Institutions tend to trust you with their money.
  Benefice: You are a trustworthy member of high 
  society, and people who know you are generally happy 
  when you’re looking over their investments. Your influ-
  ence rolls when you try to convince people to lend you 
  money or invest in your businesses are favorable. Addi-
  tionally, people tend to offer you larger sums than they 
  would otherwise. This is great, so long as you make 
  sure that they get their money back in time.
  CRIMINAL ARCHIVE ACCESS
  Calling • Privilege • Precondition: Bounty Hunt-
  er or Detective or Scribe
  You have ways to find information on people of 
  interest.
  Benefice: You have access to an incomplete collec-
  tion of data on criminals within the Known Worlds. 
  While the different houses, Church sects, and guilds 
  would never officially approve of a central database 
  of all crimes committed to (and by!) them and their 
  members, a rudimentary list of wanted criminals 
  
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  ment the coffer from your cache at a rate of 2 VP for 
  every 1 VP placed into the coffer; then it gets locked. 
  Record the number of VP in the coffer; that’s the cof-
  fer’s VP value. At the start of each of your turns, any 
  VP spent from the coffer are replenished from the 
  well, up to the amount of the coffer’s VP value. 
  VP from the coffer can be spent only on rolls re-
  lated to the piloting situation at hand or boosting 
  Resistance against rolls that target your vehicle. For 
  example, it’s useful when you’re avoiding incoming 
  missiles, dodging rubble from a collapsing tower, or 
  getting your engine to run just a tiny bit faster to catch 
  up to your target.
  Once the situation is resolved (the battle is over; the 
  pursuer has been outdistanced or shaken) or the cur-
  rent scene ends, you must empty the coffer into the 
  well.
  You may have only one daredevil coffer at any giv-
  en time.
  DEBAUCHERY
  Calling • Ability • Precondition: Sybarite
  By way of example, you can make someone lose his 
  moral footing and temporarily fall into sin.
  Benefice: After spending at least five minutes inter-
  acting with a person, you can perform a Charm-skill 
  debauch persuasion influence maneuver against their 
  Mind Resistance. The ideal environment for this ma-
  neuver is a private party where all the other guests are 
  acting out and are known to be discreet about what 
  they’ve seen. If the environment isn’t ideal, the target 
  might gain a +2 (or greater) Resistance bonus.
  If you’re victorious, the person is put into the De-
  bauched state. While in this state, the target can be 
  pushed into committing outrageous activities and 
  atrocities by using convince influence maneuvers on 
  them.
  Targets already suffering from the Debauched state 
  can be pushed further into the Depraved state with 
  another debauch maneuver. Depraved targets lose 
  all self-control and can be pushed into the most sin-
  ful of actions. Those suffering from the Debauched 
  and Depraved states are fully aware of their actions 
  and can remember all of them, but they cannot stop 
  themselves until they manage to shake it off.
  DEDUCE
  Calling • Ability • Precondition: Detective or In-
  quisitor or Occultist
  By focusing on the tiniest details, you perceive sub-
  tle connections that others might miss.
  Benefice: After taking a primary action to enter 
  a deductive trance, spend 1 VP. For the rest of the 
  scene, your rolls for the Observe-skill detect, search, 
  and spot maneuvers are favorable, so long as they per-
  of the scene. While in this state, you cannot perform 
  a shake it off maneuver against this state or any other 
  (you deserve your misery), and your persuasion influ-
  ence attempts are unfavorable (because that look in 
  your eyes creeps people out). 
  DANCE OF DESTRUCTION
  Calling • Ability • Precondition: Duelist
  Like a whirling dervish, you dance across the bat-
  tlefield, leaving carnage in your wake.
  Benefice: Once per scene, you may perform the 
  Dance of Destruction, a mixture of performance art 
  and sword-fighting style. Once in the Dance stance, 
  whenever you score a victorious attack on an oppo-
  nent, you can attempt an immediate bonus prima-
  ry-action daunt or mesmerize maneuver against any 
  one opponent who can see you or a rouse maneuver 
  against an ally. You must use your movement action 
  to move at least 1 meter to gain this advantage. If the 
  influence attempt fails, you lose the Dance of De-
  struction stance, unless you spend 1 VP to maintain it.
  DANGER SENSE
  Calling • Verve • Precondition: Open
  Your senses are always on the alert for danger.
  Benefice: Nobody knows just when instinctual per-
  ception might be important, but you can hedge your 
  bets toward better outcomes. Once per scene, you can 
  take VP from your cache and place it in a special vigi-
  lance coffer at a rate of 2 VP per 1 point that goes into 
  the coffer. The coffer can hold a maximum amount 
  equal to your Observe skill rating. The coffer is then 
  locked. 
  Each VP locked away in this coffer provides you 
  with +1 Perception for the purposes of instinctual 
  perception. The VP are not spent as they’re used; 
  they simply apply against instinctual perception, so 
  long as they sit in the coffer. Since the GM doesn’t 
  always alert you to every instance of instinctual 
  perception, you won’t necessarily know when your 
  coffer is needed. 
  VP in a vigilance coffer cannot be freely transferred 
  to your normal cache or bank. At the end of the scene, 
  the coffer is emptied back into the well. 
  DAREDEVIL
  Calling • Verve • Precondition: Star Pilot
  In intense situations, you focus purely on your bird, 
  ensuring you and your crew make it to the end of this 
  ride.
  Benefice: While piloting a vessel or craft, you 
  may call upon your inner calm or chant a prayer to a 
  saint as a primary action. Roll Pilot (or Drive) + Faith 
  against a Hard Resistance. VP generated from this 
  roll become a special daredevil coffer. You may supple-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  DESTINATOR 
  Calling • Cyberdevice TL6 • Precondition: Ex-
  plorer or Scout
  A think-machine implant helps you find your way in 
  unusual territories.
  Benefice: You have a small TL6 implant connect-
  ed to your retina or wired directly into your cortex. 
  It stores map data for you and provides you with the 
  best courses or paths to any destination, as long as it 
  leads through known terrain.
  To acquire knowledge of terrain, you may either 
  survey it in person, study map data visually (by look-
  ing at a map for a minute), or access it via data link 
  (if you can get access to a terminal that can provide 
  such information).
  Tech Compulsion: Inerrant
  DIPLOMATIC IMMUNITY
  Calling • Privilege • Preconditions: Church Or-
  dination or Guild Commission or Noble Title
  While on business for your affiliated faction, you 
  have a certain immunity from legal prosecution for 
  acts you (allegedly) commit. 
  Benefice: If you commit a crime while on official 
  business, you cannot be prosecuted for it. You can still 
  be expelled from a fief or even a planet (depending 
  on who you wronged), but you cannot be jailed, 
  fined, or sold into slavery for your action. This 
  immunity can even counter accusations of spying 
  or murder. However, this does not make you 
  immune from the condemnation of your own 
  superiors. If your little deed caused them 
  a great deal of trouble or lost political 
  lucre, you may find yourself out of fa-
  vor. Sure, you’ve avoided jail time, but 
  Diplomatic Immunity is not an excuse to 
  open a can of worms on your enemies 
  and get away scot free.
  EMBARGO
  Class • Privilege • Precondition: 
  Guild Commission rank 3+ (commander, 
  fellow, boss, lieutenant, or manager)
  You have the power to declare a League 
  trade embargo against a particular individ-
  ual. 
  Benefice: When you can declare an 
  embargo against an individual, you can 
  prevent any member of the Merchant 
  League from selling to them. Since at 
  least 70% of trade in the Known Worlds 
  is conducted through the auspices of 
  the Merchant League, this could prove 
  crippling to someone who needs high-
  tech supplies or a steady stream or 
  tain to solving a particular mystery or crime: Who 
  murdered the rector? Who stole the strawberries? 
  Who was that unidentified man down in the kitchens 
  before the dinner party was poisoned?
  In addition to whatever clues or observations those 
  maneuvers yield, they reveal to you an underlying 
  pattern about how an event unfolded, a perpetrator’s 
  potential motive, and any possible suspects, helping 
  you to solve the riddle. This can be doled out as a se-
  ries of clues or facts by the GM, but your gamemaster 
  is not obligated to serve up the complete answer. 
  There is a drawback: Your trance consumes your 
  full attention. Any roll you attempt that is not related 
  to solving the enigma is unfavorable. As a secondary 
  action, you can end the trance at any time.
  DELIVERANCE
  Calling • Ability • Precondition: Brother Battle 
  With your dying breath, you pray for the Pancre-
  ator’s deliverance — and receive it. 
  Benefice: Once per act, if you take Vitality damage 
  that would kill you, you can utter a prayer that instead 
  recovers Vitality equal to your Surge rating. This does 
  not count against your number of allowed surges.
  DEPUTIZE
  Calling • Privilege• Precon-
  dition: Detective or Imperial 
  Cohort or Inquisitor or Quest-
  ing Knight
  Some cases are too big for 
  one person. Good thing you 
  can share the workload with 
  those you trust.
  Benefice: Once per drama, 
  you can deputize willing allies 
  you trust. You can either depu-
  tize your entire troupe or a num-
  ber of NPCs (up to a limit of 2 
  people per level; e.g., at 3rd level, 
  you can deputize 6 people) for 
  one specific investigation. They 
  receive all privileges currently 
  held by you regarding your inves-
  tigations (access, responsibilities, 
  influence, power) until the case is 
  over.
  You are regarded as their supe-
  rior for all intents and purposes. 
  This also means you are responsi-
  ble for their actions. If they over-
  step their boundaries, you may end 
  up paying the price.
  
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  tering their attitude, they join your entourage for the 
  scene and will follow your lead. If you request it, they 
  will perform influence maneuvers on targets of your 
  choosing. If they are allies, they will physically defend 
  you from attacks, and you may make Charm entreat 
  maneuvers against them to cause them to attack 
  someone you select.
  EPIPHANY
  Calling • Ability • Precondition: Dreamtender or 
  Enthusiast or Mendicant or Monk or Scholar and one 
  or more Lore capabilities 
  You can deliver an uncannily apropos statement 
  about a topic that stuns others into a sublime under-
  standing of something they didn’t realize before. 
  Benefice: Like a legendary Zen master or a divine 
  fool, you can issue a single-sentence statement once per 
  act about a topic with which you are familiar. You must 
  have a Lore capability related to the topic at hand. 
  Anyone hearing your statement may choose to try to 
  comprehend it by rolling Focus + Intuition as a prima-
  ry action against a Resistance equal to their own Will 
  rating. If they fail, they do not understand the wisdom 
  of your statement and do not benefit from it. 
  Those who are victorious find the doorways of per-
  ception opening in their minds just long enough to 
  gain some vital understanding of the topic at hand; 
  they are placed into a state of Gnosis for the scene. 
  The catch is that you must also make the roll to ben-
  efit from your own statement — these words simply 
  occur to you, as they are dredged from your uncon-
  scious or gifted by the muse; you don’t necessarily un-
  derstand them better than others. 
  The effects of your Epiphany’s Gnosis vary, but it’s 
  usually enough to grant the person favorable rolls 
  concerning the topic commented upon. For instance, 
  if you make a statement about the odd religious prac-
  tices of a particular sect, others who understand your 
  utterance may gain favorable influence rolls when 
  dealing with members of that sect. The effects apply 
  only for one scene following the utterance.
  EXECUTIONER
  Calling • Privilege • Precondition: Lord
  You have the power to perform summary execu-
  tions of traitors to your house. 
  Benefice: You have a license to kill. This only ap-
  plies to persons who are subject to your house’s rule. 
  This privilege doesn’t prevent questions and investi-
  gations about whether your execution was warranted, 
  but it is legal.
  This perk can be acquired a second time to become 
  Grand Executioner, which expands your purview to 
  include traitors to the Emperor.
  goods. They can still trade and barter with local, 
  independent merchants, but these small-timers 
  usually provide only food or basic craft goods. 
  They could perhaps try the black market, but much 
  of that is run by the Scravers, and they’re part of 
  the League.
  The League does not like calling embargoes, be-
  cause it causes ill will with their other customers and 
  loses them money. You better have a good reason 
  for wielding this power; otherwise, it could cost you 
  future promotions. Nonetheless, the League feels it 
  must act quickly, decisively, and brutally against those 
  who attempt to spurn League monopolies. League of-
  ficials urge anyone calling an embargo to negotiate an 
  end to whatever conflict caused it as soon as possible, 
  although not by compromising the League’s power.
  The very threat of an Embargo is often enough to 
  bring the individual to the bargaining table. Your in-
  fluence rolls to get them to negotiate (not the negoti-
  ations themselves, but the attempts to get them to the 
  table) are favorable, regardless of your method: the 
  carrot or the stick.
  EMPATHIC CONNECTION
  Calling • Ability • Precondition: Dreamtender
  You may call upon your specialized training when it 
  comes to influencing people.
  Benefice: You may use your Empathy skill in place 
  of Charm or Impress (choose one when gaining this 
  perk) when performing common influence maneu-
  vers. You may gain this perk an additional time to 
  substitute for the other skill.
  ENLIGHTENED
  Class • Ability • Precondition: Priest or Monk or 
  Occultist or Psychic or Theurgist
  Whether your devotion to the Pancreator has bur-
  nished your soul mirror or you’re especially sensitive 
  to psychic currents, you can tap into great undercur-
  rents of power in the universe.
  Benefice: Once per drama, you can convert VP 
  from your cache or bank to wyrd points at a rate of 
  3 VP per 1 WP, up to a maximum WP equal to your 
  level. If you’re level 5, you can convert up to 15 VP 
  into 5 WP.
  ENTOURAGE
  Calling • Ability • Precondition: Courtier
  You can gather an entourage of hangers-on and 
  even bodyguards from your present company. 
  Benefice: While among a group of people, you 
  may perform a primary-action Charm befriend ma-
  neuver against a number of individuals equal to your 
  level. In addition to Befriending the target(s) and al-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  “blood brothers,” former fraternity/sorority sib-
  lings, fellow secret society or cult members, etc. 
  They should be well-defined; not just anybody can 
  be called upon as a Family Tie, and it doesn’t apply 
  to all members of your faction (not even your no-
  ble house; just the more direct relatives). Of course, 
  these Ties cut both ways — if someone kills your 
  father, you will have to hunt the murderer down, 
  even if that takes you to the farthest planet.
  FENCING
  Class • Ability • Precondition: Military Weapons 
  capability and varies (see below)
  You are trained in fencing with a particular mili-
  tary weapon. 
  Benefice: You gain special advantages when us-
  ing a weapon in combat. See Combat Specialties later 
  in this chapter for full details. If you don’t have the 
  proper weapon capability, your rolls are unfavorable, 
  but you still gain this perk’s benefits. Choose one style 
  from the following list.
  • Duello (Precondition: Noble) — Regarded as the clas-
  sic sword fighting technique for the noble class.
  • Kraxi (Precondition: House Decados, merchant, 
  ukar) — Infamous as a form of ukari knife fighting 
  with an emphasis on dirty tricks. 
  • Serpentis (Precondition: Noble) — Combines sinuous 
  dance movement with sword strikes to keep one’s 
  opponent off-balance. Requires the Performing 
  Arts Lore (Dancing) capability.
  • Torero (Precondition: Noble) — Fencing with a whirl-
  ing cloak in one’s off-hand allows a combatant to 
  fend off, hinder, or disarm an opponent.
  This perk can be taken twice: 
  1st 
  Gallant: You are an accomplished stylist. 
  2nd 
  Swashbuckler: You have perfected your fight-
  ing art.
  FORTHRIGHT
  Calling • Ability • Precondition: Open
  You are supremely confident in social situations 
  and do not hesitate to put yourself forward.   
  Benefice: You gain +1 Mind Resistance due to 
  your confidence. In addition, you have the initiative 
  edge for your influence attempts. Your place at the 
  head of the queue cannot be overruled by a noble, 
  although players and NPCs with initiative edges of 
  their own might vie against you for first place, in 
  which case you follow the normal rules: each rolls 
  a d20; highest result wins. Furthermore, once per 
  scene, you can declare one of your defense actions 
  (such as stonewall or debunk) against a single influence 
  attack to be favorable.
  EXEMPLAR
  Calling • Ability • Precondition: Open
  You have a rare talent in one arena of endeavor. 
  Benefice: Choose one skill when you gain this perk. 
  Once per scene, following a successful goal roll using 
  that skill, you can collect extra VP from the well equal 
  to your skill ranks. You can take this perk more than 
  once; each additional perk represents a different skill.
  FAME/INFAMY 
  Calling • Privilege • Precondition: Open
  You are famous or well-renowned in your field… 
  for good or ill.
  Benefice: Many adventurers eventually build rep-
  utations (usually as heroes or thugs). Your reputation 
  becomes more important the farther up the social 
  ladder you climb. Reputation is of extreme impor-
  tance to nobles, it’s highly valued by priests, and 
  the League often bases promotions on it. However, 
  your renown can be subjective. While most Known 
  Worlders may recognize you as a hero, there are 
  surely those who see otherwise and may hate you for 
  whatever deeds caused you to gain such accolades. 
  Likewise, a Decados may be seen as a vile snake by 
  the populace, but fellow house members may see 
  him as a cunning motivator. 
  When you take this perk, decide who among the 
  populace adores you and who sees you as a villain. 
  The groups must be of equal size and reach, or if one 
  is smaller, they must be more powerful. If you choose 
  Li Halan serfs for the former, you might choose Li 
  Halan nobles for the latter. 
  Among those for whom you have a good reputation, 
  you gain favorable rolls on any persuasion influence 
  attempts to determine or change others’ attitudes to-
  wards you (such as the Charm-skill befriend maneu-
  ver), as well as attempts to haggle to gain a discount 
  on merchandise. Among those who know you as a 
  cad, you gain favorable rolls on coercion influence at-
  tempts to intimidate others into doing what you want 
  them to do (such as the Impress-skill command maneu-
  ver), as well as attempts to keep them from alerting 
  the authorities when you help yourself to a discount 
  on merchandise.
  FAMILY TIES 
  Calling • Privilege • Precondition: Open
  Blood can be thicker than wine.
  Benefice: You can draw on some exceptional-
  ly loyal allies from within your extended family. 
  While this perk is perhaps best used by nobles, it 
  can apply to others who have “family” members 
  ensconced in positions throughout the Known 
  Worlds. They could be actual relatives, sworn 
  
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  GAMBLER
  Class • Ability • Precondition: Merchant
  Taking risks is your lifeblood. 
  Benefice: Once per scene, just before you make 
  a roll, you can make a bet on how much VP it will 
  reward. You can draw that many VP from the well 
  right then, before the roll is made, and spend it and/or 
  bank it. If the roll fails to produce at least that amount, 
  you have failed the bet; you lose an amount of VP 
  equal to double the amount you took from the well. 
  If you cannot pay from your cache and bank, you are 
  Penalized and can make no further gambles until you 
  have squared your bet.
  GEARHEAD
  Class • Ability • Precondition: Merchant
  You are especially attuned to technology, and you 
  really don’t understand the Church’s fuss about it.
  Benefice: Once per level per scene, you can 
  make favorable a single roll involving the use of, 
  understanding about, or repair of a specific type 
  of technological device (TL5+). You can choose a 
  different device each time per scene that you use 
  this perk. Thus, within the same scene at 4th level, 
  you can make favorable up to four different rolls 
  involving up to four different types of device. This 
  does not apply to attack rolls. As a guideline, use the 
  equipment charts in Chapter 4: Technology. For in-
  stance, you might choose “Martech Red assault 
  laser rifles” as your chosen tech for the scene, or 
  “Mestengo Rover hoverbikes.” You don’t have to 
  choose which devices your perk applies to until you 
  need to. Also, your rolls to shake off techgnostic 
  compulsions for any device are favorable.  
  GOSPEL
  Calling • Ability • Precondition: Chorister
  Your music inspires the Holy Flame in those who 
  hear it.
  Benefice: By spending 1 VP and singing a holy 
  hymn as a primary action, you can provide “heart” 
  against deleterious mental and social states. You must 
  have the Performing Arts Lore (Song) capability. For 
  each rank you have in the Perform skill, one listener is 
  affected. Those affected enter a state of Epiphany for 
  the remainder of the scene, but only so long as you 
  keep singing. (This is a secondary action, although it’s 
  interrupted if you take damage that exceeds your En-
  durance rating.) They gain +2 Mind and Spirit Resis-
  tance against unwanted states. (This bonus combines 
  with most others.)
  FORTITUDE IN FAITH
  Calling • Ability • Precondition: Healer or 
  Mendicant
  You can gird yourself and others against depri-
  vation or oppression with simple words from the 
  Church’s teachings.
  Benefice: Many priests find inspiration in the 
  Omega Gospels. You can take this inspiration one 
  step further to lift spirits in extraordinary circum-
  stances. Once per scene, by reciting aloud (as a sec-
  ondary action) a passage or sermon relating to the 
  current situation, you can make a listener’s next roll 
  favorable. You can spend 2 VP per additional listener 
  you wish to affect (up to a total of your Faith rating). 
  FRIENDS IN HIGH PLACES
  Calling • Privilege • Precondition: Lawyer or 
  Tycoon
  An old “friend” of yours might be able to help you out.
  Benefice: Whether through careful planning, 
  scheming, benevolence, or luck, you’ve amassed a 
  number of people who are in your debt. You have a 
  number of influential “friends” equal to your class lev-
  el. Each of them is associated with one of the follow-
  ing: one sub-culture (court, cathedral, or commons); a 
  specific noble house, sect, or guild; or an alien species 
  or barbarian faction.
  You don’t need to declare who these friends are 
  when you acquire this perk (or when you gain a new 
  friend with each level). Instead, you can it figure out 
  when you need to call on one of them. At that point, 
  declare the friend’s associated field or faction. Maybe 
  they’re an old childhood friend who ended up run-
  ning the local chapter of the Charioteer’s guild or a 
  noble of House Hawkwood you rescued in the past. 
  Once per scene or Narrated sequence, you may 
  reach out to one of your friends to turn a single in-
  fluence attempt connected to that friend’s respective 
  field into a favorable roll. You must be able to speak 
  with them, either in person or through a live commu-
  nication device. If you are in any way prevented from 
  reaching a specific friend, whether that’s because 
  they’re unavailable or you’re denied communication, 
  you cannot use this perk for their field of expertise. 
  You might be able to substitute one of those friend’s 
  trusted lieutenants, if they’re available and if they 
  know your prior arrangement with their boss; it’s up 
  to the GM.
  Calling in favors comes with the risk that you might 
  drag your friend into a messy situation, potentially 
  tarnishing their reputation. They’re loyal to a certain 
  degree, but they’ll cut you loose if you damage them 
  too much. Should they cancel the friendship or debt, 
  you must first rebuild the relationship before using 
  their connection again.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Benefice: You are especially resistant to natural poi-
  sons and animal venoms; your rolls to use shake it off on 
  their effects are favorable, and you do not suffer any 
  overdose effects from poisons or venoms that affect you. 
  Finally, you recover from these toxins much quicker than 
  most; their durations are halved. This resistance also ap-
  plies to the effects of spoiled or contaminated food.
  HARD BOILED
  Calling • Ability • Precondition: Detective
  Your years dealing with crime have left you jaded, 
  but they also ensure you stay calm in any situation.
  Benefice: You struggle to connect with other people 
  and usually come off as harsh and detached in close so-
  cial interactions. You suffer -2 goal if you ever attempt 
  the Empathy skill minister maneuver. However, appear-
  ing cold-blooded gives you a threatening aura: gain +2 
  goal to coercion influence attempts. You also gain +2 
  Mind Resistance against influence or occult powers 
  that would inflict the Afraid or Terrified states.
  HARMONIZE
  Class • Ability • Precondition: Priest or Chorister
  Years of training to work in concert with others has 
  made you an expert in teamwork.
  Benefice: You may take a primary action to aid 
  someone in taking an action; the action is then treat-
  ed as favorable. (It cannot be a combat or influence 
  action.) You must be trained in the skill used for the 
  action (at least 1 skill rank above the base) – it’s about 
  lending experienced help, not just an extra set of hands. 
  You must be present or available through a live remote 
  feed where you can interact with the person. Alterna-
  tively, you can sing to help provide a tempo to the labor 
  without needing ranks in the skill being used. That ally 
  gains +2 goal to the roll instead of a favorable roll.
  HEDGE FUND
  Calling • Verve • Precondition: Tycoon
  Your eye for potential investments finds avenues 
  that promise constant revenue streams.
  Benefice: Once per scene, you may open a hedge 
  fund coffer as a primary action. Roll Focus + Wits as a 
  GOSSIP NETWORK
  Calling • Privilege • Precondition: Open and one 
  or more Customs Lore capabilities
  You have a series of informants who keep you up to 
  date on certain areas of information.
  Benefice: You gain +2 goal to influence rolls 
  against subjects within your network’s reach, thanks 
  to gossip you’ve gathered on them from your network 
  of informants. Your informants may be cackling old 
  nobles who let you know which lords have committed 
  breaches of etiquette, merchants who let you know 
  who is buying what, or farmers who are more than 
  glad to tell you who has gone through their area re-
  cently. This bonus only applies to targets for which 
  you know the proper Customs Lore capability (Ca-
  thedral Custom for priests, Streetwise for the criminal 
  underground, etc.).
  This perk encompasses the holdings and territory of 
  one Royal House, the Church, the League, or a single 
  Vuldrok Nation’s holdings. This perk may be bought 
  additional times to enlarge your network’s area to in-
  clude one other Royal House, the Imperial worlds, or 
  all of the Vuldrok Star-Nations. Successive levels do 
  not increase the roll bonus, but they do enlarge the 
  area to which your influence bonus applies.
  GUILD COMMISSION
  Class • Privilege • Precondition: Merchant
  You are an official member of your guild.
  Benefice: You are a fully entered member of your 
  guild. This perk can be taken multiple times to rep-
  resent higher degrees. The higher your degree, the 
  more power (and responsibilities) you have. The de-
  grees are the same for all genders and identities.
  In addition, each rank grants you +2 Mind Resis-
  tance. This bonus rises with each successive rank (i.e., 
  a Scraver boss gets +6 Mind Resistance).
  GUTS
  Calling • Ability • Precondition: Explorer or 
  Scout
  Wilderness survival requires a certain intestinal for-
  titude. You have it.
  Guild Ranks
  Charioteers
  Engineers
  Muster
  Reeves 
  Scravers
  1st
  Ensign 
  Apprentice 
  Private 
  Associate 
  Associate 
  2nd
  Lieutenant 
  Entered 
  Sergeant 
  Chief 
  Genin 
  3rd
  Commander 
  Fellow 
  Lieutenant 
  Manager 
  Boss 
  4th
  Captain 
  Crafter 
  Captain 
  Director 
  Jonin 
  5th
  Consul 
  Engineer 
  Major 
  Consul 
  Consul 
  6th
  Dean 
  Master 
  Colonel 
  Dean
  Dean
  
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  136
  is Demanding for beliefs that fit well with the current 
  Church opinion, but beliefs that are wildly divergent 
  from current thought are Tough or Severe. Beliefs that 
  clash with core Church values (such as the distrust of 
  technology) may face Severe or higher Resistance. 
  Once formulated, your doctrine must be promul-
  gated through oratory. When you would convert 
  someone, attempt a rouse maneuver using the Perform 
  skill with the Performing Arts (Oratory) capability. 
  Those who are converted to your doctrine may begin 
  to spread it (using their own influence attempts). 
  You may eventually be invited to argue your doc-
  trine before distinguished (higher ranked) theolo-
  gians, who will attempt to reveal the flaws in your 
  beliefs. This initiates a Focus + Wits contest against 
  a Demanding Resistance, but you can add +1 to 
  your goal for every 100 people you have converted. 
  If your views hold out, your work will enter the can-
  on of currently debated theology. You may then be 
  invited to argue your doctrine before the College of 
  Ethicals, who determine Church doctrine. If you win 
  here, your belief becomes a standard teaching of the 
  Church — unless the current Patriarch dislikes it. He 
  may challenge you to a new debate, one with a Her-
  culean Resistance for his status. If you win this one, 
  your doctrine is set for at least the next two or three 
  generations.
  primary action against Effortless Resistance. VP gen-
  erated on the roll are placed in the coffer, which is 
  then locked. (No VP may be added to the coffer once 
  it is locked.) Each turn thereafter, move 1 VP from 
  your hedge fund coffer to your cache. Once the coffer 
  is empty, it’s deleted. (You can’t create a new coffer 
  until the first one is gone.) At the end of a scene, if 
  there are any VP left in the coffer, they go back to the 
  well and the coffer goes away.
  HIEROPHANT
  Class • Privilege • Preconditions: Priest or  Clergy 
  and Religion Lore 
  You are recognized by the Church as a worthy 
  theologian, and your views influence Church policy.
  Benefice: When your rolls are related to argu-
  ments over scriptural interpretation, they are favor-
  able. Since scripture is often quoted to support argu-
  ments in ecclesiastical trials, you can serve as a most 
  valuable prosecutor or defense lawyer. 
  In addition, you can introduce new interpretations 
  into Church discourse, influencing the opinions of those 
  who make policy. In such a way, you can attempt to 
  transform heresies into mere differences of doctrine, 
  saving their believers from inquisitorial persecution. 
  First, you must formulate your doctrine. Spend a month 
  and make an Academia + Intuition roll. The Resistance 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  HOUSE CONFESSOR
  Calling 
  • 
  Privilege 
  • 
  Precondition: 
   Confessor
  You have served a noble house 
  well and have the favor of that 
  house.
  Benefice: You are consid-
  ered to have the Householder 
  perk for the house you serve. 
  Additionally, you may seek au-
  dience with members of that 
  house, and any rolls related to 
  getting such an audience are 
  considered favorable.
  HOUSEHOLDER
  Class • Privilege • Pre-
  condition: Yeoman
  You work for a noble house, 
  but you’re not an actual member 
  of the family: you might be a servant, 
  seneschal, or bodyguard. This allows 
  you some privileges with regards to that 
  house. 
  Benefice: You are considered to 
  be a freeman in voluntary employ to 
  the house. You gain +2 goal to per-
  suasion influence rolls against mem-
  bers of that house. Once per act, you 
  can evoke your employer’s name 
  and gain a favorable roll on an 
  influence attempt. 
  These benefits represent the 
  house’s increased trust in you. 
  Should you betray that trust 
  or misuse the house’s name, 
  punishment can be harsh. You 
  may face possible expulsion 
  from house employ, enforced serfdom, or even slav-
  ery for extreme treason. So long as you’re in good 
  standing, you have access to the privileges that mem-
  bers of the house enjoy: room, lodging, meals, etc.
  HUNTER’S CRED
  Calling • Privilege • Precondition: Bounty 
  Hunter
  You always keep an ear to the ground — and an 
  extensive rumor mill — about the most wanted.
  Benefice: You know about bounties before they are 
  publicly posted. Whether you have friends on the inside, 
  you’re the closest one nearby, or your reputation en-
  sures people inform you personally, you usually know of 
  bounties hours — maybe even days — before most other 
  bounty hunters are on their trail. The types of bounties 
  you hear about — defined in part by their danger and 
  HIRED MUSCLE
  Calling • Privilege • Precondition: Ronin
  While you are not a member of your employ-
  er’s noble house by blood, you are commonly 
  recognized as one of them by outsiders.
  Benefice: A noble house that’s not of 
  your own lineage bought your servi-
  tude, integrating you into their court 
  as much as necessary. You are a 
  member of this house for all external 
  intents and purposes, but within it, 
  you are of the lowest status pos-
  sible — even a disgraced, gam-
  bling cousin is more respected 
  by the family than a mercenary 
  working for them the past 20 
  years. Blood is thick, after all.
  You earn a yearly stipend 
  of 150 fb, and you usually 
  get free transport, so long as 
  you are on official business. 
  In exchange, you work for 
  the house. When you are giv-
  en tasks by your employer, it is 
  your duty to fulfill them, re-
  gardless of the cost. Failure 
  obviously means punish-
  ment, ranging from docked 
  pay to more immediately… 
  physical… personal loss.
  If you leave the employ of your 
  house, you may shift the allegiance 
  of this perk to another house willing to 
  accept your service, or else exchange 
  it for another perk with the GM’s 
  approval. 
  HOLIER THAN THOU
  Class • Ability • Precondition: Priest or Clergy
  You can stave off attacks by spouting homilies or 
  threats of Empyrean judgment.
  Benefice: By exclaiming your holiness to others, you 
  can protect yourself from their ire. Once per scene, you 
  can spend 1 VP and perform an Impress daunt maneu-
  ver. All those within earshot are affected, as long as they 
  can hear you and understand the language you speak. 
  Only those whose Mind Resistance is overcome are af-
  fected. Those affected are Awed for the remainder of 
  the scene: they cannot initiate attacks against the holy 
  one or choose to shake off this state (although others can 
  try to snap them out of it using the Impress command 
  maneuver). If you fail the first attempt, you can still try 
  again, but once successful, you can’t keep doing it. Also, 
  you can’t physically attack or coerce anyone who is af-
  fected; doing so automatically dispels the Awe.
  
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  138
  ment, or even receiving a death sentence. Leaving the 
  Company frees you from the charter but also elimi-
  nates its benefits.
  Those who follow the Questing Knight calling 
  without taking this perk are not fully chartered mem-
  bers of the Company. They may undertake quests in 
  its name and accompany other Knights and Cohorts, 
  but they don’t have the sanctions listed above.
  Background: Not all nobles have a respectable 
  place in their family’s fiefs. Second or third sons and 
  daughters don’t have much to inherit; thus, they must 
  seek out their own opportunities. Many of them look 
  to Emperor Alexius, who has chartered the Company 
  of the Phoenix — the Questing Knights. These no-
  bles swear a term of fealty to the Emperor and travel 
  the realm enacting his vision, whether it be uphold-
  ing fealty rights for downtrodden peasants, putting 
  down Republican rebellions, or traveling beyond the 
  Known Worlds into barbarian space, seeking word or 
  evidence of lost worlds.
  IMPERIAL COHORT CHARTER
  Calling • Privilege • Precondition: 
  Nobles cannot be Cohorts, but 
  anyone else can. 
  You are a fully char-
  tered Imperial Cohort, 
  an aide de camp to 
  one of the Emperor’s 
  Questing Knights.
  Benefice: 
  You 
  gain a small stipend 
  of 100 fb per year 
  and free transport 
  on any Imperial 
  Navy ship. In addi-
  tion, you can cross 
  feudal 
  boundaries 
  free of taxation and 
  are allowed free coun-
  sel in case of legal prose-
  cution. However, you must 
  uphold a code of behavior and 
  duty. You can never operate against 
  Imperial interests, and you can be called 
  upon to undergo any number of missions for the 
  Company of the Phoenix or the Emperor. To refuse a 
  mission or to be caught breaking this code of behavior 
  can mean imprisonment or death. 
  Those who follow the Imperial Cohort calling but 
  do not have this perk are not fully chartered members 
  of the Company of the Phoenix. They may accom-
  pany and aid its Knights and Cohorts, but they don’t 
  have the sanctions listed above.
  their pay — depends on your reputation. More impor-
  tantly, your pay for delivering a bounty is 20% higher 
  than the stated amount – paymasters like you. 
  IMBUE TABERNACLE 
  Calling • Ability • Preconditions: Brother Battle 
  or Psychic or Theurgist 
  You can imbue an item with psychic or theurgic 
  energy.
  Benefice: A tabernacle acts as a VP coffer. You may 
  use points “charged” into it to fuel your occult powers, 
  so long as the item is on your person. Each tabernacle 
  is either imbued for psychic power or theurgic rites, but 
  not both. A psychic can use a psychic tabernacle but 
  not a theurgy tabernacle, and vice versa.
  Your tabernacle’s victory point limit is equal to 
  your current Psi/Theurgy rating x2. (If you have Psi 
  4, your tabernacle can hold up to 8 VP.) Once a tab-
  ernacle’s stored points have been used up, you can 
  recharge them with your own VP. This requires an 
  hour-long ceremony.
  This perk must be gained separately for psychic 
  tabernacles and theurgy tabernacles.
  IMPERIAL CHARTER 
  Calling • Privilege • 
  Precondition: Questing 
  Knight
  You are a fully 
  chartered 
  Questing 
  Knight, sworn to the 
  Emperor in name 
  and deed for a peri-
  od of service.
  Benefice: 
  You 
  have some standing 
  within the Known 
  Worlds. You have a 
  right of passage across 
  feudal 
  boundaries, 
  and you can invoke your 
  charter to inspect public 
  records from noble houses, 
  the Church, and the League. You 
  also have the benefits of the Diplomatic 
  Immunity perk, granting you protection from 
  prosecution  — you answer to the Company of the 
  Phoenix and its council, not noble or Church bodies. 
  Lastly, you have a yearly stipend of 300 fb. However, 
  this remit comes with a code of behavior as well. You 
  can never operate against Imperial interests. You can 
  also be called upon to perform missions or quests for 
  the Company council or the Emperor himself. Refus-
  ing a mission or failing to stay true to this code can 
  mean being stripped of this charter, facing imprison-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Intuition + Presence) + class level and place them in 
  a special passion coffer, which is then locked. If your 
  Faith is 6, your Intuition 3, your Presence  5, and 
  you’re at 5th level, your passion coffer will have 19 VP. 
  You can draw from the coffer toward the achieve-
  ment of your goal: rescuing your lady love, trouncing 
  your rival, saving the village from evil, etc. At the end 
  of the scene, so long as your passion is still unresolved 
  (your lady love is not yet rescued, etc.), the coffer is 
  refilled from the well. Once you have achieved your 
  desire, or the act ends without a resolution, the coffer 
  is canceled (any unspent VP go back to the well). If, 
  Pancreator forbid, your desire is irrevocably thwart-
  ed (your love dies, the village is destroyed), you are 
  Penalized as a chronic state until therapy can relieve 
  your passionate grief.
  You may have only one passion coffer at a time.
  INCOME TAX
  Calling • Verve • Precondition: Trader
  While not all attacks on you are attacks on the 
  League, they’re definitely attacks on the economy. 
  And we can’t have that.
  Benefice: Whenever you are the target of a physical 
  attack or coercion influence attempt, you gain at 1 VP 
  from the well. You don’t gain this benefit if your attack-
  er is a member of your troupe, a close ally, or a friend.
  INCUBATION
  Calling • Austerity • Precondition: Dreamtender 
  or Mendicant
  By sleeping in a sacred area, you seek to gain divine 
  inspiration from your dreams.
  Benefice: You gain +2 Spirit Resistance. At least once 
  a week, you must take a Respite within a recognized sa-
  cred area — a shrine, temple, or a ritually consecrated 
  area —to maintain the practice of this austerity.
  INDEPENDENT
  Class • Verve • Precondition: Yeoman 
  You are free from the constraints imposed on most 
  members of society. 
  Benefice: Once per scene, you may exert your free-
  dom from control, whether it’s an influence action or 
  an occult power. You spend VP to increase your Mind 
  or Spirit Resistance, but you draw this VP from the 
  well instead of from your own cache, up to a limit of 5 
  + your level. (Example: At 3rd level, you can draw up to 
  8 VP from the well.)
  INDULGENCE
  Calling • Ability • Precondition: Clergy
  The Church no longer outright sells indulgences, 
  but there are plenty of loopholes to exploit.
  Background: Some priests hear the call to more 
  worldly duty, enflamed by the values and vision es-
  poused by Emperor Alexius. The role of Imperial Co-
  hort to Alexius’s Questing Knights is open to these few.
  A priest accepted into this august company gives 
  spiritual succor and advice to a knight, accompanying 
  him on his travels into dire lands far from the bosom 
  of the Church. They gain the unprecedented oppor-
  tunity to preach to new converts and provide sterling 
  examples to all — even if it costs them the ire of the 
  more politically-ambitious Church priests, perpetual-
  ly opposed to Alexius’s ascendancy. 
  In return for offering their skills and fealty, mer-
  chants reap the rewards of first claim on the trade 
  routes into newly explored territories. While this may 
  earn a guilder new enemies, it also brings new oppor-
  tunities to one’s guild.
  IMPERIOUS
  Class • Verve • Precondition: Noble 
  The estate of the nobility was ordained by the 
   Pancreator. You carry that authority in your bearing. 
  Benefice: Once per scene, you may spend a sec-
  ondary action to assume a regal bearing and impe-
  rious mien to shield yourself from a single influence 
  attempt or occult power. You spend VP to boost your 
  Mind or Spirit Resistance, but you draw the VP from 
  the well instead of from your own cache, up to a limit 
  of 5 + your level. (Example: At 3rd level, you can draw 
  up to 8 VP from the well.)
  INCITE PASSION
  Calling • Verve • Precondition: Open
  Your mighty passions become the stuff of legend.
  Benefice: You’re a hothead, but this can work to 
  your advantage. In times where your dearest desire 
  or ardent goal is threatened, your passion can inspire 
  you to amazing accomplishments in its defense. Your 
  desire or goal can change from act to act, but once 
  you’ve declared it, it remains your sole passion for the 
  remainder of the act. Examples include: keeping your 
  lady love from harm, vanquishing evil (real evil, such 
  as demons, not tax collectors), or revenging your fa-
  ther’s murder. 
  You may incite passion as a primary action once per 
  act. The GM deems how well the circumstances war-
  rant it. For instance, if the love of your life is about to 
  be burned by inquisitors, that’s a sufficient excuse for 
  a passionate response. If, however, he or she is simply 
  being fast-talked by a merchant, it’s a pretty slim ex-
  cuse for an overreaction. Nonetheless, you can always 
  attempt to incite passion when your goal is threatened, 
  no matter how slim your chances.
  When you incite passion, take a number of VP from 
  the well equal to your Spirit characteristics (Faith + 
  
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  Benefice: Through inspirational behavior and ser-
  mons, you can give other characters VP and WP from 
  your cache, even when it’s not your turn in the initia-
  tive queue. They must be able to either see or hear you 
  (and vice versa), although distance doesn’t matter — 
  you can even Inspire over a vid- or holo-transmission. 
  You can divvy up this VP gift among other characters 
  in any amount and combination, although the maxi-
  mum number of players and/or NPCs who can receive 
  your blessings in a single round is equal to your level 
  (one person at 1st level, two at 2nd, and so on).
  Also, once per scene, you can take 1 WP from the 
  troupe coffer to give to a troupe member without re-
  quiring a vote. You can do this even if a vote has pre-
  vented that member from taking from the coffer.
  INTRUDER
  Calling • Ability • Precondition: Reclaimer or Thief
  Locks are adorable ways of slowing you down, but 
  they don’t keep you out of places you want to be.
  Benefice: Your Intrusion rolls related to opening 
  locks or cracking codes are favorable. If an Intrusion 
  roll would ever be unfavorable, it is normal instead.
  INVEST PHYLACTERY
  Calling • Ability • Preconditions: Brother Battle 
  or Theurgist and Theurgy 5+
  You may invest an item with one or more theurgic 
  rituals, usable by anyone wielding the phylactery who 
  has Theurgy 1+. 
  Benefice: A phylactery is an item invested with one 
  or more theurgic rituals. Any theurgist wielding one 
  can cast its rites, even if he has not trained in them 
  (that is, gained them as perks). To make a phylactery, 
  you must be able to cast the rites you wish to imbue 
  into it. Your class level sets the limit to how many 
  ranks of rites can be imbued. If you’re 4th level, then 
  you can imbue four 1st-level rites, two 2nd-level rites, 
  one 4th level rite, or any combination thereof, so long 
  as it doesn’t exceed your level. Making the relic re-
  quires one day per rite degree for each rite you imbue, 
  and you may only invest one phylactery per month. 
  Anyone using the phylactery to cast one of its rites 
  uses the goal number of the phylactery’s maker or 
  their own goal number (whichever is higher). (Record 
  your goal number for the rite when you invest it into 
  the phylactery.) During casting, they must spend 1 VP 
  to activate the phylactery, in addition to any other VP 
  requirements for the rite being cast.
  Phylacteries are holy items, not consumer goods. 
  Producing them profligately or handing them out to 
  just anyone is an act of hubris, requiring you to make 
  a repent roll (Focus + Faith) to avoid gaining a rank of 
  Hubris.
  Benefice: Your knowledge of the minutiae of 
  Church doctrine can allow others to reconsider their 
  situation, so they can recover from mental and social 
  influence. You may spend 1 minute speaking to the 
  person, explaining Church doctrine in such a favorable 
  light as to remove a temporary or enduring mental or 
  social state from which the person is currently suffering 
  (or downgrade a chronic state to enduring). You may 
  do this for the same person only once per act. 
  INGENIOUS
  Class • Verve • Precondition: Merchant 
  You know how to turn the sudden windfalls of daily 
  life into long-term gains. 
  Benefice: Once per scene, you can reap extra re-
  ward from a single successful roll for a primary ac-
  tion: You can convert 3 of the VP you gain from that 
  roll into 1 wyrd point. 
  INQUISITORIAL SEAL
  Class • Privilege • Preconditions: Priest or In-
  quisitor and Church Ordination 4+
  You are a permanent member of the Inquisition. 
  Benefice: You bear an Inquisitorial Seal granted 
  by the Inquisitorial Synod. Unlike most such seals, 
  which are handed out temporarily on a per-mission 
  basis, this one is permanent, allowing you to perform 
  inquisitorial duties full time and without the need 
  to consult superiors regarding situations that arise 
  during such duties. This does not mean, however, that 
  you are free to act however you desire; your actions 
  can still be judged by the Synod.
  Special: If you have the Witch Hunt perk, once you 
  meet the rank precondition for this perk, you may 
  freely convert your Witch Hunt perk into this Inquis-
  itorial Seal perk.
  INSPIRE FEAR
  Calling • Ability • Precondition: Inquisitor
  All fear the Inquisition. Your status as a Church en-
  forcer can open doors… and mouths.
  Benefice: You may evoke your ties to the Inquisito-
  rial Synod when you declare your holy right to ques-
  tion and condemn. Once per scene, whenever you 
  are victorious in a coercion influence attempt against 
  someone, you may gain extra effect on that attack: In 
  addition to whatever state you’ve imposed on them, 
  they are also made either Guilty or Afraid (choose 
  which) as an enduring state. 
  INSPIRING
  Class • Verve • Precondition: Priest 
  Your presence and words are a balm to your com-
  panions. 
  
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  Benefice: You may legally capture slaves. Well, 
  you officially have the right to “hire” laborers, provide 
  them with the necessary paperwork, or even purchase 
  their extended servitude. While you’re supposed to 
  look after your subjects, slavery is generally accepted 
  as a necessary evil in the Known Worlds. It’s usually 
  overlooked by authorities so long as no person of in-
  terest or rank is enslaved. If you attempt such traffick-
  ing without this perk, and you get caught, you could 
  well be enslaved yourself, condemned to forced labor. 
  This perk helps you skirt that possible fate, although 
  it does nothing to assuage your soul. 
  LANDED
  Class • Privilege • Precondition: Noble or priest 
  or merchant
  You own land and rule over the serfs who live on it. 
  Benefice: In the feudal nobility, the serfs who live 
  on your land owe you fealty. All your rolls to influence 
  your serfs are favorable. You may judge crimes and 
  call a posse to pursue criminals or muster a militia in 
  times of conflict. While your lands generate income, 
  they also generate taxes and upkeep. With this perk, 
  your lands break even. If your fiefdom is successful 
  enough to generate income, that can be represented 
  by the Riches perk.
  LAY PRIEST
  Calling • Ability • Precondition: Friar
  Tending to the common folk provides you with in-
  sight into their world and customs.
  Benefice: You have capability in Commons Cus-
  toms and never suffer an unfavorable roll in this are-
  na. Your influence rolls with the lower classes — serfs, 
  yeomen, and so on  — are favorable. In addition, 
  when there’s trouble, such as a noble acting poorly or 
  bandits about in the land or an Antinomy cult in the 
  woods, they tend to come to you to let you hear of it.
  LAY DOWN THE LAW
  Class • Privilege • Precondition: Noble Title 3+ 
  (Baron)
  Noble houses have subjects: serfs and those who are 
  sworn by liege law to serve the house. They also have 
  free citizens — priests, merchants, yeomen — living 
  within their fiefs and holdings who must obey their 
  laws. With this perk, you can levy the power of your 
  house’s authority for your pronouncement and rul-
  ings against these people.
  Benefice: Once per scene per level, when attempt-
  ing influence actions against those subject to your 
  house’s law, you ignore any Mind Resistance based 
  on their rank perk (Church Ordination, Guild Com-
  mission, Military Rank, Noble Title, Professional 
  Reputation, etc.) if they are of lesser rank than you. 
  INVIGORATE
  Class • Ability • Precondition: Priest or Com-
  mander or Healer
  Your words of encouragement buck up the down-
  trodden. 
  Benefice: Once per scene per level, as a second-
  ary action, you can voice supportive or commanding 
  words to a wounded ally. That person gains a Revival 
  as a secondary reflexive action. This does not use one 
  of their own allotted Revivals; it’s a freebie. However, 
  you can invigorate the same person only once per act. 
  KEEN AWARENESS
  Calling • Ability • Precondition: Reclaimer or Thief
  A life of lingering in dark alleys left you with a 
  stronger focus on the details around you.
  Benefice: Your Observe rolls when using your vi-
  sual or auditory senses are favorable. Additionally, 
  when you use Sneak to remain undetected in a crowd 
  or urban landscape (such as with the blend in maneu-
  ver), your rolls are favorable.
  KEEPING SECRETS
  Calling • Ability • Precondition: Confessor
  Within the realm of recognized confession, you are 
  bound to secrecy, but this familiarity with the true 
  nature of sentient-nature brings insight.
  Benefice: The keeper of secrets knows much and 
  says little. While you can never talk of specifics, you 
  can apply your knowledge of sin and the paths to 
  it to the world around you. Your Empathy rolls are 
  considered favorable if they involve people’s motives, 
  truthfulness, or intentions, such as when performing 
  a detect lie maneuver.
  KEY SIGNATURE
  Calling • Ability • Precondition: Chorister
  By setting the tempo and guiding an action, those 
  that follow your lead fall right into sync.
  Benefice: Once per scene, you can spend a variable 
  amount of VP to set a tempo by singing as a primary 
  action. For each round that you keep time by singing 
  (as a primary action), members of your troupe who 
  can hear you subtract 1 from the Resistance opposing 
  their actions for each VP you spend that turn (up to 
  a maximum of your Sing skill). If you enter combat 
  or sing for another purpose (such as the Harmonize 
  perk), the effect ends. 
  LABOR CONTRACTOR
  Calling • Privilege • Precondition: Chainer
  You have the right to... acquire… workers by various 
  means. Your employees are supposed to “join” your 
  enterprise voluntarily and get paid, but nobody looks 
  too deeply into whether that’s the case.
  
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  can improvise while speaking) all its known dialects 
  and accents. 
  All rolls that rely on your capability with the 
  languages you know are favorable. You can speak 
  all dialects without any hint of an accent (or using 
  whichever accent you choose). You can even con-
  vince locals that you’re from their village (though 
  they’ll wonder why nobody has ever seen you be-
  fore, and they may ask why you’re wearing such an 
  odd outfit).
  This perk can be taken a second time to apply to 
  the Read capability for all the languages you know. (If 
  you like, you can instead apply your first perk to Read 
  and your second to Speak.)
  LIVING LEGEND
  Calling • Privilege • Precondition: Mendicant or 
  Ronin
  Tales of your deeds precede you. Locals welcome 
  you with open arms… but also with expectations.
  Benefice: After helping many a commoner, you built 
  a reputation as a friend of the downtrodden. Whenev-
  er you come to a settlement that is new to you, people 
  you’ve never met offer you free housing and food. Com-
  mercial-ship captains let you hunker down in their cargo 
  holds for free (like the Passage Contract perk), and chil-
  dren look up to you, asking for your stories.
  However, they expect you to be a shining paragon of 
  virtue. The stories of your escapades tend to escalate a 
  bit as they travel from town to town. Strangers will ap-
  proach you with their problems, hoping to convince the 
  Living Legend to save them. Local crime bosses, exploit-
  ative nobles, and corrupt priests will soon be brought to 
  your attention. While you will not have time to solve ev-
  ery issue, ignoring these requests risks diminishing your 
  reputation, or worse, turning it into its exact opposite.
  LONG CON
  Calling • Verve • Precondition: Tycoon
  Following hunches, you constantly juggle your re-
  sources and reap rewards whenever you need them.
  Benefice: Once per scene, you may open a long-con 
  coffer as a primary action. Roll Observe + Intuition 
  against an Effortless Resistance. VP generated on the 
  roll are placed in the coffer, which is then locked. (No 
  VP may be added to the coffer once it is locked.) For 
  the rest of the scene, each time you generate VP from 
  a roll, take 1 VP from the well and add it to your Long 
  Con coffer. As a secondary action on any turn in the 
  scene, you may transfer all VP from the coffer into your 
  cache and remove the coffer. If you still have the coffer 
  at the end of a scene, move its VP to your bank (only up 
  to your limit, though) and remove the coffer. You can 
  have only one long-con coffer at any given time.
  You may also do this when influencing those who are 
  in your house but of lower rank, as well as those from 
  other houses who beholden to your house (such as the 
  Van Gelder are to House Decados). 
  LEARNING FROM MISTAKES
  Calling • Ability • Precondition: Amateur or Im-
  perial Cohort or Incognito
  Every failure is just another chance to improve.
  Benefice: Whenever you fail a roll, add 1 VP to your 
  cache from the well. You are still considered to have 
  failed the roll, and this VP cannot trigger any effects that 
  are based on gaining VP. Still, it’s a nice consolation.
  LEGATE
  Class • Privilege • Precondition: Priest or Clergy
  You are an ambassador to a noble house for the 
  Church, where you command a level of respect for 
  your position and diplomatic credentials.
  Benefice: Choose the noble house where you have 
  diplomatic privileges. You gain the Court Customs 
  capability, as well as +2 Mind Resistance against in-
  fluence attempts from nobles or householders from 
  the house. Your influence attempts against house 
  members when performing official priestly duties — 
  such as taking confession, advising on ecclesiastical 
  matters, or instructing them about scripture and 
  dogma — are favorable.
  LEGERDEMAIN
  Calling • Ability • Precondition: Thief
  Others had best keep an eye on their valuables 
  around you… even if that won’t help much.
  Benefice: Your Sleight of Hand rolls related to 
  picking others’ pockets (or satchels, bags, etc.; see 
  the pick pocket maneuver) and concealing small 
  items (see the conceal maneuver) are favorable. Ad-
  ditionally, you may use Sleight of Hand instead of 
  Perform to mesmerize an audience if you can use 
  both of your hands.
  LINGUIST
  Calling • Ability • Precondition: Scholar or 
  Scribe
  The intricacies of the different dialects within 
  oro’ym culture fascinated you since you were young — 
  so you studied all of them.
  Benefice: You have a knack for acquiring lan-
  guages. You gain the Speak capability with all known 
  Known Worlds languages — Urthish and each alien 
  species’ tongues  — except the secret and/or exclu-
  sive coded languages (like the al-Malik’s Graceful 
  Tongue). Also, whenever you learn a new language 
  (by gaining the Speak capability for it), you learn (and 
  
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  OCCULT
  Additionally, each ally who is Roused by your 
  speech is also put into the Courageous state. While in 
  this state, they are immune to mild fearful states, such 
  as Afraid or Daunted. They also gain +2 Mind Resis-
  tance against influence or occult powers that could 
  leave them Terrified.
  MACHINE SPIRIT
  Calling • Cyberdevice TL7 • Precondition: 
  Tech Redeemer
  You carry an A.I. implant with the sole purpose of 
  helping you connect to other A.I.s. It knows how they 
  tick and convinces them to assist you.
  Benefice: Whether you have an artificial finger 
  that hides a plug, several cables accessible behind 
  your left ear or in your neck, or a hidden flap on your 
  lower arm, you carry an A.I. in you that helps you 
  connect to other A.I.s. This A.I. is a TL7 device and 
  is permanently grafted into your body, connected to 
  your auditory cortex.
  To establish a connection, you must physically at-
  tach your implant to an existing outlet. If the device 
  can accept wireless broadcast, your Machine Spirit 
  can access it within 10 meters. Your helpful A.I. will 
  then strike up a conversation with the other think ma-
  chine. You can overhear the conversation but may not 
  partake in it.
  It is the A.I.’s goal to convince the other think ma-
  chine (or sentient golem) to assist you, whether that’s 
  by circumventing password protection, disabling tur-
  rets currently aiming at your ship, or giving you a 
  discount at the checkout machine. Mechanically, the 
  game effect makes your Interface rolls favorable. 
  Tech Compulsion: Inerrant
  MAIN ATTRACTION
  Calling • Ability • Precondition: Artist
  Your profession might not be respected by every-
  one, but it opens many doors. 
  Benefice: Whether you prefer a fan dance, con-
  tortionism in zero gravity, or a traditional waltz, you 
  know how to charm and seduce those watching you. 
  Following any successful Perform skill action, your 
  persuasion influence attempts for the next scene are 
  favorable against any target who witnessed your per-
  formance, as well as those who are in the Mesmerized 
  or Roused states because of your performance. Only 
  the first attempt against each target is favorable; suc-
  cessive attempts are treated normally. Additionally, 
  this perk gives you +2 Mind Resistance against Knav-
  ery-skill humiliate and Perform-skill wow attempts (be-
  cause after all, you know how the sausage is made).
  LOVING PRAYER
  Calling • Ability • Precondition: Healer
  Your prayers can restore someone who has suffered 
  physically. 
  Benefice: As a primary action, you can touch and 
  heal someone who has suffered Vitality wounds with-
  in the same scene. You touch the target and speak 
  words of consoling prayer. The target heals 1 Vitality 
  per rank of Faith you have. You may do this on the 
  same target only once per scene.
  This is not a theurgic rite; it’s a therapeutic prayer. 
  You must be able to see the target, and the recipient 
  must know, even on a subconscious level, that he’s 
  being prayed for. If he’s Unconscious, he can still be 
  restored through this therapeutic touch.
  LOYALISTS
  Calling • Privilege • Precondition: Incognito
  Not everyone is happy with those who deposed you.
  Benefice: Serfs, seneschals, council members, or 
  remote family members — whoever they are, they’re 
  ready to betray your rival(s) when they see a chance. 
  Your network provides you with information when-
  ever they can.
  You regularly gain information on your rival(s), the 
  person (or people) or faction who forced you into hid-
  ing. Who are they meeting? Which house did they re-
  cently make enemies with? What personal weakness 
  can be exploited?
  Additionally, you may find shelter in unexpected 
  places. When you need to escape pursuers and lay 
  low for a while, you may entreat one of the locals. If 
  you’re successful, one of your contacts is present in 
  that location and can offer a safe haven.
  LOYALTY UNTO DEATH
  Calling • Verve • Precondition: Commander or 
  Lord
  A day may come when the courage of men fails, but 
  it is not this day. 
  Benefice: Once per act, you may give a rousing 
  speech in front of your troops or your troupe, urging 
  them to follow you until death, if necessary. Giving the 
  speech takes at least one minute and requires a success-
  ful rouse roll against your units. The Resistance for this 
  roll is the highest Mind Resistance amongst your unit 
  commanders or your troupe mates (who can choose to 
  put up no Resistance). VP from the roll go into a courage 
  coffer, which you can supplement by spending VP from 
  your own cache. If the targets were in your troupe, they 
  can also supplement the courage coffer by spending 
  their own VP. The coffer is then locked. You (and only 
  you) can draw from this coffer to aid any of your troop’s 
  actions, spending VP on their behalf. 
  
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  This perk can be taken twice: 
  1st 
  Adept: You’re a trained combatant.
  2nd 
  Master: You’re a living weapon.
  MARKSMANSHIP
  Class • Ability • Precondition: Duelist or Mer-
  chant or Noble
  You know a number of tricks you can use with a gun. 
  Benefice: You gain special advantages when using 
  a gun in combat. See Combat Specialties later in this 
  chapter for full details. If you don’t have the proper 
  Ranged Weapon capability for your gun, your rolls 
  are unfavorable, but you still gain this perk’s benefits.
  This perk can be taken twice: 
  1st 
  Sharpshooter: You’re well trained with a gun.
  2nd 
  Gunslinger: You can do some amazing things 
  with that shootin’ iron you wear on your hip.
  MARTIAL ARTS
  Class • Ability • Precondition: See below
  You are trained in a particular martial arts school’s 
  fighting methods. 
  Benefice: You gain special advantages when en-
  gaging in hand-to-hand combat. See Combat Special-
  MANHUNTER
  Calling • Ability • Precondition: Bounty Hunter
  You find people. No matter how well they think they’re 
  hiding, it’s only a matter of time until you show up.
  Benefice: You’re experienced at coercing or con-
  vincing people close to your bounties that it’s in 
  their — and their friends’ — best interest for you to 
  locate them. When you interact with one of your 
  bounty’s allies, you may perform a castigate, daunt, or 
  entreat maneuver against them. On a victory, you may 
  inflict the Compelled state. A Compelled person will 
  assist you in locating your bounty, answering your 
  questions truthfully, and to the best of their knowl-
  edge, they’ll even point out aspects of your bounty 
  you might have missed or misunderstood before. (You 
  can use this ability on anyone, really, not just people 
  who are close to your bounty.)
  MANTOK
  Calling • Ability • Precondition: Brother Battle
  You’ve trained in the unique hand-to-hand fighting 
  style of the Brother Battle order. Acquiring this is like 
  taking the Martial Arts perk (listed below) except you 
  must choose the Mantok school.
  
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  done  — including a photographic memory of each 
  page in the books you’ve read. Your rolls for the Aca-
  demia-skill enter memory palace and Focus-skill remem-
  ber maneuvers are favorable, so long as you know the 
  roll’s required capability. 
  Tech Compulsion: Inerrant
  MENTOR
  Calling • Privilege • Precondition: Incognito
  Even in hiding, you may trust your loyal servant.
  Benefice: One of your former mentors followed 
  you into hiding. Whether they travel under the same 
  pretense as you (a fellow brother in faith, a remote 
  cousin of your lower house lineage, or another trader 
  in the caravan) or as a servant, they are loyal to you 
  and your cause.
  Their main purpose is to get you ready to return to 
  your old self: Whether you need physical training or 
  lessons in etiquette, they want to ensure you’re in shape 
  for what’s coming next. Under their tutelage, when you 
  gain a new level and choose a calling perk, you may 
  choose a perk from your original calling, the one you 
  followed before you went into hiding. (If you began as 
  an Incognito at 1st level, you may choose the calling 
  you were being groomed for, such as Lord or Courtier). 
  Additionally, once per scene when you suffer an in-
  jury, you may declare your mentor as the target of the 
  attack instead. You may only do so while your mentor 
  is conscious and nearby. (They cannot catch a bullet 
  for you while they are in an adjacent room.) You must 
  make this declaration before the attacker deals with 
  the attack’s Resistance.
  Should your mentor die, you lose the benefits of this 
  perk until you manage to find another loyal mentor 
  willing to groom you for your return to glory.
  MENTAL CONDITIONING
  Calling • Austerity • Precondition: Brother Bat-
  tle or Templar or ur-obun
  Your mind is hardened against the Dark and other 
  occult forces.
  Benefice: You gain +2 Spirit Resistance by prac-
  ticing the austerities of mental conditioning. This re-
  quires you to perform rigorous mental and spiritual 
  exercises daily. 
  MICRO-CONFESSIONS
  Calling • Ability • Precondition: Confessor or 
  Dreamtender
  You are well trained in watching for small details 
  in expression and body language; you can often tell if 
  someone is being deceitful.
  Benefice: When someone attempts to confuse or 
  deceive you, roll a d20: 1-10 = the roll is unfavorable; 
  11-20 = the roll is unaffected by your training. 
  ties later in this chapter for full details. Choose one 
  school from the following list.
  • Graa (Precondition: Vorox)  — A vorox’s extra 
  limbs can be used to great combat benefit. 
  • Iron Heel (Precondition: Muster or Bounty Hunter 
  or Chainer or Mercenary) — Your no-nonsense 
  commando style specializes in kicks and holds. 
  • Jox Kai Von (Jox Boxing) — You learned from the 
  ukari school of no-holds-barred fighting. 
  • Koto — Your fighting art uses misdirection, sub-
  tlety, and outright trickery. 
  • Shaidan (Precondition: Noble) — Your honorable 
  school specializes in fist attacks, disdaining kicks, 
  and grappling.
  This perk can be taken twice: 
  1st 
  Adept: You’re an accomplished combatant. 
  2nd 
  Master: You’re a superior opponent.
  MASTER OF DECEPTION
  Calling • Ability • Precondition: Conspiracist 
  and Knavery 5+
  Your words are honey; your promises are fortunes; 
  your lies are eels.
  Benefice: You are an expert in lies. Your Knav-
  ery deceive maneuvers are favorable, and you gain +2 
  Mind Resistance against the deceive attacks of others.
  MECHANIC
  Calling • Ability • Precondition: Star Pilot or 
  Tech Redeemer
  You know every bolt and screw on your ship from 
  stem to stern. 
  Benefice: You know one particular type of trans-
  port  — such as a skimmer, flitter, explorer-class 
  starship, or cargo-hauler — like the back of your hand. 
  When performing repairs, especially with maneuvers 
  like the Tech Redemption skill’s jury-rig, your rolls are 
  favorable. What’s more, if your hands are full elsewhere 
  (such as flying the ship), you can communicate this 
  favorable state to another person who is in live vocal 
  communication with you. You can add an additional 
  transport type to your repertoire per class level.
  MEMORY EXPANDER
  Calling • Cyberdevice TL6 • Precondition: 
  Scholar or Scout
  A tiny think machine in your skull helps you re-
  member things in more detail.
  Benefice: Remembering little details is hard, and 
  often, keeping track of them requires you to constant-
  ly take notes. It’s much easier to attach a tiny think-
  ing machine to your brain, so it can do that for you. 
  This TL6 device stores visual, auditory, and olfactory 
  information in such a way as to act as a mnemonic 
  aid when trying to remember what you’ve seen and 
  
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  MILITARY RANK
  Calling • Privilege • Preconditions: For officer 
  ranks: Commander or Church Ordination or Guild 
  Commission or Noble Title; no preconditions for en-
  listed ranks
  You have served in the armed forces and have the 
  rank to prove it.
  Benefice: You bear a military rank in the armed or 
  space naval forces of a noble house, a League guild, 
  a Church order, or some other military organization. 
  Your title is dependent on how many levels of this hi-
  erarchical perk you possess. Each successive level rais-
  es you in rank one title (see the chart below). 
  Titles provide different benefits for officers and en-
  listed. 
  Officers: Each officer rank grants you +1 goal to influ-
  ence rolls to lead your troops. This bonus is stack-
  able with each successive rank (e.g., a Major gets 
  +2 goal).
  Enlisted: Each enlisted rank grants you +1 goal to 
  any Charm and Observe rolls performed wher-
  ever soldiers or sailors hang out (whether that’s 
  in the barracks or in a bar popular among mus-
  tered out or retired troops). Your rank more easi-
  ly provides you the necessary background to mix 
  with troops and loosen their lips. This bonus rises 
  with each successive rank (e.g., a Corporal gets 
  +3 goal). The drawback is that you may be called 
  back to active duty in times of crisis. Refusing 
  such a call is grounds for a court martial and re-
  moval of rank.
  MIMIC
  Calling • Ability • Precondition: Spy
  You easily learn and copy the behavior and man-
  nerisms of others.
  Benefice: By watching someone for 5 minutes, 
  you can expertly imitate their behavior and phys-
  ical ticks. You can move, stand, and sit like them, 
  copy their facial expressions, and even replicate 
  oddities in their pronunciation. You still do not 
  look like them or have the same voice, but both of 
  those alterations can be achieved through other 
  means. When you use the Disguise-skill impersonate 
  maneuver to copy that person, your roll is favor-
  able, and anyone trying to pierce the disguise has 
  an unfavorable roll. 
  This also includes mimicking the capability related 
  to the person’s social arena (Cathedral, Commons, or 
  Court Customs) if your target is versed in one you do 
  not possess yourself.
  MONASTIC ORDER
  Calling • Privilege • Precondition: Monk
  You are a recognized member in good standing 
  with a respected monastic order. 
  Benefice: You can call on locations dedicated to 
  your order or closely allied with it; in exchange, you 
  can receive food, lodging, and guidance. You gain +2 
  goal to persuasion influence attempts with members 
  of your order and those allied to it. You also gain +2 
  Mind Resistance against coercion influence from 
  Church members not of your order.
  MONEY MANAGER
  Calling • Verve • Precondition: Banker
  As a banker, you are a neutral party who acts in 
  your clients’ interest. You can pool their assets and 
  manage them for maximum gain.
  Benefice: Once per scene, you may establish a gen-
  eral funds coffer. You then collect up to 3 VP from the 
  caches or banks of each PC who’s present in your lo-
  cation, regardless of whether they agree to this funds 
  transfer. Any PC can choose to allow you to take more 
  than 3 VP, up to a max of your level per person. You 
  place these collected VP into the general funds coffer. 
  You and others can draw from this coffer, but only 
  with your permission. This coffer acts like a bank: 
  Its VP funds do not go away at the end of the scene. 
  However, the coffer cannot be added to once it has 
  been established. You cannot create a new general 
  funds coffer until the present one is empty.
  Military Ranks
  Officer 
  Enlisted 
  Army
  Space Navy
  Army 
  Space Navy 
  1st
  Lieutenant
  Midshipman
  Private 
  Starman 
  2nd 
  Captain 
  2nd Lieutenant 
  Private First 
  Class 
  Able Starman 
  3rd
  Major 
  1st Lieutenant 
  Corporal 
  Mate 
  4th
  Colonel 
  Captain 
  Sergeant 
  Master 
  5th 
  General 
  Admiral 
  Staff Ser-
  geant 
  Master of the Ship 
  Note: Muster guild mercenaries rate themselves with guild commission ranks instead of military ranks.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Most serfs are terrible combatants, however, and 
  they will usually run from a fight the first chance 
  they get. Nonetheless, they may provide an ade-
  quate vigilante posse for hunting down escaped 
  criminals. If the impressed serf is killed in such ser-
  vice, the noble must pay a wergild to his family, 
  although this rarely costs more than three years of 
  that serf’s wages (average 10 firebirds). 
  1st  
  Knight/Dame 
  2nd  
  Baronet
  3rd  
  Baron/Baroness
  4th 
  Earl or Marquis/Marquessa
  5th  
  Count/Countess
  6th  
  Duke/Duchess
  There is one higher title for each house: the prince 
  is the head of the entire household. Such a rank must 
  be gained through arduous gameplay. The Machi-
  avellian schemes necessary to supplant the current 
  prince are practically unimaginable.
  NOBLESSE OBLIGE
  Class • Verve • Precondition: Noble 
  Your high estate makes you a paragon of virtue to 
  others. You are expected to occasionally extend gen-
  erosity to those of lower standing. 
  Benefice: Through spoken decree, as a primary ac-
  tion, you can spend your banked VP and WP on the 
  social influence actions of non-noble characters, so you 
  can bolster them. You cannot spend VP to negatively 
  affect them; you can only help them. You might spend 
  to increase the goal or impact, or you may spend to 
  boost someone’s Resistance against influence. Unlike 
  priests with the Inspiring perk, who give others VP to 
  spend how they like, you are spending VP on their be-
  half; they cannot prevent you from doing so. 
  You can do this a total number of times per scene 
  equal to your level. Each use lasts for one round, 
  during which you can divvy up your VP spending 
  among any present non-noble characters in any com-
  bination, up to a maximum number of players and/or 
  NPCs per round equal to your Presence.
  NOTHING TO LOSE
  Calling • Ability • Precondition: Chainer or Ronin 
  or ukar
  You were a social outcast before you picked up this 
  job, and it definitely did not improve your standing 
  in society.
  Benefice: You are especially resistant to the Cas-
  tigated, Guilty, Mesmerized, and Wowed states. At-
  tempts to inflict these states on you are unfavorable. 
  Conversely, your bleak life has left you jaded: you are 
  unaffected by the Divinely Inspired state.
  MUSICAL SAVANT
  Calling • Ability • Precondition: Artist or Chorister
  You have a special gift when it comes to singing and 
  playing musical instruments.
  Benefice: Your Perform-skill rouse maneuvers are 
  favorable when you have the Performing Arts (Song) 
  capability when singing and the proper Musical In-
  strument capability for the instrument you’re play-
  ing. When you encounter an entirely new instrument 
  (such as a vau sitar or a Vuldrok mouth harp), you can 
  acquire a temporary capability (lasts one scene) with 
  it simply by listening to it being played for five min-
  utes. (When you gain a new capability with a level-up, 
  you can choose to devote it to this new instrument.)
  Additionally, you are famous in Known Worlds mu-
  sical and cultural circles. You can gain entrance to 
  any social events due to your fame, but others gain 
  +2 goal to pierce your disguises at such venues, simply 
  because people know your face from previous perfor-
  mances, leaflets, and holovids.
  NIMBLE
  Class • Ability • Precondition: Open or Duelist
  You are light on your feet, spry, or lithe. However 
  you want to describe your Nimble perk, it helps you 
  avoid your opponents’ “pointed arguments.”
  Benefice: Once per round, when you spend VP to 
  boost your Body Resistance against a physical attack, 
  you can do so at a discount: you get +2 Resistance per 
  1 VP against that attack only. It doesn’t have to be the 
  first attack that comes at you, but you gain the benefit 
  against only one attack per round. 
  The drawback is that you don’t gain this perk’s ben-
  efit if you’re wearing combat- or war-grade armor or 
  a spacesuit, nor does it apply if you’re wearing any 
  civilian-grade armor that levies a Dexterity or Vigor 
  penalty (such as stiffsynth). If you’re overloaded with 
  gear, such as an expedition pack and accoutrements 
  for a wilderness hike, you likewise forfeit this perk’s 
  discount.
  NOBLE TITLE
  Class • Privilege • Precondition: Noble 
  You were born a member of a noble family or have 
  been knighted as a lord of a noble house.
  Benefice: You bear a noble rank. Its title is depen-
  dent on how many levels of this hierarchical perk you 
  possess. Each successive level raises you in rank one title 
  (see the chart below). In addition, each rank grants you 
  +2 Mind Resistance. This bonus rises with each suc-
  cessive rank (i.e., a baronet gets +4 Mind Resistance).
  Nobles have the right to impress any serf behold-
  en to their house into temporary combat service. 
  
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  sistance against your request. In addition to any actual 
  gift received (or denied, at your GM’s discretion), the VP 
  gained from this roll are kept as usual.
  Should something happen to your partner, your po-
  sition in court is in severe danger, as you will quickly 
  lose all benefits of this perk (once word gets out). Sim-
  ilarly, you are perceived as your partner’s weakness. 
  Those who would want to hurt them might target you 
  instead, especially if you’re of lower social standing 
  and therefore more exposed to attack.
  You can search out and win a new partner at court 
  by spending time at social events. Once you find a 
  fresh target, a successful Charm + Presence roll can 
  cement the relationship, restoring this perk. 
  PASSAGE CONTRACT
  Calling • Privilege • Precondition: Open
  Thanks to a preexisting arrangement with one of the 
  guilds, you don’t have to worry about booking passage 
  on starships.
  Benefice: The accommodations you get may not 
  always be the best, and the ship may make a num-
  ber of stops along the way, but it is a (mostly) sure 
  thing. You can claim a room in the transport sec-
  tion, but you’ll have to share it with up to eight oth-
  er passengers. If you have the Riches perk at Well-
  Off or better, you can claim your own stateroom.
  This perk can be gained twice, allowing you to 
  bring your troupe with you on board to share your 
  accommodations. You are, however, responsible for 
  them, and any bad behavior on their part might result 
  in the loss of this perk’s benefits until you can make 
  amends. (If your Riches allow you to upgrade to a 
  stateroom, you can fit two others in there with you; 
  anybody else has to bunk in transport.)
  PATRON OF THE ARTS
  Calling • Privilege • Precondition: Enthusiast
  Entirely altruistic, you fund those dedicating their 
  life to their craft.
  Benefice: You are a known patron of the arts; 
  therefore, you are a friend to all artists. You can gain 
  admittance to nearly any art exhibit or event, and you 
  usually receive invitations ahead of time. Your influ-
  ence attempts against artists, musicians, scholars, and 
  others who depend on generous donations to make 
  their living are favorable. 
  Additionally, once per scene, you may acquire a 
  temporary enhancement to a creative skill, but be-
  fore you do, you must first have the chance to talk 
  or communicate with an artist for at least 1 minute 
  before rolling. After that, your roll is favorable, so 
  long as it involves Academia, Alchemy, Arts, or Tech 
  Redemption.
  ORAL MEMORY
  Calling • Ability • Precondition: Obun or Alien 
  Upbringing [Obun]
  Your mastery of obun oral literature and recitation 
  techniques grants you superlative recall skills. 
  Benefice: Your rolls for the Academia-skill enter 
  memory palace and Focus-skill remember maneuvers 
  are favorable, so long as you know the roll’s required 
  capability.
  ORDER BADGE
  Calling • Privilege • Precondition: Knightly Or-
  der or Templar
  You have a badge of your order, marking you as a 
  member.
  Benefice: You gain a yearly stipend of 300 fire-
  birds from your order, as well as lodging, service, and 
  aid from your brothers and sisters in chivalry. In ex-
  change, you are beholden to the code of conduct and 
  purposes of the order. 
  ORIENTED
  Calling • Ability • Precondition: Explorer or Scout
  You always know where you are, so long as you can 
  see the sun or the stars.
  Benefice: No roll is required; you simply know 
  where you stand in relation to the compass points at 
  all times. If you are offworld, such as on a spaceship 
  or space station, you know where you are in relation 
  to the central stellar body of the system you are in.
  PARAGON OF ORDER
  Calling • Verve • Precondition: Knightly Order 
  or Questing Knight or Templar
  You have vowed yourself to fully embody one of the 
  key purposes of your order.
  Benefice: Choose a purpose fitting for your chosen 
  order’s reason for being. Once per scene, if your planned 
  action can be tied to furthering your purpose, you may 
  collect VP from the well equal to your Faith rating.
  PARAMOUR
  Calling • Privilege • Precondition: Courtier
  You are the romantic partner of a lord or lady.
  Benefice: Although they might have a spouse, you 
  are the de facto companion of a person in a position 
  of power. If opponents know about this relationship, 
  you gain +2 goal on influence maneuvers against 
  them and +1 Mind Resistance against their attacks, 
  as you leverage your close connection.
  Additionally, once per scene as a primary action, 
  you may request a gift from your partner, so long as 
  they are present. Attempt a primary action Charm + 
  Presence roll against them; they suffer a -4 Mind Re-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  your memory. Roll 1d20: 1-10 = you gain favorability 
  on the roll; 11-20 = the roll is normal.
  PERFECT RECALL
  Calling • Ability • Precondition: Scribe
  Your memory about things you’ve read and heard 
  is astonishing.
  Benefice: When trying to recall something, such 
  as when using the Academia enter memory palace ma-
  neuver or the Focus remember maneuver, your roll is 
  favorable, so long as you know the roll’s required ca-
  pability. You also retain faces and names, so you’re 
  never at a loss for remembering which name and title 
  goes with which face. 
  PETITION
  Class • Ability • Precondition: Priest or Chorister
  You can make a prayer for the Pancreator’s blessing. 
  Benefice: Once per act, when you gain VP from 
  a surge, you can convert one 
  or more of those VP into wyrd 
  points at a rate of 1 VP per 1 
  WP, up to an amount of WP 
  equal to your Intuition. If your 
  Intuition is 6, you can convert 
  up to 6 of your surge’s VP into 
  WP. However, you must give 
  at least half of these converted 
  WP to the troupe coffer within 
  the same round in which you 
  received them. If you don’t do 
  this, you are Penalized for the 
  remainder of the scene. 
  PLAYING THE GAME
  Calling • Ability • Precon-
  dition: Lawyer 
  The best defense is offense, 
  even in the court of law.
  Benefice: You understand 
  cases are not just won by giv-
  ing the better speech, having 
  correct evidence, or finding the 
  right witness. Messing around 
  with the evidence is a much 
  easier method… if you know 
  the right people. This perk rep-
  resents shady contacts who can 
  tamper with or bury evidence 
  for a case you’re involved in 
  or find dirt on a witness that 
  will tarnish their testimony. 
  Basically, they can commit a 
  dirty deed that will (hopefully) 
  win the case or cause it to be 
  PEASANT HERO
  Class • Privilege • Precondition: Yeoman or Friar 
  or Healer
  You are known to stand against tyrants in defense of 
  the common man. 
  Benefice: Your influence rolls are favorable when 
  dealing with peasants. Additionally, you may more 
  easily be able to convince them to hide you (and your 
  cronies) from the authorities (+2 goal).
  PERFECT PITCH
  Calling • Ability • Precondition: Artist or 
  Chorister 
  You can easily recreate any piece of entertainment 
  you’ve experienced at least once.
  Benefice: You can memorize any song, poem, or 
  play after hearing it once. You are able to replicate it 
  after just a few minutes of practice. When you use it 
  in a Perform skill action, you can spend 1 VP to test 
  
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  Role
  Effect
  Master of 
  Ceremony
  +2 goal on influence attempts 
  when dealing with members of 
  the Church
  Master of Coin
  +2 goal on influence attempts 
  when dealing with members of 
  the League
  Ambassador
  +2 goal on influence attempts 
  when dealing with members of 
  other houses
  Alien 
  Ambassador
  +2 goal on influence attempts 
  when dealing with a member 
  of one alien species (choose one 
  when you gain this perk)
  Barbarian 
  Ambassador
  +2 goal on influence attempts 
  when dealing with Vuldrok or 
  Kurgans (choose which one 
  when you gain this perk)
  Master of Arms
  +2 goal on rolls for controlling 
  an army and forming strategies 
  for military conflict
  Master of Skill
  +2 goal on rolls to use one of the 
  following skills: Academia, Al-
  chemy, Arts, Interface, Remedy, 
  Tech Redemption (choose which 
  one when you gain this perk)
  Master of Lies
  gain access to a network of spies, 
  ranging from small outposts on 
  colony planets, up to the Emper-
  or’s Court (similar to the Gossip 
  Network perk)
  Be aware that each councilor has their own goals 
  and ambitions. They will want to be involved in 
  all your decisions. Going against their advice might 
  gain their disapproval. Your council members’ loy-
  alty toward you, your house, and each other is fick-
  le at best, so your responses must be carefully bal-
  anced. Disgruntled council members may neglect 
  their position to the point of leaving you perma-
  nently. Should this happen, you lose their benefit 
  until you convince a qualified replacement to join 
  your council.
  Note to GMs: Council members are ambitious and 
  driven individuals. They spent years bribing, intrigu-
  ing, and lying their way to the top, just to reach the 
  position they have now. They should not be simple, 
  loyal servants; they have their own goals, which may 
  or may not include taking over the whole council.
  thrown out of court. You simply give the order (once 
  per act only) through a dead drop or grapevine, and 
  it will be done. 
  This raises your rep as a lawyer who wins. Doing 
  this too often, however, causes some of the stink to 
  linger on you. If you use this perk more than once 
  per drama, the GM can choose to invoke blowback, 
  although you should be given the chance through 
  roleplaying to distance yourself or burn your contact 
  as a matter of self-preservation. It will take you time 
  (at least one act) to find another contact so you can 
  use this perk again.
  POLYMATH
  Calling • Ability • Precondition: Scholar
  Dabbling in multiple disciplines, you know more 
  than the average person does; as a result, you solve 
  problems in your own unique ways.
  Benefice: You are well-versed in multiple disciplines, 
  and you can easily acquire the basic knowledge required 
  to accomplish tasks in fields you don’t know. You may 
  temporarily gain a capability you don’t possess, such as a 
  lore or even a weapon capability, by quickly examining a 
  source about it (such as a book or data file) or practicing 
  with it (for a weapon or tech tool) for at least 10 minutes. 
  This lasts for the remainder of the act; once the act ends, 
  your training doesn’t stick, and you lose the capability. 
  Additionally, you are constantly coming up with new 
  ideas for devices in your leisure time, using everything you 
  know about your various fields of interest in blueprints you 
  produce. You may provide +2 goal to Tech Redemption 
  rolls that use these blueprints, not only for your attempts 
  to assemble the machines but for others’ attempts as well.
  PRIVY COUNCIL
  Calling • Privilege • Precondition: Lord
  Instead of making all decisions on your own, you 
  surround yourself with a privy council made up of 
  experts in a variety of fields.
  Benefice: When you gain this perk, you imme-
  diately assemble a council made up of a number of 
  NPC counselors equal to your class level. Addition-
  ally, whenever you increase your level, you may add 
  another NPC to your privy council.
  Your council provides you with a number of effects 
  based on its members, each of which you may use once 
  per scene, so long as you are in contact with that NPC. 
  You must choose each counselor’s role at the moment 
  you add them to your council; see the list below. If a role 
  requires specifying a faction, species, or topic, choose 
  which it is when assigning the counselor and name the 
  position accordingly (such as “Gannok Ambassador”, 
  “Vuldrok Ambassador”, or “Master of Arts”).
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  therapy of some sort, but once per day, the penitent 
  can attempt to remove this Guilty state with the shake 
  it off maneuver.
  QUAESTOR 
  Calling • Privilege • Precondition: Clergy
  You are adept at navigating the machinations of the 
  Church’s administration.
  Benefice: You are sure of your place in the hier-
  archy of the Church and rarely get caught off guard 
  within its social environment. Your influence at-
  tempts are favorable within the Cathedral Customs 
  social arena. Further, you have +2 goal for stonewall 
  maneuver rolls in such environs.
  RABBLE ROUSE
  Calling • Ability • Precondition: Conspiracist or Spy
  You can rouse peasants and crowds into riotous 
  action. 
  Benefice: You can exploit existing discontent 
  among the lower classes and fan it into a blaze of an-
  ger. You must first go to someplace where peasants 
  gather, such as at the local agora or inn. You then 
  orate to them, playing on their hopes and fears to 
  rouse them into action against a particular type 
  of evil: a tyrant lord, a scheming merchant, a lying 
  priest, a Republican sympathizer, etc.
  You can then attempt to use a Peform-skill rouse 
  maneuver using the Performing Arts Lore (Oratory) 
  capability. Those who are Roused by your rhetoric 
  will follow your lead onto the streets, wielding what-
  ever weapons are handy. They can be directed at an 
  example of whatever evil you orated against. If you 
  point to a merchant and decry him as a usurer or Re-
  publican, they’ll descend on him with sticks and beat 
  him senseless.
  This perk does not grant you legal or moral absolution 
  for your actions. The local guard may attempt to arrest 
  you as a rabble-rouser. The angry mob is certainly not 
  exempt from punishment — some of them may even 
  be hanged as rioters to provide an example for others. 
  Their families may blame you and take action them-
  selves to gain revenge. What’s more, the victim of your 
  aroused mob — assuming he survives the mob’s ire — 
  may make it his life’s goal to repay your act of publicity.
  RECREATE ARTIFACT
  Calling • Ability • Precondition: Reclaimer or 
  Tech Redeemer and Applied Science and Tech Lore 
  (TL7) capabilities
  It might be considered heresy, but you are able 
  to build machines inspired by ancient artifacts from 
  scratch. “Artifacts” are tech items from the Second 
  Republic era (TL6 or higher) or of advanced alien 
  manufacture (such as vau tech).
  PROFESSIONAL REPUTATION (REP)
  Class • Privilege • Precondition: Yeoman 
  As a freelancer, your word is your bond, and your 
  work is your worth. A yeoman’s Rep is their rough 
  equivalent of a Noble Title, Church Ordination, or 
  Guild Commission. 
  Benefice: This perk can be taken multiple times; 
  each new perk raises one’s Rep by one rank. Each 
  rank level provides +2 Mind Resistance.
  Unlike the other class’s ranks, which represent for-
  mal grades awarded by factions, a yeoman’s Rep is 
  informal, based solely on word-of-mouth. It’s possible 
  that a client here or there might lie and try to defame 
  a yeoman’s reputation, but even then, the truth will 
  out eventually. A yeoman who reneges too often on 
  contracts and behaves unprofessionally to their clients 
  might find their Rep drop by a rank or two until they 
  can make amends. 
  1st = Rookie
  2nd = Journeyman
  3rd = Expert
  4th = Savant
  5th = Master
  PROXY
  Class • Verve • Precondition: Noble 
  You can declare a champion to act in your stead. 
  Benefice: Once per scene, you can designate some-
  one as your “proxy” or “champion.” They act on 
  your behalf, making all the decisions in the arena for 
  which they have been empowered (a duel, the agora, 
  etc.). You can give them your banked VP and WP as a 
  primary action, up to a limit per turn of your level. To 
  do so, you must be present, within sight and hearing.
  PURGE
  Class • Ability • Precondition: Priest 
  Even the most libertine noble or guilder of the 51st 
  century has doubts about the state of his immortal 
  soul. You can exploit these doubts and verbally ha-
  rangue a person into accepting penance.
  Benefice: Once per scene, you can impose a form 
  of penance on someone who is in the Castigated state 
  (either someone you have castigated yourself, using 
  the Impress castigate maneuver, or the victim of some-
  one else’s haranguing). This takes the form of a task 
  they must accomplish, such as seeking forgiveness 
  from a person whom they wronged, taking a pilgrim-
  age to a local saint’s shrine, or spending a day in labor 
  helping to build a church. They must try in good faith 
  to accomplish the task you set for them. If they hav-
  en’t made any progress within one week, this penitent 
  suffers the chronic Guilty state until they purge their 
  soul of sin by finalizing the penance you gave them. 
  Normally, chronic states cannot be shaken off without 
  
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  REFUGE 
  Calling • Privilege • Precondition: Open
  You have some place you can go where you feel safe. 
  Benefice: Your Refuge might be a noble’s castle, 
  a hidden monastery, a guild safe house, or just a cave 
  you outfitted yourself. Whatever the case, it is almost 
  always open to you and very hard for others to find 
  (such as a small farm or monastery). If its location is 
  well-known, it may be fortified (e.g., a castle or guild 
  safe house). It’s unlikely for your enemies to find you 
  when you’re hiding out there, but should you show 
  yourself, word might get out.
  RESILIENT
  Calling • Ability • Precondition: Brother Battle 
  or Mercenary
  You can ignore injuries. 
  Benefice: Once per scene, when damage is in-
  flicted onto you, you can spend VP to cancel some 
  or all of it: spend 1 VP per point of damage, up 
  to a maximum of amount of Vitality equal to your 
  Vigor skill.
  RESPECTABLE
  Calling • Ability • Precondition: Courtier
  Due to the heritage or history of your own actions, 
  you are a beloved member of the court. 
  Benefice: Members of noble courts that are not hos-
  tile to you or your faction are automatically on friendly 
  terms with you. Those on your good side will be will-
  ing to give you information, should you be interested in 
  some small talk. Successfully perform a Charm befriend 
  maneuver to have a lovely chat. Your target will then 
  give you insights into the lives of those close to them, 
  and they might even share some rumors, though this 
  is unguided: They might end up telling you about the 
  young baron sneaking off with the lord’s daughter, but 
  this is because they want to, not because you asked for 
  any dirt on the baron directly.
  Additionally, all your Charm rolls are favorable 
  while directed at someone within or serving under 
  your house.
  RETAINER
  Class • Privilege • Precondition: Noble or priest 
  or merchant
  You have a devoted servant or friend who will fol-
  low you to the ends of the universe in return for food 
  and upkeep. 
  Benefice: Your Retainer is devoted to your needs. 
  They might be the loyal seneschal who’s always 
  served your family, or they might be a childhood 
  friend who hasn’t risen in social class like you, but 
  they still honor a blood-brother oath through thick 
  and thin. Regardless of their backstory, your Retain-
  Benefice: If you have a functioning artifact on hand 
  and you’re capable of operating it properly (i.e., you have 
  any required skill and/or capability), you may attempt to 
  create a working replica. It might not look or operate ex-
  actly like the original, but it gets similar results. You need 
  reasonable tools and materials that cost about one-quar-
  ter of the object’s market value (in firebirds).
  Roll Tech Redemption + Intuition as a Narrated 
  action after spending at least 8 hours of work. The 
  Resistance depends on the original’s tech level (see the 
  chart below) but can be reduced by modifying it into 
  a less elegant device. 
  Tech Level
  Base Resistance
  5
  Demanding 
  6
  Tough 
  7
  Severe 
  8
  Herculean 
  Resistance
  Modifications
  -1
  You can duplicate parts. If you have 
  another version of the object you’re 
  recreating, such as a non-working 
  model that you can mine for parts, 
  your job is easier. 
  -1
  You can scale the artifact up by two 
  sizes (an extra-small handheld device 
  becomes a more cumbersome medi-
  um-sized object).
  -2
  You can scale the artifact up by four 
  sizes (the XS device becomes XL).
  The impact determines how useful the resulting 
  recreation is: victory (without spending additional 
  VP) gives you one use of the item before it must be 
  repaired; 2 VP gives you a working replica, but it will 
  malfunction on a failed roll; 4 VP gives you a working 
  item that only malfunctions on a critical miss during 
  use. If the item requires energy, you must supply the 
  energy source (usually a fusion cell) separately.
  REEVE ADVOCATE
  Calling • Privilege • Precondition: Open and 
  Riches (Well-off or better) 
  You have a Reeve lawyer on retainer.
  Benefice: When requested for a specific case, a 
  personal advocate from the Reeves guild will be as-
  signed to you. Whether for criminal litigation or 
  drawing up a contract, that advocate represents you 
  and your interests against the various local legal codes 
  throughout the Known Worlds. You have to personal-
  ly call on the Reeves to gain this representation. If you 
  are prevented in some way from contacting the guild, 
  then no advocate can be assigned.
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  ic changes in circumstance for good or ill. When 
  beginning gameplay, you have access to one-tenth 
  (10%) of your yearly income; you may use this to 
  purchase beginning equipment. 
  1st 
  Good (3000 income/ 300 starting cash) 
  2nd 
  Well-Off (5000 income/ 500 starting cash) 
  3rd 
  Wealthy (10,000 income/ 1000 starting cash) 
  4th 
  Rich (15,000 income/ 1500 starting cash) 
  5th 
  Filthy Rich (20,000 income/ 2,000 starting 
  cash) 
  The source of your riches comes from either a fief, 
  a business, or a monopoly on some sort of trade or 
  interest from loans. 
  Fief: You rule or own a substantial portion of land 
  and the serfs who work that land, creating wealth from 
  their commodities (food, minerals, crafts, etc.) or by tax-
  ation. While you do not need to first acquire the Land-
  ed perk for this fief, without it, you are managing the 
  land in another’s name. While any freeman can own a 
  plot of land, the nobles own the most valuable land and 
  hold contracts of indenture on serfs. A portion of the 
  land’s wealth must go to support these serfs. Bad years 
  where no money is made — or where natural disasters 
  destroyed crops — can cause debt to accumulate. 
  Technically, you do not own the land — your noble 
  house does. Except for the Emperor, a lord always has 
  a lord above them to whom they must answer; misuse 
  of lands is often cause for loss of rank. A lord does not 
  necessarily oversee the daily demands of the fief; usu-
  ally seneschals or chamberlains undertake this task. 
  The size of a fief is not the most important factor de-
  termining its value; its resources — from raw minerals 
  to manufacturing capability — must also be consid-
  ered. A small parcel with a single gold mine may be 
  as valuable as an entire province of prime farmland. 
  While there were once rank requirements to rule the 
  most valuable properties, the chaotic land-grabbing of 
  the Emperor Wars has left knights in charge of fiefs 
  once ruled by counts while certain dukes ruled land 
  once considered barely fit for baronets. While such ex-
  treme cases are exceptions, it shows that one’s rank is 
  not necessarily a determination of one’s wealth. None-
  theless, suggested traditional ranks are listed with each 
  fief size. In some places, the Church owns and oper-
  ates fiefs; priests are placed in charge of such assets.
  • A Good fief might be a shire or village (usually lord-
  ed by a baronet) with tenant farms as its resources. 
  • A Well-Off fief might be a borough or town (baron) 
  with a silver mine. 
  • A Wealthy fief is worthy of a province or city (earl 
  or marquis) hosting prime farmlands. 
  • A Rich fief is a county or capitol city (count) that 
  derives most of its wealth from taxation. 
  • A Filthy Rich fief is a continent or moon (duke) host-
  ing raw or refined resources (mineral or otherwise). 
  er is a yeoman trained in whatever line of work they 
  need to best serve you. They are rated at half of your 
  level (if you’re 4th level, your Retainer is 2nd level), and 
  they rise in level by one for every two of your level 
  advances. They’re considered to have whatever outfit 
  they need for their work, but you must pay to equip 
  them with weapons and armor. 
  You’re responsible for playing your Retainer and 
  maintaining their character sheet. The Retainer 
  doesn’t have their own VP cache, but they can use 
  yours. (In this way, they might wind up costing you 
  VP, but they do give you extra actions and aid.)
  Additional hired help can be gained with money 
  during gameplay, but they don’t exhibit the fierce 
  loyalty your Retainer does. In other words, when 
  the money runs out, they’re gone, but the Retainer 
  always stays.
  RETINUE 
  Calling • Privilege • Precondition: Open and 
  Riches (Good or better)
  If good help is hard to find, then good, loyal help 
  is even rarer. You’ve beaten the odds and found good 
  servants. 
  Benefice: You can certainly spend money to hire 
  servants with your wealth, but you can’t buy their loy-
  alty. This perk gives you the loyalty of a handful of 
  close servants. However, you do still have to pay them 
  (hence, the precondition of the Riches perk). With 
  Good Riches, you can get a butler or handmaiden, as 
  well as a cook and a chauffeur. With Well-Off Riches, 
  you can add a seneschal (an expert in influence). With 
  Wealthy Riches, you can add a trained bodyguard.
  RICHES
  Class • Privilege • Preconditions: Noble or priest 
  or merchant
  Some characters are lucky enough to have real 
  wealth — not just savings or wages, but land rulership 
  or control of a business. 
  Benefice: These types of assets provide you with 
  regular income and are usually tied to your rank and 
  station in life. You do not actually own the business — 
  your house or guild does — but through birthright, 
  luck, or hard work, you have gained control over it. 
  Thus, you can reap its benefits (and suffer its respon-
  sibilities). You cannot sell the business, but you may 
  abdicate your position or temporarily place someone 
  else in charge; during that time, you do not gain the 
  income associated with that asset. 
  This perk can be taken multiple times to repre-
  sent greater assets. Each form of asset listed be-
  low includes a firebird value: This represents how 
  much value the asset brings you in yearly income 
  after paying expenses, barring disasters or dramat-
  
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  • A Well-Off business might craft or manufacture 
  luxury items. 
  • A Wealthy business could be a mill that produces 
  firearms or artillery. 
  • A Rich business suggests a high-tech manufactur-
  ing plant, perhaps a ceramsteel smelter, think-ma-
  chine mill, or a fusion generator supplying power 
  to a local grid. 
  • A Filthy Rich business is usually reserved for the 
  highest profile businesses, such as a starport, ship-
  yard, or starbase. 
  Tariffs/Loans: This type of Riches requires the 
  Guild Commission perk. This covers a variety of ways 
  to gain money on a regular basis. For example, you 
  might levy taxation on all trade in an agora or trade 
  route, or you might loan money to others in return 
  for a fee upon repayment. At lower levels, you do not 
  necessarily have to oversee employees (except for the 
  occasional freelance enforcer), but you must monitor 
  your assets regularly or hire someone to do this for 
  you. This is the most volatile form of Riches, since 
  you may be cheated out of money or worse. Loaners 
  can default and refuse to pay back a loan. Merchants 
  can refuse to pay the levied tax, forcing you to pursue 
  embargoes or even violent methods to recoup your 
  losses. These sorts of assets are almost always run by 
  members of a guild. The higher the level or the broad-
  er the influence, the higher the rank of the “boss.” 
  • A Good investment might mean you own an agora, 
  levying taxes on all merchants who place stalls there. 
  • A Well-Off investment could represent a number 
  of small loans you made to prominent locals, such 
  as helping the duke’s son with his gambling debts. 
  • A Wealthy investment may extend agora taxation 
  across a continent or planetwide. 
  • A Rich investment may signify an interstellar trade 
  route monopoly, such as all luxury goods trade be-
  tween Criticorum and Shaprut. 
  • A Filthy Rich investment may well represent an in-
  terstellar banking institution that others regularly 
  turn to for loans.
  RIGHTEOUS SERMON
  Class • Ability • Precondition: Priest and Perform 5+ 
  (Oratory)
  You can inspire others with passages from the 
  Omega Gospels. 
  Benefice: Once per scene as a primary action, by 
  reading from the Omega Gospels (either from mem-
  ory or from the book itself), you can inspire courage 
  into your allies. Each affected person must be able 
  to hear your sermon. The effect lasts as long as you 
  keep reading the sermons (as a secondary action per 
  round), although you can only maintain the effect 
  for 1 turn per your level. During the oration, you 
  Business: You own a business that creates wealth 
  for you. This usually means that you employ a num-
  ber of people in a variety of positions to keep the 
  business running, ranging from manual laborers to 
  accountants. Bad business can mean the firing of em-
  ployees and even loss of assets; otherwise, you must 
  throw all your profits back into the business just to 
  keep it alive — a risky but potentially very good in-
  vestment. You do not necessarily oversee the daily 
  operations of the business; you can leave that in the 
  hands of a trusted employee or partner. 
  • A Good business might be a hospital, catering to 
  those who can afford medical care (rather than 
  standing in line with the serfs at the local parish). 
  SOURCES OF WEALTH
  The Known Worlds offers a variety of ways to 
  accumulate wealth. Noble houses get most of 
  their money from the ownership of land and 
  all the resources associated with it — includ-
  ing serfs. The chain of rulership of these lands 
  descends from the head of the house down 
  to dukes, counts, earls, and baronets, each 
  of whom may maintain a fief for their family 
  lord. Profits from fiefs are divided in unequal 
  portions throughout this chain.
  Many minor houses or smaller families within 
  the major houses, divested of their land due to 
  war or debt, maintain their wealth through the 
  ownership of proprietary manufacturing pro-
  cesses. Some also rely on the selling of services. 
  The Church gains its primary wealth from 
  tithing the faithful, which includes nobles, 
  merchants, and freemen. Serfs are also expect-
  ed to tithe, but the most destitute can instead 
  volunteer labor (with their lords’ permission). 
  However, the Church also owns its own lands 
  and indentured-service contracts. It maintains 
  these using many of the same methods nobles 
  use to maintain fiefs. Another method of in-
  come involves the selling of relics and pilgrim-
  age site entry fees. 
  Guildmembers gain their wealth through 
  various means, including employment con-
  tracts to other guilds, priests, or nobles. They 
  may profit from the ownership of businesses 
  or the tendering of loans to certain parties. 
  While some may own lands and the resources 
  thereon, they cannot own serfs; however, they 
  might pay their employees such criminally low 
  wages that there is little difference. 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  ROYAL CONFIDENCE
  Calling • Ability: Precondition: Confessor
  Your interactions with noble houses have brought 
  insight into the nobility.
  Benefice: You have capability in the Court Customs 
  social arena and gain favorability to persuasion or co-
  ercion (choose one method) influence against nobles.
  ROYALTIES
  Calling • Privilege • Precondition: Artist
  At some point in your past, you published a work so 
  good (or popular), it’s still paying off — both literally 
  in the form of firebirds and in non-monetary ways.
  Benefice: Whether you wrote the most widely used 
  academic book on the death rites of the etyri or a se-
  ries of novels about the dashingly handsome space pi-
  rate Captain Frye, you receive a warm welcome from 
  those who know your work. When attempting persua-
  sion influence rolls against targets who are fans, your 
  rolls are favorable.  
  The GM can roll a die to determine if any given 
  NPC is a fan of your work. They won’t necessarily 
  recognize you on sight; you might have to tell them 
  who you are.
  NPC’s background 
  1d20 result
  Rural 1-5 = a fan; 6-20 = never heard of you
  Urban 1-9 = a fan; 10-15 = indifferent; 16-20 = nev-
  er heard of you
  Cosmopolitan 1-13 = a fan; 14-17 = indifferent; 
  18-20 = never heard of you
  Your fans are generally considered friendly. Hos-
  tiles who recognize you might change their attitude to 
  become more open. Additionally, you receive a year-
  ly income of 200 fb, collectable by contacting your 
  agent responsible for printing, distribution, and sales.
  RUTHLESS
  Calling • Ability • Precondition: Bounty Hunter 
  or Chainer or Inquisitor or Spy
  A job is a job, and you’ll see it through – if the mon-
  ey is right, of course.
  Benefice: Influence actions or occult powers that 
  inflict the Afraid, Daunted, or Terrified states are un-
  favorable against you.
  SACRIFICIAL LAMBS
  Calling • Ability • Precondition: Conspiracist
  When you work from the shadows, your misdeeds 
  are hard to pin on you. 
  Benefice: You always have a list of fall guys pre-
  pared — a servant who happens to be caught with a 
  bloody knife, or perhaps a lower house noble who’s 
  secretly having an affair with the baronet.
  When either the Castigated or Humiliated state is 
  imposed on you, you may move it onto a nearby fall 
  may fight, but you cannot activate occult powers. 
  Your allies receive the Divinely Inspired state. 
  Only allies who believe in the teachings of the 
  Prophet gain this bonus, although they don’t have to 
  follow a particular sect or order’s teaching.
  RISE FROM THE ASHES
  Calling • Austerity • Precondition: Imperial Co-
  hort or Questing Knight
  By contemplating the spiritual supremacy of the 
  Phoenix Throne, you steel yourself against the trials 
  waiting in the Dark.
  Benefice: You gain +2 Spirit Resistance. You cloak 
  this Austerity in the form of prayer to the Pancreator, 
  but you’re really praying to the Pancreator’s chosen 
  hand, the Emperor. This is the heresy of the Reborn 
  Sun, and it would be best for you to keep it to yourself 
  (and maybe your closest fellows).
  RISK TAKER
  Calling • Ability • Precondition: Amateur or Star 
  Pilot
  You enjoy pushing your luck as much as possible.
  Benefice: You may accent a die-roll result upwards. 
  (For the rules on accenting downward, see the optional 
  rule Accenting the Die Roll in Chapter 1: Rules.)
  Accenting a roll upwards risks turning a failure into 
  a critical miss, but if you’re victorious, you’ll get more 
  victory points than you would have otherwise gained.
  Once per scene, you can declare that you’re accent-
  ing a roll upwards before the roll is made. If the roll is a 
  success, you can accent the result upwards to increase 
  your victory point yield. This can even give you a crit-
  ical hit, if you accent the die result up to your exact 
  goal number.
  The maximum amount you can add to the roll re-
  sult is equal to your rating in the skill being used. If 
  you’re hitting someone with a fist, then your rating 
  in the Fight skill provides the limit by which you can 
  accent your punches.
  However, if the roll was a miss, it is now a critical 
  miss. You’ve pushed your luck too far. The GM deter-
  mines the exact result, based on the situation. 
  Example: Julia is pretty darn good with a blaster pis-
  tol — her goal number is 14. Julia’s player is confident 
  she’ll hit her target but wants to do it with maximum 
  impact, so she decides to use Julia’s Risk Taker perk to 
  accent her roll upwards. She rolls and get an 11. It’s a 
  success, so she can now accent it upwards. Her Shoot skill 
  is 8, so she could add up to 8 to the roll result, but she 
  only needs to add 3 to turn her victory into a critical hit.
  If her roll had been, say, a 16 (a miss for her), she 
  would have suffered a critical miss instead. 
  
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  Benefice: You can enhance an existing weapon with 
  an attack bonus or a base damage increase, or you can 
  enhance an existing suit of armor’s Body Resistance. 
  The weapon or armor must be of at least masterwork 
  quality. The effect lasts for the remainder of the drama. 
  Spend 1 hour per goal bonus, damage increase, or 
  Body Resistance enhancement. 
  Weapons: You can add goal bonuses to a weapon or 
  increase the weapon’s base damage rating, up to a 
  bonus limit of half your class level (round down, mini-
  mum 1). (Example: If you are 5th level, you can add +2 
  goal or +2 damage.) If you spend twice the amount 
  of time, you can do both. The person wielding the 
  weapon must spend 1 VP per attack to gain the sanc-
  tified bonus.
  Armor: You can add Body Resistance to armor, up 
  to a bonus limit of half your class level (round down, 
  minimum 1). The person wearing the weapon must 
  spend 1 VP per round to gain the sanctified bonus.
  SAVINGS
  Calling • Verve • Precondition: Banker or Thief 
  or Trader
  Preparation is everything. Your forethought can 
  save you from ruin. 
  Benefice: Once per scene, you can roll a d20. You 
  may use its result in place of rolling for a single action 
  later during the scene. It must be taken “as is” (it can’t 
  be accented or nudged), and it cannot produce a crit-
  ical hit. 
  Example: You roll a result of 14 for your Savings 
  roll. Later, you need to make a convince maneuver. 
  Your goal is 14. Rather than risking rolling and get-
  ting a low result or a failure, you draw from your Sav-
  ings and take the earlier 14 result. Unfortunately, it’s 
  not a critical, but it does still deliver a success with 
  14 VP.
  SAVOIR FAIRE
  Calling • Ability • Precondition: Open
  You have a certain flair, dashing style, élan, or bra-
  vura that marks you as someone special. 
  Benefice: Everything you do is done with style, 
  whether it be entering a room and turning heads, 
  carving your initials into a tapestry with your rapier, 
  or even savoring a meal at a banquet to impress the 
  host. Your savoir faire is everywhere. You can inten-
  tionally attempt to impress others with your style in 
  any task. You may attempt any required rolls normal-
  ly while spending 1 VP to add stunning flair. The GM 
  is free to dictate any rules effects from this, but possi-
  ble outcomes are: 
  • You gain a bonus to influence attempts to further 
  impress those who witnessed your deed. 
  guy instead, so long as the targeted person does not 
  suffer from the state in question already. (Unless ei-
  ther of those states was caused by an occult power; 
  you can’t shift the blame against it.) 
  Additionally, when one of your intrigues would be 
  pinned on you, you may sacrifice one of your contacts. 
  They’ll know it was you who set them up. Should they 
  survive the punishment, they’ll become your enemy. 
  After repeatedly abandoning your agents and allies, 
  you might also gain a reputation for leaving comrades 
  out to dry.
  SAINT’S BLESSING
  Class • Ability • Precondition: Merchant or yeoman
  You can petition a saint for their intercession. 
  Benefice: Once per act, by uttering a prayer (as a 
  primary action) to a saint of your choice while vowing 
  to live up to their ideals, you can convert VP in your 
  cache or bank into wyrd points: 3 VP per 1 WP, up 
  to a WP limit of your Faith. If your Faith is 5, you can 
  convert up to 15 VP into 5 WP.
  You must, however, behave for the remainder 
  of the act in accordance with the saint’s ideals. 
  Should you break that vow, you become Penalized 
  as an enduring state.
  Examples of some saints and their codes are:
  • St. Horace: Protect knowledge and correct igno-
  rance.
  • St. Hombor: Give charity to those who beg for it.
  • St. Maya: Always protect the weak and despised, 
  even at the cost of your own life.
  SAINT LEXTIUS’ BLESSING
  Class • Verve • Precondition: Noble 
  By exemplifying the saint of knighthood, you gain 
  holy benefit. 
  Benefice: Once per act, by uttering a prayer (as a 
  primary action) to Saint Lextius and vowing to live 
  up to his ideal of knighthood, you can convert VP in 
  your cache or bank into wyrd points: 3 VP per 1 WP, 
  up to a WP limit of your Faith. If your Faith is 6, you 
  can convert up to 18 VP into 6 WP. 
  You must, however, behave for the remainder of 
  that act in accordance with the highest chivalric ide-
  als. Should you break that vow, you become Penal-
  ized as an enduring state. 
  SANCTIFY ARMS AND ARMOR
  Calling • Ability • Preconditions: Brother Battle 
  or Theurgist and Theurgy 6+
  You can bless a weapon or suit of armor, empower-
  ing it with divine grace for the remainder of the dra-
  ma. Those wielding or wearing it can mouth a silent 
  prayer to activate its deliverance.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  then root out whether the supernatural trace is theo-
  logically approved or heretical.
  SCHMOOZE
  Calling • Ability • Precondition: Courtier or Syb-
  arite or Trader
  You dazzle courtiers and gather gossip from among 
  the upper echelons as an insider. 
  Benefice: You attract rumors and know of scandals 
  that everyone involved tries to keep secret. Whenever 
  you use persuasion influence on a target on friendly 
  terms with you (you might first need to befriend them 
  if they’re neutral or hostile), in addition to the normal 
  impact, the target also suffers the Schmoozed state. 
  While Schmoozed, they will freely share the most sa-
  lacious and insider gossip, as well as “talking you up” 
  to others at the party so that your own legend grows. 
  SECOND SKIN
  Calling • Ability • Precondition: Incognito or Spy 
  and Disguise 3+
  You’ve gotten used to wearing a face that is not your 
  own.
  Benefice: After years of spending life pretending to 
  be someone you are not, you are comfortable in skins 
  that are not yours. When you gain this perk, pick a 
  persona and an associated item or behavior (glasses, a 
  • It is very hard to embarrass you, for you can 
  turn even a pratfall into an elegant dance. You 
  gain +1 Mind Resistance against attempts to em-
  barrass you, even if you are unaware of what’s 
  going on.
  • Anytime you fail very badly at something, you 
  can attempt a Knavery + Wits or Presence roll as 
  a primary action on the following turn to miti-
  gate the failure and make it look intentional. The 
  Resistance depends on the nature of what you’ve 
  done wrong, but it’s usually Hard or Demand-
  ing. The higher your impact, the better your re-
  action to failure appears.
  SCENT OF THE WITCH
  Calling • Ability • Preconditions: Inquisitor or 
  Occultist or Psychic or Theurgist
  You can sense supernatural corruption on a person. 
  Benefice: Spend 1 VP and roll Observe + Intu-
  ition as a primary action vs. the target’s Spirit Resis-
  tance. If you’re victorious and the target has at least 
  1 rank in an occult characteristic (Psi/Urge, Theurgy/
  Hubris), you sense it as a feeling or tingling intuition. 
  Unfortunately, you can get a false positive on your 
  reading: if the person was the target of an occult pow-
  er sometime between now and when they last had a 
  Respite, this will set off your alarms. Questioning can 
  
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  quires it. You are immune to the Berserk and Penal-
  ized state due to your emotional detachment, and 
  you have an edge in initiative from your heedlessness. 
  Also, your Focus-skill rolls to rally from chronic men-
  tal and social states are favorable.
  SENSITIVITY
  Calling • Ability • Precondition: Open
  You are awakened to the currents of occult energy 
  all around you.
  Benefice: You can detect the presence of occult pow-
  ers through instinctual perception, and your rolls to de-
  tect them are favorable. This includes psychic powers, 
  theurgic and Antinomist black magic rites, Ur tech, etc. 
  This perk does not actually confer occult powers, just a 
  sensitivity to part of the occult spectrum. See Defending 
  Against the Occult in Chapter 5: The Occult.
  SHEPHERD OF THE FLOCK
  Class • Verve • Precondition: Priest
  You are the spiritual minister to the souls under your 
  care. You can gather their prayers and return them as 
  inspirational bounty whenever the time is right. 
  Benefice: Once per scene, you may request VP from 
  the cache of each PC who is present in your location. 
  They must voluntarily agree to give them, up to a max-
  imum from each PC equal to 3 VP +1 VP per your level 
  (if you’re 3rd level, a single PC can give you up to 6 VP). 
  You place these collected VP into a separate flock coffer, 
  which is then locked. You (and only you) can draw from 
  this coffer. You can spend the VP on yourself or give 
  them out to others. The coffer lasts until the last VP is 
  spent. You can have only one flock coffer at a time.
  SHIELD OF THE LAW
  Calling • Privilege • Precondition: Lawyer
  Those who accuse you of wrongdoing know this 
  will come at a great cost.
  Benefice: Your knowledge of the law and your 
  connections to influential individuals put you in the 
  right, even when others would claim otherwise. You 
  receive +2 Mind Resistance against humiliate and com-
  mand maneuvers. Additionally, when you spend VP to 
  bolster your Resistance against those maneuvers, you 
  gain +2 Resistance per 1 VP spent (double the val-
  ue). What’s more, those who attempt such maneuvers 
  against you suffer the Guilty state should their efforts 
  fail (brief persistence: 1 turn per your level).
  SIMMERING RAGE
  Calling • Ability • Precondition: Ukar
  You have a simmering anger inside you that makes 
  others nervous.
  Benefice: You can declare a coercion influence roll to 
  be favorable (before you roll it); you can do this a num-
  false mustache, a cloak, or a facial tick). You may don 
  and remove this disguise as a secondary action. While 
  you wear this disguise, opponents cannot detect it 
  with instinctual perception and active observation 
  rolls are unfavorable.
  You may take this perk more than once, picking a 
  new persona each time. You may swap between any 
  of these disguises once per turn as a secondary action, 
  so long as you have the proper props.
  SECRET AGENT
  Calling • Privilege • Precondition: Spy
  You are a spy working for an intelligence agency, 
  gathering information or sabotaging rivals’ works.
  Benefice: You bear a commission as an intel-
  ligence agent; its rank is dependent on how many 
  levels of this hierarchical perk you possess. Each 
  successive level raises you in rank one title (see the 
  chart below). In addition, each rank grants you +1 
  Knavery when communicating with fellow agents or 
  trying to read the secret signs of rival agents. This 
  bonus rises with each successive rank (i.e., a field 
  agent gets +3 Knavery).
  1st 
  Recruit
  2nd 
  Agent
  3rd 
  Field Agent
  4th 
  Supervisor
  5th  
  Spymaster
  In addition, your agency specializes in a role that 
  provides you a bonus to a certain skill.
  al-Malik Mutasih: Expert in high-tech surveillance; 
  gain +2 Interface.
  Church Synecullum: Expert in falsifying documents 
  and records; gain +2 Academia.
  Decados Jakovians: Expert in exploiting others’ weak-
  nesses; gain +2 Impress.
  Hawkwood Rooks: Expert in methodical information 
  gathering; gain +2 Observe.
  Hazat Archons: Expert in decrypting enemy commu-
  nications; gain +2 Focus.
  Imperial Eye: Expert in covert information gather-
  ing; gain +2 Intrusion.
  League Agent: Expert in protecting guild patents; 
  gain +2 Intrusion.
  Li Halan Hidden Martyrs: Expert in rooting out trea-
  son; gain +2 Empathy.
  SEEN TOO MUCH
  Calling • Ability • Precondition: Mercenary or 
  Ronin
  Combat trauma, survivor’s guilt, or a horrible acci-
  dent left you convinced that you died in the past and 
  this is all just a dream.
  Benefice: You’ve already made peace with death. 
  You’re willing to risk everything, if the situation re-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  STOIC BODY 
  Calling • Ability • Precondition: Open
  You are tough-as-nails, resilient, and unbreakable. 
  Benefice: You gain +2 Body Resistance. This com-
  bines with any other bonuses you might have for Body 
  Resistance, such as those from armor or occult powers. 
  STOIC MIND
  Calling • Ability • Precondition: Open
  You are tough-minded, shrewd, indomitable, or just 
  plain stubborn. 
  Benefice: You gain +2 Mind Resistance. This 
  combines with any other bonuses you might have for 
  Mind Resistance, such as those from social rank or 
  occult powers. 
  STOIC SPIRIT 
  Calling • Ability • Precondition: Open
  You are centered and balanced: the epitome of 
  self-sovereignty.
  Benefice: You gain +2 Spirit Resistance. This com-
  bines with any other bonuses you might have, such as 
  those from Austerities or occult powers.
  STRATEGIC MIND
  Calling • Ability • Preconditions: Commander 
  You see two steps ahead, anticipating and compen-
  sating for an enemy’s actions. 
  Benefice: On your turn, you can spend VP from 
  your cache as a secondary action to shout some or-
  ders to change plans. You may nudge an ally’s next 
  die result up or an enemy’s next die result down. It 
  costs 1 VP per +1 or -1 on the die result (up to a max 
  of your level). This doesn’t affect the goal number; in-
  stead, it affects the actual number rolled on the die. 
  This perk may only be used against the same target 
  once per scene.
  STUNNING STATEMENT
  Calling • Ability • Precondition: Lawyer
  Whether you’re making an opening speech, offer-
  ing a closing statement, or simply moderating a guild 
  meeting, when you speak, people listen.
  Benefice: When you perform a victorious Per-
  form-skill rouse maneuver using the Performing Arts 
  Lore (Oratory) capability, you can choose to impose 
  any of the following states rather than the Mesmer-
  ized state: Awed, Befriended, Confused, Convinced, 
  Deceived, or Entreated.
  STUNT PILOT
  Calling • Ability • Precondition: Star Pilot
  You know your ship like a lover; no stunt is impos-
  sible with this baby. Still dangerous? Okay, sure, it’s 
  dangerous. That doesn’t mean you won’t do it.
  ber of times per scene equal to your level. You don’t even 
  have to speak; sometimes growling is enough.
  SMELL DANGER
  Calling • Ability • Precondition: Vorox
  Your sensitive nose can pick up the slightest traces, 
  often revealing danger before your other senses are 
  aware of it.
  Benefice: You gain +2 Perception for instinctual per-
  ception tests. Your spot rolls to sense enemies, hidden 
  danger, or imminent danger are favorable, so long as the 
  source of danger cannot completely mask their scent.
  SPOTTER
  Calling • Ability • Precondition: Reclaimer or Scout
  Because you’re always on the lookout, enemies 
  struggle to surprise you.
  Benefice: Your Observe spot and search and Intrusion 
  scope rolls to detect traps, ambushes, and pretty much 
  any surprise reveal are favorable. Additionally, you may 
  use your intuition for such things to improve your own 
  traps and ambushes; your Sneak-skill rolls to hide and 
  camouflage yourself or your nearby allies are favorable. 
  STEADFAST
  Calling • Ability • Precondition: Brother Battle 
  You are trained from youth to push through any 
  physical or psychological hindrance. 
  Benefice: You may perform the shake it off maneu-
  ver as a secondary action to remove a physical, men-
  tal, and social state (you can gain VP from this roll 
  for overcoming the state). If for some reason you are 
  not normally allowed to shake off the state, you can 
  ignore that stricture and attempt to do so anyway.
  STEADY HAND
  Calling • Ability • Precondition: Open
  You remain preternaturally calm during crises that 
  often cause hysteria in others. 
  Benefice: In situations where chaos reigns, you can 
  focus and block out distractions, becoming a still point 
  in a sea of confusion. You can, for example, summon 
  a steady hand while defusing a bomb in the middle of 
  a firefight or a panicking populace. 
  You may invoke steady hand as a primary action 
  once per act. Take VP from the well equal to your 
  Mind characteristics (Perception + Will + Wits) + class 
  level and place it in a special steady-hand coffer, which is 
  then locked. If your Perception is 5, your Will 6, your 
  Wits 5, and you’re at 5th level, your passion coffer will 
  have 21 VP. 
  You can draw from the coffer toward the achieve-
  ment of your goal: defuse the bomb, fix the starship 
  engines, etc. This coffer lasts until it is empty. You can 
  have only one steady-hand coffer at a time.
  
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  be enough to pay your debt, you gain the Penalized state 
  and start the next scene with a leftover debt. Write down 
  the VP you still owe. You can pay off this debt in VP at any 
  point; when it’s fully paid off, remove the Penalized state.
  TAXES
  Calling • Verve • Precondition: Banker 
  Banks always win, even when people try to fight 
  them. It’s good to be the bank. 
  Benefice: Whenever a PC or NPC spends VP to 
  boost their Mind Resistance against your influence 
  attempts, the first VP spent is added to your cache 
  instead of being returned to the well. Further VPs are 
  returned to the well as usual.
  TECH SAVVY
  Class • Ability • Precondition: Merchant 
  You are particularly well-integrated with one type 
  of technology. 
  Benefice: Declare a special affinity with one class 
  of equipment that’s at least TL5, such as lasers, ener-
  gy shields, or entertainment tech. Your rolls to repair 
  that type of tech are favorable. Also, you do not suffer 
  that item’s compulsion, even when you roll a critical 
  hit while using it when overloaded. 
  TEMPORARY AUTONOMOUS ZONE 
  Calling • Ability • Precondition: Mercurian
  You don’t accept the false social hierarchies that 
  keep people from recognizing their basic equality. 
  Duke, bishop, dean, peasant — they’re all equal in 
  this topsy-turvy world. 
  Benefice: Once per scene, you can ignore the effects 
  of other people’s social ranks. Specifically, the Mind 
  Resistance bonuses conferred by Noble Title, Church 
  Ordination, Guild Commission, or Professional Repu-
  tation don’t apply against your actions. You can do this 
  against a single target once per turn, up to a number of 
  times within the same scene equal to your level.
  TEND THE FLOCK
  Calling • Verve • Precondition: Friar
  By keeping up with the spiritual needs of your com-
  panions, you ensure that they’re strong in their faith 
  and ready to face the challenges of the world.
  Benefice: Once per act, you may designate a num-
  ber of people equal to your Faith as your “flock.” 
  Once per scene when you are present, any time a 
  member of your flock gains VP from a surge, you may 
  add your own Surge rating to the VPs gained. (This 
  does not cost you one of your own surges.)
  Benefice: You are especially good at performing 
  the stunt maneuver with your Pilot skill; your rolls to 
  execute stunts are favorable. Also, once per scene, you 
  can ignore the calamity that would occur should you 
  roll a critical miss on a Pilot roll — you escape by the 
  skin of your teeth. 
  SUBTLE BODY
  Calling • Ability • Precondition: Monk
  You have studied meditation and contemplation of 
  scripture, and you can use its balms to cure your soul 
  and body.
  Benefice: You may enter a contemplative trance. 
  In this state, you seek the presence of the Holy 
  Flame, letting it burn away sin and renew the body. 
  During this time, you need neither food or water, 
  seeming to obtain sustenance from some holy source. 
  Any poisons in your body will cease to harm you. If 
  you maintain this state for at least the length of a 
  Respite, instead of merely gaining the usual benefits 
  of a Respite, you remove any poisons or infections, 
  remove a single chronic state (mental, physical, or 
  social), and heal a number of Vitality points equal 
  to your level.
  SUPERFICIAL KNOWLEDGE
  Calling • Ability • Precondition: Amateur or 
  Scribe or Scholar
  You know a thing or two about the topic at hand. It 
  might even be enough to convince those around you 
  of your intellect.
  Benefice: Once per scene, when must make a 
  roll involving a lore or science capability you do not 
  possess, spend 1 VP to act as if you do possess this 
  required capability for that one roll. You must con-
  ceivably have had a chance at some point previously 
  to have read up on the lore or science in question. 
  You might have stumbled upon a book on the flora of 
  Rampart, for instance, and you might even read the 
  blurb on its back cover. However, it is much less likely 
  you found an ancient lexicon describing a death cult 
  that sprung into existence three weeks ago.
  SWIMMING WITH SHARKS
  Calling • Verve • Precondition: Trader or Tycoon
  You have a foolproof plan; you just need a small sum 
  to start it. Fortunately, you know the right people.
  Benefice: Once per scene, you may take a “loan” as 
  a secondary action. When you do so, collect VP from 
  the well equal to your Charm, Impress, or Knavery skill 
  rating (choose only one) and place them in a shark coffer. 
  You can spend freely from this coffer until it is empty or 
  the scene ends. At the end of the scene, you must return 
  VP to the well equal to the amount of the loan +3 VP. 
  Should the VP in your shark coffer, cache, and bank not 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  TROUBLE MAGNET
  Calling • Ability • Precondition: Ronin
  It’s odd. It seems like you can’t even enjoy a nice 
  meal without some ruffians interrupting you.
  Benefice: Once per scene, you may “ask for trou-
  ble.” When someone else is the sole target of an attack 
  (whether that’s a coercion influence or a combat roll) 
  and you’re nearby, you may intercept it as a reflexive 
  action and become the target instead. If it’s a hand-
  to-hand or melee combat attack, you must use your 
  movement action to reach the attacker. (If you’ve al-
  ready used it this round, you can’t intercept the at-
  tack). Your Resistance gains a bonus of +4 against this 
  attack, as your action surprises the attacker and leaves 
  them flat-footed. A bandit might decide to rob a bank 
  while you are waiting in line, only for you to challenge 
  their intimidation attempts. A drunk noble attempt-
  ing to lay hands on a servant did not expect you to 
  stand up for a commoner.
  Additionally, you’ve learned to accept that trou-
  ble follows you wherever you go, so you’re always on 
  edge. You gain a +1 Perception bonus for instinctual 
  perception tests to sense danger. 
  TUTOR
  Calling • Privilege • Precondition: Enthusiast
  Those willing to learn must surround themselves 
  with the best teachers.
  Benefice: You have a master of knowledge or 
  science on retainer. Their training imbues you with 
  +2 goal to rolls for a specific skill, and — if you can 
  contact them to receive their advice before making 
  the roll  — their training enhances impact, should 
  the roll be successful (+2 damage or +1 persistence 
  for a state).
  When you pick this perk, select any skill. Your tutor 
  only offers support in this one specific field, but you 
  may take the perk multiple times and select a new skill 
  and/or tutor each time.
  TWO-GUN FIGHTING
  Class • Ability • Preconditions: Noble or Broth-
  er Battle or Duelist or Pirate and the proper weapon 
  capabilities
  You can use a pistol in both your primary hand and 
  off-hand to gain an extra attack.
  Benefice: When attacking with a pistol in your pri-
  mary hand and your off-hand, you can make an attack 
  with the off-hand pistol instead of taking a movement 
  action that turn. Unless you have the Ambidextrous 
  perk, your off-hand pistol shot is unfavorable.
  TRENDSETTER
  Calling • Privilege • Preconditions: Open and 
  Commons and Court Customs capabilities
  You are the epitome of fashion. Whatever you wear 
  quickly becomes fashionable everywhere, and your 
  interests soon become the “next big thing.” 
  Benefice: Some seek you out for fashion advice; 
  others want tips on what one should be reading or 
  thinking this season. Even if you don’t go out of your 
  way to impart this wisdom, others will copy you. Be-
  ing seen at a particular magic lantern show is enough 
  to ensure it’s a hit. Your presence at a party is enough 
  to make it notable in the society pages. Your public 
  approval of a painting is enough to launch an artist’s 
  career. You can almost always get into any party or 
  high-class affair to which you have not been invited. 
  You can take a number of people with you equal to 
  your Presence. In public places where you have spe-
  cifically been barred from entering, you can still get in 
  by making a Charm-skill befriend or entreat maneuver. 
  (Resistance varies with how hostile the host is towards 
  you). In addition, it is rare for an NPC you have never 
  met to have a hostile attitude towards you.
  TRIUMPHANT RETURN
  Calling • Ability • Precondition: Incognito and 
  the Loyalists or Mentor perk
  Everything is prepared for your return. Your troops 
  and spies await your sign.
  Benefice: You spent time preparing your rise from 
  the ashes: you’ve amassed a crowd loyal to you, placed 
  your spies in important positions, and set a trap for 
  your enemies.
  When you finally decide to step out of the shadow 
  and reclaim your rightful position, you gain a num-
  ber of favorable rolls equal to your level, representing 
  allies who provided you with inside knowledge, left 
  doors unlocked, and so on. Before you attempt any 
  roll toward cementing your rightful position (like in-
  timidating guards to stand down, so they can let you 
  enter the palace), you may announce the use of one of 
  your Triumphant Return rolls. However, rolls against 
  your rival cannot be modified with this perk: you still 
  have to face them alone, regardless of your support 
  among the commoners.
  Once you succeed in your endeavor and reclaim 
  your former role, you may immediately choose any 
  other appropriate perk to replace this one, presum-
  ably from your newly reclaimed calling. Additionally, 
  you gain a permanent +1 goal to influence rolls and 
  +2 Mind Resistance against other nobles’ influence 
  attempts, now that your legend is growing.
  
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  UNTOUCHABLE
  Calling • Ability • Precon-
  dition: Lord
  Others do not dare bring their 
  full force to bear against you. 
  Benefice: Once per act, you 
  may declare yourself untouch-
  able as a primary action. For 
  the rest of the scene in which 
  you declared this, you are 
  “above the law,” figuratively 
  speaking. PCs and NPCs who 
  attack you cannot spend VP to 
  affect their goal rolls or improve 
  their impact. They can, howev-
  er, still spend VP to overcome 
  your Resistance or spend VP 
  to boost their own Resistance 
  against your attacks.
  VETERAN
  Calling • Privilege • Pre-
  condition: Open
  You are known for your prow-
  ess at a significant battle. You may 
  even bear a medal proving it. 
  Benefice: You may invoke 
  your past to change others’ 
  opinions about you, so you can 
  solicit their aid. This invocation 
  may be used against the same 
  person only once. It allows you 
  favorable rolls on influence ma-
  neuvers against that person for 
  that scene. In addition, you are 
  considered (for just this one-
  time request) to be one rank 
  higher than normal, including any additional Mind 
  Resistance the higher rank imparts.
  VICIOUS INSULT
  Calling • Ability • Precondition: Conspiracist or 
  Courtier or Spy or Sybarite
  If words can hurt, yours are mastercrafted rapiers. 
  Benefice: You know how to upset people, pushing 
  them to the brink with a mere whisper. When you 
  perform a victorious humiliate maneuver meant to 
  scorn, instead of the usual Angered state, you may im-
  pose the Berserk state.
  VIRTUOSO
  Calling • Ability • Precondition: Artist
  It normally takes time to create meaningful art, but 
  you can reach down into the well of your inspiration 
  to spontaneously create a deeply moving work of art.
  UNDERWORLD CONTACTS
  Calling • Privilege • Precondition: Open and 
  Streetwise Lore 
  You know your way around the black market and 
  organized crime. 
  Benefice: You are familiar with underworld and 
  criminal activities. You know how to contact the crim-
  inal underworld or acquire illegal goods or services, 
  including black-market items. No roll is required, just 
  the courage to walk the shadier streets in search of 
  the right places. With your access, you can attempt to 
  fence illegal or stolen goods on the black market. You 
  can also hire an illegal or shady service (leg breaking, 
  breaking and entering, murder, etc.) at the going rate. 
  (If they are caught in the act, however, they will finger 
  you as their boss.)
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  influence roll favorable against a local when you ap-
  peal to a local custom or legend, such as thanking 
  Saint Jerymaya when accepting a meal on Madoc or 
  throwing salt into the wind in the Istakhr desert to 
  protect those gathered against wind devils.  
  WILD DOMAIN
  Calling • Ability • Precondition: Scout
  You are used to certain environments and habitats. 
  You know their flora and fauna inside out.
  Benefice: You are well-trained in traveling and 
  maneuvering across a specific terrain. When you gain 
  this perk, pick a number of domains equal to your 
  Survival skill rating: arctic, desert, forest (boreal), jun-
  gle (tropical forest), mountain, ocean (open waters), 
  subterranean, swampland, vacuum (deep space).
  Additionally, whenever you increase your skill rat-
  ing, you may add another domain to this list. Your 
  Animalia, Observe, Sneak, and Survival skill rolls are 
  favorable while you are in one of your domains.
  WINDFALL
  Calling • Verve • Precondition: Banker or Star 
  Pilot
  Even when your pockets are empty, they don’t stay 
  that way for long.
  Benefice: You gain +2 to your Surge rating and 
  gain one bonus surge, even if your level doesn’t allow 
  for more than one.
  WISE ONE
  Class • Privilege • Precondition: Priest and non-
  Church sect (such as: Children of Zuran, Gjarti, In-
  carnates, etc.)
  You are recognized as a religious teacher or author-
  ity among your sect. Your position brings respect, 
  even among those who believe you are a heretic.
  Benefice: While you cannot attain Church Ordi-
  nation, you still carry the authority of one who stud-
  ies and practices religious disciplines. You gain +2 
  Mind Resistance. Your religion might or might not 
  have higher ranks of this perk; if it does, each addi-
  tional perk confers +2 Mind Resistance.
  WITCH HUNT
  Calling • Privilege • Preconditions: Priest or In-
  quisitor
  You can request official sanction from the Inquisi-
  tion for a specific purpose, allowing you to organize 
  efforts to hunt down heretics.
  Benefice: Once per drama, you may petition the 
  Inquisition to give you a temporary Inquisitorial Seal 
  to root out a specific heresy or question a specific per-
  son. Sometimes this is a routine activity requiring lit-
  tle more than a hunch, but when powerful people are 
  Benefice: The Arts skill create art maneuver nor-
  mally requires an amount of time spent (in Narrated 
  time scale) to produce an effective work. This perk 
  allows you to attempt it instantaneously, as a primary 
  action in a single turn. You need to have the materials 
  at hand to work within your given medium. If you’re 
  involved in combat, the gamemaster might raise the 
  Resistance due to the stress and distraction involved. 
  The rushed piece might be somewhat crude, but it 
  still imposes its desired state onto its viewer.
  VOW OF POVERTY
  Calling • Austerity • Precondition: Mendicant or 
  Monk
  You have taken a vow to never horde money.
  Benefice: You gain +2 Spirit Resistance so long as 
  you maintain your vow. You can use money to buy 
  necessities, such as simple food, clothing, transport, 
  and basic supplies to aid your ministry. Otherwise, 
  you must give away all money that comes your way, 
  preferably to the poor and needy. You can accept gifts 
  of items that aid your mission in life, such as weapons 
  and armor to protect you on your travels, but these 
  cannot be extravagant or of masterwork make.
  WEB OF LIES
  Calling • Ability • Precondition: Conspiracist
  You have eyes and ears everywhere. When you 
  whisper, nearly anyone may be exposed to your ideas.
  Benefice: You have a network of agents who can 
  act out your commands. You may attempt Charm-
  skill and Knavery-skill influence maneuvers from 
  afar against anyone connected to any of your agents 
  (such as the lady of a foreign house, whose hand-
  maiden happens to be under your employ). Due to 
  the distance, targets gain a +2 Mind Resistance bonus 
  against these attacks.
  Should you fail an influence attempt using your 
  Web of Lies, the agent ends up caught and poses a 
  risk of exposing you as their controller in an attempt 
  to save their own life.
  This perk encompasses the holdings and territory of 
  one Royal House, the Church, the League or a single 
  Vuldrok Nation’s holding. This perk may be bought 
  additional times to enlarge your network’s area to in-
  clude one other Royal House, the Imperial worlds, or 
  all of the Vuldrok Star-Nations. 
  WELL-TRAVELED
  Calling • Ability • Precondition: Open
  You have been around a bit and have heard a bit 
  more.
  Benefice: You know tidbits about the customs, 
  histories, and manners of nearly every culture and 
  sub-culture. Once per scene, you can make a single 
  
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  Alternatively, you can ask the GM to let you exchange 
  your existing Affliction for a different one  — your 
  Stigma is cured through a miracle (or miraculous Sec-
  ond Republic-era tech), but you’ve gained a Vendetta 
  in the process. Finally, if you’re just done with dealing 
  with the Affliction and can’t wait for a good drama to 
  resolve it, you can, with the GM’s permission, “buy” 
  it off with either your class or calling perk when you 
  level up. (If your bonus perk was a class perk, you 
  need to “spend” a class perk to buy it off.)
  ADDICTION
  You are addicted to some substance, and this addic-
  tion makes your life difficult at times. 
  Affliction: At first, the addiction is basic. The sub-
  stance is cheap and easily obtained, although you 
  must have at least one dose per week before symptoms 
  of withdrawal begin.
  Later on, it worsens. When you reach 6th level, the 
  addiction becomes stronger. The substance must be 
  consumed twice weekly before withdrawal symptoms 
  set in.
  Symptoms of withdrawal vary based upon the drug 
  and the withdrawal period. The gamemaster may as-
  sign goal penalties as the symptoms get worse, or they 
  might levy VP costs from rolls — whatever increases 
  the dramatic tension of the moment is appropriate.
  BLACK SHEEP 
  Precondition: Noble house faction
  You are the black sheep of your family and are cur-
  rently being ostracized by it. 
  Affliction: You are not allowed to set foot in court 
  or anywhere the family frequents. If your actions bring 
  further shame and insult to the family, you will be cut off 
  from the family fortune. Should your actions continue to 
  harm your family name, you might be disenfranchised, 
  at which point, you can longer use the family name.
  After enough time has passed (i.e., after attaining 
  6th level), if you’ve earned power and/or a positive rep-
  utation for the family or exhibited good behavior, you 
  can resolve your differences with them. You will then 
  be welcomed back into the family without losing your 
  bonus perk. 
  (Also see Fallen from Grace, listed below, for a vari-
  ant involving priests and merchants.)
  BRANDED 
  Many cultures brand criminals and evil-doers, and 
  you sport one of these brands. 
  Affliction: Your brand might be for theft, prostitu-
  tion, or just insulting the duke, but regardless, it’s an 
  unerasable feature. Your initial persuasion influence 
  attempts against anyone who can see your brand are 
  unfavorable (but can become normal after they know 
  involved, the burden of proof needed can be almost 
  impossible to attain. The exact needs are decided by 
  the gamemaster. With an Inquisitorial Seal in hand, 
  you gain the backing of the Inquisition. You can set 
  villages aflame, both figuratively and literally, in the 
  pursuit of your sanctioned goal.
  WYRD KNOWLEDGE
  Calling • Austerity • Precondition: Occultist
  You assiduously study the esoteric and proscribed 
  sciences, believing that knowledge is both a shield and 
  armor against the darkness.
  Benefice: You gain +2 Spirit Resistance. You must 
  maintain your studies, seeking out new esoteric and/
  or scientific lore and reading up on old records when-
  ever you can. Even without fresh sources, you can 
  contemplate the works you have read, seeking new 
  patterns and clues in them. Whether it’s the testimo-
  ny of an obscure sect of hesychast theurgists whose 
  monastery was beset by demons or the lost statistical 
  reviews of the Phavian Institute concerning the ex-
  tra-normal powers of the sentient mind, this danger-
  ous knowledge is your métier and balm against evil — 
  even if it’s misunderstood by the Church authorities.
  Afflictions
  Afflictions
  Afflictions are negative perks, handicaps that dog 
  characters and cause trouble for them. 
  It is your choice whether or not your character has 
  an Affliction. One — and only one — Affliction can 
  be chosen during character creation. It is a defining 
  element of your character, something that is not easily 
  overcome. While you can spend time and effort trying 
  to resolve it, it will haunt your character’s personal 
  story until at least 6th level, after which you can work 
  with the gamemaster to figure out a dramatic way for 
  your character to move past it. 
  Why choose such a flaw for your character? Be-
  cause acquiring an Affliction allows you to gain one 
  bonus perk from either class or calling. The “cost” 
  of the Affliction, representing the trouble it causes 
  you, is offset by the gain of the new perk. And while 
  it might prove to be a challenge for your character, it 
  can prove helpful to you for getting a handle on your 
  character’s identity.
  Make a note on the character sheet next to the bo-
  nus perk. Should you ever ignore your Affliction or 
  break it, you lose that Affliction’s bonus perk. 
  Once you gain 6th level, you can work with the GM 
  to find a way to resolve or overcome the Affliction; 
  this is usually in the form of drama centered around 
  that event. If your effort is successful, you can erase 
  the Affliction and still keep the bonus perk it gave you. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  know about your Dark Secret at the beginning of the 
  game, but if it does come out, then you should have a 
  chance to either cover it back up or make up for it… 
  for now. You and your GM should collaborate on 
  what your Dark Secret is, as well as what you should 
  expect when the truth comes out.
  EXCOMMUNICATED 
  Precondition: Cannot be a priest
  You have committed some great heresy and re-
  peatedly refused absolution from a priest, forcing 
  the Church to excommunicate you. 
  Affliction: Orthodox doctrine states that you 
  are damned, denied the Pancreator’s grace. You 
  are an outcast. Any further crimes against Church 
  law or doctrine are punishable by flame. You can-
  not receive sacraments, and you are considered 
  repulsive by most people, possibly even spiritually 
  infectious (and hence, unwelcome). Your persua-
  sion influence attempts against those who know of 
  your excommunication are unfavorable. 
  FALLEN FROM GRACE 
  Precondition: Church or guild faction
  You have lost face before your peers and superiors. 
  You can only make up for it after years of penance — 
  if ever.
  Affliction: Depending on your faction, you can-
  not conduct your guild’s business or you cannot enter 
  your sect’s churches. You must do these things unof-
  ficially, “off the books,” relying on friends and favors 
  from within your faction — or you must seek employ 
  and ministry from another guild or sect. You can still 
  gain rank and promotion within your faction, al-
  though you and the GM will need to work out a darn 
  good excuse for how this occurs despite a continuing 
  official opprobrium.
  After enough time has passed (i.e., after attaining 
  6th level), if you’ve earned power and/or a positive 
  reputation for the faction or exhibited good behavior, 
  you can resolve your differences with them. You will 
  then be welcomed back into the faction without los-
  ing your bonus perk. 
  (Also see Black Sheep, listed above, for a variant in-
  volving nobles.)
  INDEBTED 
  You are deeply in debt. 
  Affliction: You cannot get the Riches perk. You 
  must also work hard to assuage your debt, lest your 
  creditor take your possessions or sell you to the 
  Chainers. The interest alone ensures this won’t hap-
  pen anytime soon.
  After attaining 6th level or higher, if you come into a lot 
  of money and use it to pay back your debt, you can re-
  you better). Your coercion attempts may or may not 
  be unfavorable, depending on whether the contempt 
  and/or fear your brand instills in people can be turned 
  to your advantage. 
  CLOISTERED 
  You grew up separately from other people and have 
  never gotten over that. 
  Affliction: Since you’ve had so few dealings with oth-
  ers, you often misunderstand them, get nervous around 
  them, and have a hard time relating to them. Others are 
  likely to find you odd, especially when you start using the 
  unique language you developed as a child. 
  The first time you attempt to influence someone 
  who doesn’t know you, roll a d20 first. On a result 
  of 1, your roll is favorable because something about 
  your oddity is appealing in this context. On a result of 
  2-10, your roll is normal. On a result of 11-20, your 
  roll is unfavorable because you’re just too weird.
  DARK SECRET 
  Something about you is so horrible that you’ll do al-
  most anything to cover it up. 
  Affliction: Your dark secret isn’t merely embar-
  rassing  — it’s dangerous. Perhaps you helped run a 
  psychic coven or you once tried to assassinate your 
  local lord. Should anyone find out, your secret might 
  lead to a bounty on your head. Almost no one should 
  
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  OUTLAW
  You broke the law in a big way. 
  Affliction: Someone, somewhere has put a price 
  on your head, and anyone can collect it. A long jail 
  term is the best you can hope for if you’re caught. 
  Guard your back at all times. You are hunted within 
  the domain of the Empire. If you continue to commit 
  crimes, the price on your head will be paid whether 
  you’re “dead or alive.”
  STIGMA 
  You have a physical stigma of some sort. 
  Affliction: This stigma is something that, if no-
  ticed by the common populace, would cause revul-
  sion, suspicion, or fear. It might be a wandering eye, 
  hair on your palms, dwarfism, or even a hunchback. 
  When coming up with a stigma, think of what would 
  unnerve a superstitious medieval peasant. Your influ-
  ence attempts against these superstitious folks are un-
  favorable. (All occultists have a mild stigma, although 
  theurgy stigmas are often seen as holy rather than 
  damning. You cannot take this Affliction to represent 
  those powers.) 
  VENDETTA 
  Something you, your family, or your friends have 
  done has earned you an unyielding enemy. 
  Affliction: This person (or people) will do every-
  thing in their power to make your life difficult. If that 
  proves too hard to accomplish, they’ll eventually up 
  the ante by trying to kill you. 
  If you ever permanently vanquish the enemy before 
  you’ve reached 6th level, then another enemy will step 
  up to take over the task — perhaps it’s the enemy’s son 
  or daughter, or maybe it’s their group’s new leader. If 
  the enemy is vanquished after you achieve 6th level, 
  then the vendetta is resolved (and you can keep your 
  bonus perk).
  solve this Affliction and keep your bonus perk. However, 
  it should take a goodly amount of money — more than 
  the initial debt, thanks to interest — to pay it all back. 
  INFAMOUS FAMILY 
  Your family has gained notoriety; this affects the way 
  people view you. 
  Affliction: You come from a family of thieves, her-
  etics, murderers, or something worse. Note that cer-
  tain branches of even the noblest families have their 
  problems, too. Your influence attempts against re-
  spectable folk who recognize your family connection 
  are unfavorable.
  LOST WORLDER
  You are from one of the newly rediscovered lost 
  worlds or a barbarian world deep into Vuldrok or 
  Kurgan space. 
  Affliction: In the millennia between the Fall of the 
  Republic and the rediscovery of your home planet, 
  culture has changed greatly. You struggle to fit in with 
  Known Worlds culture, and most people are wary of 
  you. 
  Whenever you attempt to influence a Known 
  Worlder, first roll a d20. On a result of 1, your roll is 
  favorable because something about your foreign cul-
  ture is appealing in this context. On a result of 2-10, 
  your roll is normal. On a result of 11-20, your roll is 
  unfavorable because you’re just too foreign.
  OATH OF FEALTY 
  You owe an oath of fealty above and beyond your 
  normal obligations. 
  Affliction: All nobles owe an oath to their prince, 
  all priests owe their archbishop, and all League mem-
  bers owe their dean. Your Oath of Fealty Affliction re-
  quires something in addition to that oath. The holder 
  of the oath may call on your aid when they desire, 
  although there is usually something you receive in re-
  turn (such as a pledge to send soldiers in case your fief 
  is under assault or to upkeep your family should you 
  die upholding the oath). You and your GM should 
  collaborate on who your oath holder is; it needs to be 
  someone who fits into the GM’s story. 
  OBLIGATION 
  You have a duty you cannot avoid. 
  Affliction: This could be a sacred site you have to 
  keep holy, a vorox child you must raise, or a payment 
  you must make on a regular basis. This differs from 
  the Oath of Fealty in that you do not get anything in 
  return for your obligation, but it is rarely dangerous 
  or deadly. Like that Oath, your Obligation must fit 
  into the GM’s story, or you might not be allowed to 
  choose this Affliction. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  default means of raising your Resistance. You’ll be 
  doing it routinely during gameplay. 
  Boosting adds to other bonuses you might have 
  from perk augments and situational modifiers.
  AUGMENTING RESISTANCE
  Perks can provide a number of ongoing bonuses to 
  Resistance. Each perk is tagged by a category, such as 
  an Austerity or a Privilege. 
  Perks of different categories can combine together. 
  You might have an Ability that provides +2 Mind Re-
  sistance and a Privilege that gives you +3 Mind Resis-
  tance. These combine for a total +5 Mind Resistance. 
  Within each category, however, there are specific 
  rules for how same-category perks combine their bo-
  nuses with one another. Some, like Abilities, do not 
  combine, while others, such as Privileges, do. For 
  example, you might practice two different types of 
  spiritual Austerity (represented by perks like Armor of 
  Faith and Incubation), but you gain a +2 Spirit Resis-
  tance bonus from only one of them. 
  The categories and their combination rules are:
  Ability: Represents a trained thing you can do. 
  (For example, the Conspiracist calling’s Master of 
  Deception perk grants +2 Mind Resistance against 
  deception attempts.) Different Abilities do not combine. If 
  you have two or more perks that provide bonuses to 
  the same type of Resistance (Body, Mind, or Spirit), 
  only one Ability’s bonus applies (use the highest).
  Austerity: A highly disciplined practice involving 
  spiritual ceremony can augment Spirit (or sometimes 
  Mind) Resistance. Different Austerities do not combine. If 
  you have two or more perks that provide bonuses to 
  the same type of Resistance (Body, Mind, or Spirit), 
  only one Austerity’s bonus applies (use the highest).
  Cyberdevice: Cybernetic implants can provide 
  Resistance augments, but they do not combine together; 
  use only the highest bonus. 
  Privilege: Your status in society can bolster your 
  Mind Resistance. The most common example in-
  volves the various ranks that come from the Noble 
  Title, Church Ordination, and Guild Commission 
  perks. Privilege perks can combine with one another; add 
  all their bonuses together.
  Species: A natural feature of a particular species 
  can augment Resistance. For instance, the ascorbites 
  have chitin that provides a Body Resistance bonus. 
  This category can also include those Changed whose 
  mutations are inborn. Species perks can combine with 
  one another; add all their bonuses together.
  Resistance
  Resistance
  As explained in Chapter 1: Rules, characters have 
  three types of Resistance: Body, Mind, and Spirit. There 
  is no base Resistance rating for any of the three types. In-
  stead, characters have various means of increasing them.
  BODY RESISTANCE: ARMOR
  Most people have no base Body Resistance rating — 
  unless they’re chitinous ascorbites or a member of an-
  other naturally armored species. Most people need to 
  wear armor to gain Body Resistance. Lists of various 
  types of armor and their Resistance ratings can be 
  found in Chapter 4: Technology.
  MIND RESISTANCE: SOCIAL STATUS
  A person’s Mind Resistance is mainly based on their 
  social rank — noble title, Church ordination, guild 
  commission. These are acquired as perks. The great-
  er the rank, the higher the Mind Resistance.
  SPIRIT RESISTANCE: AUSTERITIES
  Very few people ever develop any Resistance to occult 
  powers, and devices that can provide it are even rarer. 
  Those who are exposed to such powers or who practice 
  and wield them — psychics, theurgists, Antinomists — 
  tend to acquire perks that provide bonuses to Spirit Re-
  sistance. These usually require some form of practice 
  (meditation, ritual, martial arts katas, yogic asanas) that 
  cement one’s defense against the Dark. These are called 
  Austerities. (You can gain benefit from only one Austerity 
  perk at a time; their bonuses do not add together.)
  Raising Resistance
  Keeping the general guidelines above for each type 
  of Resistance in mind, let’s examine the rules in more 
  depth. 
  Resistance can be boosted (raised by spending victo-
  ry points), augmented by certain perks, or modified by 
  particular circumstances. Bonuses gained by boosts, 
  augments, and modifications can be added together, 
  but with the provisos listed below.
  BOOSTING RESISTANCE
  As described in Chapter 1: Rules, you can spend 
  VP to boost your different Resistances against specific 
  attacks. Consult that section for the rules and restric-
  tions. This is considered to be the most common or 
  
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  168
  Cover: Hiding behind cover is a good way to pre-
  vent bullets. 
  Power: An occult power might provide temporary 
  protection. 
  States: Certain mental, physical, and social states 
  can modify one or more types of Resistance. 
  Recording Resistance
  On the character sheet, record your Resistance rat-
  ings from each source — armor, rank, Austerities — 
  and list the total rating in each category.
  MODIFYING RESISTANCE
  Situations are so varied that it’s impossible to list all 
  the circumstances that might raise (or lower) your Re-
  sistance. These modifications usually last only as long 
  as the situation persists. 
  Different situational modifiers can combine together, add-
  ing and subtracting to provide a net situational mod-
  ifier.
  Some examples include:
  Armor: The most common means of altering Body 
  Resistance is by donning a suit of armor.
  Revival
  Revival
  Vitality (see Vitality, below) isn’t just your physical ca-
  pacity to withstand damage. It’s also your ability to 
  power through fatigue and trauma through force of 
  will (Will) and courage (Faith).
  Just as you can shake off psychosocial states, you 
  can (to a limited extent) shake off wounds and recover 
  Vitality. Instead of rolling, you simply take a Revival 
  as a primary action. 
  The amount of Vitality you recover per Revival is 
  equal to your Size rating + your level.
  Example: Gordo is a human (Size 5) Scraver of 4th 
  level. He recovers 9 Vitality when he takes a Revival.
  You only have a limited number of Revivals you can 
  call on. At 1st level, you get one. At 4th level, you get 
  two Revivals you can call upon when needed. At 7th 
  level, you get a third Revival, and at 10th level, you get 
  a fourth Revival. You regain all your Revivals once 
  you’ve taken a Respite (see below).
  Skills
  Skills
  The door to the medbay opened with a hiss, and Caline stepped into the room. Dr. Sel hovered over 
  the patient on the cot in the center of the room. Worry lined his face as he checked the readouts on 
  the instruments monitoring the sickly looking man on the bed. 
  “Is he going to be all right?” Caline asked.
  Sel looked up at the ship’s captain and grimly shook his head. “None of my antivenins are working. 
  He’s slipping away.”
  Caline stepped over to the patient and frowned, “If we don’t get him back alive, we lose our payday. 
  What got him?”
  Dr. Sel gestured to a nearby table. “Rann says it’s a Severan marsh eel. Never heard of the things myself.”
  Caline clapped her hands, “No wonder your antivenins don’t work. The Severan marsh eel doesn’t 
  have a typical venom. My grandmother grew up around here, and she told me about an old folk rem-
  edy they had for eel bites. Let me see….” She opened one of the cabinets lining the wall and began 
  rummaging around. “Do you have any lespa-fungus spores?”
  Skills represent your natural talents and learned 
  abilities. They range from 0 to 10, although no char-
  acter at 1st level can have a skill rating higher than 8. 
  The rating of a skill indicates the character’s degree 
  of proficiency with it. 
  The description of each skill lists some sample maneu-
  vers, specific actions you can take with the skill. Each lists 
  the characteristic that is most often used in conjunction 
  with the skill when taking that action. You should feel 
  free to suggest an alternative characteristic, depending 
  on how the skill is being used, but the gamemaster is the 
  final arbiter. These lists of maneuvers are by no means 
  comprehensive, and they don’t represent everything you 
  can do with that skill; there’s always so much more.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Restricted Skills  
  Restricted Skills  
  and Capabilities
  and Capabilities
  Restricted skills and capabilities are only available to 
  characters who have access to the class, faction, or call-
  ing that has exclusive knowledge of that topic. Each 
  restricted skill/capability lists which types of classes, 
  faction, and callings have access to that skill/capability. 
  A character without the proper access cannot learn 
  the skill/capability — unless they find a teacher who is 
  willing to buck protocol and train them. This always 
  requires a big favor and comes with risk for the teach-
  er (in the form of guild sanctions).
  There are two methods for accessing a restricted 
  skill or capability that allow the character to allocate 
  their skill ranks to it or acquire the capability.
  • The legal method: Obtain permission from the proper 
  party for training: a Church writ, a guild contract, a 
  noble decree, etc. The character now owes that par-
  ty a favor. (See Favors in Chapter 2: Characters.)
  • The illegal method: Find a black-market teacher. 
  Getting caught using the skill or capability without 
  a legal writ could bring sanction from the restrict-
  ing party. (The League is especially zealous in pro-
  tecting its knowledge monopolies.) This method 
  means the character now owes the black-market 
  teacher a favor (see Favors), and if they’re caught 
  using the skill or displaying the forbidden knowl-
  edge, they can be legally questioned by the restrict-
  ing party or parties.
  Maneuvers
  Maneuvers
  A maneuver is pretty much any skilled action that you 
  take. Several maneuvers are described with the skills, 
  but these are only a small sampling of maneuvers that 
  are possible. There are infinite possible combinations 
  that players might come up with; players and game-
  masters should by no means feel limited to those de-
  scribed here. Maneuvers are broken into four groups: 
  action maneuvers, combat maneuvers, defense ma-
  neuvers, and influence maneuvers. 
  TYPE: ACTION, COMBAT, DEFENSE, OR 
  INFLUENCE
  The type of maneuver is listed in italics beneath the 
  title of the maneuver. 
  Action: These are maneuvers that usually don’t af-
  fect another character directly; they’re not aimed 
  at a particular target. Not all action maneuvers 
  actually require physical effort; maneuvers such 
  as research (Academia) are more mental.
  Most skills have a base starting value, though some 
  restricted skills must be learned from a trainer before 
  you can acquire ranks in them. Restricted skills can 
  only be learned if you have the proper access: mem-
  bership in the skill’s listed class, faction, or calling 
  (or a favor from a member; see Favors in Chapter 2: 
  Characters).
  Additional ranks can be purchased during char-
  acter creation and as you advance in level. Howev-
  er, no skill can be raised to rank 10 until the char-
  acter attains 10th level, and you cannot raise a skill 
  above 10 without supernatural or technological 
  assistance. 
  SKILLS STARTING 
  RANKS
  The skills and their base ratings are listed below. (R) 
  denotes a restricted skill; consult the skill’s description 
  to learn who has access to that skill.
  Skill
  Base Rating
  Academia
  3
  Alchemy (R)
  0 
  Animalia
  3
  Arts
  3
  Charm
  3
  Crafts
  3 
  Disguise
  3
  Drive
  3
  Empathy
  3
  Fight
  3
  Focus
  3
  Impress
  3
  Interface (R)
  0 
  Intrusion
  3
  Knavery
  3
  Melee
  3
  Observe
  3
  Perform
  3
  Pilot (R)
  0
  Remedy
  3
  Shoot
  3
  Sleight of Hand
  3
  Sneak
  3
  Survival
  3
  Tech Redemption
  3
  Vigor
  3
  
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  For influence maneuvers, the target’s Mind Resis-
  tance is used.
  For certain (but not all) occult powers, the target’s 
  Spirit Resistance is used.
  IMPACT
  A successful action maneuver produces the desired 
  result: research unearths the forgotten knowledge, hide 
  places the character out-of-sight behind the bushes, 
  first aid stabilizes the patient. Spending VP might im-
  prove the result.
  A successful combat maneuver delivers damage 
  to its target, applied against their Vitality. The base 
  damage is listed, and you can usually spend VP to 
  increase it.
  A successful influence maneuver places its target in a 
  particular mental or social state. VP can be spent to raise 
  the state’s Resistance, making it harder to shake it off. 
  Academia
  Academia
  Base rating: 3 
  Academia applies when you want to locate informa-
  tion by researching written records, especially for lost 
  or obscure information. This applies to guild data-
  banks, Church repositories, and lost libraries. Search-
  ing for lost information can be a long and tedious pro-
  cess. In most cases, there is no easy reference system 
  (such as the Dewey Decimal System). If you lack the 
  capability to read the language in which the informa-
  tion is written, the search is unfavorable. (Obtaining 
  information from people requires the use of Charm 
  or Impress, not Academia.)
  When using think-machine databases, the maneu-
  vers listed below assume that you have access to the 
  database. Accessing a forbidden or protected data-
  base might first require use of the Interface skill to 
  access it. Of course, one character could use Interface 
  to access the database and then allow another charac-
  ter to do the research.
  Research takes time… often a lot of time. In rare 
  cases, the time scale might be Instantaneous (turned-
  based), such as when querying an AI about the code 
  word needed to enter a locked room while your com-
  panions fight off the undead husks streaming into the 
  outer chamber. However, most research tasks take 
  place in Narrated time, and the gamemaster sets the 
  amount of time required in study (although VP from a 
  victorious roll can often be spent to quicken the pace). 
  The gamemaster assigns a Resistance to the task. 
  Accessing general information about the history of the 
  Universal Church of the Celestial Sun might have no 
  Resistance or be Hard, while finding the details on an 
  obscure rite of the Eskatonic Order might be Tough. As 
  Combat: These are maneuvers that allow you to in-
  flict harm on another character or affect them 
  physically. 
  Defense: These are maneuvers made in reaction to 
  an attack (whether physical or influence) to help 
  fend off the attack. See Defense Actions in Chap-
  ter 1: Rules for guidelines on when they can be 
  employed. 
  Influence: These maneuvers involve social conflict 
  with another character. There are two types of 
  influence maneuvers: persuasion and coercion. 
  Persuasion is used to get the target to want to do 
  what you’re asking of them. Coercion is used to 
  force them to do it, whether they want to or not. 
  TIME 
  Maneuvers take time to accomplish. The minimum 
  amount of time spent to make a roll is listed with the 
  maneuver. It’s possible that some maneuvers might 
  take longer, based on the GM’s estimation. See Play 
  Scales in Chapter 1: Rules for more details on time 
  in the game.
  Instantaneous: One roll can be made per turn as 
  your primary action that turn.
  Present Tense: The maneuver takes a little while to 
  perform. This might be a minute or 10 minutes; 
  it’s the GM’s call. 
  Narrated: The activity takes place in downtime, so it 
  isn’t played out in much detail. 
  ROLL
  Each maneuver lists the skill + characteristic combo 
  used to accomplish it. 
  CAPABILITY
  Some maneuvers require a capability, such as a lore 
  or weapon. If you lack that capability, your roll is un-
  favorable.
  RESISTANCE
  Even if the maneuver’s goal roll is victorious, Resis-
  tance must be overcome. 
  Many action maneuvers, such as picking a lock, 
  require you overcome a Resistance rating set by the 
  GM based on the standard Resistance chart in Chap-
  ter 1: Rules. A simple lock might be Hard, while a 
  bank vault might be Tough or higher. Research or med-
  itate might be done in the peace and quiet of your 
  quarters with no one else around, but the GM might 
  apply additional Resistance depending on outside in-
  fluences (trying to meditate while your neighbor plays 
  loud music) or the difficulty of the material (trying to 
  memorize a 10-page speech written in ukari). 
  For combat maneuvers, the target’s Body Resis-
  tance is used.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  ace — paintings, statues, mirrors, etc. — and their 
  positioning act as mnemonic devices for conjuring up 
  the memory you coded into them. Those with easy 
  access to think machines tend to forego this art, but 
  for most, it is a handy tool. 
  Any time an obscure subject comes up, or when 
  there’s something you want to know more about, 
  you can enter your memory palace to see if you 
  know anything about the subject. 
  When a particular topic is common knowledge, 
  no roll is usually required. If the topic is uncom-
  mon and not too obscure, a roll is usually only 
  required if the Resistance is higher than your Ac-
  ademia skill rating — assuming you have the req-
  uisite capability; if you don’t, you’ll need to roll to 
  know the answer. 
  Note that this maneuver applies to book-learn-
  ing. If you’re trying to recall something that hap-
  pened to you or a name somebody once told you, 
  use the Focus skill remember maneuver.
  Time: Instantaneous (primary action)
  Roll: Academia + Wits
  Capability: Lore (relevant to the topic)
  Resistance: Depends on the obscurity of the in-
  formation: Hard for common knowledge, but 
  up to Severe (or higher) for topics you’ve never 
  encountered.
  Impact: You remember something relevant about 
  the topic. Spending VP increases your recall of the 
  details. With 2 VP you might remember reading 
  that the Oro’ym hail from Madoc, while with 4 
  VP, you can discourse on their marriage customs.
  FIND BOOK
  Action 
  Conducting general research in a library is one thing, 
  but finding a tome hidden amongst ancient volumes 
  is quite another. You can use this maneuver to find 
  a book (or passage within a book) that is hidden or ob-
  scured. This involves delving into physical stacks and 
  volumes of ancient lore, not interfacing with a database. 
  If you know a book is already in the room somewhere, 
  use the Observe-skill search maneuver instead.
  Time: Present Tense. A disorganized or abandoned 
  library might take a day to search, while a bookcase 
  in the rector’s bedroom might take only 5 minutes 
  to scan. 
  Roll: Academia + Perception
  Capability: Read (the language the book is written in) 
  Resistance: Depends on state of the library. A 
  well-organized library is Hard, while a disorga-
  nized mess is Tough or higher.
  Impact: You gain the book you seek (if it’s in the area 
  searched; if not, you know for sure it isn’t there). 
  Halve the time required per 2 VP spent.
  usual, you can spend VP to overcome this Resistance. 
  Once the base Resistance is overcome, the research time 
  can be halved for every 1 VP spent. If a task normally 
  takes an hour, spending 2 VP can cut that to 15 minutes. 
  Typical capabilities: Knowledge of the relevant 
  topic (Lore, Science) and the language the records 
  are written in (Read).
  ENTER MEMORY PALACE
  Action
  The nobility, Church, and Merchant League often train 
  their apprentices in the ars memoriae — the art of mem-
  ory. (The League calls this mnemotechnics.) This ancient 
  method of memorization involves building a memory 
  palace in your imagination. You return to a place in 
  your mind, such as a library or temple, when you wish 
  to recall a memory you stored there. Items in your pal-
  
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  tifying a substance requires time, and in some cases, 
  you may need specialized equipment. 
  Time: Instantaneous (primary action) to detect poi-
  sons; Present Tense for most other uses (at least 10 
  minutes spent examining the substance) 
  Roll: Alchemy + Perception
  Capability: Depending on the substance examined, 
  you might need a relevant Lore, Science, or Tech 
  Lore.
  Resistance: Depends on the rarity of the substance. 
  Examples include a common ruby or a well-known 
  selchakah in a drink (Hard); or a rare Vril-Ya ant-
  lered-wasp venom or an Eridolian pearl (Severe).
  Impact: You correctly identify the substance (or lack 
  thereof if the drink isn’t spiked).
  REFINE 
  Action
  You may refine a substance, polishing it so that it better 
  reflects the invisible light of the Empyrean. This sub-
  stance can be material… or your own soul. Refining 
  the soul is only transitory (the dross of the world soon 
  begrimes it again), but as a meditative form of prayer, it 
  can abolish negative mental and social states. 
  Time: Narrated. It takes at least eight hours of lab 
  work before a roll can be made. Only one attempt 
  per day can be made on the same substance.
  Roll: Alchemy + Faith
  Capability: Depending on the substance to be re-
  fined, you might need a relevant Lore, Science, or 
  Tech Lore. If this attempt involves your soul, you 
  need Religion Lore. 
  Resistance: Depends on the raw state of the sub-
  stance. Already worked materials — alloys, woven 
  textiles — are harder to refine than raw material. 
  If the substance is your soul, the Resistance is your 
  Will. 
  Impact: The substance becomes more spiritually 
  pure than before. It is ideal for use as a theurgic 
  implement — a phylactery or an object of a theur-
  gic Sanctification or Consecration ritual (making 
  it into a theurgic vestment). When using a refined 
  item as the object of such an imbuement rite, your 
  roll is favorable. 
  If your opus was aimed at your own soul, you can 
  relieve (cancel) one mental or social state that you 
  are currently suffering. 
  Animalia
  Animalia
  Base rating: 3
  Animalia represents your understanding of and 
  empathy with animals, including non-sentient alien 
  creatures. With this skill, you can train animals, and 
  IDLE
  Action 
  See the Restorative Practices sidebar. Spending time just 
  reading can help ease anxiety and stir the imagination. 
  RESEARCH
  Action 
  Knowledge is a dangerous weapon. To get that weap-
  on, you need to know how to arm yourself. Whether 
  digging through a Church library or searching the 
  Charioteer guildhall, you can use this maneuver to 
  find the knowledge that you seek. 
  Time: Narrated. A disorganized archive might re-
  quire a full day to comb through, while a well-for-
  matted data record might need only half an hour. 
  Roll: Academia + Wits 
  Capability: Read (the language your topic is written 
  in), Think Machine (if it’s in a data archive)
  Resistance: Depends on obscurity: Hard for com-
  mon knowledge, Demanding for obscure topics, 
  and Tough or higher for secret information.
  Impact: You gain the knowledge you seek. Halve the 
  time required per 2 VP spent. 
  Alchemy 
  Alchemy 
  RESTRICTED: Priest, Engineers guild, Banker, Enthu-
  siast, Occultist, Spy, Tech Redeemer, Theurgist
  Base rating: 0
  Alchemy is the art and science of matter trans-
  mutation. Those who transmute matter through al-
  chemic means also transmute the soul into more re-
  fined forms… or so alchemists believe. 
  Alchemy integrates aspects of chemistry, philoso-
  phy, and physics. It allows you to concoct various po-
  tions and substances and to refine implements for use 
  with theurgic rituals. As odd as it may seem, alchemy 
  actually integrates certain sciences from the Second 
  Republic era, although they’re not always fully under-
  stood by 51st-century alchemists.
  Most uses of this skill require access to an alchemical 
  lab: a room stocked with supplies where you can per-
  form alchemical works uninterrupted. This could be a 
  small backroom in a hovel, a well-lit high-tech guild lab, 
  or even a small stateroom or cargo hold on a starship.
  Typical capabilities: Applied Science, Religion 
  Lore, any relevant Tech Lore for the item or sub-
  stance being worked
  IDENTIFY SUBSTANCE
  Action 
  You can identify just about any substance and gauge 
  its purity. You can also tell if a glass of wine is drugged 
  or poisoned or if a gemstone is real or synthetic. Iden-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  FROLIC
  Action 
  See the Restorative Practices sidebar. Spending time 
  among animals is emotionally balancing for you. This 
  might involve playing with a litter of Urthish pug 
  dogs, petting a Kishian plush-cat, shepherding a herd 
  of Shaprut jostlehorns, or just watching the relentless 
  pacing of Delphian razortoothed tigers in their cag-
  es. Generally, touching animals and being physical 
  amongst them is ideal for this practice.
  IDENTIFY ANIMAL
  Action 
  You can identify an animal’s species and may even 
  have knowledge of its habits, such as whether it con-
  siders humans to be tasty. After a short period of ob-
  servation, you can identify an animal’s general nature 
  and habits. If the animal is easily spooked or reclusive, 
  you may also need to approach stealthily, requiring 
  a skulk or camouflage maneuver using the Sneak skill. 
  Time: Instantaneous (primary action)
  Roll: Animalia + Perception
  Capability: Beast Lore 
  Resistance: Increases with the rarity of the animal: 
  Hard for a common herd animal from a core world 
  (such as Criticorum); Tough for a rare bird from a 
  backwater world (like Pandemonium).
  Impact: You identify the animal. Spending VP in-
  creases your knowledge of its nature and habits. 
  TRAIN BEAST
  Action 
  You can train an animal. This practice takes time and 
  effort, requiring more than one roll. Each roll rep-
  resents a step toward taming the animal and condi-
  tioning it to meet your commands. If any of the rolls 
  fail, you must start over with the training. 
  Time: Narrated. Usually one day per roll, requiring 
  a total number of rolls equal to the creature’s Wits.
  Roll: Animalia + Will
  Capability: Beast Lore
  Resistance: Animal’s Will
  Impact: The animal is trained to follow your com-
  mands. For 2 VP, it will also follow the commands 
  of those you introduce as your friends. For 4 VP it 
  will follow anyone’s commands.
  Arts
  Arts
  Base rating: 3
  Your skill with channeling your imagination to ex-
  press ideas and emotions in a particular medium, as 
  well as providing a general understanding of any me-
  dium of art and its famous works. 
  you have a deep understanding of their habits in the 
  wild. Those with a high level of Animalia are often 
  more comfortable with animals than they are with 
  members of their own species. 
  As a general rule, the Animalia skill is substituted 
  for Charm, Impress, and Empathy when the target 
  is an animal. 
  Typical capabilities: Knowledge of animal behav-
  ior (Beast Lore), a creature’s native habitat (Planet 
  Lore), or biology (Life Science)
  COMMAND ANIMAL
  Action 
  You can attempt to calm or spook an animal, whether 
  it’s trained or wild.
  Time: Instantaneous (primary action)
  Roll: Animalia + Intuition 
  Capability: Beast Lore
  Resistance: Based on the type of animal: a domes-
  ticated animal is Hard; a wild herbivore or trained 
  animal is Demanding; a wild scavenger is Tough; a 
  wild carnivore is Severe. 
  Impact: You have two choices: calm the animal or 
  spook it. 
  Calm: The animal is placed in the Cowed state. In 
  this state, it will not attack you or anyone else, 
  but it will not approach or obey you. This state 
  lasts only as long as you maintain concentration 
  on the animal and take no other action, unless it 
  is threatened or attacked.
  You can spend 2 VP to make the animal Docile 
  instead. While it’s Docile, active concentration 
  from you is no longer required, but it will auto-
  matically shake off the state if threatened or at-
  tacked. A Docile animal otherwise acts Cowed. 
  You can spend 4 VP to instead place the ani-
  mal in the Tamed state. An already trained or do-
  mesticated animal will follow simple commands 
  (“Go!” “Lie down.” “Attack!”). A Tamed animal 
  is comfortable around you and might be curious 
  about your activities; it may even eat food from 
  your hand. 
  Spook: The animal is placed in the Spooked state; 
  it will flee. If unable to escape, it will back into a 
  defensive position and attack if threatened. 
  You can spend 2 VP to make it Agitated instead. 
  While Agitated, the animal will attack the first 
  person to threaten it (approaching it is a threat). 
  You can spend 4 VP to instead place the animal 
  in the Berserk state. An animal in this state will 
  attack anyone (except the character who placed it 
  in that state) who looks at it the wrong way. 
  In all cases, the animal reverts to its normal 
  state at the end of the scene.
  
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  If you wish to instill a different state, such as Cas-
  tigated or Confused, you must work with the GM 
  to explain how you’re accomplishing it, and you 
  probably require ranks in the relevant influence 
  skill (Impress, Knavery, etc.) equal to your Arts 
  ranks. Warning: Creating unconventional art like 
  this can bring acclaim, but it’s more likely to attract 
  opprobrium that could scare away patrons and lead 
  to exile from the art community. Some art forms, 
  such as Baron Trantos Gurvich Decados’ torture 
  trance holovids, can even instill a physical state, 
  such as Tormented or Disoriented.
  To gain the full effect of a work of art, the viewer 
  must experience it by spending time with it. In game 
  terms, they undertake a muse maneuver (see below). 
  The VP you spend on impact creates an art coffer, 
  at a cost of 1 VP per 1 VP that goes into the coffer. 
  This coffer is attached to the artwork; whenever a 
  viewer muses upon the art, the coffer’s VP are used 
  to overcome the viewer’s innate Resistance (based 
  on their Will). 
  Normally, the art patron needs to decide they want 
  to muse over your work. You can, however, produce 
  such an arresting piece of art that they’re forced to 
  confront it upon first witnessing it. For this arresting 
  effect, you must spend 2 VP on impact, in addition 
  to any VP you spent to create the art coffer. Anyone 
  encountering the piece for the first time must then 
  make a reflexive muse roll to see if it affects them. If 
  this is a painting or sculpture, the roll happens when 
  they first see it. If it’s a concert, movie, or play, the 
  roll happens at the end of the performance. 
  Finally, you can deliberately make obscure art, 
  only accessible to those who know the subject or me-
  dium you’re working with. You can imbue the work 
  with one or more Lore capabilities that are required 
  for the viewer who muses upon the artwork. This 
  might be the Art Lore for the medium you’re work-
  ing in, Court Customs, Occult Lore, or whatever. If 
  a viewer lacks the required capability, their muse roll 
  is unfavorable. You must spend 1 VP per capability 
  imbued into the artwork during its creation. 
  DABBLE
  Action 
  See the Restorative Practices sidebar. Spending time 
  making art with no rhyme or reason can do wonders 
  for the imagination. 
  EVALUATE ARTWORK
  Action 
  After careful examination of a piece of art, you can 
  attempt to identify the artist, evaluate the work’s 
  worth and quality, or determine if it’s a forgery. 
  You must have the same Arts Lore capability that 
  Typical capabilities: You must be practiced with 
  the particular medium you’re working in or try-
  ing to understand. See the Arts Lore capabilities, 
  which include Imagery (painting and drawing), 
  Magic Lantern (moving or still images captured 
  with technology), Music, Poetry, Sculpting, and 
  Writing. When trying to understanding a work of 
  art, you might also need to possess knowledge of art 
  movements within a culture (History Lore) or alien 
  art forms (Xeno Lore).
  CREATE ART
  Action
  You can create a work of art. You must have the 
  proper materials on hand, whether it’s a canvas and 
  paints, stone and chisel, or holoeye and actors (for 
  magic lantern recordings). 
  The sheer variety of art forms makes any rules for 
  making art problematic. Each piece needs to be ap-
  proached with its own considerations. Still, some gen-
  eral rules can apply to most art forms.
  Time: Narrated. Making art is a long-term task with 
  multiple steps. You must spend time uninterrupt-
  ed as you conceive and accomplish the work. The 
  amount of time varies depending on the art form 
  and the intent of the work. A lyric poem might take 
  only an hour, while a canto in an epic poem might 
  take a week. 
  Roll: Arts + Intuition 
  While manual Dexterity might be important for 
  some works, such as sculptures, the roll most often 
  uses Intuition. The inspiration and meaning behind 
  the piece are the most important aspects. 
  Capability: You must have the particular Arts Lore 
  associated with the medium in which you’re work-
  ing. Work about a particular subject matter might 
  also need a Lore related to that subject. Writing a 
  play about Emperor Vladimir might require Histo-
  ry Lore, lest it be ridiculed by critics. 
  Resistance: Based on your own Art skill ranks.
  You must wrestle with trying to communicate an 
  emotion or meaning in a way that isn’t trite or com-
  mon. Novelty is key to capturing attention and shak-
  ing the viewer’s expectations. You’re working against 
  the Resistance of the status quo, even in works of 
  art that aren’t avant garde; each work must break 
  through the barrier of the common to communicate 
  its beauty, power, or innovative ideas. Ironically, this 
  status quo isn’t set by the public. It’s set by your own 
  ability to outdo yourself: the Resistance of your create 
  art roll is your own Art skill ranks. If your Art skill is 
  5, your Resistance for writing a poem is 5.
  Impact: The aim of art is to move its viewer. In game 
  terms, this means that a successful work of art can 
  place its experiencer in the Awed state. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Capability: Not required, unless the artist imbued 
  one or more required capabilities into the artwork.
  Resistance: The VP stored in the artwork’s art coffer 
  are used to overcome your own Will as Resistance. 
  (See the create art maneuver). If the VP equal or ex-
  ceed your Will, the artwork delivers its impact. 
  Impact: The artist’s intent comes through and the 
  artwork affects you with the particular state that 
  was imbued into it (see the create art maneuver). 
  Most often, this is the Awed state, but some avant 
  garde art might convey less beneficial states. 
  You also gain VP from a successful roll. Art en-
  livens, even if you get it but aren’t moved by it (you 
  succeeded on the roll, but the work failed to over-
  come your Resistance). 
  In addition, regardless of the state the art con-
  veys, the act of being moved by art can be thera-
  peutic. You gain +2 goal to your next Focus-skill 
  rally roll. This bonus only applies when dealing 
  with pre-existing states from before you mused on 
  the artwork. 
  Charm
  Charm
  Base rating: 3
  Charm represents your amiability and knack 
  for persuading others. It’s the skill you use to get 
  people to like you. It can be used to make a good 
  impression, calm an angry individual, or otherwise 
  positively influence their opinion of you. You can 
  use this skill any time you want to improve another 
  character’s view of you. This skill is only effective 
  with individuals and small groups; swaying larger 
  groups requires Perform. 
  The following actions are examples of possible so-
  cial maneuvers that use Charm. A successful maneu-
  ver results in the target being affected by a particular 
  state. Some maneuvers build on one another. For ex-
  ample, you may want to befriend someone before you 
  attempt to convince or entreat them.
  Persistence: As a general rule, when you perform 
  one of the following maneuvers instantaneously, the 
  state it imposes is brief. It lasts for 1 turn + 1 addi-
  tional turn per 1 VP you spend. Spending 5 VP on 
  persistence, however, makes the state temporary (it 
  lasts until the end of the scene). 
  If you perform it in Present Tense time, the state 
  is enduring (it lasts until the victim has a Respite). 
  If performed in Narrated time, the state is chronic 
  (undoing it requires therapy). 
  Typical capabilities: Cathedral Customs, Commons 
  Customs, or Court Customs might be required. 
  was used to produce the artwork (Writing, if you’re 
  examining literature; Sculpting, if you’re evaluat-
  ing a statue). 
  Time: Present Tense (at least 10 minutes, more likely 
  1 hour+)
  Roll: Arts + Wits (identify the artist or appraise the 
  value) or Perception (detect a forgery)
  Capability: You must have the Arts Lore associated 
  with the medium that you’re evaluating.
  Resistance: Evaluating a work of art is Demanding; 
  this can be modified by the fame or obscurity of 
  the artist. The higher the Resistance, the less likely 
  it is that standard art critics will recognize its bril-
  liance — only a true connoisseur comprehends the 
  piece’s visionary message.
  In the case of trying to detect a forgery, the Re-
  sistance is based on the quality of the forger’s work 
  (see forge art, below).
  Impact: With each roll, you can attempt one of the 
  following: identify the artist of the piece, figure out 
  its approximate value on the art market, or know 
  whether the work is real or forged.
  FORGE ARTWORK
  Action
  You can forge a piece of art. You must have the 
  same Arts Lore capability that was used to make 
  the piece you’re mimicking, and you must either 
  have possession of the piece or detailed pictures of 
  it from multiple angles. 
  Time: Present Tense
  Roll: Arts + Perception or Dexterity
  Capability: The same Arts Lore capability that was 
  used to make the piece you’re mimicking. A related 
  lore might be needed if the artwork’s subject draws 
  on particular details about Religion or History.
  Resistance: Based on the skill ranks of the artist who 
  created the piece. If a journeyman carved the bowl, 
  it might only be 3, but the work of a master sculptor 
  might be 8 or higher.
  Impact: You produce a piece that is identical to the 
  original. The Resistance used against attempts to 
  detect the forgery depends on the VP you now 
  spend: +1 Resistance per 2 VP. 
  MUSE
  Action
  Art can enliven the soul. With this maneuver, you 
  can muse upon a work of art to try to understand its 
  meaning, find solace, or relieve ennui. 
  Time: Present Tense (for a painting or sculpture) or 
  Narrated (for a symphony or play). 
  Roll: Arts or Focus + Intuition 
  
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  ENTREAT
  Influence (persuasion)
  You’re engaging the target to try to get them to do 
  something. This request must be reasonable and 
  within the target’s ability. The gamemaster should 
  feel free to increase the target’s Resistance for unrea-
  sonable requests. 
  As with convince, entreating someone you have Be-
  friended is easier than entreating a stranger. You can 
  also offer something in return to make your request 
  worthwhile. This could be a payment or a bribe or 
  even the offer to perform a favor in return. The game-
  master decides how much this offer affects the target’s 
  Resistance.
  Time: Instantaneous (primary action)
  Rolls: Charm + Presence
  Capability: No capability is typically required, al-
  though the relevant Customs Lore capability might 
  come into play if you’re asking a noble to bend the 
  rules or a merchant to give another customer a 
  break. 
  Resistance: Equals the target’s Mind Resistance. 
  Impact: The target is Entreated. 
  EXHORT
  Action 
  You exhort another person into being the best they 
  can be: “You can do this! I believe in you!” or “Don’t 
  screw this up….” In rules terms, you give them some 
  of your VP. The target must be able to see or hear 
  you, although this could be over a live video or audio 
  feed. 
  Time: Instantaneous (primary action)
  Roll: Charm or Impress + Faith
  Capability: N/A
  Resistance: Effortless when applied to a fellow 
  troupe member, Hard vs NPCs who know you, De-
  manding vs strangers.
  Impact: You give the targeted person some of your 
  VP (which goes into their cache), although you 
  must place into the well that same amount. If you 
  give them 3 VP, you must put 3 VP into the well 
  (you must have 6 VP to spend). 
  You can exhort the same target only once per 
  scene.
  HAGGLE
  Influence (persuasion)
  You know how to get the best possible price for goods 
  bought or sold. You may try to convince a buyer or 
  seller to give you better a deal on a particular item or 
  good. Declare what it is before you begin haggling.
  If you’re selling, your goal is to get more than the 
  going price for the item. The GM determines the go-
  ing price using the pricing guidelines in Chapter 4: 
  BEFRIEND
  Influence (persuasion)
  You can change a target’s attitude, so they’ll like you 
  better. 
  Characters adopt one of three attitudes towards 
  other characters: friendly, neutral, or hostile. An 
  NPC’s attitude toward you is assigned by the GM. 
  Other players assign their characters’ own attitudes 
  toward you. (Members of a troupe are assumed to be 
  friendly with one another.)
  It is up to you to describe how you go about at-
  tempting to befriend someone. Trying to do so out-
  side of the proper social context may warrant the roll 
  being unfavorable. Rather, you should find a way to 
  get to know them, a shared social situation, such as a 
  party or other gathering, or perhaps an introduction 
  by a mutual friend. 
  Time: Instantaneous (primary action)
  Roll: Charm + Presence
  Capability: N/A
  Resistance: Equals the target’s Mind Resistance. (If 
  the target’s faction is at war with yours, add +2 to 
  their Resistance.) 
  Impact: Victory places the target in the Befriended 
  state. This improves the target’s attitude toward 
  you, changing it from hostile to neutral or from 
  neutral to friendly. 
  CONVINCE
  Influence (persuasion)
  You’re presenting a reasonable argument to change 
  the target’s mind about something. This might re-
  quire a bit of time to engage the target in conversa-
  tion before you can change their opinion. The target’s 
  Resistance may be increased if you are challenging a 
  hard-held belief. 
  Presenting a reasonable argument is only part of 
  the equation when attempting to convince someone to 
  change their mind. If the target is not already someone 
  you know well, you may wish to befriend them first. Pre-
  senting solid evidence that supports your case might 
  help overcome some or all of a target’s Resistance. The 
  gamemaster can weigh any supporting actions you take 
  and modify the Resistance to the roll appropriately. 
  Time: Instantaneous (primary action)
  Roll: Charm + Wits
  Capability: No capability is typically required, un-
  less you’re trying to convince the target that his 
  facts are wrong, in which case the relevant Lore, 
  Science, or Customs Lore capability might be re-
  quired. For example, arguing scripture with a priest 
  requires knowledge of the proper protocols (Cathe-
  dral Customs) and Religion Lore.
  Resistance: Equals the target’s Mind Resistance.
  Impact: The target is Convinced.
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Time: Narrated. It usually takes eight hours of work-
  ing in the shop before a roll can be made (only an 
  hour is needed for Cooking). 
  Roll: Crafts + Wits
  Capability: The relevant Crafts Lore for the item 
  being made.
  Resistance: Based on the quality of the material. 
  The cheaper the material, the harder it is to make 
  it work: fine clay from Grail might be Hard when 
  making pottery, while cheap Malignatian steel for 
  swordmaking might be Tough.
  Impact: You create an item. How much VP you 
  spend determines its quality:
  Quality
  VP spent
  Unreliable
  0
  Poor
  1
  Standard
  2
  Superior
  4
  Masterwork
  6
  Premium
  8
  However, you cannot spend more VP on quality 
  than your ranks. If your Crafts skill is 4, you can 
  only make items of superior quality or less; you 
  must raise your skill before attempting masterwork 
  or premium-quality items.
  TINKER
  Action 
  See the Restorative Practices sidebar. Spending time 
  playing with tools and materials towards no particu-
  lar productive end can be calming. 
  Disguise
  Disguise
  Base rating: 3
  Disguise is used when you want to appear as some-
  one else. You can use clothing, make-up, and pros-
  thetics to change your appearance. At the gamemas-
  ter’s discretion, access to more advanced, high-tech 
  disguise options (3-D printed prosthetics, etc.) might 
  give +1 or +2 goal. Some disguises might not involve 
  a lot of make-up; instead, they’re more dependent on 
  clever acting and body movement, such as adopting 
  a limp, hunching over, and using facial expressions.
  The gamemaster can apply Resistance based on 
  the degree of difference between the character and 
  their assumed identity. When you disguise yourself as 
  someone with the same appearance, the Resistance 
  is Hard; it’s Tough to change your appearance to a 
  different height or skin color.
  When making a Disguise roll, you can spend VP to 
  make it more believable and difficult for the disguise to 
  Technology. If you’re buying, your goal is to talk the 
  price down from the going price. 
  Time: Instantaneous (primary action)
  Rolls: Charm (or Knavery) + Presence
  Capability: Merchants can haggle anyone; other 
  characters need: Court Customs (noble target), Ca-
  thedral Customs (priest target), or Commons Cus-
  toms (merchant or yeoman target).
  Resistance: Equals the target’s Mind Resistance.
  Impact: If the target is the seller, they can give you 
  a good discount on the particular goods you were 
  haggling over. Lower the going price by 10%, plus 
  an additional 5% per 2 VP you spend. 
  If the target is buying from you, they accept your 
  higher price. Raise the going price by 10%, plus an 
  additional 5% per 2 VP you spend.
  REBUFF
  Defense
  Your jaded mien fends off attempts to sway you.
  Precondition: vs. a persuasion influence attempt
  Time: Instantaneous (reflexive primary action)
  Traits: Charm + Intuition
  Capability: N/A
  Resistance: Effortless. Mental distractions or social 
  pressures might increase the adversity.
  Impact: You gain VP for your cache, which you can 
  choose to spend to boost your Resistance if you 
  wish. 
  Crafts
  Crafts
  Base rating: 3
  Crafts is the skill for creating, repairing, and ap-
  praising physical objects known for their simple func-
  tionality (generally Tech Level 3 and below). Exam-
  ples include forging swords, crafting fine jewelry, and 
  building houses. 
  The key difference between the Crafts skill and 
  the Arts skill is functionality: Crafted objects need to 
  work, but they aren’t necessarily aesthetically pleas-
  ing. 
  Capability: See the Crafts Lore capabilities. Ad-
  ditionally, crafts such as architecture might need 
  knowledge of a culture’s customs (Planet Lore or 
  History Lore). Cooking using strange foodstuffs 
  might need Life Science to avoid poisoning the 
  food. 
  MAKE CRAFTWORK
  Action
  You practice your craft by making things that work. 
  Especially well-made items can bring high monetary 
  reward. 
  
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  Rolls made by others to pierce your alien disguise 
  are favorable. Surgery or truly remarkable or high-
  tech makeup may be able to offset this disadvantage.
  Time: Narrated. It takes at least a couple of hours to 
  build a proper alien species disguise.
  Rolls: Disguise + Presence
  Capability: Xeno Lore (species being impersonated)
  Resistance: Depends on the degree of difference 
  between the body types. Assuming the disguiser is 
  human:
  Species 
  Resistance
  Obun or ukar
  Demanding 
  Gannok
  Demanding (if you’re 
  short) or Tough (if 
  you’re of average or 
  tall height)
  Hironem or oro’ym
  Tough 
  Etyri
  Severe — assumes 
  damaged or clipped 
  wings
  Shantor or vorox
  Herculean — you 
  must have elaborate 
  prosthetics to pull this 
  off at all
  Impact: You establish a Resistance equal to your Dis-
  guise ranks against; observers contend against this 
  when trying to see through your disguise. You can 
  increase this: +1 Resistance per 2 VP.
  Drive
  Drive
  Base rating: 3
  Drive allows you to operate ground vehicles (which 
  includes skimmers: hovercars that glide above the 
  ground but don’t fly). 
  The Drive skill also includes basic knowledge of 
  how to make temporary repairs and care for your ve-
  hicle. This might be fixing a flat tire, buffing a grimed 
  antigrav plate, or removing a stone from the hoof of 
  your cart’s horse (unless you’d rather use Animalia). 
  Attempting complicated repairs or repairing serious 
  damage requires the Tech Redemption skill. 
  Typical capabilities: Each class of vehicle requires a 
  separate capability: Beastcraft (animal-driven wag-
  ons), Landcraft (cars and skimmers), and Warcraft 
  (tanks). 
  CHASE/ESCAPE
  Action 
  Probably the most common use of the Drive skill is to 
  attempt to catch or outrun an opponent. See Pursuits, 
  below, for rules on how to handle such events.
  be pierced. When someone who encounters you has 
  a reasonable chance of seeing through your disguise, 
  use the rules for instinctual perception: compare their 
  Perception ranks to the Resistance you built. If they 
  meet or exceed it, they pierce the disguise; otherwise, 
  they’re fooled by it. 
  If someone is actively looking for someone in dis-
  guise, they roll Observe + Perception (or Wits, if 
  they know the person the disguise is mimicking) as 
  a primary action to see through the disguise. If the 
  observer succeeds, they see through the disguise; 
  otherwise, they probably take the disguised person 
  at their word.
  IMPERSONATE
  Action
  Attempting to mimic an existing person is probably 
  one of the hardest types of disguises to pull off. All of 
  the rules described above apply, but there are other 
  factors to take into consideration. When mimicking a 
  particular person, physical movement and expression 
  can be as important (or even more important than) 
  the physical disguise. To accomplish this goal, you 
  might want to spend some time observing the target. 
  In-person observations are always best, but video re-
  cordings can suffice in a pinch. If you don’t have an 
  opportunity to observe your target, the gamemaster 
  might make your disguise roll unfavorable and/or any 
  attempt to pierce may be favorable. 
  Time: Present Tense (if you’re familiar with the per-
  son) or Narrated
  Roll: Disguise + Intuition
  Capabilities: You may need a Lore concerning the 
  disguised person, such as Faction, Planet, Religion, 
  or Streetwise. 
  Resistance: Besides the general guidelines given 
  above, the more famous the person being mimicked 
  is, the higher the Resistance to impersonate them 
  becomes.
  Impact: You establish a Resistance equal to your Dis-
  guise ranks; observers contend with this Resistance 
  when trying to see through your disguise. You can 
  increase this by +1 Resistance per 2 VP.
  IMPERSONATE ALIEN
  Action 
  While even the best disguise master will have dif-
  ficulty fooling a member of an alien species they’re 
  attempting to impersonate, it may be possible to con-
  vince other species of the veracity of your disguise. 
  To disguise yourself as someone from a different 
  species requires the Xeno Lore capability for that spe-
  cies, as well as access to convincing costumes, make-
  up and/or prosthetics (the higher the tech level, the 
  better). 
  
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  TECHNOLOGY
  OCCULT
  REPAIR
  Action 
  You can make minor, temporary repairs to a vehicle. 
  These are fast, jury-rigged repairs that last no longer 
  than a scene. With living beasts, this could apply to 
  re-shoeing a horse or something similar. 
  Time: Instantaneous (primary action)
  Roll: Drive + Wits 
  Capability: Based on your vehicle: Beastcraft, Land-
  craft, or Warcraft.
  Resistance: Resistance depends on the damage. A 
  simple flat tire might be Hard, but a reframed anti-
  grav plate on a skimmer might be Tough.
  Impact: The vehicle’s functions are restored until the 
  end of the scene.
  STUNT
  Action 
  This maneuver is used when you attempt to move 
  your vehicle in a way it wasn’t intended to move. It 
  can also be used when being chased to lose the pursu-
  er by veering off into a narrow ally, leaping an obsta-
  cle (while riding a beast), or any other crazy move in 
  an attempt to shake pursuit.
  This action is a bit risky. A critical miss results in a 
  crash or transport malfunction, ending the chase and 
  possibly injuring those in the vehicle.
  Time: Instantaneous (primary action)
  Roll: Drive + Intuition
  Capability: Capability is based on your vehicle: 
  Beastcraft, Landcraft, or Warcraft.
  Resistance: Based on the pursuer’s Drive or Percep-
  tion (whichever is highest). The GM can modify 
  this based on the environment. An open field leaves 
  Time: Instantaneous (primary action)
  Roll: Drive + Dexterity
  Capability: Based on your vehicle: Beastcraft, Land-
  craft, or Warcraft.
  Resistance: See the Pursuits sidebar.
  Impact: Victory closes the distance (in a chase) or wid-
  ens it (when you’re escaping). (See Pursuits below.)
  RAM
  Action 
  This maneuver is used to either force your opponent 
  to change direction or drive them off the road by 
  ramming your vehicle into theirs — or at least feign-
  ing to do so. This action can be attempted only at 
  caught range (see Pursuit, below). 
  Time: Instantaneous (primary action)
  Roll: Drive + Dexterity
  Capability: Based on your vehicle: Beastcraft, Land-
  craft, or Warcraft.
  Resistance: Equals the target’s Drive skill rating. 
  The driver can spend VP to increase this. 
  Impact: You ram the other vehicle. The other driv-
  er must make a reflexive Drive + Dexterity roll to 
  avoid running off the road; the Resistance is equal 
  to 1 per 2 VP you spend. 
  Your own vehicle takes damage unless you spend 
  2 VP to avoid it (deftly pulling back just as you 
  scrape the other vehicle). 
  Special: Psych-out — Instead of actually ramming the 
  other vehicle, you can try to make the other driver 
  think you’re going to, achieving the same result of 
  running them off the road. Roll Drive + Intuition as 
  a primary action vs. a Resistance based on the other 
  driver’s Drive or Perception (whichever is highest).
  
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  ROLL
  The skill used depends on the method of travel:
  Method of travel
  Skill
  Foot chase
  Vigor
  Ground chase
  Drive
  Air or space chase
  Pilot
  The GM rolls for the other party, who takes the op-
  posite role from the players — if they’re the pursuers, 
  the GM rolls for the prey, and vice versa.
  CAPABILITY
  In the case of vehicle chases, the driver/pilot must 
  possess the proper transport capability for that ve-
  hicle: Beastcraft (animal-driven wagons), Landcraft 
  (cars and skimmers), Warcraft (tanks), Aircraft (flitters 
  and jets), or Spacecraft (spaceships). 
  RESISTANCE
  Resistance varies with the territory, and it’s based on 
  the obstacles it represents: A straight shot down the 
  highway is Easy but weaving through side streets is 
  Demanding or higher.
  IMPACT
  Victory means you close the distance (if you’re the pur-
  suer) by one range (such as from far to near) or widen it 
  by one (if you’re the prey). VP can be spent to increase 
  this further: 2 VP per additional range increment.
  If both pursuer and prey succeed, no ground is lost 
  or gained.
  If the prey achieves escape range, they get away. If 
  the pursuer closes the range to caught, they’ve reached 
  the prey and can engage them in combat (either phys-
  ical or influence). 
  COMPLICATIONS
  SHOOTING MATCHES
  When the range between the parties is near or clos-
  er, they can fire weapons at each other. This could 
  involve crossbows, pistols, or (when characters are in 
  space) starship deckguns and turrets. 
  If it’s a foot chase, either party can target the other 
  directly. If it’s a vehicle chase, they’ve got to target the 
  vehicle, either aiming to pierce it and injure the driver/
  pilot or take out a tire/antigrav pad to slow it. (See Trans-
  port in Chapter 4: Technology for details on resolving 
  vehicle combats; see Starships for resolving space battles.)
  Damaging a vehicle might slow it, which adds to 
  the Resistance its driver/pilot must overcome.
  little room for surprises (+4), while a crowded mar-
  ket street with many alleys might hold many (-2). 
  Impact: Increase the distance between you and your 
  pursuer by two range increments (such as from close 
  to far).
  Pursuits
  People often chase other people: on foot, on horse-
  back, in ground cars, driving skimmers, flying flitters, 
  and even piloting spaceships. Below are some general 
  rules on how to handle pursuits.
  PURSUER AND PREY
  You are either the pursuer or prey. The prey is trying 
  to escape; the pursuer is trying to catch them before 
  they get away.
  If more than one PC is involved with the chase, and 
  each is in a separate vehicle (or on foot), they each roll 
  separately (which means one or more of them might 
  pull ahead or fall behind from the others). If they’re 
  all in one vehicle, only the driver/pilot makes the roll. 
  TIME SCALE
  Pursuits are handled in Present Tense play as a sus-
  tained action with multiple stages, as per the rules for 
  Long-term Tasks in Chapter 1: Rules.
  When the chase starts, the GM determines the 
  range between pursuer and prey. In this simplified 
  system, we use a spectrum of six ranges: caught, close, 
  near, far, distant, and escape. The goal of the pursuer 
  is to close the range, bringing it down to caught. The 
  goal of the prey is to increase the range, widening it 
  to escaped.
  Caught — The pursuer has caught up to the prey; 
  the pursuer can then engage in close combat to 
  subdue them or use influence to control them.
  Close — The two vehicles are within sight of one 
  another, perhaps a city block away. Either party 
  can use ranged weapons against the other at long 
  range.
  Near  — The two are still within sight, but much 
  farther away; perhaps a few streets distant. This 
  counts as extreme range for ranged-weapon at-
  tacks. 
  Far — The two may or may not be in sight, perhaps 
  behind buildings. The other party might have 
  to anticipate the other’s moves. They’re out-of-
  range for ranged-weapon attacks. 
  Distant — The two are out of sight from each oth-
  er, but not so far away that the other party can’t 
  close the distance and keep the chase going.
  Escape — The prey has escaped. 
  
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  TECHNOLOGY
  OCCULT
  DETECT LIE
  Action 
  Although it is not foolproof, you can use Empathy to 
  attempt to determine if a subject is telling the truth by 
  observing their body language. Like the lie detectors 
  of old, the empath looks for changes in breathing pat-
  terns, signs of nervousness, and other physical cues. 
  This can prove to be extremely difficult; the process 
  may lead to a false positive if the subject is uncomfort-
  able about the topic and not actually lying. 
  Time: Instantaneous (primary action)
  Rolls: Empathy + Perception
  Capability: N/A
  Resistance: Equals the target’s Mind Resistance or 
  Knavery skill rating (whichever is higher). The tar-
  get can spend VP to increase the Resistance. The 
  target gets +2 Resistance if they’re apprehensive or 
  under the Afraid state.
  Impact: You have good reason to believe the target 
  is lying. 
  MINISTER
  Action 
  You can perform the “talking cure” on someone, al-
  leviating mental or social states they currently suffer 
  from. You must spend time talking to that person, 
  and you might need to delve into highly personal top-
  ics that could be embarrassing to the person if they 
  were revealed publicly. For this reason, most people 
  only accept duly trained ministers from the Church 
  who take a vow to never reveal what they learn in 
  confessionals and ministrations. Sanctuary Aeon is 
  renowned for its mental ministries. 
  Time: Narrated. At least an hour must be spent 
  conversing with the patient before a roll can be made. 
  Normally, only one attempt can be made upon the 
  same patient per day. 
  Rolls: Empathy + Intuition
  Capability: Requires Court Customs (for a noble 
  target), Cathedral Customs (priest target), or Com-
  mons Customs (merchant or yeoman target).
  Resistance: Equals the target’s Mind Resistance or 
  Will (whichever is higher)
  Impact: You can relieve or even remove a mental or 
  social state from the target. A victory downgrades the 
  stage’s persistence by one step. Spend VP to down-
  grade its persistence further: 4 VP per additional step. 
  Example: Deacon Harmonia helps a traumatized no-
  ble get over his Castigated shame, a chronic state that 
  was imposed on him by an Inquisitor. Her successful 
  roll relieves it to enduring (it will now last until the 
  noble takes a Respite). She spends 4 VP to downgrade it 
  further to temporary (it will last until remainder of the 
  scene — it goes away when the session is over). 
  LOW FUEL 
  It’s possible that one party’s vehicle is low on fuel when 
  the race starts. The GM declares how many rolls it can 
  make before the fuel runs out, ending the chase.
  RECKLESS/SAFE DRIVING
  Breakneck driving raises a vehicle’s speed class by one 
  but makes pursuit rolls unfavorable. Likewise, careful 
  driving lowers the speed class by one, but pursuit rolls 
  become favorable. 
  SLOW/FAST CARS
  These rules assume that the vehicles are matched in 
  capabilities: beast-drawn wagon vs. beast-drawn wag-
  on, skimmer vs. skimmer. If one vehicle is significant-
  ly faster than the other, award it additional range in-
  creases per victory instead of just one. See Transport in 
  Chapter 4: Technology for the lists of speed classes 
  per vehicle. 
  SPECIALTY VEHICLES
  Some vehicles have special considerations that the 
  GM should handle. Tanks, for instance (which use 
  the Warcraft capability) can fire their weapons at far 
  range but are slow — pretty much every vehicle ex-
  cept a beastcart can outpace it.
  Empathy
  Empathy
  Base rating: 3
  Empathy is the ability to sense what another person 
  is feeling by “reading” them for verbal and non-verbal 
  cues. You have the ability to analyze someone’s tone 
  and intonation, as well as studying a person’s stance, 
  mannerisms, and other body language to determine 
  their emotional state (and perhaps any mental or so-
  cial states they’re experiencing). You may be able to 
  determine if a subject is lying. Your rolls are usually 
  unfavorable when trying to read the emotional state 
  of a different species (unless you have the Xeno Lore 
  capability for that species). 
  DEBUNK
  Defense
  Your keen understanding of deception allows you to 
  see through lies.
  Precondition: vs. a Knavery-skill influence attack
  Time: Instantaneous (reflexive primary action)
  Traits: Empathy or Knavery + Wits
  Capability: N/A
  Resistance: Effortless. Mental distractions or social 
  pressures might increase the adversity.
  Impact: You gain VP for your cache, which you can 
  choose to spend to boost your Resistance if you wish. 
  
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  get right next to them; then on the following turn, you 
  can use your movement action and primary action 
  (together) to attempt a grapple. Of course, they can 
  use their movement action to move away from you. 
  To prevent this constant game of evasion, as soon as 
  you move next to your target, you can declare to the 
  GM your intent to grapple. Even though you can’t yet 
  execute it (until your next movement and primary ac-
  tions come around again), if your target tries to move 
  away from you, your declaration earns you a reflexive 
  grapple action. If you fail, the target moves away as in-
  tended, and you lose your next movement and prima-
  ry actions (you’ve just used them). If you’re successful, 
  proceed using the rules below.
  Time: Instantaneous (primary and movement actions)
  Rolls: Fight + Strength
  Resistance: The target’s armor does not provide 
  Resistance against grapples, but they can use their 
  Strength as Resistance. A person with a Strength of 
  5 would get 5 Resistance against a grapple. (If the 
  target has the Martial Arts perk, use the highest of 
  Strength or Fight.)
  Impact: You inflict 1 base damage, and the target is 
  Immobilized until the hold is broken.
  Once a grapple is successful, you can continue 
  to inflict damage each successive turn as a primary 
  action without making another roll; you spend VP 
  to inflict this damage. 
  There are a number of sub-maneuvers to consid-
  er during a hold.
  Take-Down: Instead of inflicting damage, you take 
  your target down to the ground, rendering both 
  you and your target Prone. This makes it harder 
  for the target to escape (see below).
  Clinch: Instead of inflicting damage, you can opt to 
  clinch your hold by making another roll each turn 
  as a primary action. This improves your hold: 
  you get VP you can spend to raise the Resistance 
  against escapes. If the clinch roll fails, you still have 
  hold of your target, but the target can make a re-
  flexive roll to escape (see below). If the clinch roll is 
  a critical miss, the hold is broken. 
  Subdue: Instead of inflicting damage, you can try to 
  subdue your opponent. This can only be done on 
  turns after the turn in which the hold was estab-
  lished. You spend 4 VP to impose the Stunned 
  state. Your opponent can spend VP to boost 
  their Resistance to contest this, forcing you to 
  first overcome their Resistance before you deliver 
  the Stunned state as your impact. Once the op-
  ponent is Stunned, on the following turn(s), you 
  can spend 4 VP to render the target Unconscious. 
  Again, they can boost their Resistance to contest 
  this. Even if you succeed (overcoming their Re-
  sistance), they can still make a reflexive second-
  Fight
  Fight
  Base rating: 3
  Fight covers your ability with all hand-to-hand 
  combat, including punching, kicking, wrestling, and 
  even improvised weapons such as bottles or chairs. A 
  character with the base rating is probably not formal-
  ly trained. 
  The rule for how combats work can be found in 
  Chapter 1: Rules. Special combat advantages that 
  are available to characters through certain perks can 
  be found later in this chapter: see Martial Arts.
  Typical capabilities: Most Fight maneuvers require 
  no capabilities. 
  BLOCK
  Defense
  You can block hand-to-hand combat attacks with 
  your arms, legs, or body.
  Precondition: vs. a Fight-skill attack
  Time: Instantaneous (reflexive primary action)
  Roll: Fight + Strength 
  Capability: N/A
  Resistance: Effortless. Environmental conditions — 
  unsteady ground, strobing lights — might increase 
  the adversity.
  Impact: You gain VP for your cache, which you can 
  spend to boost Resistance if you wish.
  COUNTERSTRIKE
  Combat 
  Defensive fighting. You block an attack and then 
  counterstrike. This maneuver takes place hindmost in 
  the initiative queue.
  Time: Instantaneous (primary action)
  Rolls: Fight + Strength
  Resistance: Equals the target’s Body Resis-
  tance. 
  Impact: You inflict 1 base damage, and you gain +2 
  Resistance until your next turn.
  GRAPPLE 
  Combat 
  This wrestling maneuver allows you to take down 
  and/or hurt an opponent. 
  Before you can initiate a grapple, you must already 
  be within reach of the target. The grapple maneuver 
  requires both your movement and primary actions 
  that turn, and you act last in the initiative queue. The 
  move action is used to get past the reach of the target’s 
  arm, so you can get right up next to them. If you are 
  more than 1 meter away from the target, you cannot 
  initiate a grapple. 
  You can get yourself in position to grapple someone 
  on the following turn by using a movement action to 
  
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  TECHNOLOGY
  OCCULT
  suddenly barges into the room demanding that you 
  condemn her social rival.
  Time: Present Tense
  Roll: Focus + Will
  Capability: N/A
  Resistance: Varies by distractions in the environ-
  ment. A quiet study might be Easy, while a crowd-
  ed, rowdy bar might be Tough. 
  Impact: Victory allows you to make your next roll 
  favorable, as long as it applies to the task for which 
  you focused your will. 
  If, however, your next roll is for any other task — 
  such as dodging a sword thrust or convincing your 
  Church superior that you aren’t wasting your 
  time — that roll is unfavorable. 
  MEDITATE
  Action 
  See the Restorative Practices sidebar. You may wish to 
  enter a meditative trance for religious, mystical, or 
  personal reasons. Meditation is a means to generate 
  calm, serenity, and poise (i.e., VP that you can bank 
  for later actions). Some warriors meditate before en-
  tering combat, and theurgists might meditate before 
  performing a rite. 
  RALLY
  Action
  Those suffering from chronic mental or social states 
  often need therapy to help resolve them, but therapy 
  isn’t always available. Those people must suffer for a 
  time (at least one week) until they can resolve the state 
  through their own efforts of self-awareness. 
  Before you can attempt a rally maneuver, you must 
  have first spent some time over the course of a week 
  meditating on your issue — the state that besets you. 
  Then, following a Respite, you can attempt this roll.
  Time: Present Tense (one roll per week)
  Roll: Focus + Will
  Capability: N/A
  Resistance: Hard
  Impact: You downgrade the chronic state into an 
  enduring state (it lasts until you take a Respite). If 
  you spend 4 VP, you can downgrade it further to 
  a temporary state (it lasts for one scene). For 4 VP 
  more, you cancel it immediately.
  A failure means you suffer on for another week, 
  after which you can try again. 
  READY
  Action 
  You take a moment to marshal your resources. You 
  limber up, perform a kata, size up your foe, calculate 
  the variables you might face, or simply tell yourself “I 
  got this.” 
  ary-action Vigor + Will roll vs. your Strength as 
  Resistance to avoid being rendered unconscious 
  for that turn.
  Escape: The person who is grappled can take a 
  primary action to break free, rolling Fight + 
  Strength vs. a Resistance equal to the grappler’s 
  Strength plus any VP spent on clinch. (If the target 
  was subject to a take-down, as above, this roll is 
  unfavorable.) If successful, they are free from the 
  grapple and can take their move action to stand 
  and move out of the 1-meter grapple zone. If the 
  roll fails, they are still Immobilized (and Prone, 
  if taken-down). If the grappler failed a clinch roll, 
  the grappled person can make an escape roll as a 
  reflexive action.
  Hug: A person who is grappled could use their prima-
  ry action to grapple their grappler, using the same 
  rules. Victory allows them to inflict damage or sub-
  due over successive turns, until the hold is broken. 
  STRIKE
  Combat 
  Any straightforward attack, such as throwing a punch 
  or a kick. 
  Time: Instantaneous (primary action)
  Roll: Fight + Strength
  Resistance: Equals the target’s Body Resistance.
  Impact: 2 base damage 
  Focus
  Focus
  Base rating: 3
  Focus is your ability to attain deep concentration. 
  Entering a meditative trance requires you to maintain 
  concentration for an extended time. Characters who 
  practice prayer or who have occult powers are often 
  skilled at Focus, but it can be used to aid in other long, 
  deliberative tasks, such as studying for a test. 
  CONCENTRATE
  Action
  A concentrate maneuver can be attempted to overcome 
  obstacles to memory or study tasks. It is performed 
  directly before the task it is meant to aid. You might 
  concentrate to aid your research about the pilgrimage 
  route traveled by the legendary Saint Piotr of the 
  Golden Key (an Academia research task). Use this ac-
  tion when you want to hone your awareness for traps 
  and enemies as you sneak through the woods (before 
  attempting an Observe task). 
  There’s one drawback: By setting your concentra-
  tion on a single anticipated task, you’ve made your-
  self less able to handle other tasks that might intrude, 
  such as dealing with the pesky Baroness when she 
  
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  Time: Instantaneous (primary action) or Narrated
  This maneuver may be performed as an instantaneous 
  primary action only once per scene. Successive uses 
  within the same scene take longer: 1 minute for the 
  second attempt; 1 hour per attempt thereafter.
  Roll: Focus or Vigor + Faith
  Capability: N/A
  Resistance: Easy. Environmental conditions and 
  mental distractions might increase the adversity.
  Impact: You gain VP for your cache. Generally, this 
  maneuver is performed to replenish your bank, 
  since the VP gained will only last until your cache 
  is emptied at the start of your next turn, but the VP 
  could also be used to boost your Resistance or given 
  to other characters using the Inspire perk. 
  REMEMBER
  Action 
  Among other things, Focus represents your ability to 
  recall incidental information you’ve picked up during 
  your life. This might be a song or story you overheard 
  in a tavern, or you might remember instructions on 
  how to activate an ancient relic. You can also use this 
  action to remember people or events. Do you recall 
  the color of a merchant’s hat or the name of the young 
  duke you met at a party last month?
  The memory must be something you could have 
  experienced at some point in your life, even if it’s 
  from childhood or your apprenticeship. If the topic 
  involves something you’ve never experienced first-
  hand, it probably requires an Academia enter memory 
  palace roll instead, reflecting whether you read about 
  it somewhere.
  Time: Instantaneous (primary action)
  Roll: Focus + Intuition
  Capability: N/A
  Resistance: Based on the obscurity or degree of de-
  tail of the event you are attempting to recall. Re-
  membering the details of a story you overheard last 
  night might be relatively low (Easy or Hard) while 
  recalling the name of a minor functionary you en-
  countered three months ago while registering your 
  ship might be Tough.
  Impact: You remember something about the topic.
  SHAKE IT OFF
  Action
  You can take a primary action to remove a phys-
  ical, mental, or social state that you are suffering. 
  See Chapter 1: Rules for the description of this 
  maneuver.
  RESTORATIVE PRACTICES
  Characters can pursue activities during down-
  time that are restorative to their souls. In other 
  words, they allow characters to generate VP 
  for their vaults.
  Normally, rolls that generate VP are only 
  allowed when there is some risk involved: You 
  might break something, make an enemy, or 
  owe a favor. In the case of restorative practic-
  es, no risk is involved, making them valuable 
  pastimes. 
  These practices can only be performed 
  when there are no immediate threats (physi-
  cal or social), and you must have undistracted 
  time to fully engage in the practice. Nothing 
  substantial is gained by these practices (except 
  for VP). Tinkering doesn’t yield a working de-
  vice, dabbling doesn’t create a work of art for 
  the ages, and traipsing doesn’t mean you can’t 
  get lost in that same area later on. 
  Restorative practices shouldn’t be mere me-
  chanical exercises in dice rolling. You should 
  describe just what it is you’re doing and where 
  you’re doing it. Are you meditating by recit-
  ing St. Amalthea’s Orison to the Trees, or are 
  you trying to empty your mind of all concrete 
  thoughts? Are you dabbling by painting a mu-
  ral of Vladimir’s Third Return to Holy Terra 
  on the wall of the hut you’re staying in?
  Time: Narrated. At least one hour must be 
  spent before a roll can be made. Only one 
  restorative practice attempt can be made 
  within the same week.
  Roll: Varies by practice.
  Idle among books: Academia + Wits
  Frolic with animals: Animalia + Presence
  Dabble with an artistic medium: Arts + In-
  tuition
  Tinker with a craft or device: Crafts or Tech 
  Redemption + Intuition
  Meditate for serenity and poise: Focus + Faith
  Jam (play music, sing, recite) with oneself or 
  others: Perform + Intuition
  Traipse in nature: Survival + Perception
  Capability: N/A
  Resistance: Varies by undue distractions in 
  the environment. A quiet study might be 
  Easy, while a crowded, rowdy bar might be 
  Tough. 
  Impact: The roll generates VP as per normal. 
  You may place these in your bank for later 
  use. 
  
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  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Resistance
  Type of Command
  +0
  Perform a simple task (safe)
  +1
  Forced march through the night 
  (foolhardy)
  +2
  Repair an alien object (risky)
  +3
  Charge an enemy line (dangerous)
  +4
  Hold ground against a more pow-
  erful enemy (very dangerous)
  +5
  Charge an overwhelming enemy 
  (nearly suicidal)
  Coercion and persuasion are both different means 
  of approaching the use of command. You can persuade 
  friends and allies but not enemies. You can coerce en-
  emies but not friends. You can use either coercion or 
  persuasion on neutral characters. 
  Targets cannot be commanded to betray their own 
  faction. 
  Note that this maneuver can be used to force some-
  one to try to shake off a state, even if they’ve already 
  attempted it recently and failed. (See Shake It Off in 
  Chapter 1: Rules.)
  Time: Instantaneous (primary action)
  Roll: Impress + Presence
  Capability: Nobles can command anyone. Other 
  characters need Court Customs (for a noble target), 
  Cathedral Customs (for a priest target), or Com-
  mons Customs (merchant or yeoman target)
  Resistance: Equals the target’s Mind Resistance 
  modified by the type of command (above).
  Impact: The target is Commanded.
  DAUNT
  Influence (coercion)
  You can make a target fear or respect you. 
  Your target’s circumstances — their edge — can af-
  fect their Resistance. 
  Resistance
  Target’s edge
  0
  One-on-one or equal footing
  +1
  Your target has the physically 
  advantageous position (such as the 
  higher ground or behind cover).
  +2
  Your target has allies who out-
  number your troupe or forces
  Time: Instantaneous (primary action)
  Roll: Impress + Presence (or Strength if you make a 
  show of physical force)
  Capability: N/A
  Resistance: Equals the target’s Mind Resistance, 
  modified by their edge (above).
  Impact: The target is Daunted.
  Impress
  Impress
  Base rating: 3
  Impress allows you to order someone around, ter-
  rify them, or intimidate them. Unlike Charm, which 
  can be used to convince someone to do something 
  by getting them to like you, Impress is used to coerce 
  someone through force of will and/or threats. 
  Persistence: As a general rule, when you perform 
  one of the following maneuvers instantaneously, the 
  state it imposes is brief. It lasts for 1 turn + 1 addi-
  tional turn per 1 VP you spend. Spending 5 VP on 
  persistence, however, makes the state temporary (it 
  lasts until the end of the scene). 
  If you perform it in Present Tense, the state is 
  enduring (it lasts until the victim has a Respite). If 
  performed in Narrated time, the state is chronic (re-
  quires therapy to undo).
  Typical capabilities: Cathedral Customs, Com-
  mons Customs, or Court Customs might be re-
  quired, depending on the target and milieu. 
  CASTIGATE
  Influence (coercion)
  You can castigate someone into revealing information 
  or into doubting themselves. 
  During Instantaneous (turn-based) time, you can 
  usually only get simple yes/no responses, which means 
  you must supply good questions to get useful answers. 
  More detailed responses require at least a half hour 
  of castigating. Given enough time (and a successful 
  attempt), you can get your target to spill their deepest 
  darkest secrets or even their life story (so long as it 
  doesn’t harm their loved ones). 
  Time: Instantaneous (primary action) or Narrated
  Roll: Impress + Wits or Presence 
  Capability: Priests can castigate anyone; other char-
  acters need Court Customs (noble target), Cathe-
  dral Customs (priest target), or Commons Customs 
  (merchant or yeoman target).
  Resistance: Equals the target’s Mind Resistance
  Impact: The target is Castigated.
  COMMAND
  Influence (persuasion or coercion)
  You can make a target follow your commands. If per-
  formed instantaneously, it must be a simple declar-
  ative order, such as “Fight those Hazat soldiers!” or 
  “Praise the Pancreator!” or “Bow, you worm!”
  You cannot command a target to do anything that 
  means certain death. The more out-of-character or 
  dangerous the command is, the higher the Resistance 
  becomes:
  
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  Time: Present Tense. This usually takes anywhere 
  from 1 minute to half an hour.
  Roll: Interface + Wits
  Capability: Depends on the think machine being 
  hacked.
  Resistance: Based on the think machine’s security: 
  weak is Hard, standard is Demanding, strong is 
  Tough, invincible is Severe.
  Impact: You extract the data you were looking for. 
  Spending additional VP can yield related data: 2 
  VP per additional topic. 
  PROGRAM
  Action
  You can program a think machine to do something it 
  can’t (or won’t) currently do.
  Time: Narrated. It usually takes anywhere from an 
  hour to 8 hours before a roll can be made.
  Roll: Interface + Wits
  ENCOURAGE 
  Defense
  You draw upon your courage 
  to resist attempts to unnerve or 
  control you.
  Precondition: vs. a coercion 
  influence attack
  Time: Instantaneous (reflexive 
  primary action)
  Traits: Impress + Faith
  Capability: N/A
  Resistance: Effortless. Mental 
  distractions or social pres-
  sures might increase the ad-
  versity.
  Impact: You gain VP for your 
  cache, which you can choose 
  to spend to boost your Resis-
  tance if you wish. 
  EXHORT
  Action 
  By barking orders or threat-
  ening someone, you can give 
  them some of your VP. See 
  the description of this ma-
  neuver under the Charm skill, 
  above.
  Interface
  Interface
  RESTRICTED: Merchant, Am-
  ateur, Clergy, Conspiracist, Enthu-
  siast, Scribe, Spy
  Base rating: 0
  Interface allows you to op-
  erate and program think machines that do not have 
  a friendly user interface. Many think machines are 
  designed with a user interface that does not re-
  quire this skill. Think machines that do not have 
  such an interface are largely incomprehensible to 
  the average person. Those who have unlocked the 
  mysteries of these ancient computers, and anyone 
  skilled enough to use them, may be looked upon 
  with awe — and even more than a little distrust — 
  by those who aren’t. 
  Typical capabilities: Think Machines or Artificial 
  Intelligence Lore (for sentient golems and ma-
  chines)
  HACK
  Action
  You can break into a think machine’s system to ex-
  tract protected data.
  
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  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  PICK LOCK
  Action
  This maneuver allows you to pick locks and safes. 
  Attempting to pick a lock without the proper tools 
  makes the roll unfavorable. 
  When you encounter a magnetic lock, keypad, dis-
  used Second Republic retinal or palm scanner, or any 
  other type of electronic lock, you must also have the 
  appropriate capability relating to that technology. The 
  gamemaster can also decide that it is impossible to pick 
  a tech lock without any tools. The Resistance is deter-
  mined by the quality and complexity of the lock. 
  Time: Instantaneous (primary action)
  Roll: Intrusion + Dexterity
  Capability: The relevant Tech Lore for the tech level 
  of the lock. 
  Resistance: Depends on the quality of the lock. 
  Physical lock
  Tech lock
  Resistance
  Cheap lock
  Outdated software
  Hard 
  Normal lock
  Keypad
  Demanding 
  Complicated 
  lock
  Voice print
  Tough 
  Normal safe
  Retinal scan
  Severe 
  Vault
  Quantum seal
  Herculean 
  Impact: You unlock the lock or safe. 
  You can choose to spend VP equal to half (round 
  down) the lock’s Resistance to hide any trace of 
  your work. Otherwise, an investigator with at least 
  3 ranks in this skill can make an Observe + Wits as 
  a primary action vs. a Hard Resistance to figure out 
  if the lock was picked. 
  SCOPE
  Action 
  You can assess a location for its security, figure out 
  what systems (if any) are in place, deduce where their 
  weaknesses might lie, suss out traps — hidden pitfalls, 
  nets, force-field cages, etc.
  Time: Narrated. Spend at least half an hour observ-
  ing the place. 
  Roll: Intrusion + Perception
  Capability: The relevant Tech Lore for the tech level 
  of the security systems. 
  Resistance: Depends on how well-hidden the secu-
  rity is. Obvious cameras and key locks are Hard, 
  while invisible laser trip wires or buried weight 
  plates might be Tough or more. 
  An irregular cycle of residents and/or guard shifts 
  adds one step of Resistance. 
  If you are unable to physically watch or walk the 
  grounds during your observation, and you’re only 
  going by blueprints or video surveillance, add two 
  steps of Resistance. 
  Capability: Depends on the think machine being 
  hacked.
  Resistance: Depends on the think machine’s Tech 
  Level.
  Impact: You can introduce a new function to the 
  think machine’s operations or alter an existing func-
  tion. How much VP you must spend depends on 
  how related the function is to the think machine’s 
  prior operations:
  Enhances current operations (allows a visual 
  scanner to also read the IR spectrum): 2 VP
  Upgrades current operations (makes a cleaning 
  bot into a butler bot): 4 VP
  Significantly alters current operations (makes a 
  butler bot into a military bot): 6 VP
  Intrusion
  Intrusion
  Base rating: 3
  Intrusion allows you to bypass security systems and 
  to pick locks. This generally applies to mechanical or 
  electrical locks as well as disabling electronic security 
  systems. You will want to invest in the proper tools; 
  picking a lock with a paper clip or similar improvised 
  tool makes the roll unfavorable. 
  Typical capabilities: Tech Lore (based on the TL of 
  the security systems)
  DESIGN SECURITY
  Action
  Your ability to get past security systems gives you the 
  know-how to design them. You can design a security 
  system for a place that makes it hard for intruders to 
  enter it and/or traverse it. Financial and technological 
  limitations might constrain your plans. 
  Time: Narrated (minimum of a week)
  Roll: Intrusion + Wits
  Capability: You should have the proper Tech Lore 
  when designing advanced tech systems.
  Resistance: The size of the place sets a base Resis-
  tance: A single room is Hard; a small house is De-
  manding; a castle or office complex might be Se-
  vere. This is modified by the human touch: using 
  extensive guard patrols lowers the Resistance by 
  one degree while relying solely on automated sys-
  tems raises it by one. 
  Impact: You create a base Resistance equal to 
  your Intrusion ranks that intruders must con-
  tend against. You can raise this by 1 per 2 VP 
  you spend. 
  Your system(s) can be identified using the scope 
  maneuver listed below. You can make it harder on 
  spies by raising the concealment Resistance: +1 per 
  2 VP you spend.  
  
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  DISTRACT
  Defense
  You fight dirty (in combat) or talkback to/mock your 
  influencer. You perform this maneuver reflexively, in 
  immediate response to an attack, before the attack’s 
  goal roll is made. 
  Time: Instantaneous (reflexive primary action)
  Traits: Knavery + Intuition
  Capability: N/A
  Resistance: Hard. Mental distractions or social pres-
  sures might increase the adversity.
  Impact: You can spend VP to lower your attacker’s 
  goal number: 2 VP per -1 goal.
  You can only affect the goal roll of a person di-
  rectly attacking you; you can’t affect someone per-
  forming an area-wide attack or performance. This 
  maneuver is, however, considered dishonorable (in 
  dueling) and rude (against influence), which could 
  affect your reputation among witnesses.
  HUMILIATE
  Influence (coercion)
  Through scorn or mockery, you can infuriate or dis-
  hearten a target. Unlike most influence maneuvers, 
  this may have several possible outcomes. You choose 
  which tactic you’re using — scorn or humiliation — 
  before you roll. 
  Time: Instantaneous (primary action)
  Roll: Knavery + Wits
  Capability: N/A
  Resistance: Equals the target’s Mind Resistance.
  Impact: Your tactic determines your results.
  Scorn: Your target is Angered. 
  Humiliation: Your target is Humiliated. 
  Needless to say, both tactics tend to make ene-
  mies of your targets.
  Melee
  Melee
  Base rating: 3
  Melee represents your ability to wield all types of 
  hand-to-hand weapons, such as clubs, energy swords, 
  knives, or staves. Any type of melee weapon falls into 
  this category. 
  The rules for combat can be found in Chapter 1: 
  Rules. Special combat advantages that are available 
  to characters through perks can be found later in this 
  chapter: see Fencing.
  Typical capabilities: Military Weapons, Artifact 
  Weapons
  The designer of the system might have dedicated 
  effort toward concealing the system, as per the de-
  sign security maneuver described above.
  Impact: You know the place’s security protocols. You 
  can spend VP now to exploit perceived weaknesses 
  with your later Intrusion and break-in related ac-
  tions (such as Sneak): +1 goal per 2 VP. 
  Knavery 
  Knavery 
  Base rating: 3
  Knavery is the art of talking — lying, really — your 
  way into or out of a situation. You know how to use 
  natural charm, verbal deflection, and all-out chutz-
  pah to get others to believe you. 
  When resisting Empathy’s detect lie (or any other 
  attempt to detect your emotions or motives), your 
  Knavery rating can substitute for Mind Resistance, 
  and you can spend VP to increase the Resistance. 
  Persistence: As a general rule, when you perform 
  one of the following maneuvers instantaneously, the 
  state it imposes is brief. It lasts for 1 turn + 1 addi-
  tional turn per 1 VP you spend. Spending 5 VP on 
  persistence, however, makes the state temporary (it 
  lasts until the end of the scene). 
  If you perform it in Present Tense, the state is 
  enduring (it lasts until the victim has a Respite). If 
  performed in Narrated time, the state is chronic (re-
  quiring therapy to undo it).
  Typical capabilities: No capability is usually re-
  quired, but if you’re trying to confuse someone with 
  facts (or fake facts), you might need a relevant lore.
  CONFUSE
  Influence (persuasion)
  Through double-talk and distraction, you can cause 
  a target to doubt their beliefs or the evidence of their 
  senses. 
  Time: Instantaneous (primary action)
  Roll: Knavery + Wits
  Capability: N/A
  Resistance: Equals the target’s Mind Resistance.
  Impact: Your target is Confused.
  DECEIVE
  Influence (persuasion or coercion)
  You can convince a target to believe outright lies. 
  The Empathy detect lie maneuver can be used to see 
  through the deception. 
  Time: Instantaneous (primary action)
  Roll: Knavery + Presence
  Capability: N/A
  Resistance: Equals the target’s Mind Resistance.
  Impact: Your target is Deceived. 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  PARRY
  Defense
  You can wield your weapon to defend against swords, 
  spears, or even fists.
  Precondition: vs. a Fight- or Melee-skill attack
  Time: Instantaneous (reflexive primary action)
  Roll: Melee + Strength 
  Capability: Depends on your melee weapon.
  Resistance: Effortless. Environmental conditions — 
  unsteady ground, strobing lights — might increase 
  the adversity.
  Impact: You gain VP for your cache, which you can 
  spend to boost Resistance if you wish.
  RIPOSTE
  Combat 
  Using defensive fighting, you parry an attack and 
  then counterstrike. Using this maneuver places you 
  hindmost in the initiative queue.
  Time: Instantaneous (primary action)
  Roll: Melee + Dexterity
  Capability: Depends on your melee weapon.
  Resistance: Equals your target’s Body Resistance.
  Impact: Your base damage = weapon damage - 1, 
  but you gain +2 Resistance until your next turn. 
  DISARM
  Combat 
  You can knock a weapon from an opponent’s hand. 
  Time: Instantaneous (primary action)
  Roll: Melee + Dexterity
  Capability: Depends on your melee weapon.
  Resistance: The target’s armor does not apply, but 
  they can use their Strength or Melee skill (whichev-
  er is best) as Resistance. 
  Impact: The target drops their weapon nearby; re-
  trieving it requires a primary action. You can spend 
  VP to knock the weapon farther away, requiring 
  your target to also use a movement action to re-
  trieve the weapon: +1 meter per 2 VP. 
  HACK AND SLASH
  Combat 
  Put your full strength behind your weapon, trading 
  accuracy for impact.
  Time: Instantaneous (primary action)
  Roll: Melee + Strength with -2 goal penalty
  Capability: Depends on your melee weapon.
  Resistance: Equals your target’s Body Resistance.
  Impact: Your base damage = weapon damage +2.
  
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  SEARCH
  Action 
  When you’re looking for something that has been 
  concealed in a location or hidden on a person (pat-
  ting someone down for a hidden weapon), you use the 
  search maneuver.
  Time: Present Tense (anywhere from 1 minute to 
  an hour of searching, depending on the size of the 
  search area)
  Roll: Observe + Wits
  Capability: N/A
  Resistance: You can make a blind bid against Resis-
  tance based on the skill of the concealer. If you’re 
  looking for something that was hidden by hap-
  penstance (a lost pair of keys, a bullet casing at a 
  crime scene), the GM assigns a Resistance based 
  on its location. Finding that key hidden under the 
  sofa cushions might only be Hard, while finding a 
  telltale drop of blood in a small crack in the floor-
  boards might be Severe.
  Impact: You notice what you’re looking for — or per-
  haps something hidden that you weren’t expecting. 
  SPOT
  Action
  When you’re not confident that your instinctual per-
  ception (see below) will allow you to notice danger or 
  otherwise interesting things, you can scan around to 
  spot them. This is the maneuver guards and patrolmen 
  use when standing alert for intruders or ne’er-do-wells. 
  This action could include scanning a crowd looking for 
  a particular person… or a person with a weapon.
  When something or someone is hidden from sight 
  (and/or other senses), you need to use the search ma-
  neuver instead.
  Time: Instantaneous (reflexive action)
  Roll: Observe + Perception
  Capability: N/A
  Resistance: You can make a blind bid against Resis-
  tance based on the skill of the person trying to not 
  to be noticed. 
  Impact: You notice something out of place and can 
  act on this knowledge.
  Instinctual Perception
  People often notice things, even when they’re not 
  looking for them – that is, when they’re not actively 
  trying to spot them (by taking a primary action). This 
  sort of passive, reflexive, or instinctual perception can 
  still yield discoveries.
  When something of interest or concern in the envi-
  ronment doesn’t stand out or isn’t immediately notice-
  able, the GM assigns it a Resistance rating based on 
  how well-hidden or innocuous it is. Whenever a PC 
  WEAPON STRIKE
  Combat 
  An attack with a melee weapon. 
  Time: Instantaneous (primary action)
  Roll: Melee + Strength
  Resistance: Equals the target’s Body Resistance.
  Impact: Weapon damage. (See Chapter 4: Technology 
  for melee weapon traits.)
  Observe
  Observe
  Base rating: 3
  Observe reflects your innate awareness of the world 
  around you. This skill applies when you are actively 
  searching. You (or the gamemaster) may also use it to 
  check if you notice something unexpected.
  Observe-skill actions involve blind-bid Resistance 
  contests. The GM assigns a Resistance based on 
  how well-hidden or innocuous something is but does 
  not tell the player what that Resistance is. The play-
  er must guess the amount of VP they need to bid to 
  overcome the Resistance and then spend it. The GM 
  then provides information based on whether the play-
  er succeeded; if the player’s VP expenditure exceeded 
  the Resistance, the GM might also provide them with 
  additional information.
  Typical capabilities: None are usually required.
  DETECT
  Action 
  This maneuver allows you to notice details that pro-
  vide important clues to an investigation. Did you no-
  tice that urchin’s tattoo isn’t just a gang sign, but in 
  fact, an indication that he is part of a heretical cult? 
  Did you observe that spot of blood on Countess Do-
  minia’s tunic? 
  Detect is an opportunity for the gamemaster to pro-
  vide an information dump in a sly, sideways manner. 
  Detect doesn’t provide knowledge of things the char-
  acter doesn’t know, but it can prompt an Academia 
  enter memory palace or Focus remember roll that could 
  fill in the details. For example, detect lets you notice 
  the urchin’s tattoo and realize it’s important, while a 
  subsequent enter memory palace roll tells you the name 
  of the underworld cult that uses that sign. 
  Time: Instantaneous (primary action)
  Roll: Observe + Intuition
  Capability: N/A
  Resistance: You can make a blind bid against Re-
  sistance based on the sensory welter of the scene. 
  A room filed with bric-a-brac is harder to parse 
  (Tough) than a relatively empty prison cell (Hard). 
  Impact: The GM provides you with one or more im-
  portant clues. 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  JAM
  Action 
  See the Restorative Practices sidebar. Spending time 
  fooling around with music, song, or wordplay can get 
  the creative juices flowing.
  MESMERIZE
  Influence (persuasion)
  This maneuver can be used on an individual or a 
  crowd to entrance and to capture attention.
  Time: Instantaneous (primary action) 
  Roll: Perform + Intuition
  Capability: The proper Performing Arts Lore. 
  Resistance: Equals the target’s Mind Resistance.
  Impact: Your target is Mesmerized.
  ROUSE
  Influence (persuasion)
  You can stir the audience’s hearts and minds, bring-
  ing them to tears, elation, or anger. If you press their 
  emotions hard enough, you can stir them to action: 
  dancing, marching, or even rioting.
  Time: Instantaneous (primary action) 
  Roll: Perform + Presence
  Capability: The proper Performing Arts Lore.
  Resistance: Equals the target’s Mind Resistance.
  Impact: Your target is Roused.
  WOW
  Influence (persuasion)
  You seek to spread merriment and joy by telling 
  jokes, fables, farces, and satires. Unlike Knavery’s 
  humiliate maneuver, wow doesn’t make the target 
  the butt of the joke; it seeks to make them laugh. 
  The topic of the joke might be a common trope 
  among the audience (“Two Avestites walk into a 
  bar. The bartender says: ‘Hey, put those things 
  out! Don’t you realize alcohol is flammable?’”) or 
  a short tale with a punchline (“…and that’s why 
  vorox aren’t allowed in the rector’s washroom any-
  more.”) It can be in the form of standup comedy 
  (Oratory capability), a song (Music or Song), an 
  impersonation (Theatre), a silly walk (Dance), or a 
  magic trick as the punchline (Magic).
  Time: Instantaneous (primary action)
  Roll: Perform + Wits 
  Capability: The proper Performing Arts Lore.
  Resistance: Equals the target’s Mind Resistance.
  Impact: Your target is Wowed.
  Pilot 
  Pilot 
  RESTRICTED: Noble, merchant, Brother Battle, Ex-
  plorer, Mendicant, Pirate
  comes within sensory range, the GM checks to see if 
  they notice it instinctually. This is done by comparing 
  the PC’s Perception characteristic ranks to the Resis-
  tance; if they exceed it, the PC has a chance to notice the 
  thing: the GM can then ask them to make a reflexive 
  spot roll in a blind bid against the thing’s Resistance. It’s 
  a good idea for the GM to write down the Perception 
  ranks of each character and keep the list nearby. 
  The base Resistance for instinctual perception is al-
  most always Demanding or Tough. This is a passive ac-
  tivity; when someone takes a spot or search action, investi-
  gation is easier. This can be modified by various factors:
  • It’s Severe when the scene is full of distractions: 
  a loud concert, a room teeming with bric-a-brac, 
  strobing lights, etc.
  • It’s Herculean when the thing to be noticed is tiny 
  or camouflaged within its environment (a drop of 
  blood on a red or busy carpet). 
  If the thing or person to be noticed is actively hid-
  ing or has been intentionally hidden, then the Re-
  sistance is based on the concealer’s skill ranks and/
  or the additional VP they dedicated to hiding it. See 
  the various concealment-related tasks, such as Dis-
  guise’s impersonate, Intrusion’s design security, Sleight 
  of Hand’s conceal, and Sneak’s camouflage and skulk. 
  Perform
  Perform
  Base rating: 3
  You use Perform skill to evoke an emotional reac-
  tion in an audience. You must have the associated 
  Performing Arts Lore capability, whether it’s Dance, 
  Song, Theatre, or more. 
  Most Perform maneuvers can affect an entire audi-
  ence, including everyone who hears or sees the per-
  formance. 
  Persistence: As a general rule, when you perform 
  one of the following maneuvers instantaneously, the 
  state it imposes is brief. It lasts for 1 turn + 1 addi-
  tional turn per 1 VP you spend. Spending 5 VP on 
  persistence, however, makes the state temporary (it 
  lasts until the end of the scene). 
  If you perform it in Present Tense, the state is 
  enduring (it lasts until the victim has a Respite). If 
  performed in Narrated time, the state is chronic (re-
  quiring therapy to undo).
  Typical capabilities: You need to have a capability 
  in a particular Performing Art Lore: Dance, Magic, 
  Music, Oratory, Song, Theatre. 
  Playing a musical instrument also requires you 
  to have a capability with the musical instrument 
  you’re playing; otherwise, your rolls are unfavor-
  able. Magic tricks using devices might require ca-
  pability with various Tech Lores. 
  
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  Capability: Surgery Lore
  Resistance: Depends on the injury: Mangled is 
  Hard, while cosmetic surgery can vary from Hard 
  to Tough, depending on the extent of the changes. 
  Impact: You remove the Mangled state (allowing 
  healing to occur), or you achieve your cosmetic/
  reconstructive surgery goals. You can spend 2 VP 
  to hide the scars (something most cosmetic surgery 
  patients demand). 
  REHABILITATE
  Action 
  You can assist a patient in overcoming a deleteri-
  ous condition acquired from physical trauma. This 
  allows them to recover from long-lasting physical 
  states, such as Tormented or Fatigued. They must 
  first have spent a Respite healing at least 1 Vitality. 
  (See Respite, under Vitality.)
  Time: Narrated. You must spend at least two hours 
  working with the patient before rolling. Normally, 
  only one attempt can be made upon the same pa-
  tient per day.
  Roll: Remedy + Faith
  Capability: If you’re using elaborate medical equip-
  ment, you might need a Tech Lore capability.
  Resistance: Hard
  Impact: You can relieve or even remove a physical 
  state from the target. A victory downgrades its per-
  sistence by one step. Spend VP to downgrade its 
  persistence further: 4 VP per additional step.
  TREAT WOUNDS
  Action 
  You can render first aid to the wounded and dying. 
  This maneuver assumes you have access to a basic 
  medical kit or medical supplies. If no such supplies 
  are available, the roll is unfavorable. 
  Time: Instantaneous (primary action)
  Roll: Remedy + Wits
  Capability: If you’re using elaborate medical equip-
  ment, you might need a Tech Lore capability.
  Resistance: Hard (Demanding for a patient who is 
  Mangled) 
  Impact: You can either staunch a wound, stabilize an 
  Unconscious or Dying patient, or tend to a recuper-
  ating patient.
  Staunch wound: Someone who has been injured can 
  be treated by Remedy once, but only once, to 
  have their wounds staunched so they stop bleed-
  ing; after that, they’ll need to take a Respite to 
  gain further healing. The treat wounds roll yields 
  VP that must be spent to heal the patient’s Vitali-
  ty: 1 Vitality per 2 VP spent. 
  If the patient became Mangled earlier in the 
  same scene, you can remove the Mangled state if 
  Base rating: 0
  You can pilot flying vehicles. 
  The Pilot skill also includes basic knowledge of how 
  to make temporary repairs and care for your transport. 
  This might involve rebooting the nav-mind or clearing 
  an intake vent. Making complicated repairs or fixing 
  serious damage requires the Tech Redemption skill. 
  Many of the Drive maneuvers described earlier in 
  this chapter can apply to aircraft and spaceships as 
  well. For chases, see Pursuit, under the Drive skill. 
  (For more on space ships, see Starships in Chapter 4: 
  Technology.)
  Typical capabilities: Each class of transport re-
  quires a separate capability, including Aircraft (flit-
  ters, jets, gliders) or Spacecraft (starships, shuttles, 
  fighters). 
  Remedy
  Remedy
  Base rating: 3
  Remedy is the catch-all skill for everything medi-
  cal, including first aid, anatomy, surgery, disease di-
  agnosis, and preventive medicine. It can also include 
  the implantation of cybernetic devices (although the 
  character should possess the Cybernetics Lore medi-
  cal capability). 
  Rules for Vitality and healing can be found later in 
  this chapter.
  Typical capabilities: Any of the relevant medical 
  lore capabilities apply. You may need Xeno Lore 
  (for extensive care of an alien), Life Science (for sur-
  gery on animals), Tech Lore (for advanced medical 
  equipment and Amalthean merciful technals). 
  OPERATE
  Action 
  Some wounds are so bad that first aid can’t cure 
  them. Certain types of weapons (such as sunder-slug 
  and vorox-claw bullets, wire grenades, and barbed 
  whips) can deliver the Mangled state, which requires 
  surgery before wounds can heal.
  Operate is a delicate procedure which involves at-
  tempting to repair damaged flesh, bones, or internal 
  organs. The surgeon should have the Surgery Lore 
  capability and access to the proper surgical tools. 
  Lack of either makes the roll unfavorable.
  Operate can also be used to perform cosmetic or re-
  constructive surgery. Such surgeries are in high demand 
  among Scravers, Chainers, and fugitives from justice. 
  Time: Narrated. Requires at least one hour and with 
  complete focus (no other actions allowed). Combat 
  surgery can be performed in 10 minutes, but the 
  Resistance increases by one degree.
  Roll: Remedy + Dexterity
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Capability: Based on your weapon.
  Resistance: Equals your target’s Body Resis-
  tance. 
  Impact: Equals your weapon damage +2.
  SHOOT GUN
  Combat 
  You fire a gun. 
  Time: Instantaneous (primary action)
  Roll: Shoot + Dexterity for short range/Perception 
  for long range
  Capability: Based on your weapon.
  Resistance: Equals your target’s Body Resis-
  tance. 
  Impact: Gun damage. (See Chapter 4: Technology for 
  gun traits.)
  SNAPSHOT
  Combat 
  You pop out from behind cover, take a shot, and then 
  drop back. This action requires both your primary 
  and movement actions. You suffer -1 goal but retain 
  the benefits of cover for that round.
  Time: Instantaneous (primary and move action)
  Roll: Shoot + Dexterity with -1 
   goal
  Capability: Based on your weapon.
  Resistance: Equals your target’s Body Resistance.
  Impact: Based on your weapon damage; you also 
  gain the defensive benefits of whatever cover you’re 
  behind, even if the shot fails.
  Sleight of Hand
  Sleight of Hand
  Base rating: 3
  Sleight of Hand is a talent associated with char-
  latans and street performers. This skill can be used 
  to hide small objects or remove small objects from 
  another character’s person without them noticing. 
  Sleight of Hand is as much the art of misdirection as 
  it is concealment. 
  Typical capabilities: No capability is usually re-
  quired.
  CONCEAL
  Action 
  You can conceal small objects up to the size of a knife 
  from observers. 
  Time: Instantaneous (primary action)
  Roll: Sleight of Hand + Dexterity
  Capability: N/A
  Resistance: Depends on the size of the item. A fire-
  bird coin is Effortless; a wallet is Hard; a switch-
  blade or derringer is Demanding; a hunting knife 
  is Tough. 
  you heal at least 1 Vitality. If they were Mangled 
  in an earlier scene, you must use the operate ma-
  neuver to remove the Mangled state.
  Stabilize: A Dying person (see Death and Dying, un-
  der Vitality) can be treated to upgrade them to the 
  Unconscious state. An Unconscious person can 
  be revived to consciousness by spending 2 VP.
  Tend: At any time during a patient’s eight-hour Re-
  spite, you can spend 15 minutes tending to their 
  injuries, dressing their wounds, and advising 
  them on optimal care. The patient’s Respite roll 
  is now favorable. If conditions already provided 
  for a favorable roll, the patient gains +2 goal. 
  Shoot
  Shoot
  Base rating: 3
  The Shoot skill applies to any handheld device that 
  propels an object or energy bolt, whether that’s a 
  bullet, arrow, laser, or even a stone. Slings and bows, 
  primitive muskets, assault rifles, and weird alien guns 
  are all applicable. 
  When shooting a target within your weapon’s short 
  range, use Dexterity. When shooting at a long-range 
  or extreme-range target, use Perception. 
  Shoot does not cover heavy-weapons emplacements 
  or ship or vehicle-mounted guns. 
  Typical capabilities: Archery, Energy Weapons, 
  Slug Guns
  AIM
  Combat 
  Take a moment to line up the enemy in your sights 
  before firing. You act last in the round’s initiative or-
  der but get +1 goal to your roll. You can spend up to 
  two additional consecutive turns aiming (as a primary 
  action) before you take your shot to gain cumulative 
  goal bonuses (+1 per turn, for a max of +3).
  Time: Instantaneous (primary action)
  Roll: Shoot + Dexterity (short range) or Perception 
  (long/extreme range) with +1 goal/turn (3 turns 
  max)
  Capability: Based on your weapon.
  Resistance: Equals your target’s Body Resis-
  tance. 
  Impact: Based on your weapon damage. 
  BURST
  Combat 
  You can quickly fire shots in succession at the cost of 
  accuracy: -2 goal. Your weapon must be capable of 
  burst fire. A burst uses half your clip’s ammo. 
  Time: Instantaneous (primary action)
  Roll: Shoot + Dexterity with -2 goal
  
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  Impact: You create a Resistance equal to your Sneak 
  ranks, resisting the attempts of other people to find 
  you in the crowd. You can increase this: + 1 Resis-
  tance per 2 VP.
  If someone searches for you, they make an Ob-
  serve-skill spot maneuver against the Resistance you 
  have built.
  CAMOUFLAGE
  Action 
  You can use materials at hand and physical structures 
  to conceal yourself. 
  Tech can be a great aid to camouflage attempts. A 
  holofield projector or chameleon cloak can create an 
  almost impenetrable camouflage, making your roll 
  favorable. 
  Time: Present Tense (at least one minute)
  Roll: Sneak + Wits
  Capability: N/A
  Resistance: Depends on the materials you use: a 
  cluster of vines in a jungle might be Hard, while 
  a single potted plant in an office might be Severe. 
  Impact: You create a Resistance equal to your Sneak 
  ranks, resisting the attempts of others to find you. 
  You can increase this: + 1 Resistance per 2 VP.
  If someone searches for you, they make an Ob-
  serve-skill search maneuver against the Resistance 
  you have built.
  SKULK
  Action 
  Silence and shadows are your friends. Moving about 
  without being seen or heard is a necessary skill for 
  thieves, assassins, and even nobles engaging in the 
  arts of love. (After all, getting caught padding to your 
  paramour’s bedroom at night would be unseemly.) 
  Time: Instantaneous (primary action)
  Roll: Sneak + Dexterity
  Capability: N/A
  Resistance: Based on the condition of the area you 
  are moving through. Moving across soft grass is 
  Hard, while walking on gravel is Demanding. 
  Impact: You create a Resistance equal to your Sneak 
  ranks, resisting the attempts of others to hear or see 
  you. You can increase this: +1 Resistance per 2 VP.
  If someone searches for you, they make an Ob-
  serve-skill spot maneuver against the Resistance you 
  have built.
  Survival
  Survival
  Base rating: 3
  Survival allows you to survive in adverse condi-
  tions  — generally, wild places far from civilization. 
  Impact: You create a Resistance equal to your Sleight 
  of Hand ranks, opposing others’ attempts to detect 
  the hidden item. You can increase this: + 1 Resis-
  tance per 2 VP.
  If someone searches you for the item, they make a 
  search maneuver against the Resistance you’ve built.
  PICK POCKET
  Action 
  This is the art of stealing small items that are in an-
  other’s possession without their knowledge. This in-
  cludes wallets, rings, small weapons, and even (for the 
  truly daring) necklaces. 
  If the target is especially paranoid and actively en-
  gaged in looking for pick pockets, the roll might be 
  unfavorable unless the target is sufficiently distracted. 
  Time: Instantaneous (primary action)
  Roll: Sleight of Hand + Dexterity
  Capability: N/A
  Resistance: Equals your target’s Perception or Ob-
  serve (whichever is highest), modified by ease of ac-
  cess: -1 for a pouch swinging from a belt; +1 for a 
  holstered weapon; +2 for a necklace that is current-
  ly being worn. 
  Impact: You gain the item without notice. You can 
  attempt an immediate reflexive conceal maneuver.
  Sneak
  Sneak
  Base rating: 3
  Sneak represents your ability to move silently and 
  to remain unseen. This skill applies to hiding oneself; 
  concealing small items uses Sleight of Hand. Using 
  Sneak often requires that you have some degree of 
  cover or a crowd to move among; sneaking across the 
  middle of a well-lit room or carefully observed areas 
  is rarely possible. 
  Sneak almost always applies to a physical action. 
  Attempts to stealthily access a computer database re-
  quire Interface skill, not Sneak. 
  Refer to Instinctual Perception (listed under the Ob-
  serve skill) if someone has a reasonable chance of no-
  ticing someone attempting to sneak.
  BLEND IN
  Action 
  You can blend in and get lost within a crowd. 
  Time: Instantaneous (primary action)
  Roll: Sneak + Intuition
  Capability: N/A
  Resistance: Depends on the density and nature of 
  the crowd: a motley parade might be Hard, while 
  an old couple on an open street might be Severe. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  TRAP
  Action 
  You can set snares, traps, and nets, as well as making 
  and setting decoys, in an attempt to catch animals. You 
  might be just catching dinner or animals whose fur or 
  other features can be sold for money. Trapping requires 
  at least a minimal amount of materials, such as ropes, 
  nets, or wood to carve for decoys. Unlike hunting, once 
  you’ve set your traps, you’re free to do other things un-
  til you come back and check on them the next day.
  Time: Narrated. Spend at least an hour setting traps.
  Roll: Survival + Intuition 
  Capability: Beast Lore 
  Resistance: Based on the abundance or scarcity of lo-
  cal animals, generally from Hard to Tough or higher.
  Impact: You catch dinner. Spend VP to catch more 
  food or pelts over the next day: 2 VP = a day’s worth 
  of food or good pelts (5 fb); 4 VP = a week’s worth 
  of food or fine pelts (10 fb); 6 VP = rare pelts (25 fb).
  Tech Redemption
  Tech Redemption
  Base rating: 3
  Tech Redemption is the skill required to make and fix 
  technology. Known Worlders see this as a process of re-
  With this skill, you can track animals or people in 
  the wilderness. It also includes knowledge of how to 
  make fire, improvise makeshift shelters, identify edi-
  ble plants, set traps, and fish. 
  Capabilities: Beast Lore (hunting), Planet Lore (ori-
  enting), Life Science (identifying edibles)
  HUNT/FISH
  Action
  You find and catch prey or go fishing. 
  Time: Narrated. Spend at least an hour tracking and 
  stalking prey or throwing lines in the water.
  Roll: Survival + Perception (hunting) or Intuition 
  (fishing)
  Capability: Beast Lore (hunting)
  Resistance: Based on the abundance or scarcity of 
  local fish and game, generally from Hard to Tough 
  or higher.
  Impact: You catch dinner. Spend 2 VP to catch 
  enough for another day’s worth of food. Spend 4 
  VP to be provisioned for the next week.
  TRAIPSE
  Action 
  Spending time wandering aimlessly in nature can soothe 
  the mind and soul. (See the Restorative Practices sidebar.)
  
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  ases inherent in technology is that they’re almost 
  always unanticipated by their inventors. 
  JURY-RIG 
  Action 
  You can make quick repairs to a broken piece of tech, 
  even though you lack the proper tools and materials. 
  Jury-rigged repairs usually last only one scene. 
  Time: Instantaneous (primary action) 
  Roll: Tech Redemption + Intuition
  Capability: Relevant Tech Lore
  Resistance: Based on the degree of damage to the 
  device. A dented blaster might be Demanding, 
  while a skimmer’s bullet-riddled anti-grav plate 
  might be Severe.
  Impact: You get the device working, although a crit-
  ical miss while using the device means it breaks 
  again. The repairs last for one scene, but they can 
  be extended by spending VP: 2 VP for an addition-
  al scene, 4 VP to extend it for the whole act, and 6 
  VP to keep it working for the rest of the drama.
  TINKER
  Action 
  Spending time playing with tools and materials to-
  wards no particular productive end can be calming. 
  (See the Restorative Practices sidebar.)
  UPGRADE
  Action 
  Equipment is graded on a scale, progressing from dis-
  repair to unreliable, poor, standard, superior, master-
  work, and premium. You can upgrade existing technol-
  ogy, as long as you have access to the proper tools and 
  equipment. Upgrading existing tech takes time and a 
  cost in materials. 
  Time: Narrated. It takes at least 8 hours before a roll 
  can be made.
  Roll: Tech Redemption + Wits
  Capability: Requires the relevant Tech Lore.
  Resistance: Depends on the tech level of the item.
  Impact: Bump the item up one grade in quality, al-
  though the cost in VP varies.
  Disrepair to unreliable: 0 VP
  Unreliable to poor: 1 VP
  Poor to standard: 2 VP
  Standard to superior: 4 VP
  Superior to masterwork: 6 VP
  Masterwork to premium: 8 VP
  You can attempt to upgrade the same item again. 
  However, no item can be upgraded by more than 
  two grades above its original state (the state in 
  which it was manufactured). An unreliable item can 
  only ever become standard at best, while a standard 
  item can only be upgraded to masterwork.
  deeming broken or recalcitrant technology, which is often 
  thought to have a life of its own. This skill generally works 
  with existing items: fixing them and upgrading their 
  performance. The ability to invent new tech, as well as 
  replicating the wondrous technologies of the past, often 
  requires a special perk, used in conjunction with this skill. 
  See the perks for the Tech Redeemer calling for examples.
  Typical Capabilities: A character who takes this 
  skill will need to have one or more applicable forms 
  of Tech Lore: TL5, TL6, TL7, TL8, and perhaps 
  Think Machines.
  INVENT
  Action
  Most Known Worlders do not innovate new technol-
  ogies; they keep using tech from the past, “redeemed” 
  countless times so that it keeps working. The ability 
  to invent new devices requires the Comprehend Tech 
  Level perk at the required tech level for the desired 
  technology. (See that perk description for more details.) 
  Once you acquire the necessary perk, you can use this 
  maneuver to invent new technologies, in collaboration 
  with the GM’s decision as to what is allowed. 
  Inventing tech requires materials, which costs mon-
  ey. As a general rule, figure on 100 fb per tech level, 
  but that cost can be higher or lower depending on 
  the scarcity of such tech on the planet you’re on. In-
  venting on Leagueheim, where you’ll benefit from its 
  abundance of tech, is far easier than on Pyre, where 
  you’re lucky to find a spare circuit board.
  Time: Narrated. It takes at least 1 month of steady 
  work (8-hour days) before a roll can be made.
  Roll: Tech Redemption + Intuition
  Capability: Requires relevant Tech Lore.
  Resistance: Depends on the tech level of the item.
  Impact: You produce a working prototype of the new 
  tech. It’s a bit wonky and might break or short-out on 
  a failure, but these setbacks can actually give you clues 
  about how to improve your prototype: You can use 
  this maneuver again to produce a better model that 
  doesn’t routinely break. By the third or fifth iteration, 
  you might have tech that is solid enough to be replica-
  ble for new models. It still might take more iterations 
  before it can be streamlined for industrial production, 
  but even getting this far is a rare feat in this time.
  Unfortunately, the issue of whether your new 
  tech is properly “reflective”  — approved by the 
  Church — is another matter, one that requires the 
  deliberation of synods. 
  Finally, like all tech of sufficiently high design, 
  your new device will have a tech compulsion that 
  can affect those who are overloaded with too much 
  technology. See Techgnosis. You can work out what 
  this is with the GM, or the GM can surprise you. 
  The most entertaining thing about techgnostic bi-
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  HOLD BREATH
  Action 
  You can hold your breath for 10 turns plus your En-
  durance rating without having to make a roll. Each 
  turn thereafter, you must succeed at a hold breath roll; 
  otherwise, you begin to drown. This is a secondary 
  action; success on the roll provides no VP. 
  If you fail a roll, you can no longer hold your breath, 
  and you become Fatigued. Each turn, you progress 
  to a different state (replacing the previous state) until 
  you are able to get air, progressing from Fatigued to 
  Hindered to Incapacitated to Unconscious to Dying. 
  If you get air, the progression halts and reverses step 
  by step for each turn that you are able to breathe nor-
  mally until you’re back to normal. 
  Time: Instantaneous (secondary action; no VP)
  Roll: Vigor + Endurance
  Capability: N/A
  Resistance: If you’re active (taking any primary ac-
  tion), it’s Hard. If you’re in combat, it’s Tough. If 
  you’re just moving, it’s Effortless. The Resistance 
  increases by 1 each turn. 
  Impact: You continue to hold your breath. 
  KNOCKDOWN
  Combat 
  Ram into someone to take them down with you. This 
  action requires both your movement and primary ac-
  tions. You act last in the initiative queue.
  Time: Instantaneous (primary and movement action)
  Roll: Vigor + Strength
  Capability: N/A
  Resistance: Ignores the target’s armor-based Body 
  Resistance, but the target may substitute Strength.
  Impact: You inflict 3 base damage. Both you and the 
  target become Prone.
  READY
  Action
  You can take a primary action to marshal your re-
  sources: you gain VP. See the description for this ma-
  neuver under the Focus skill, above. 
  RIDE
  Action
  You can control an animal you’re riding (most likely a 
  horse). In most cases, you don’t need to roll; you sim-
  ply use your mount’s movement speed as your own. 
  If the animal is scared, startled, or put into any situa-
  tion it doesn’t normally or naturally want to be in, you 
  might need to make a reflexive secondary-action roll 
  to control it (and you do not collect VP from that roll). 
  Note that even trained animals do not want to be near 
  combat unless they’ve received special training (such 
  as a destrier horse). 
  Vigor
  Vigor
  Base rating: 3
  Vigor describes a character’s overall athleticism. 
  Running, jumping, swimming, climbing, and throw-
  ing all fall into this category. 
  CLIMB 
  Action 
  You can climb trees and walls. A failure does not mean 
  that you fall; you simply do not move up or down.
  Most climbs don’t require gear, but truly dis-
  tant treks might. If you have gear, such as a rope, 
  the roll might be favorable. If you don’t have the 
  proper climbing gear when it’s really needed, the 
  gamemaster can penalize the roll by making it un-
  favorable. 
  If something causes you to lose your grip, make a 
  reflexive Vigor + Dexterity roll to grab hold again 
  before you fall. If it’s successful, you prevent a fall 
  but lose your next turn recovering. If it fails, you fall. 
  See Falling, below.
  Time: Instantaneous (primary and movement action)
  Roll: Vigor + Strength or Dexterity
  Capability: N/A
  Resistance: Based on the scarcity of handholds. A 
  stacked-stone wall might be Hard, while a sheer, 
  smooth cliff face might be Tough. 
  Impact: You climb at a rate of 3 meters per turn. You 
  can spend VP to increase your speed: +1 meter per 
  2 VP. (Creatures of Sizes greater than 5 can add 
  their additional Size to the speed: vorox can climb 
  5 meters per turn.)
  EVADE
  Defense
  You avoid gunfire by leaping and jumping around, 
  making yourself a moving target. This requires your 
  movement action for that turn, and you must move 
  at least 3m. However, your evade roll becomes favor-
  able! Conversely, any roll you make on your next turn 
  (unless you evade again) is unfavorable: you’re leaping 
  around too frantically to pull it off well.
  Precondition: vs. a Shoot-skill attack
  Time: Instantaneous (reflexive primary action + 
  movement action)
  Roll: favorable Vigor + Dexterity or Intuition 
  Capability: N/A
  Resistance: Effortless. Environmental conditions — 
  unsteady ground, strobing lights — might increase 
  the adversity.
  Impact: You gain VP for your cache, which you can 
  spend to boost your Resistance if you wish.
  Drawback: Next turn’s roll is unfavorable (unless 
  you evade again).
  
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  THROW
  Combat 
  Throw a rock, spear, or other object. 
  Time: Instantaneous (primary action)
  Rolls: Vigor + Dexterity (short range) or Perception 
  (long and extreme range) 
  Capability: N/A
  Resistance: Equals your target’s Body Resistance.
  Impact: You inflict damage for your weapon or ob-
  ject (e.g., a rock does 2 dmg).
  Time: Instantaneous (reflexive secondary action; no 
  VP)
  Roll: Vigor + Presence
  Capability: Beastback
  Resistance: For trained animals, it’s Easy, unless 
  they’re being asked to ride through danger or com-
  bat, in which case it becomes Demanding. If it’s 
  outright war (mass fighting, artillery, etc.), the Re-
  sistance is Tough. If the animal is not trained, raise 
  the Resistance by two stages. 
  Impact: You can use your mount’s movement speed 
  for your movement action. 
  MOVEMENT
  Characters engage in all manner of movement. 
  They’re often running, jumping, swimming, or 
  climbing. For the most part, movement isn’t par-
  ticularly risky, so it usually doesn’t require a roll. 
  There are some exceptions, such as the Vigor 
  climb maneuver, used when a character wants to 
  scale a wall. Otherwise, use the following rules.
  RUNNING
  You can run up to your movement speed per turn 
  by taking a movement action. You can also use 
  your primary action as a movement action to go 
  at double your speed.
  Your movement speed is based on your Size. 
  (See the Size sidebar under Vitality.) For humans, 
  it’s 10 meters per turn.
  In a low-gravity environment, you gain half 
  again your running speed (15 for humans).
  JUMPING
  You make a running jump by moving a distance 
  of at least 3 meters and jumping. You can cover a 
  horizontal distance of half your running movement 
  speed (5 meters for humans) and an equal vertical 
  distance. This requires a movement action. 
  You can make a standing jump to a horizontal or 
  vertical distance of one-third your running speed 
  (3 meters for humans). This requires a movement 
  action.
  In a low-gravity environment, you can double 
  your jumping distance.
  SWIMMING
  You can swim up to half your movement speed 
  per turn. (This requires a movement action.)
  If you are overloaded with gear (carrying more 
  weight than your Strength allows), your combat rolls 
  are unfavorable when swimming. You can sacrifice 
  your movement action to stay in place and stabilize 
  yourself, allowing you to make normal combat rolls. 
  FALLING
  Falling is usually involuntary, but if you choose to 
  leap from enough buildings, horses, or banisters, 
  you’re going to get hurt. Gravity teaches harsh les-
  sons to those who test it. 
  The distance you fall determines how hurt you 
  might get. The base damage is half the distance in 
  meters. So, falling four meters is 2 damage, and 
  falling 24 meters is 12 damage. The surface you 
  hit might affect this damage:
  Surface 
  Damage
  Sharp rocks, spikes 
  +2
  Soft (mattress) 
  -4
  Water 
  -6
  Falling damage is applied directly against you, 
  but armor can subtract its Resistance rating from 
  this damage. Falling damage has the Slam prop-
  erty, so only armor that is rated as Slamproof gets 
  its full Resistance value against it; otherwise, only 
  half the armor’s Resistance is applied. (See Armor 
  in Chapter 4: Technology.) For example, plate 
  armor is Slamproof with a Body Resistance of 8, 
  and so it subtracts 8 from falling damage. Synthsilk, 
  however, is not Slamproof; its 3 Resistance is only 
  worth 1 Resistance against falling damage.
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  have spoken and ruled that, yes indeed, your character 
  has come under the influence of an unwanted state. 
  It’s as if you’re an actor whose been given a sudden 
  script revision but without any lines or resolution to 
  the scene — you’ve now got to write it on-the-fly, but 
  you have to work within the limitations given to you: 
  the state which impedes your character. That doesn’t 
  have to impede your roleplaying. You’re a talented 
  performer in the mystery play of the Fading Suns — 
  play the hell out of the scene!
  Has your iron-willed noble Commander been in-
  flicted with the Afraid state? That’s ignoble, yes, but a 
  reality, even for combat veterans. The challenge is to 
  get past sulking about it and ask yourself: What would 
  that character do when they’re confronted with un-
  controllable fear? The same is true if your humorless 
  Avestite has become Wowed. How do they cope with 
  unexpected happiness? 
  Suffering from a state is a roleplaying gift, even if it 
  proves a setback to the achievement of your charac-
  ter’s immediate goal.
  Physical States
  Physical States
  BLINDED
  You cannot see. All physical rolls you make against 
  anyone you are not touching with direct contact are 
  unfavorable. Others’ physical attack rolls against you 
  are favorable. Influence actions that usually require 
  eye contact are likewise affected.
  DAZED
  You aren’t operating at peak efficiency: you suffer -2 
  goal to perception-oriented rolls and your physical 
  attacks. 
  DEAFENED 
  You cannot hear. You cannot succeed with any activ-
  ity or perception that requires hearing. This includes 
  any types of mental or social influence that require 
  you to hear your target. On the bright side, sonic at-
  tacks, such as from a screecher pistol, are unfavorable 
  against you. 
  DESENSITIZED
  You’ve become comfortably numb. You are immune 
  to pain-based states, such as Tormented (and some 
  instances of Penalized, depending on the cause) for as 
  long as the state persists.
  States
  States
  States are effects imposed on characters through various 
  means. This includes special effects inflicted by weapons 
  (a stunner pistol causing a target to become Stunned), 
  characters influencing other characters (using the Im-
  press command maneuver to make a target become Com-
  manded), and characters bearing more high-technology 
  than they can psychologically handle (an energy shield’s 
  tech compulsion is to make its user Reckless).
  Some gamemasters find that writing a state down 
  on an index card, making a few notes about the me-
  chanics, and then handing it to the player whose 
  character is affected makes it easier to keep track of 
  multiple states. The rules for how states work are pre-
  sented in Chapter 1: Rules. 
  STATES OF IMAGINATION
  States are primarily roleplaying tools. They are script 
  cues for the players — actors in our passion play. The 
  descriptions below list some rules suggestions when deal-
  ing with the states — yes, suggestions. These aren’t iron 
  laws. In fact, you don’t have to resort to these rules. You 
  should be guided by their spirit rather than their law. 
  Just because you’ve become Daunted by a foe doesn’t 
  mean the GM has to impose the suggested -2 goal penal-
  ty on your attacks against that foe. The rule is there as a 
  possibility, showing you how serious things can become. 
  It the GM’s choice if and when to impose such rules.
  It’s impossible to detail just how states work in ev-
  ery context. The GM needs to call on ingenuity and 
  imagination to fill in the details, altering the rules as 
  needed to fit a state into the scene at hand. The state 
  descriptions are guidelines, not hard and fast rules; 
  they should be adapted to the situation. 
  Players can certainly collaborate with the GM to 
  suggest just how a particular state might work in a 
  given context. 
  SAYING “YES, AND…”
  In improvisational theater, players are offered ideas 
  from other players about their character’s identity 
  and situation. One of the golden rules is to accept one 
  (or all) of them, expand upon it, and then improvise 
  what happens next. This improvisational technique 
  called “yes, and….” 
  It’s a good idea to follow this guideline when your 
  character is overcome by a state against their will. You 
  might not like it, and you may feel that it doesn’t repre-
  sent how your character would react in that moment, let 
  alone what it says about free will. And yet, the dice rolls 
  
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  NAUSEATED
  You’re sick to your stomach. You suffer -2 goal on all 
  rolls. Certain triggers might cause you to throw up: 
  disgusting smells, the sight of food you’re allergic to, 
  or the arrival of a hated rival. If you’re jostled phys-
  ically or suffer more Vitality wounds from a single 
  attack than your Endurance rating, you’ll reflexive-
  ly, uncontrollably, toss your cookies, losing your next 
  primary action (but you won’t do that again for at 
  least 10 turns.)
  PARALYZED
  You can’t move at all, not even your hands. You can-
  not initiate any physical actions. Influence actions 
  that require anything more than whispered speaking 
  are unfavorable.
  PRONE
  You are lying on the ground. Your movement action 
  can only be to move at a crawl (quarter speed) or 
  stand up.
  SEEING IMPAIRED
  Your vision is hindered. All physical rolls you make 
  against anyone you are not touching with direct con-
  tact suffer -2 goal. Influence actions that usually re-
  quire eye contact are likewise affected. 
  STIMULATED
  You are hyperaware of your surroundings, and your 
  mind is racing. You gain initiative edge, as well as a +2 
  bonus to Perception for instinctual perception tests. 
  Your spot maneuver rolls are favorable.
  STUNNED
  Your coordination is awry. Rolls involving physical 
  actions and perception are unfavorable.
  SUSPENDED
  You are suspended in air (or maybe a vacuum). 
  Your physical action rolls are unfavorable (un-
  less you have a Shipboard Operations capability, 
  which includes zero-G training). You cannot ini-
  tiate movement without handholds, a rope line, a 
  jetpack, or some other form of assistance or means 
  of imparting motion. 
  TORMENTED
  You are in excruciating pain. You suffer -2 goal on 
  all physical actions. In addition, any time you spend 
  VP, you must spend 1 additional point as a “pain 
  penalty” to work past the distraction. (Example: You 
  spend 3 VP to boost your Resistance. You must 
  spend 1 additional VP pain penalty, increasing your 
  total VP to 4.)
  DISORIENTED 
  Your perceptions are seriously awry. Your actions are 
  directed at random targets, instead of the person(s) 
  you think you’re targeting.
  DYING 
  You’re dying. If you don’t receive medical attention 
  to stabilize you (leaving you Unconscious) before the 
  end of the scene, you’ll die. Once you are stabilized, 
  this state goes away and you are Fatigued. (See the 
  rules for Death and Dying under Vitality below.)
  EUPHORIC
  You’re overcome with pleasure. Although it feels 
  great, it’s distracting. You act hindmost in the initia-
  tive queue, and you suffer -2 goal to all rolls. 
  FATIGUED 
  You are extremely weak. You suffer -2 goal on all 
  actions involving physical activity. In addition, you 
  must spend 1 VP to perform any action that requires 
  a roll, even if there is normally no cost. You spend this 
  before the roll is made.
  HEARING IMPAIRED
  You have difficulty hearing. You suffer -2 goal on any 
  activity or perception roll that requires hearing. This 
  includes any type of mental or social influence that 
  requires you to hear your target. On the bright side, 
  you gain +2 Resistance against sonic attacks, such as 
  from a screecher pistol. 
  HINDERED
  Your movement is restricted. You can only move at half 
  speed, and you suffer -2 goal on all actions involving 
  full-body movement (such as dodge, climb, dance, etc.)
  IMMOBILIZED
  You cannot move from where you are, and all your 
  actions involving full-body movement (such as dodge, 
  climb, dance, etc.) are unfavorable.
  INCAPACITATED 
  You cannot initiate any actions that require rolls or 
  react to others’ actions.
  MANGLED 
  You have suffered a wound that requires surgery be-
  fore you can heal. Someone with the Remedy skill 
  can attempt to remove the Mangled state, which then 
  allows you to heal via Revival, Respite, or other medi-
  cal care. Elixir can also heal Vitality and also removes 
  the Mangled state. Certain theurgic rites can ignore 
  the Mangled state to heal Vitality and even remove 
  the state, allowing for natural healing. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  ANGERED 
  You’ve got a short fuse. You 
  might respond to your provok-
  er (whoever caused this state) 
  with a challenge to a duel, co-
  ercion influence (castigate, com-
  mand, daunt, etc.), or even an 
  outright physical attack (until 
  first blood is drawn). Any per-
  suasion influence maneuvers 
  you attempt (such as Charm’s 
  befriend) are unfavorable. On 
  the bright side, any persuasion 
  attempts made against you are 
  unfavorable. 
  ANXIOUS
  You’re really worked up over 
  something. You suffer -2 goal 
  on influence attempts, as well 
  as any long-term tasks you 
  must roll for when in this state, 
  such as repairing a device or 
  meditating.
  BERSERK
  Your anger is beyond all rea-
  son. You will physically attack 
  to maim or even kill whoever 
  put you into this state, showing 
  no mercy. If the cause of this 
  state was an ally (or the state 
  was an occult compulsion), 
  you’ll attack whoever they in-
  dicate or whichever enemy you 
  know angers them most. If that 
  person is not present or reach-
  able for the duration of this state, you’ll attack some-
  one from their faction. If no such target is available, 
  you’ll snap and attack any random neutral or hostile 
  person who is closest. Once this state ends, you’ll be 
  worn out; during the next scene, you must spend 1 
  VP to initiate any action or else your rolls will be 
  unfavorable. 
  COMMANDED 
  You have been given an order and must execute it, 
  although you don’t have to like it. If this state’s per-
  sistence ends before you can accomplish the order, 
  then you no longer need to obey it. If the order di-
  rectly harms your faction’s objectives, you can make 
  a reflexive shake it off roll each turn. You cannot be 
  Commanded to outright betray your faction.
  UNCONSCIOUS
  You fall Prone (see above) and are oblivious to every-
  thing going on around you. You can take no actions 
  whatsoever, although you might be allowed an in-
  stinctual shake it off attempt, depending on the situ-
  ation. Physical attacks against you are favorable. On 
  the bright side, you cannot be affected by influence 
  attempts while unconscious.
  Mental States
  Mental States
  AFRAID 
  You feel under threat; your nerves are on end. You 
  suffer -2 goal to undertake any action except percep-
  tion-oriented actions, dodge, or stonewall, as you con-
  stantly scan your environment for threats. If you are 
  being bested by a foe, you’ll probably flee. 
  
  202
  202
  attempts against you are favorable. As a side effect, 
  even after this state has worn off, your next restorative 
  practice roll is favorable. (See the Restorative Practices 
  sidebar, earlier in this chapter.)
  BEFRIENDED
  You like your influencer. If you were hostile, you’re 
  now neutral. If you were neutral, you’re now friendly. 
  If you were friendly, you’re now a staunch ally. There 
  are no specific rules here; just remember that friends 
  generally want the best for each other and tend not to 
  attack one another. In this state, you’re well-disposed 
  to do a favor for your friend if they request it. Nothing 
  big (like undertaking a risky action), but you’ll unlock 
  a door, look the other way, overlook a minor legal 
  transgression, etc. 
  CASTIGATED 
  You are guilt-ridden, a sinner in the hands of an an-
  gry god. You are nervous around your influencer. You 
  suffer -2 goal on influence attack rolls against them. 
  You will truthfully answer questions put to you by 
  your influencer, but generally with “yes” or “no” an-
  swers. You won’t reveal deep secrets of your faction 
  (such as troop movements, locations of secret bases, 
  or the identities of spies). Questions whose answers 
  might put your allies in peril might trigger a reflexive 
  shake it off roll.
  CONVINCED 
  You adopt the belief, idea, or scheme that your in-
  fluencer has conveyed to you. It’s now your belief. 
  Note that if this state was caused by influence, the 
  influencer must have genuinely believed it to be true 
  when he convinced you (the Knavery deceive maneu-
  ver is used for lying). If this state becomes chronic, 
  you might want to spread the idea by proselytizing. 
  In non-stressful moments, you will attempt to convince 
  allies and friends of its worth.
  DAUNTED
  You are wary of your influencer. You suffer -2 goal 
  on physical attack rolls against them, and your co-
  ercion influence attempts against them are unfavor-
  able. If they begin to best you in combat or social 
  affairs, you might retreat and yield the field. (This is 
  not a strict edict; it’s a feeling to be negotiated with 
  the GM.)
  DIVINELY INSPIRED 
  You are suffused with spiritual conviction, convinced 
  that your deeds are in synch with destiny. You receive 
  +2 goal to attack rolls and influence attempts, as well 
  as +2 Resistance (after choosing one type to apply this 
  bonus to: Body, Mind, or Spirit.)
  CONFUSED 
  You’re not sure what to believe. When you first suffer 
  this state, you lose your next action as you try to figure 
  out what’s really true. Thereafter, you are wracked 
  with doubt about whatever topic caused the confu-
  sion and can’t stop running it over in your mind: suf-
  fer -2 goal for all non-physical actions. 
  DECEIVED 
  You’ve been hoodwinked but don’t know it. You be-
  lieve that the person who put you into this state is 
  telling the truth, so long as what they say has some 
  plausibility. You won’t, however, necessarily believe 
  outrageous statements (such as “the prince of your 
  house is a hironem disguised as a human”). You are 
  inclined to fall for whatever your deceiver says. (Their 
  persuasion rolls against you are favorable so long as 
  you’re still Deceived.)
  ENLIGHTENED
  You’re operating on a higher plane. Your rolls to re-
  pent, reconcile, and atone psychic Urge and theurgic 
  Hubris are favorable. 
  PENALIZED 
  Before making any roll, flip a coin: heads = an unfa-
  vorable roll. (Or roll a d20: 1-10 = normal, 11-20 = 
  unfavorable roll.) 
  TERRIFIED 
  You are in mortal fear for your life. You must either 
  flee the object of your fear (whatever or whomev-
  er caused this state) or, if forced to face it, curl up 
  into a ball, unable to take any actions that are not 
  defensive. 
  WOWED 
  You’re full of good cheer, as if you just heard the fun-
  niest joke ever or the most uplifting symphony. Your 
  persuasion attempts against others are favorable, as 
  your demeanor is nonthreatening and infectious, but 
  your coercion attempts are unfavorable. 
  Social States 
  Social States 
  AWED 
  You experience a sudden insight. Its nature and ef-
  fect should be negotiated with the GM based on the 
  context. It might unlock a mystery you’ve been wres-
  tling with, resolve a spiritual dilemma, reveal a fac-
  et about a faction or an alien culture, or give you a 
  new purpose or quest to pursue. Whoever caused this 
  state gains your respect; their persuasion influence 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  an undying grudge against your influencer or foster a 
  desperate need to please them to regain some ounce 
  of esteem from them.
  MESMERIZED 
  You are fascinated by your influencer (or their per-
  formance, depending on how this state was imposed). 
  You can’t take your eyes off them and will hang on ev-
  ery word they say. You find it difficult to pay attention 
  to things unrelated to the content of whatever Mes-
  merized you (except for self-defense). The GM might 
  declare rolls for such actions unfavorable or levy a tax 
  of 1 VP to perform the action (you must spend this VP 
  before rolls are made). 
  ROUSED 
  You are moved by your influencer (or their perfor-
  mance) and take their words or actions to heart. 
  You will seek to emulate the ideal they communi-
  cated. It might have stirred a deep love of your fief, 
  a hatred of the Hazat, or a desire to help others. 
  You won’t feel good until you’ve done something to 
  express or enact this ideal — by harassing foreign-
  ers, inveighing against the Hazat, or volunteering 
  at a soup kitchen.
  ENTREATED 
  You are favorably inclined to do what has been asked 
  of you by your influencer. You won’t necessarily put 
  yourself at risk (that’s your call), but you’ll put forth 
  a good faith endeavor to get it done. If the task re-
  quires too much effort, though, you might ask your 
  influencer to sweeten the pot (in the form of money, 
  information, or a future favor). 
  GUILTY
  You are convinced that you’ve committed a griev-
  ous sin and must make amends. Unless you sincerely 
  make an effort to somehow make amends for what 
  you’ve done (negotiated between you and the GM), 
  your influence attempts are unfavorable.
  HUMILIATED
  You’re deeply embarrassed, a laughing stock. Your 
  influence attempts against those who witnessed your 
  humiliation are unfavorable. If you were a friend to 
  your influencer, you are now neutral for as long as 
  this state persists until they apologize. If you were 
  neutral, you’re now hostile, and you might even chal-
  lenge your influencer to a duel. If this state becomes 
  chronic, it’s quite possible that you will either nourish 
  Surge
  Surge
  Whenever you’re out of fuel — you’ve run out of vic-
  tory points — and need to draw on your last reserves, 
  you can call for a surge: a boost of adrenaline, brio, 
  vim, or grit. In rules terms, you get victory points for 
  your cache from the well equal to your Surge rating. 
  Your base Surge rating is determined like so:
  Add your highest force characteristic (Strength, Wits, 
  or Presence) to your level.
  Example: Sgt. Bimani has a Strength of 6, a Wits 
  of 4, and Presence 4. His highest of the three character-
  istics is 6, so that’s the base value he uses when deter-
  mining his Surge rating. He then adds his level (2nd). 
  His Surge is 8. 
  As you improve your highest force characteristic, 
  your Surge rating will also go up.
  You only have a limited number of surges you can 
  call on. At 1st level, you get one. At 4th level, you get 
  two surges you can call upon when needed. At 7th lev-
  el, you get a third surge, and at 10th level, you get a 
  fourth surge.
  Once you’ve used up your allotted surges, you don’t 
  get them back until you’ve successfully taken a Respite 
  (i.e., you’ve had eight hours of uninterrupted rest or 
  sleep and your Vigor + Endurance roll vs. Effortless 
  Resistance is successful; see Respite for more details). 
  Once your Respite is over, you gain all your allowed 
  surges again.
  Techgnosis
  Techgnosis
  The Church teaches that technology is not neutral. It 
  comes with its own biases, which can alter the behav-
  ior and subconscious thoughts of their users. In the 
  far-future universe of Fading Suns, these “techgnos-
  tic compulsions” (to use the Church’s term) can be 
  quite dramatic. It is perhaps best left to philosophers 
  to ponder whether this is all psychosomatic, a result 
  of the Church’s relentless critiques, or if it’s actually 
  a property of the tech itself, a phenomenon unknown 
  in the 21st century and only made obvious once tech 
  became advanced enough.
  Each character has a trait called Techgnosis that 
  measures either their resistance to the compulsions 
  of high technology or their adaptability to the evolu-
  tionary potential awakened by technology, depending 
  on whether you prefer the Church’s version or the 
  League’s. 
  
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  204
  Compulsions
  The types of states imposed by technology tend to 
  be different than those caused by influence or occult 
  powers. Sometimes, it almost seems like a tech com-
  pulsion represents that technology’s desire to be used 
  more frequently. Of course, that’s ridiculous. Perhaps 
  it’s the person using the tech who’s become so enam-
  ored by technology that they want to keep using it. 
  And yet, it really does seem sometimes that it’s the 
  device itself that seems to be exerting its needs. 
  Strangely, the Supreme Order of Engineers often 
  agrees with this thesis, as it supports their view of 
  technology as a sacred force of its own. The Church 
  prefers not to personify technology this way, although 
  many peasants do. Officially, the dogma is that the 
  user is succumbing to their own weaknesses and fe-
  tishisms about technology, not that the tech is hypno-
  tizing them. 
  For a list of compulsions, see Tech Compulsions in 
  Chapter 4: Technology.
  ARMOR AND CLOTHING
  A full or partial set of high-tech armor (synthsilk, 
  stiffsynth, Adept Robes, etc.) or an outfit of full-body 
  clothing (holo-robes and cloaks) counts as one device 
  when considering its effect on Techgnosis. 
  CURIOS
  There is a class of high-tech items called curios that 
  do not count against Techgnosis. These are typically 
  luxury and leisure items from the Second Republic 
  era whose effects are benign and relatively inconse-
  quential to endeavors. An example is an al-Malik aes-
  thetic orb, a small hover-device that can follow its user 
  around and provide mood lighting and music.
  ARTIFACT TECH
  TL9 and 10 devices are in a whole different catego-
  ry when it comes to a sentient being’s ability to work 
  with and understand that tech. Regardless of your 
  Techgnosis rating, using Ur tech always causes you to 
  be overloaded. A critical hit using Ur tech imposes 
  the tech’s compulsion on you. Rolls to shake it off are 
  unfavorable. Furthermore, the compulsion is chronic; 
  it does not go away when the span ends and usually 
  requires therapy to remove it. 
  Compulsions from Ur artifacts can get weird. Be-
  sides mental and social states, they can create physical 
  trouble. They may cause other tech you’re carrying 
  to glitch, or they may even create strange quantum 
  anomalies that distort reality around you.
  In game terms, Techgnosis is a trait that measures 
  your allowable tech inventory. It tells you how many 
  high-tech devices you can carry and operate regularly 
  without risking a tech compulsion — a mental state im-
  posed on you by the device. “High tech” here refers 
  to items of Tech Level 5 and higher. Items TL4 and 
  below do not count; you can carry as many of them as 
  you like without any techgnostic effect.
  Your Techgnosis rating is equal to your class level. 
  You can mark this on the character sheet in the 
  “Equipment” section.
  Overload
  Overload
  When you carry and operate more tech devices than 
  allowed by your Techgnosis, you are overloaded: When 
  you roll a critical hit for an action that uses a piece of 
  TL5+ tech, you suffer that tech’s compulsion. Yes, a 
  critical hit, not a critical miss: triumphing with tech 
  inflates the techgnostic ego.
  Each type of technology has its own type of tech 
  compulsion. These are described in Chapter 4: 
  Technology. As with most states, you can try to shake 
  it off; otherwise, the compulsion persists for the rest of 
  the scene. 
  This only occurs when the roll involves use of the 
  tech, whether using it directly (firing a blaster; rigging 
  a high-tech explosive; interfacing with a think ma-
  chine; hacking a gen-lock) or performing an action 
  related closely to it (making a physical defense-ac-
  tion roll while wearing synthsilk armor or an energy 
  shield). 
  This includes using tech that you don’t carry on 
  your person: piloting a starship; turning on the city’s 
  energy grid; tapping into the planet’s geothermal 
  terraforming engine; etc. While this tech doesn’t con-
  tribute to determining whether you’re overloaded, if 
  you use it while you are overloaded, it can cause tech 
  compulsions. (The GM can choose the compulsion 
  based on context.) 
  Example: Canon Ebenezer de Paulo wears an energy 
  shield, a laser pistol, and a hand-held Advisor think 
  machine. He is 3rd level, so his Techgnosis is 3. He suf-
  fers no problems carrying around these high-tech devices, 
  since their quantity doesn’t exceed his limit. He finds 
  a Second Republic era stunner pistol in the ruins of 
  ancient office building. He pockets it. This exceeds his 
  Techgnosis by 1. He is now overloaded. If he were to roll 
  a critical hit while firing the stunner or laser pistol, he’d 
  suffer the gun’s tech compulsion. 
  
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  CHARACTERS
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  TECHNOLOGY
  OCCULT
  carrying is equal to or below your Techgnosis, your 
  devices no longer trigger compulsions. However: any 
  tech compulsion that was already triggered before 
  you offloaded its device still lasts until the scene ends, 
  even after you’ve offloaded enough equipment.
  Offloading
  The easiest way to avoid techgnostic compulsion is to 
  offload equipment — just stop carrying too many de-
  vices. Once the number of high-tech devices you’re 
  SIZE
  Humans vary in height and weight, but for the 
  purposes of game mechanics, their Size rat-
  ings don’t vary by much. Most adult humans 
  are rated at Size 5. Adolescents and those with 
  short stature have a Size of 4. 
  Alien species have a standard Size, but as 
  with humans, it can vary for short or tall mem-
  bers of the species.
  Base movement speed is in meters. (See Vig-
  or for more details.)
  Species
  Avg. Size
  Movement speed
  Ascorbite
  5
  10 m
  Gannok
  4
  8 m
  Etyri
  5 or 6
  10 m (Size 5) or 12m 
  (Size 6);  
  12m flight
  Hironem
  5
  10 m
  Human
  5
  10 m
  Oro’ym
  5
  10 m; 10 m swimming
  Shantor
  7
  28 m (quadrupedal)
  Ur-obun 
  and ukar
  5
  10 m
  Vorox
  7
  14 m (two legs),  
  21 m (four legs), 
  28 m (six legs)
  Vitality
  Vitality
  Vitality is a measure of health, stamina, and overall 
  will to live. It represents how much damage a char-
  acter can take before falling unconscious and dying.
  Your Vitality ranges from your maximum Vitality 
  rating (see below for the formula) all the way down to 
  0. It never goes below 0 and rarely exceeds your max-
  imum (except under special circumstances).
  Vitality is never rolled. Instead, Vitality is reduced 
  by one point for each point of damage you suffer. 
  Vitality is recovered over time by healing. This can 
  be speeded up by access to medical care, amazing 
  high-tech substances such as Elixir (which instantly 
  heals wounds), and even miraculous theurgic rituals 
  that restore the body, mind, and soul. (See Healing 
  below.)
  Determining Vitality
  Determining Vitality
  Vitality is calculated by adding your Size rating to 
  all your fortitude characteristics (Endurance + Will + 
  Faith) and then adding your level. Humans have a size 
  rating of 5 and certain alien species might be higher 
  or lower. (See the Size sidebar.)
  Base Vitality = species Size + Endurance + Will + 
  Faith + level
  Example: Novitiate Lavinia (1st level) has an Endur-
  ance of 4, a Will of 4, and a Faith of 7. She’s human, 
  so her Size is 5. Her base Vitality is 21. 
  As you rise in levels, your Vitality will also rise by 
  1 per level. 
  Example: At level 3, Novitiate Lavinia’s Vitality is 23.
  As your fortitude characteristics rise, Vitality will 
  also rise. Certain perks can also enhance Vitality. 
  Damage
  Damage
  Whenever you are hit by a weapon, or if you are ex-
  posed to adverse conditions (fire, vacuum, etc.), you 
  lose Vitality. 
  When you reach 0 Vitality, you are rendered Un-
  conscious. If you take any additional damage when 
  you are at 0 Vitality, you are then in the Dying state. 
  Unconsciousness
  When you are reduced to 0 Vitality, you are uncon-
  scious; thus, you are in the Unconscious state. When you 
  are in the Unconscious state due to loss of all Vitality, 
  you can receive medical assistance to recover from it (see 
  the Remedy treat wounds maneuver); alternatively, you 
  can use the shake it off maneuver to regain consciousness.
  
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  hours of uninterrupted rest or sleep. You can have a 
  conversation or maybe read a book, but any maneu-
  ver that requires movement or doing more than lying 
  about and resting negates the Respite. 
  At the end of a Respite, you regain 1 Vitality. In 
  addition, you can roll Vigor + Endurance against an 
  Effortless Resistance. If the Respite is spent in a hos-
  pital or an especially relaxing, homey, or luxurious 
  environment, the roll is favorable. A healer can also 
  make the roll favorable by tending to the patient using 
  the Remedy treat wounds maneuver. Success on the 
  roll gives you VP that must be applied toward healing 
  your wounds: 1 Vitality healed per 2 VP. 
  After you recover from being Unconscious, you are 
  in an enduring Fatigued state until you heal at least 1 
  point of Vitality through a Respite. 
  On your next turn after becoming Unconscious, 
  you can instinctually attempt to shake it off by making 
  a successful Vigor + Endurance roll as a secondary 
  action against a Demanding Resistance (or Tough, if 
  you suffered grievous wounds, such as from a large 
  explosion).
  If you’re successful, you regain 1 Vitality and en-
  ter an enduring Fatigued state. When you’re in this 
  state, you can’t shake it off; it must be healed away 
  through a Respite (see Respite below) and/or medical 
  rehab (see the Remedy rehabilitate maneuver). If you 
  failed the shake it off attempt, you awaken at the end 
  of the scene with 1 Vitality and the Fatigued state, 
  as above.
  Death and Dying
  If you take any damage while at 0 Vitality, you are 
  dying and enter the Dying state. 
  On your next turn after entering the Dying state, 
  you can instinctually attempt to shake it off by roll-
  ing Vigor + Faith against a Demanding Resistance (or 
  Tough, if you suffered grievous wounds, such as from 
  a large explosion) as a secondary action.
  If the roll is successful, you are upgraded to a chron-
  ic Unconscious state (as above) but cannot attempt to 
  shake it off without first receiving a Respite (see Respite, 
  below) or receiving treatment (see the Remedy treat 
  wounds maneuver). 
  If the roll fails, you will die at the end of the scene if 
  you do not receive treatment or some form of medical 
  aid before then. 
  If at any point you enter the Dying state and survive, 
  you are in a chronic Fatigued state until you recov-
  er Vitality equal to or greater than your Size rating. 
  Therapy from someone using the Remedy rehabilitate 
  maneuver might be able to cure this state earlier. 
  Healing
  Healing
  Wounds heal, but that takes time. You can recover 
  Vitality by taking a quick breather, by resting, or by 
  having your wounds tended to (or a combination of 
  these options). 
  Revival
  You can use one of your allowed Revivals to restore 
  lost Vitality. See Revival, above.  
  Respite
  Next to a Revival, the surest way to recover Vitality 
  is to take a Respite, which means having at least eight 
  KNOCKING SOMEONE OUT
  In thrillers and action romances, heroes or vil-
  lains may try to render unwitting people un-
  conscious with a single blow to the back the 
  head. In the spirit of such stories, you can at-
  tempt to do this to someone. Maybe it’s a town 
  guardsman you’ve snuck up behind, or maybe 
  it’s your impetuous friend you have to knock 
  out “for his own good” to prevent him from 
  going to a duel. 
  Generally, you can only attempt this against 
  NPCs: Agents and Extras, but not Headliners. 
  (See Chapter 1: Drama in the Gamemaster 
  Book for the definitions of NPC types.) You 
  can’t do it to other PCs, unless the GM allows 
  it, most likely because it serves a good dramat-
  ic purpose. 
  The system works like this: 
  • The person has to be unaware that you’re 
  about to attack. Either they don’t know 
  you’re there, or they’re lulled into trusting 
  you completely and wouldn’t expect such a 
  dastardly betrayal. 
  • You can declare that your attack is to subdue 
  the target instead of damaging them. If it 
  succeeds, instead of delivering damage, the 
  impact is the Unconscious state. This lasts 
  for the remainder of the scene. You can 
  spend 1 VP to increase this to Enduring 
  (they won’t wake up for 8 hours or so). 
  • If the target is a PC (the GM must first al-
  low this), they can make a reflexive shake it 
  off attempt to remain conscious. Their in-
  stinctual perception also might detect their 
  attacker before they can strike. 
  
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  ELIXIR
  A powerful regenerative serum. It was invented during 
  the Second Republic, but it’s still produced by certain 
  (most often League) manufacturers and a few individu-
  al alchemists. Since the rise of the Pax Alexius, the pro-
  duction of Elixir has increased somewhat. It is still too 
  expensive for most to afford but not as scarce as it once 
  was. The secret of its manufacture is still well-guarded 
  by the few guilds and families who still produce it.
  Elixir can heal wounds at a miraculous rate. More or 
  less powerful batches of Elixir can be found on the mar-
  ket (and the buyer may not always know which they’re 
  getting). It comes in injector tubes which need only be 
  placed against bare skin anywhere on the body — even 
  far from the wound. Once triggered, the serum enters 
  the patient’s system through cellular osmosis and does 
  its magic. The process is so advanced and little under-
  stood that it really does seem like magic. 
  A secondary action is required to inject oneself or an-
  other person with Elixir, so long as one hand is free and 
  the injector is within easy reach (a pocket or a belt clip). 
  Elixir can heal nearly any wound, even wounds 
  from someone in the Mangled state (see below). 
  Most restrictions on healing through Respites or treat 
  wounds do not apply. 
  Medical Assistance
  You can gain medical assistance from others. The 
  Remedy skill is used to tend to wounds. Details on 
  various methods of healing — rehabilitate, treat wounds, 
  operate —can be found earlier in this chapter.
  MEDPAK
  While the rich and powerful have access to treat-
  ments and care that approach the advanced levels 
  of the Diaspora or Second Republic eras, medical 
  care for the average peasant is usually very prim-
  itive. However, the Second Republic left behind 
  many easy-to-use healing technologies that were 
  designed for consumers who had no medical train-
  ing of their own. These include MedPaks: personal, 
  hand-portable first-aid kits. These still require the 
  Remedy skill to use, but they contain all sorts of 
  healing aids, such as bandages and health moni-
  tors; sometimes they also include the regenerative 
  drug Elixir (see below). 
  Using a MedPak makes Remedy treat wounds rolls 
  favorable; if the roll is victorious, 1 additional point of 
  Vitality is recovered.
  
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  prevents the body from healing until surgery can re-
  move the fragments left in the wound or stitch up the 
  grievous tearing to the tissues. 
  Someone with Remedy skill can remove the Man-
  gled state, which then allows the patient to heal via 
  Revival, Respite, or other medical care. If the Rem-
  edy treat wounds maneuver heals at least 1 Vitality, 
  the Mangled state is removed. If the patient doesn’t 
  receive medical care until after the scene in which the 
  Mangled state was imposed, an operate maneuver is 
  required to remove the state, so long as 1 Vitality or 
  more is healed.
  Elixir can also heal Vitality regardless of the Man-
  gled state, and it also removes the Mangled state. 
  Certain theurgic rites can ignore the Mangled state 
  to heal Vitality and even remove the state, allowing 
  for natural healing.
  Bare Potency: The patient may use one of their Re-
  vivals as a secondary action. (If they have no Reviv-
  als remaining, they heal 1 Vitality.) In addition, the 
  poorly made serum causes the patient to be Stunned 
  for 1 turn (although they can try to shake it off).
  Low Potency: The patient may use one of their Re-
  vivals as a secondary action. (If they have no Reviv-
  als remaining, they heal 1 Vitality.)
  Standard Potency: The patient gets a free Revival 
  that does not count against their limit.
  High Potency: The patient gets two free Revivals 
  that do not count against their limit. 
  Mangled Wounds
  Certain weapons or special attacks can mangle their 
  victim, inflicting the Mangled physical state. This 
  Combat Specialties
  Combat Specialties
  The rules for combat are presented in Chapter 1: 
  Rules, along with the pertinent skill descriptions — 
  Fight, Melee, Shoot, and Vigor  — earlier in this 
  chapter. This section presents three special forms of 
  fighting that can be learned from the perks Fencing, 
  Marksmanship, and Martial Arts.
  Fencing
  Fencing
  Fencing is the art of the blade. Fencing duels are the pre-
  ferred method of resolving disputes of honor among the 
  nobles of the Known Worlds. A noble who doesn’t know 
  how to handle a sword may soon be dishonored or dead. 
  The Fencing perk represents training in one partic-
  ular style of fencing. Anyone can thrust with a blade, 
  but only those who have carefully practiced will gain 
  special benefit from it. The perk may be acquired 
  twice. The first time gives you the benefits of a Gal-
  lant; the second perk gives you Swashbuckler benefits.
  When you first gain the Fencing perk, choose one 
  style from the list below. Once you have gained the 
  second perk (Swashbuckler), you may learn other 
  styles as capabilities. For instance, once you’ve be-
  come a Duello Swashbuckler, you can use one of the 
  capabilities you gain upon leveling up to learn the To-
  rero style. This allows you to use any of its benefits 
  at the Swashbuckler level; once you’ve mastered one 
  fighting art, your understanding of the fundamentals 
  make it easier for you to master others.
  But remember: You should have the proper weapon ca-
  pability for your weapon. If you do not, your rolls are 
  unfavorable.
  Styles
  While most fencing styles are performed with a blade, 
  they can be exchanged with most melee weapons. 
  Some styles practice similar techniques using staffs, 
  canes, or batons. Most nobles consider those unwor-
  thy weapons; a sword is the only real weapon of honor 
  among proper duelists. 
  DUELLO
  Precondition: Noble
  The most common form of sword fencing, Duello 
  isn’t so much a single style as it is simply the “way of 
  the blade,” cloaked in customs of honor and respect. 
  Most nobles learn it from their sword masters.
  Perk Benefice
  1st  
  Gallant: Each turn, you can spend 1 VP 
  and choose one of the following benefits:
  • +2 goal for a Melee-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage,
  • gain initiative edge, or
  • restrain up to 1 point of damage inflicted 
  by your attack (see Restraint in Chapter 
  1: Rules).
  2nd  
  Swashbuckler: As per Gallant above, but 
  your 1 VP expenditure allows you to choose 
  two of the above-listed benefits for that 
  turn, or you can perform an honorable strike 
  maneuver.
  
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  OCCULT
  This style’s complex and weaving movements have 
  made it all the rage among noble courts, not only as a 
  form of defense but also as a dance performance. This 
  style calls for accentuated movements and patience in 
  striking. Serpentis fencers can spend minutes danc-
  ing, dodging, and weaving through complex patterns 
  before they even draw their sword to strike a worn-
  down opponent. The current recognized champion 
  of this style is Baroness Mareena de Corazon of the 
  Hazat.
  Perk Benefice
  1st  
  Gallant: Each turn, you can spend 1 VP 
  and choose one of the following benefits:
  • +2 goal for a Melee-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage, or
  • double your movement speed for that 
  turn.
  2nd  
  Swashbuckler: As per Gallant above, but 
  your 1 VP expenditure allows you to choose 
  two of the above-listed benefits for that 
  turn, or you can perform a dancing blades 
  maneuver.
  • Dancing blades  — Perform a Melee-skill 
  attack; if successful, attempt an immedi-
  ate mesmerize maneuver as a bonus prima-
  ry action against the same opponent. The 
  target’s Mind Resistance is then lowered 
  by an amount equal to the damage inflict-
  ed by the first attack.
  TORERO
  Precondition: Noble
  Torero stylists claim that their whirling cloak moves 
  derive from an ancient art developed for fighting 
  beasts on Holy Terra. A Torero fencer uses their cloak 
  in their off-hand to distract opponents and redirect 
  attacks. Maneuvers emphasize large dramatic move-
  ments, sweeps of the cloak, and contorting bodies. 
  Torero is popular among nobles who not only want 
  to be deadly but also want to compete in high-fashion 
  Torero contests, using flashy cloaks and costumes to 
  give performances for onlooking lords and ladies. 
  Perk Benefice
  1st  
  Gallant: Each turn, you can spend 1 VP 
  and choose one of the following benefits:
  • +2 goal for a Melee-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage, or
  • a single opponent you are engaging in a 
  fight suffers hindmost initiative (acting 
  last that turn). 
  • Honorable strike — Perform a Melee-skill at-
  tack and spend VP to eliminate all damage 
  (as per the rules for Restraint in Chapter 1: 
  Rules); if successful — and no damage was 
  done  — make an immediate entreat ma-
  neuver as a bonus primary action against 
  the same opponent. The target’s Mind 
  Resistance is then lowered by an amount 
  equal to the damage you eliminated. The 
  usual request in the sorts of games noble 
  fencers play is for the opponent to yield 
  with honor, to release their captive, or to 
  accept a kiss or token of esteem.
  KRAXI
  Precondition: House Decados, merchant, ukar
  Ukari knife fighting is perfected in a fast and vi-
  cious style similar to Jox Kai Von (see Martial Arts be-
  low). Kraxi emphasizes hidden knives and brutality 
  over style and finesse. This style has become popular 
  among some of the less scrupulous Scravers. 
  Perk Benefice
  1st  
  Gallant: Each turn, you can spend 1 VP 
  and choose one of the following benefits:
  • +2 goal for a Melee-skill action with a 
  knife,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack, or
  • +1 damage with a knife, or
  • ignore up to 2 ranks of a single oppo-
  nent’s armor-based Body Resistance with 
  a knife attack (if they’re not wearing ar-
  mor, this has no effect).
  2nd  
  Swashbuckler: As per Gallant above, but 
  your 1 VP expenditure allows you to choose 
  two of the above-listed benefits for that 
  turn, or you can perform a penalizing strike 
  maneuver.
  • Penalizing strike — Perform a Melee-skill 
  attack with a knife; if successful, attempt 
  an immediate deceive maneuver as a bo-
  nus primary action against the same 
  opponent. The target’s Mind Resistance 
  is then lowered by an amount equal to 
  the damage inflicted by the first attack. 
  If victorious, instead of being Deceived, 
  they are Penalized for their next action 
  (plus one additional action per 2 VP you 
  spend).
  SERPENTIS 
  Precondition: Noble and Performing Arts Lore 
  (Dancing) 
  
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  • restrain up to 1 point of damage inflicted 
  by your shot (see Restraint in Chapter 4: 
  Rules).
  2nd  
  Gunslinger: As per Sharpshooter above, but 
  your 1 VP expenditure allows you to choose 
  two of the above-listed benefits for that turn, 
  or you can perform a gunstorm maneuver.
  • Gunstorm  — Lose initiative edge (if you 
  have it). Attempt a Shoot-skill attack; if 
  successful (and your gun’s rate of fire is 2 
  or more), you may attempt an immediate 
  bonus primary-action shot. The target’s 
  Body Resistance is then lowered by an 
  amount equal to the damage inflicted by 
  the first attack.
  Martial Arts
  Martial Arts
  The Martial Arts perk represents training in a par-
  ticular school of fighting. The perk may be acquired 
  twice. The first time gives you the benefits of an Ad-
  ept; the second perk gives you the Master benefits.
  When you first gain the Martial Arts perk, choose 
  one school from the list below. Once you have gained 
  the second perk (Master), you may learn other schools 
  as capabilities. For instance, once you’ve become a 
  Koto Master, you can use one of the capabilities you 
  would normally gain upon leveling up to learn the 
  Shaidan style instead (so long as you meet the precon-
  ditions). This allows you to use any of its benefits up to 
  the Master level. Once you’ve mastered one fighting 
  art, your understanding of the fundamentals makes it 
  easier for you to master others.
  Schools
  In the Known Worlds, martial artists proudly ad-
  vertise their affiliations and engage in fierce rivalries 
  with other schools. Grand tournaments are held to 
  determine whose fighting style is best. In the end, it is 
  usually not the school that determines the outcome of 
  a fight, but the fighter.
  Below is a list of the more famous martial schools. 
  Others exist, but their teachers are rarer.
  GRAA
  Precondition: Vorox
  Because this school relies on a vorox’s six limbs, 
  non-vorox cannot learn Graa. Vorox physiques allow 
  for special techniques. A few vorox have taken advan-
  tage of this, perfecting their techniques in a martial 
  form. This art is rare among the vorox, as it is prac-
  ticed by only a small percentage of civilized vorox.
  2nd  
  Swashbuckler: As per Gallant above, but 
  your 1 VP expenditure allows you to choose 
  two of the above-listed benefits for that 
  turn, or you can perform an entangling sweep 
  maneuver.
  • Entangling sweep  — You act last in the 
  initiative queue (except for any opponent 
  you might have designated to suffer hind-
  most initiative). You can then attempt 
  a Melee-skill attack with your cloak to 
  entangle your opponent. If successful, 
  they’re yanked Prone and take 2 damage; 
  you can also (or instead) attempt an im-
  mediate Melee-skill attack against them 
  as a bonus primary action with -2 goal.
  Marksmanship
  Marksmanship
  The gun is the great equalizer. Unlike martial arts or 
  fencing, anybody can pick up a gun and deliver a kill-
  ing blow. It is lucky for most that in the Known Worlds, 
  guns are not easily available to everybody. Gunsmiths 
  charge exorbitant prices for their goods. Their steady 
  customers — rich nobles and wealthy guildmembers — 
  support this tradition, preferring to keep such tools in 
  the hands of the upper classes. The outrageous cost for 
  ammunition can also be blamed on this class bias. Much 
  like medieval Japanese peasants who were not allowed 
  to carry katanas — an honor reserved for samurai — the 
  average Fading Suns peasant is not permitted to car-
  ry firearms, and most simply cannot afford one. While 
  there is a steady black-market need for cheap, readily 
  available guns, people get what they pay for. The lack of 
  technical know-how ensures that these cheap knockoffs 
  often fall to pieces after firing a few shots.
  The Marksmanship perk represents training in gun 
  derring-do. The perk may be acquired twice. The 
  first time gives you the benefits of a Sharpshooter; the 
  second perk gives you the Gunslinger benefits.
  But remember: You should have the proper weapon ca-
  pability for your weapon. If you do not, your rolls are 
  unfavorable.
  See Chapter 4: Technology for further details on 
  guns.
  Perk Benefice
  1st  
  Sharpshooter: Each turn, you can spend 1 VP 
  and choose one of the following benefits:
  • +2 goal for a Shoot-skill action,
  • +1 damage with a gun attack,
  • gain initiative edge, 
  • ignore up to 2 ranks of a single opponent’s 
  armor-based Body Resistance with a gun 
  attack (if they’re not wearing armor, this 
  has no effect), or
  
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  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage to a Fight-skill attack,
  • gain initiative edge, or
  • neutralize (ignore) 2 ranks of your oppo-
  nent’s Strength-based Resistance to your 
  grapple maneuvers
  2nd  
  Master: As per Adept above, but your 1 VP 
  expenditure allows you to choose two of the 
  above-listed benefits for that turn, or you 
  can perform a daunting strike maneuver.
  • Daunting strike — Perform a Fight-skill at-
  tack; if successful, attempt an immediate 
  daunt maneuver as a bonus primary ac-
  tion against the same opponent. The tar-
  get’s Mind Resistance is then lowered by 
  an amount equal to the damage inflicted 
  by the first attack. 
  JOX KAI VON (JOX BOXING)
  This nasty and dirty ukari art has no holds barred — 
  eye gouges, groin punches, and ear pulls are fair 
  game. It’s a close-in fighting style, and thus, it relies 
  on few kicks. Although the Grand Master is always 
  an ukar, this art is popular among the Decados as a 
  sport practiced against freemen and serfs (because 
  they rarely use it against fellow nobles).
  Perk Benefice
  1st 
  Adept: Each turn, you can spend 1 VP and 
  choose one of the following benefits:
  • +2 goal for a Fight-skill action or to es-
  cape a grapple hold, 
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage to a Fight-skill attack,
  • gain initiative edge, or
  • a single opponent you are engaging in a 
  fight suffers hindmost initiative (acting 
  last that turn).
  2nd 
  Master: As per Adept above, but your 1 VP 
  expenditure allows you to choose two of the 
  above-listed benefits for that turn, or you 
  can perform a penalizing strike maneuver.
  • Penalizing strike  — Perform a Fight-skill 
  attack; if successful, attempt an immedi-
  ate deceive maneuver as a bonus primary 
  action against the same opponent. The 
  target’s Mind Resistance is then lowered 
  by an amount equal to the damage in-
  flicted by the first attack. If your deceive 
  maneuver succeeds, your target is not 
  Deceived; instead, they are Penalized for 
  their next action (plus one additional ac-
  tion per 2 VP you spend).
  Perk Benefice
  1st  
  Adept: Each turn, you can spend 1 VP and 
  choose one of the following benefits:
  • +2 goal for a Fight-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage with a Fight-skill attack,
  • gain initiative edge, or
  • you can perform an Akla maneuver.
  • Akla — You can use your extra limbs to aid 
  any grapple or hold maneuver. You must 
  have at least two arms free to perform a 
  grapple, and you must have at least two 
  more free to gain this benefit. This ma-
  neuver modifies any grapple or hold ma-
  neuver by giving it +2 goal. 
  2nd  
  Master: As per Adept above, but your 1 VP 
  expenditure allows you to choose two of the 
  above-listed benefits for that turn, or you 
  can perform a banga or drox maneuver.
  • Banga  — Do not stand in the way of a 
  charging vorox. This action allows you to 
  take full advantage of your superior bulk 
  and six limbs to become a veritable speed-
  ing train. This functions as the Vigor knock-
  down maneuver, except that you can use the 
  Fight skill, and you increase the base dam-
  age to 5 + 1 damage per 3 m that you run. 
  • Drox (“Second Hand”)  — You have 
  trained yourself to use one of your extra 
  limbs to perform one bonus primary ac-
  tion per turn, although this bonus action 
  is unfavorable (even if you have the Am-
  bidextrous perk). This bonus action must 
  involve use of one of your other limbs — 
  a fist to punch, a foot to kick, a hand to 
  grasp the bucking carriage, etc. You can 
  also use this maneuver with melee weap-
  ons or ranged weapons, so long as your 
  skill ranks in Melee or Shoot are 6+. 
  IRON HEEL
  Precondition: The Muster or Bounty Hunter or 
  Chainer or Mercenary 
  An art practiced mainly by the Muster guild, Iron 
  Heel is a down-and-dirty commando style that stresses 
  the need to incapacitate an opponent over the need for 
  honor. It specializes in kicks and holds; the former are 
  used for their reach, while the latter are used for their 
  ability to hold an opponent long enough to cuff him. 
  Perk Benefice
  1st  
  Adept: Each turn, you can spend 1 VP and 
  choose one of the following benefits:
  • +2 goal for a Fight-skill action,
  
  212
  212
  • ignore up to 2 ranks of a single oppo-
  nent’s Body Resistance, or
  • ignore your target’s energy shield (but 
  you cannot take a movement action in 
  the same turn).
  2nd 
  Master: As per Adept above, but your 1 VP 
  expenditure allows you to choose two of the 
  above-listed benefits for that turn, or you 
  can perform a myriad strike maneuver.
  • Myriad strike — Perform a Fight-skill at-
  tack; if successful, attempt another imme-
  diate Fight-skill attack against the same 
  opponent as a bonus primary action. 
  The target’s Body Resistance is then low-
  ered by an amount equal to the damage 
  inflicted by the first attack. You can in-
  stead choose to delay your bonus action 
  to dodge an attack that round.
  SHAIDAN
  Precondition: Noble 
  This no-nonsense power form is similar to ancient 
  Urth karate. The current Grand Master of this school 
  is Countess Nydia de Teruel, student of the former 
  Grand Master. Promoted by her superior example, 
  Shaidan is still the art of choice for people of class and 
  distinction. Honor is highly valued, and underhanded 
  fighting tactics are frowned upon — such maneuvers 
  are for peasants, not noble lords. Shaidan fighters spe-
  cialize in punches. Kicks and grapples are considered 
  somewhat uncouth and are not as widely practiced.
  Perk Benefice
  1st  
  Adept: Each turn, you can spend 1 VP and 
  choose one of the following benefits:
  • +2 goal for a Fight-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage to a Fight-skill attack,
  • gain initiative edge or ignore your target’s 
  energy shield. (When you do this, you 
  cannot take a movement action in the 
  same turn, and you act last in the initia-
  tive queue.)
  2nd  
  Master: As per Adept above, but your 1 VP 
  expenditure allows you to choose two of the 
  above-listed benefits for that turn, or you 
  can perform a commanding strike maneuver.
  • Commanding strike — Perform a Fight-skill 
  attack; if successful, attempt an immedi-
  ate command maneuver as a bonus prima-
  ry action against the same opponent. The 
  target’s Mind Resistance is then lowered 
  by an amount equal to the damage inflict-
  ed by the first attack.
  KOTO
  A tricky art using misdirection to deliver unexpected 
  blows onto an opponent, named after a mythological 
  trickster bird from the folklore of the planet Aylon. 
  The current Grand Master is Sir Mateo al-Malik, 
  successor to Baron Jamal al-Malik after his mysteri-
  ous disappearance. The art is steeped in weird mys-
  tical philosophies involving riddles and deconstruc-
  tive ontology. Practitioners teach the art to anyone 
  who proves worthy and are said to teach even serfs (a 
  crime on some worlds).
  Perk Benefice
  1st 
  Adept: Each turn, you can spend 1 VP and 
  choose one of the following benefits:
  • +2 goal for a Fight-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage to a Fight-skill attack,
  • a single opponent you are engaging in a 
  fight suffers hindmost initiative (acts last 
  that turn), or
  • ignore up to 2 ranks of a single oppo-
  nent’s Body Resistance.
  2nd 
  Master: As per Adept above, but your 1 VP 
  expenditure allows you to choose two of the 
  above-listed benefits for that turn, or you 
  can perform a confusing strike maneuver.
  • Confusing strike  — Perform a Fight-skill 
  attack; if successful, make an immediate 
  confuse or humiliate maneuver as a bonus 
  primary action against the same oppo-
  nent. The target’s Mind Resistance is 
  then lowered by an amount equal to the 
  damage inflicted by the first attack.
  MANTOK 
  Precondition: Brother Battle
  Mantius was the Prophet’s disciple (also known as 
  the Soldier) whose purview was Protection. This mar-
  tial fighting style is taught in his name, but only to 
  members of the Brother Battle. Teaching Mantok’s 
  secrets to outsiders provokes harsh penalties.
  Perk Benefice
  1st 
  Adept: Each turn, you can spend 1 VP and 
  choose one of the following benefits:
  • +2 goal for a Fight-skill action,
  • +2 Body Resistance against a single Fight-
  skill or Melee-skill attack,
  • +1 damage to a Fight-skill attack,
  • restrain up to 1 point of damage inflicted 
  by your attack (see Restraint in Chapter 4: 
  Rules),
  
  ChapTer 4: TeChnology
  ChapTer 4: TeChnology
  213
  213
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  
  214
  214
  SAINT PAULUS THE TRAVELER
  
  215
  215
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Hail Paulus, most skilled among us. Pilgrim, it is to Paulus we pray when swearing pacts and oaths 
  of friendship, for he was the Prophet’s friend and star-pilot, always able to bring a smile to Zebulon’s 
  weary face.
  Paulus was the most well-traveled of the Prophet’s Disciples, although it is said he set foot on fewer 
  worlds than Hombor did. The space lanes were his roads, and his ever-restless wanderlust mirrors 
  that of the Pancreator’s light, traveling in all directions and reaching into every dark corner of the 
  universe. It is said that his tools — his starship called the Emissary, his jumproutes, his spanners and 
  blasters — have sanctified those technologies, making them safe for other sentients to use… within 
  reason and with caution.
  He is the patron saint of children, instilling courage and cleverness. So beloved was he that legends 
  tells of a demon that temporarily abandoned its malicious deeds to protect Paulus from ghosts. Even 
  the Dark could not abide losing his company. 
  Nonetheless, a fever overcame him, preventing him from piloting Zebulon on his last journey. His 
  grief and regret haunted him to the end of his days. Today, its mere evocation in an argument is 
  enough to make rivals forget their feuds and renew old vows of friendship before they, too, take their 
  last “journey from Manitou.”
  Paulus bears the Many-Colored Spacesuit, bearing patches and symbols from all the worlds, even 
  those that have been lost.
  — Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: H0w to Read the Omega Gospels
  Technology in the 51st century is handled with more 
  caution than during any other time in human history. 
  Some of this comes from Church doctrine, but it also 
  comes from hard-earned lessons of experience. Until 
  the fall of the Second Republic, people taught that 
  tools, even advanced ones, were value-neutral. Even 
  at its worst, technology couldn’t cause anything worse 
  than psychic stress or moral uncertainty.
  They were wrong.
  Later events would prove that humanity was less 
  the master of tools and more their unwilling partners.
  Arguments over the limits of technological influ-
  ence were conducted over a thousand years, and the 
  Church came to a simple, somewhat chilling conclu-
  sion: the more complex the tool, the more animus it 
  inflicted upon its user. If the soul of humankind was 
  Tech Level
  Tech Level
  Director Anselm tried to be soothing. “Crying won’t help.” 
  Teeth coated in a monatomic silvery substance jutted from the stone-like machine, steadily piercing 
  the student’s skull.
  Anselm’s words weren’t having much of a calming effect. “The test subjects that lasted the lon-
  gest...” he pleaded, “…stayed calm.”
  “Why are you doing this?” 
  Director Anselm smiled softly. The student was trying to appeal to Anselm’s humanity. Good. This 
  was the first truly coherent action the student had taken since being strapped to the machine. Anselm 
  stroked the impossibly ancient device gently. “Imagine a technology that can manipulate everything.” 
  He closed his eyes and breathed in its scent. “Down to the smallest particle.” Anselm couldn’t resist 
  a smile as he patted the machine. “This was used for bulk programming. You could fit, oh, I suppose 
  three obun on each side. More if they were children. Enough for a good start.”
  Anselm backed away. The “tongue” would extend soon, and he didn’t want to be close enough for 
  splashback. The smell of cranial fluid made him nauseous. “Of course, the machine is currently cal-
  ibrated to non-human physiologies, but we’re hoping with enough exposure to humans, she’ll learn 
  and recalibrate.” Director Anselm arched his hands in front of him and took another calculated step 
  back. “She’s very clever.” He leaned forward. “But she needs this, you know. She was so very lonely 
  without a purpose.” Anselm tried another smile but failed. He knew what would come next.
  A deep cracking sound, and then the screaming.
  
  216
  216
  The Temptations  
  The Temptations  
  of Technology
  of Technology
  In the late 21st century, humankind began to see that 
  the impacts of technology had produced profound be-
  havioral changes. Instead of sensibly rejecting it, peo-
  ple leveraged technology’s new tools to wreak havoc 
  on the political and cultural landscape. Had this been 
  as far as the trend went, and if people had learned 
  their lesson, perhaps society could have avoided the 
  worst to come, but instead they decided to take the 
  next obvious step: integrating new, psychologically 
  altering technology directly into their brains, past the 
  filters of their senses. This next leap of “innovation” 
  gave rise to a twisted kind of artificial slavery, where 
  advertisements were dumped into people’s heads un-
  less they paid for filters to keep them out.
  This innovation facilitated the rise of revolution-
  ary movements. The Neo-Luddites hid from soci-
  ety’s worst excesses, while the extra-solar Sathraists, 
  unknown to most, sometimes gained psychic powers 
  from exposure to an even higher level of technology. 
  These two extreme ways to preserve identity — the 
  use of lower-level or higher-level tech — gave birth to 
  the idea of techgnosis.
  The concept of techgnosis concerns itself with wheth-
  er the subject can maintain their integrity, a sense of 
  whether one’s soul mirror can receive the holy Light 
  while being shadowed by technology’s animus. It’s the 
  primary epistemology through which the Church ex-
  presses sentient relationships with technology. Those 
  who fall too deeply into technology’s shadow open 
  themselves to compulsions that arise, not from within 
  themselves, but from the tools they are using.
  meant to reflect the light of the Pancreator, and if hu-
  manity’s tools were made in humans’ image, then these 
  tools could act as a spiritually dangerous distraction, 
  drawing attention away from the holy light towards 
  base matter. When given the chance, the Church acted 
  on this revelation with an almost Luddite fervor, lim-
  iting technology where and when they could. In this 
  matter, much to peoples’ surprise, they had an unlikely, 
  though wholly reluctant, ally: the Merchant League.
  The Church held that each person has a degree of 
  techgnosis or “craft wisdom”: the ability of the soul to 
  bear the burden of technology’s animus. In contrast, the 
  League guilds argue that it’s a matter of evolution: those 
  with greater techgnosis are more adaptive to technolo-
  gy’s influence. They should be able to handle it safely 
  where others would be overwhelmed. The Merchant 
  League offered a partnership with the Church because 
  both sides recognized the danger of people with low 
  techgnostic potential getting hold of dangerous tech. 
  After all, whether the Church’s philosophy was wrong 
  wouldn’t matter if something like a weaponized nanite 
  plague decided to sweep over a planet. They needed 
  to be able to stop such apocalyptic scenarios from hap-
  pening before they started. The Church could serve, at 
  worst, as an “ear to the street”; at its best, it would serve 
  as a tool to keep the rest of humanity just under that 
  pathological threshold. The Church, despite its frustra-
  tion in dealing with technophiles, gained access to the 
  expertise that could distinguish between a true threat 
  and one that required only a stern warning.
  TECH LEVEL CHART
  Tech Level
  Era
  Item
  0
  Stone Age
  Knapped tools
  1
  Medieval
  Forged iron
  2
  Renaissance
  Gunpowder
  3
  Victorian
  Electricity
  4
  Information Age
  Computers
  5
  Diaspora
  Spacecraft, ceramsteel
  6
  Early 2nd Republic
  Starships, early A.I.
  7
  Second Republic
  Force shields, androids
  8
  Vautech/late 2nd Republic
  Terraforming, Artificial Sentience
  9
  Lesser Ur-tech
  Soul shard
  10
  Ur-tech
  Jumpgate
  
  217
  217
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  the same as mind control; instead, it’s just a mindful 
  obsession that destroyed people’s lives and, thanks to 
  the durability of the tech, still pops up occasionally 
  on those worlds... or on other planets where the tech-
  nology was accidentally spread. Because of this dan-
  ger, the League sometimes supports technologies that 
  are difficult to use and require intense training. At the 
  very least, this practice gives them some more time to 
  monitor a member as they work to master their craft.
  Tech compulsions manifest as a need to use a tech-
  nological device more frequently, but their implica-
  tions are not immediately obvious; early on, they can 
  even present a definite benefit. The energy shield is 
  an excellent example. It often caused its user to be-
  come compulsively reckless, but that lack of fear also 
  made them a ferocious force in battle. The negative 
  effects manifested later as heightened aggression and 
  a callous disregard for risks, which ended up with a 
  lot of people dead either in conflicts that could have 
  been resolved peacefully or in situations where a sane, 
  shield-less, person would have turned around and left.
  You cannot choose your compulsion. Once tech-
  gnosis has been compromised, it’s an open wound, 
  and compulsions can come in from any piece of tech-
  nology you are using. This has led people to assume 
  that they are “handling” their new tech just fine, 
  while ignoring their sudden obsession with their old 
  equipment. Compulsions can also blind people to the 
  dangers of tech when incompatible energies engage. 
  More than one user has ended up dead because they 
  ignored the warnings of their favorite device, simply 
  because they couldn’t bear to think of not using it.
  The Church, the League, and the nobles all under-
  stand that technology has ceased to be a simple aid 
  to humankind — as the shovel that bests the digging 
  stick or as the gun that beats the sling. Instead, tech-
  nology from a host of different eras and alien species 
  has emerged as a force with an agenda for better or 
  for worse. And because of this, the Matryrs alone are 
  the ones qualified to stand between humankind and a 
  technological apocalypse.
  Tech Compulsions
  Tech compulsions are states that can affect characters 
  who become overloaded due to insufficient Techgnosis. 
  (See Techgnosis in Chapter 3: Traits.) If you roll a crit-
  ical hit while using tech when you’re overloaded, you 
  suffer the item’s compulsion. Compulsions exacerbate 
  the tendencies, desires, and notions that the use of a de-
  vice tends to prompt in its users. Each type of tech de-
  scribed in this chapter lists the state it imposes on users.
  The descriptions list intense bouts of tech compul-
  sion, but the GM should feel free to pull back on the 
  throttle and just let players roleplay through their 
  While any technology can create a compulsion, it 
  only starts when technology gets far enough advanced 
  to reflect a person’s values back at them. This typically 
  begins when a world reaches Tech Level 5, usually be-
  cause of ubiquitous computers, radio, television, and 
  mass communication. Beyond that tech level, a num-
  ber of integrations designed to help the user end up 
  directly impacting the user’s psyche instead. This gets 
  worse with more intimate connections. Cyberware is 
  the most obvious and grotesque historical example, 
  but nanites put into use in the Second Republic made 
  cyberware look downright primitive. Vautech exists 
  as something beyond nanotech, and Anunnaki tech-
  nology can demonstrably flay someone’s mind… and 
  theoretically annihilate their soul.
  Nobles and League guilders are allowed the Privi-
  lege of Martyrs because they have – through lineage, 
  training, and tradition – proven themselves to possess 
  sufficient techgnosis. The Church claims its train-
  ing and tradition helps, but truth be told, much of a 
  priest’s privilege comes from a policy of never trust-
  ing technology unless its use is absolutely necessary. 
  The Church has an incredible amount of evidence it 
  can show to acolytes to prove where things go wrong, 
  including broken Brother Battle monks who took 
  one step too far with weapon tech and compromised 
  themselves. There is no cure for tech compulsions, 
  barring the decision to put the technology away and 
  not use it. A tech compulsion isn’t something you can 
  go to confession for as you search for absolution.
  The League has its own arcane practices, but most 
  of them are built around rigorously developing per-
  sonal techgnosis while keeping a check on other mem-
  bers. The League claims that people without proper 
  training will become consumed by their technological 
  compulsions, and inevitably, they will try to pull in 
  others. They allegedly combat this by compartmen-
  talizing exposure to high technology. Some guild 
  members refute these allegations (though never open-
  ly), claiming that this policy is only for forcing regular 
  reports and mandatory visits to superiors.
  The term “user-friendly” has become a nightmarish 
  idea within the League. It refers to relics that are ter-
  rifyingly calibrated to sync up with a user, not only to 
  adjust the tech but also to align the user with the value 
  set of the manufacturer. In the best case, this could be 
  a psychosomatic need, but there were plenty of tech-
  nologies created that went well beyond this. It doesn’t 
  help that on some worlds, “helpful nanites” were re-
  leased far back in the time of the Second Republic. 
  Some were implemented with the hope of creating 
  a user database that would adapt to the user. Instead 
  they helped create “the perfect farmer,” “the perfect 
  baker,” or “the perfect soldier”: a user whose only in-
  centive is accomplishing their tasks. This is not quite 
  
  218
  218
  a blunt weapon, you must inflict at least 2 Vitality of 
  damage. If the person gets away or the scene ends 
  without you gaining satisfaction (in blood), you spend 
  the next scene in the Penalized state. 
  CRUEL 
  You get a sick thrill watching another person’s torment. 
  If another person within sight is in pain (such as the 
  Tormented state), you get distracted watching it: you 
  suffer -2 goal for any action not directed at that person. 
  If an opponent is especially vulnerable (such as in the 
  Stunned state) or fearful (Afraid or Terrified), you might 
  very well throw honor to the wind and take advantage 
  of their state, inflicting emotional pain by making a casti-
  gate or humiliate influence attack. If that fails to twist the 
  knife, you physically attack them to inflict bodily pain.
  DESTRUCTIVE
  While many people get a vicarious thrill from watch-
  ing things break or burn, you feel the need to enact it 
  firsthand. You are rough on your equipment: a critical 
  miss means you might break it. Also, anytime you make 
  a successful attack, you must spend VP to increase the 
  damage. The amount of VP can’t be lower than your 
  lowest force characteristic (Strength, Wits, or Presence). 
  If you cannot spend this minimum amount, your frustra-
  tion causes your next roll (of any kind) to be unfavorable.
  compulsions, acting them out without needing to 
  bring rules and dice rolls into the matter. Still, rules 
  are suggested below, should they be needed.
  ACQUISITIVE
  You need to collect things, even things you really don’t 
  need. Once per scene, while the compulsion persists, 
  you must acquire at least one item that has attracted 
  your eye. The monk’s staff, the princess’ necklace, the 
  gambler’s deck of cards — you choose what it is, al-
  though acquiring it should be a bit of a challenge (and 
  that’s where the compulsion comes in: if it were easy, 
  it wouldn’t be a compulsion). At the very least, you 
  might need to use some persuasion influence to talk 
  the item off its current owner. You won’t necessari-
  ly attack them for it (unless that’s kind of your thing 
  anyway), but you’ll help yourself to a five-fingered dis-
  count if other means won’t get it for you.
  BLOODTHIRSTY
  You won’t feel satisfied until you’ve literally drawn 
  blood from an enemy. Whenever someone has raised 
  your ire or actively opposed you, you must pay in 
  blood. You must wound someone (preferably with 
  the tech that causes this compulsion) enough to cause 
  bleeding or bruising. Inflicting 1 Vitality of damage 
  from a sharp or piercing weapon is good enough. For 
  
  219
  219
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  er physical or influential, you must spend VP to either 
  increase the goal number or completely overcome the 
  target’s Resistance. If your target gets into a bidding war 
  over boosting Resistance, you must spend an amount in 
  your final bid at least equal to your lowest finesse char-
  acteristic (Dexterity, Perception, or Intuition). If you 
  cannot spend this minimum amount, your frustration 
  causes your next roll (of any kind) to be unfavorable.
  PRETENTIOUS
  You’re a show-off who craves attention. You need oth-
  ers to notice some quality about you or some item 
  that you feel would make them jealous, so you flaunt 
  it. Unfortunately, others notice that you’re trying too 
  hard. While your initial persuasion influence attempts 
  against a target are normal, successive attempts 
  against them become unfavorable  — and you will 
  keep trying until you either succeed or they acknowl-
  edge your quality or cool thing. You also suffer -2 goal 
  on Sneak rolls; skulking about is just not your style.
  PROTECTIVE
  You’d take a bullet for people who are important to you, 
  such as troupe members or close faction associates. This 
  isn’t just figurative — you will literally leap in the way of 
  a physical attack against them. Their protection is more 
  important to you than your own health. You won’t out-
  right die for them, but you will defend them from phys-
  ical attacks (unless you have your own immediate at-
  tacker to deal with). If they’re being emotionally abused 
  (such as by coercion influence), you’ll intervene to draw 
  the attention toward you instead, even if it means esca-
  lating a situation. You will be the last one out of a burn-
  ing building and the one who gives up the last parachute 
  so that your friend can live another day.
  RECKLESS 
  You throw all caution to the wind. You gain initiative 
  edge, but you cannot spend VP to boost your Resis-
  tance unless you take a primary action to do so. In ad-
  dition, when the GM tests for instinctual perception, 
  your Perception is halved (round down). When your 
  direct attention is focused on one thing, you can’t 
  quite focus on anything else. 
  SOLICITOUS
  You look out for others at the cost of your own needs. 
  You hover around them, always checking to make sure 
  they’ve got what they need and are comfortable. If they 
  evince a need, or if a need is obvious to you, you’ll in-
  terrupt what you’re doing to tend to that need: bind a 
  wound, give a hug, provide a sympathetic ear, or even 
  just fetch a drink. You will hesitate to attack anyone, 
  and if forced to do so, you would prefer to subdue 
  them, if possible, rather than injuring or killing.
  HEEDLESS
  You seek daredevil thrills. When confronted with ter-
  rible odds or a situation that would cause others to 
  pause — a rickety bridge across a deep chasm, a leap 
  across an alley filled with gunfire, an honor challenge 
  from a far-better duelist than you, a scriptural debate 
  with the Patriarch  — you won’t hesitate: you dive 
  right in. On the bright side, you can’t be Daunted. 
  HYPERCRITICAL
  You just have to criticize everything. You critical-
  ly evaluate whatever people, places, and things you 
  interact with and have trouble keeping your judg-
  ments to yourself. This need drives you to seek out the 
  creative endeavors of your fellow sentients — plays, 
  magic lantern shows, dance recitals — and weigh in. 
  If you don’t like something, you won’t hold back in 
  announcing it. While this can win you respect now 
  and then for calling others on their bullshit, it more 
  often makes you a boor and can win you sworn ene-
  mies. The GM can declare your persuasion influence 
  rolls to be unfavorable, depending on whether you’re 
  speaking truth to power or disparaging the countess’s 
  tacky shantor ceramics collection. 
  INDISCREET
  You have trouble keeping things to yourself. 
  Whether it’s sharing with too-much-information 
  about something private or gossiping about the rec-
  tor’s secret tryst or the local Scraver boss’s bizarre 
  hobbies, you just can’t help blurting out informa-
  tion that should remain secret. This can make your 
  Knavery-skill deceive attempts unfavorable, as well 
  as befriend attempts against those whose confiden-
  tial info you’ve divulged.
  INDUSTRIOUS
  You’re always in need of a hands-on project. You’re 
  always seeking an undertaking you can throw yourself 
  into, whether it’s fixing that clock, reconfiguring the nav 
  computer, or writing your memoirs. Once you start on a 
  task, you must finish it. When you finish that task, you’ll 
  soon find another, so long as you can keep yourself busy. 
  Interruptions and side-projects are to be expected, but 
  if you are kept from working on your key project for too 
  long, you become anxious. The GM might declare your 
  influence and non-combat rolls unfavorable until you 
  get at least 10 minutes in on your project.
  INERRANT 
  You are obsessed with accuracy in all things. You simply 
  must succeed with precision and correct the inaccuracies 
  of others — their mispronunciations, misspelled words, 
  misstated facts, etc. Besides being overly pedantic in 
  social situations, whenever you make an attack, wheth-
  
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  Money
  Money
  Since Alexius’ coronation, the primary currency of 
  commerce is the “firebird”. Minted on Byzantium Se-
  cundus, firebirds use a combination of high technol-
  ogy and Doramos’ terraforming principles to make a 
  unique metal called prismium that cannot be forged 
  elsewhere. The Imperial Eye works hard to prevent 
  counterfeiters from thriving in-system, which makes 
  the firebird – an indigo/copper-colored iridescent 
  coin with a phoenix crest on one side and Alexius’ 
  visage on the other – the most stable currency in the 
  Known Worlds. 
  Each coin is etched so it can be broken down into 
  halves (“crests”) or quarters (“wings”), which rep-
  resent half value and about a fourth of the original 
  value, respectively. The Reeves guild issues “scrip” in 
  exchange for firebird deposits, which is good for re-
  muneration from Reeves and League banks on other 
  worlds. Contrary to the dream of many Reeves (and 
  the unique think machines they developed to imple-
  ment it), it’s just not feasible to set a fixed rate across 
  all worlds, but most traders buck the guidelines and 
  haggle for as much as they can get.
  Some local lords and small guild concerns have 
  contravened Imperial law: They’ve taken to aping the 
  Reeves scrip system, issuing “deposit slips” of their 
  own as payment for labor instead of hard currency. 
  In combination with price-setting schemes for goods 
  sold only in the local scrip, workers are forced to stay 
  local. Of course, legally, a worker can demand com-
  pensation in firebirds instead of credit, but in practice, 
  this rarely happens, short of a visit by Imperial audi-
  tors (usually Reeves contracted for the job).
  Economies get more interesting further from the 
  center of power. Regional currencies still come into 
  play: “mantises,” “crosses,” “claws,” and “sparklers,” 
  for example. Some smaller fiefdoms stubbornly mint 
  their own currency: For instance, Madoc’s “coral” 
  is made from a local invertebrate-analog. However, 
  these coinages, like the unusable Hawkwood “black 
  lion,” are not considered legal tender. At best, they 
  are traded at a rate of about 8 “talons” (a nickname 
  for non-standard coins) to 1 firebird. They are the 
  lowest form of currency one can trade in at a plane-
  tary or interstellar level.
  Although some hamlets develop hyperlocal curren-
  cies called “owlets” by the League, this isn’t common. 
  They aren’t traded outside of their tiny regions and 
  definitely not off-world, except as a curiosity. Past the 
  urban centers, most villages and towns trade in barter 
  alone, viewing even firebirds with suspicion. There 
  are many places in the Known Worlds where no one 
  has seen a firebird. Some poorer villages have gone to 
  war over the coins, and some desperate villagers mug 
  visitors who have them. The League recommends 
  that travelers transfer at least a bit of their currency 
  into barterable goods if they are planning to stay for 
  a while on one of these worlds, especially if they are 
  not trying to attract attention. A small processing fee 
  will be required.
  Some economic experts, especially within the 
  League, believed that the growing power of the Em-
  peror would help Imperial currency gain more trac-
  tion. In the first heady years after Alexius came to 
  power, it seemed this dream would come true. How-
  ever, using local or non-Imperial currency became an 
  easy way for foes of the Emperor to show their feelings 
  without being too obvious about it. Some still do so, 
  even when it makes goods more expensive for them. 
  In addition, rumors of “cursed coins” have begun 
  popping up like bad pennies, giving the superstitious 
  even more reason to shun firebirds. No doubt such 
  rumors are partially spread by Imperial foes who 
  would use any tactic to undermine Alexius’ authority. 
  Regardless, even Church leaders have begun paying 
  heed to such stories.
  BANKING
  Carting around too many firebirds is not feasible. 
  You’re just asking for highwaymen to take them from 
  you. While many lords and merchants stockpile fire-
  birds away in vaults and hidden caches, most people 
  who have more money than they can fit into a mat-
  tress put it in a bank.
  The most prevalent and trusted bankers have tra-
  ditionally been the Reeves guild. With offices on 
  every world, in most major cities, and even within 
  many towns, the guild can take firebirds in return for 
  “scrip,” a form of paper proof of your holdings. They 
  charge interest, of course, but the money is guaran-
  teed against theft. 
  Unfortunately for the Reeves, there’s a new banker 
  in town. The Brother Battle order is giving them a 
  run for their money. During the tumult of the Emper-
  or Wars, the Reeves couldn’t always protect deposits 
  or even reach all their offices when local battles broke 
  out. Pilgrims and travelers would often park their 
  money with the order, trusting that the Brother Battle 
  order was one of the few forces that could withstand 
  the tides of war. Of course, this service was usually 
  provided in exchange for a tithe (a percentage often 
  matched the Reeves’ interest charge). Throughout the 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  ITEM QUALITY 
  Each item is rated for quality, which can affect the 
  price of the item. In addition, the higher the qual-
  ity is above standard, the harder it is to break the 
  item (+1 Resistance for superior, +2 masterwork, 
  +3 premium).
  Quality
  Price Adjustment
  Premium*
  +30%
  Masterwork 
  +20%
  Quality
  Price Adjustment
  Superior 
  +10%
  Standard 
  base price
  Poor workmanship 
  -10%
  Unreliable 
  -20%
  Disrepair 
  -30%
  * Premium items provide +1 goal to the tasks 
  they’re built to perform. Weapons get +1 attack 
  goal; armor get +1 Body Resistance; tools get 
  +1 to repair/create items, and so on.
  din, the Brother Battle proved a steady, reliable force, 
  even when they were among the combatants causing 
  the transport difficulties. Now that those wars are in 
  the past, the order is continuing and even expanding 
  its banking activities. Their chief customers for now 
  are the many pilgrims taking advantage of the Pax 
  Alexius to visit far-flung holy shrines that were off lim-
  its for so many years. 
  COST OF GOODS
  The prices for equipment listed in this chapter 
  represent the average cost. In agoras where such 
  items are scarce, prices can be much higher. In 
  cosmopolitan areas where the items are more 
  commonplace, their prices tend to be somewhat 
  lower.
  
  Militiaman Cedric studied the marauders’ camp through his laser rifle’s attached targeting scope. 
  Data spewed across the lens: “RNG91.12m, Wind7m/s-SxSE, Temp11C, Humidity44%” 
  The Engineer’s tech course — required for anyone operating this 1000-year-old gun — had pre-
  pared Cedric for reading the stats.
  “Tonight, the marauding ends,” he whispered to himself, toggling the sight. “A curse on House Decados!”
  A message flashed across the lens: “NO NETWORK DETECTED. SEARCH FOR SIGNAL? 
  YES? NO?”
  It was common for the old lasgun to display such a message, and Cedric knew how to respond.
  *No.*
  He took aim again… when a new message flashed: “MEMORY CACHE FULL. REBOOT 
  COMMENCING IN T-5sec.”
  “What?!” 
  “PLEASE WAIT.” The lens went black.
  “Come on! I’ve got marauders to kill before the patrol returns!”
  “REBOOT SUCCESSFUL. COMPANION DEVICE DETECTED. SYNCH MarTech Indigo 
  8K11614 WITH Occular5000? YES? NO?”
  *Yes*
  Cedric took aim, toggled the scope dial and zoomed in on the…
  “WARNING. DIAGNOSTICS 392,166 DAYS OVERDUE. RUN DIAGNOSTICS? YES? NO?”
  “Vorox dung!” Cedric cursed under his breath. *No*
  “UNABLE TO SYNCH MarTech Indigo 8K11614 WITH Occular5000. RUN DIAGNOSTICS? 
  YES? NO?”
  *Yes* “I’m gonna strangle that Engineer!”
  “PLEASE WAIT”
  Illegible codes scrolled over the lens.
  “DIAGNOSTICS SUCCESSFUL. READ REPORT NOW? YES? NO?”
  *No*
  “MEMORY CACHE FULL. REBOOT COMMENCING IN T-5sec.”
  “Hellfire!” 
  “REBOOT SUCCESSFUL. PLEASE ENTER 21-DIGIT PRODUCTION KEY TO VERIFY USER.”
  Cedric took a deep breath, produced the scrap of paper the Engineer had given him, and punched 
  in the numbers. 
  “VERIFICATION SUCCESSFUL. NO NETWORK DETECTED. SEARCH FOR SIGNAL? 
  YES? NO?”
  *No*
  “ONLINE VERIFICATION OF DEVICE WARRANTY REQUIRED. SEARCH FOR SIGNAL? 
  YES? NO?”
  *No* 
  “UNABLE TO VERIFY WARRANTY. CONTACT MarTech HELPLINE OR VISIT OUR MARS 
  OFFICE.”
  “Mars? Where the hell is that? Damn this all to the Outer Dark!”
  Cedric threw the rifle in the grass and drew his axe and buckler. He had marauders to kill before 
  the patrol returned and no time to spare on tech nonsense like this.
  222
  222
  Armory
  Armory
  The tools of violence are ubiquitous throughout civ-
  ilization. From upstanding nobles to lowly criminals, 
  initiated technologists to the uneducated masses, righ-
  teous priests to rebellious aliens – all wield weapons to 
  enforce their interests.
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Doctrine of Alien Rights (4908): The Church 
  extends Exemption Exceptional martyrdom to alien 
  servants of humankind. Alien nobles (or equivalents) 
  are reclassified as technically unrecognized bastards 
  of their patron (human) noble house (while minor 
  houses require sanction from their patron Royal 
  House to employ alien serfs and retainers). 
  Emperor Wars (4964-4995): With the symbiot 
  menace contained on Stigmata and noble arsenals 
  brimming with over half-a-century’s worth of un-
  checked munitions production, civil war explodes 
  across the Known Worlds. 
  Hezekiah’s Bull (5000): The Church attempts to rein 
  in liberal tech exemptions by reclassifying tech into restric-
  tion categories. The bull proves hard to enforce against 
  recently empowered nobles and guilds, as well as an Em-
  peror who claims increasing autonomy from the Church.
  Weaponry Chart Key
  Weapon: Listed by model or type. Some weapons list 
  variant configurations or firing modes below the basic 
  version. In such cases, use the basic weapon information 
  for all traits not specified in the variant version.
  TL: Represents the base Tech Level required for 
  manufacturing and maintenance.
  Goal: Add this accuracy modifier to the user’s goal 
  number. 
  Dmg: Equals the base (minimum) damage inflicted 
  with an attack’s impact. The wielder can spend VP to 
  inflict additional damage.
  Str: Represents the minimum Strength rating re-
  quired to use the weapon unhindered. Apply -1 goal per 
  rank the user lacks. (Optional: To add a realistic com-
  plication, when firing bursts or sustained fire, increase 
  the STR requirement by the weapon’s damage bonus 
  amount each turn (cumulative) to represent recoil.) 
  Rng: Lists the weapon’s range in meters. Short range 
  is listed first; long range is second. In most cases, Dexter-
  ity is used for attacks against targets within short range, 
  while Perception is used at long-range and farther out.
  Range
  Goal modifier
  Short range 
  –
  Long Range 
  -2 
  Extreme Range*
  -4
  * Extends up to double long range. Anything 
  past extreme range is -6 goal and might require a 
  scope. Shotguns that fire buckshot suffer -8 goal at 
  extreme range.
  RoF: Rate of Fire is the maximum number of shots 
  you can fire with this weapon in a single turn. When 
  a single digit is listed, this is the number of single-shots 
  available. If a digit is followed by “b”, the weapon is ca-
  A Thousand Years of Weapon-
  Tech Proscription
  One of the Universal Church’s primary mandates is 
  restricting technology in the Known Worlds, which, it 
  teaches, poisons souls and corrupts civilizations. The 
  Church imposed severe tech-restrictions after the Fall 
  of the Second Republic, but over the centuries, war-
  tech restrictions have gradually eroded away in the 
  face of political liberalization and wartime practicali-
  ty. Here follows a historic overview.
  Credo Praefectus (3983): The Church declares the 
  Second Republic President “Defender of the Universal 
  Faith,” subordinate only to the Empyrean Grace (as 
  dispensed by the Universal Church). The government 
  secures the Faithful’s loyalty at the Church’s pleasure.
  The Fall (c.4000): Mass hysteria and religious fervor 
  increase Church power. The nobility and Church en-
  joy mutual support by echoing the Credo Praefectus. 
  Doctrine of Universal Inheritance (4067): The 
  Church calls for return to an agrarian society, ban-
  ning high-tech except for Church and faithful secular 
  rulers (for whom high-tech remains restricted).
  Doctrine of the Cleansing Flame (4079): The 
  Church grants itself the right to employ violence and 
  high-tech to enforce its heavenly mandate.
  Doctrine of the Privilege of Martyrs (4357): 
  The Church grants itself dispensation from restric-
  tive anti-tech laws, declaring priests holy enough to 
  responsibly employ high-tech.
  Doctrine of the Privilege of Martyrs – Exemp-
  tio Nobilis (4545): Courting aristocratic favors, the 
  Church extend tech-martyrdom to nobles, including 
  recognized bastards (but not serfs and retainers), in 
  return for mandatory church attendance and accep-
  tance of sacraments. 
  Doctrine of the Privilege of Martyrs – Exemptio 
  Phalangis (4560): After much pressure and lobbying, 
  tech-martyrdom is extended to the guilds. New inven-
  tions must be approved by the local bishop, who may 
  veto any tech use and production within their holy see. 
  Doctrine of Exemption Exceptional (4905): As 
  the Symbiot War (4900-4955) threatens total and im-
  mediate annihilation of humankind, the Church sheds 
  many tech-restrictions to allow civilization a chance to 
  save itself. In return for mandatory daily confessions, 
  martyrdom is extended to freemen and unrecognized 
  bastards serving legitimate noble houses, League 
  guilds, or Church sects. Battle cyborgs and Changed, 
  “wielded” by tech-martyrs under Church supervision, 
  are redefined as war-tech (with no personal rights). 
  Doctrine of Temporal Exemption (4905): The 
  Church extends martyrdom, under Exemption Ex-
  ceptional conditions, to serf militias. 
  
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  224
  Shock: Relies on electrocution or system 
  shock. Armors are typically Shockproof at pre-
  mium quality for TL3, masterwork for TL4, 
  superior for TL5, or automatically at TL6+. 
  Shock attacks ignore non-Shockproof armor 
  completely and gain +2 dmg vs. non-Shock-
  proof metal-armored targets. (See Damage 
  Properties below.)
  Slam: Applies broad concussive force. 
  Sonic: Ignores armor and energy shields. Hear-
  ing protection (represented by the states Hearing 
  Impaired and Deafened) provides some defense 
  against sonic attacks. 
  Ultra Hard: Ultra-Hard attacks (mostly bul-
  lets) halve the protection provided by Hardproof 
  armor and ignore all other armor.
  DAMAGE PROPERTIES:
  Damage properties give Vitality wounds a twist. 
  They only come into play when an attack over-
  comes Resistance and delivers damage as impact.
  Flame: Flame attacks have two damage list-
  ings: the first represent the initial attack dam-
  age; the second shows sustained damage that’s 
  automatically inflicted each subsequent round 
  (on the attacker’s turn) until the fire is put out. 
  This lasts for 3 turns. Anyone can take a pri-
  mary action to put out the fire, ending the sus-
  tained damage.
  Example: A Kalomite flamegun delivers 5 dam-
  age on its initial hit and 3 each subsequent round. 
  This sustained damage lasts for 3 turns, or until it 
  is put out.
  A target who suffers Vitality loss to a Flame at-
  tack gains the Tormented state, which lasts until at 
  least 1 Vitality is healed.
  Mangle: Inflicts the Mangled state if the target 
  loses any Vitality from the attack.
  Shock: If the target takes any damage from a 
  Shock attack, they are Stunned. If total damage 
  exceeds the target’s Endurance, they must spend 
  VP equal to the damage amount to avoid being 
  rendered Incapacitated. While Incapacitated, if 
  they again take shock damage that exceeds En-
  durance, they must spend VP equal to the damage 
  amount or become Unconscious (this replaces the 
  Incapacitated state).
  ATTACK AND DAMAGE 
  PROPERTIES
  Weapons inflict harm in a variety of ways, from 
  dense piercing bullets to super-heated plasma det-
  onations and more unique forms of destruction. 
  In Fading Suns such effects are represented by 
  attack and damage properties. 
  These can get a little complicated. You’re free to 
  forego their use in your game; they’re entirely op-
  tional. They do, however, add levels of nuance that 
  can really help flesh out a science-fiction setting. 
  ATTACK PROPERTIES
  Attack properties help weapons to pierce and/or 
  ignore armor.
  Weapons that deliver an attack property are 
  graded with their property’s name: Hard, Laser, 
  Shock, etc. Armor can be proofed against one or 
  more properties: Flameproof, Slamproof, etc. 
  When you get hit by a weapon with an attack 
  property that your armor is not proofed against, 
  halve the armor’s Resistance rating (round down). 
  Example: Maelia is wearing a synthsilk robe. 
  She is assaulted by a mob of Incarnates, angry at 
  her sermons against their heresy. The leader wields 
  a mace. It delivers Slam damage. Maelia’s synthsilk 
  is not Slamproof. That means its 3 Body Resistance 
  rating is halved against the mace attack, providing 
  her only 1 Body Resistance. 
  Blaster: Uses hot plasma. Blaster damage has 
  the potential to bleed through energy shields (see 
  Energy Shields, below). 
  Flame: Inflicts fire damage. (See Damage Properties 
  below.) 
  Hard: Armor-piercing. For bullets: at TL5, 
  slug-gun bullets become Hard, as steel replaces 
  lead projectiles (note that TL3 slug guns can fire 
  TL4 bullets and vice versa). Blades, arrows, and 
  stabbing weapons become Hard at TL5 (or at 
  TL4 with superior quality, TL3 with masterwork, 
  or TL2 with premium). Furthermore, some pierc-
  ing weapons, like picks and metal-spiked clubs, 
  are always Hard regardless of tech level.
  Laser: Laser shots fired through thick fog, 
  smoke, or light-fracturing atmosphere become 
  unfavorable rolls. 
  pable of burst fire (using the burst, three-round burst, empty 
  clip, and spread maneuvers). See the Rate of Fire sidebar).
  Ammo: Lists the maximum number of loaded 
  projectiles. 
  
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  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Features: Includes attack properties, features, and 
  notes. Common features include the following (also 
  see Firearm Accessories below):
  2-Handed: The weapon requires two hands to wield. 
  Raise the required Strength by 3 for one-handed use.
  Area: The weapon delivers its attack on all targets 
  within the radius of its listed area. (See Area At-
  tacks in Chapter 1: Rules.)
  Aquatic: While most guns reduce ranges by 1/10th 
  underwater, these guns only halve them.
  Disguised: The weapon has been crafted to look 
  like something else. Base Resistance is Severe (8) 
  against Observe spot and search actions to detect 
  its true purpose. In addition, Sleight of Hand 
  rolls to conceal the item are favorable.
  Explo: Explosions are area attacks. They list their 
  blast radius in meters; every target within the 
  radius is affected. In addition, explosions ignore 
  all Resistance except armor. Boosted Resistance 
  and perks such as Nimble do not defend against 
  explosions. 
  Guard: Provides +1 Body Resistance vs. melee attacks.
  Military: Requires the Military Weapons capability.
  Noisy: When you or anyone near you activates this 
  item, your Sneak rolls become unfavorable. Con-
  versely, when you sneak past someone using this 
  item, your Sneak rolls are favorable.
  Poison: May be loaded with poison; the number of 
  total doses equals to the listed number (one dose 
  per attack, unless noted otherwise).
  Sturdy: The weapon doesn’t break if dropped, 
  jammed, or hit; it also ignores misfires caused by 
  a critical miss. 
  Stylish: Adds +1 goal on influence attempts when 
  using the weapon to show off, threaten, or stare 
  down opponents.
  Size: Represents the item’s abstract size: XXS = 
  extremely small; XS = extra small; S = small; M = 
  medium; L = large; XL = extra large.
  L and larger items require two hands to use. Hiding 
  XL items upon your person is impossible; smaller items 
  may be hidden depending on what you’re wearing. 
  The GM makes the call.
  Agora: This listing indicates how readily available 
  the item is for purchase. When a faction, sub-faction, 
  or planet is listed, this represents the main market 
  where such items are found. (If a market isn’t list-
  ed, the item is universally distributed.) Factions or 
  sub-factions listed in parenthesis show design owners 
  and monopoly manufacturers (who are typically un-
  der patronage from the market faction). 
  Imp = Imperial; KW = Known Worlds; ML = Mer-
  chant League; UC = Universal Church. Other abbrevia-
  tions are typically shortened house, guild, or sect names, 
  which should be self-explanatory, except for the SOE 
  (Supreme Order of Engineers — the Engineers Guild).
  If no availability is given, the item is plentiful, and 
  the item (or a knock-off copy) is easily found at every 
  indicated market. “Common” means it is commonly 
  available in specialist agoras; “Rare” means it is only 
  available from individual specialist retailers or made-
  to-order workshops; “Exotic” items are collectable 
  artifacts nearly impossible to find.
  Note that item availability is capped by the TL 
  of the local agora. For example, a TL6 market like 
  Byzantium Secundus will rarely have TL7 items, like 
  blasters, available for sale. (If they are, GMs should 
  feel free to double the cost for each increased TL 
  above the local TL. Also, local authorities routinely 
  restrict or prohibit the use of items with higher TL 
  than the local standard.)
  fb: Baseline cost in firebirds.
  RATE OF FIRE
  Some guns allow for more than one shot to be fired per turn. This is listed under the weapon’s RoF 
  (Rate of Fire). 
  Example: The Mitchau Ripper medium autofeed pistol has a RoF of 3. This means up to three shots can be fired 
  in the same turn. 
  Instead of handling each shot as separate attack rolls, you perform a maneuver based on how many 
  shots you’re firing that turn. Your shots are all made against the same target.
  Note: Base damage is determined by weapon
  Maneuver 
  Goal
  Dmg
  Effect
  Two shots
  -1
  +1
  Uses two rounds of ammo
  Three shots
  -2 
  +2
  Hindmost initiative*; uses three rounds of ammo
  * You act last in the initiative queue this round.
  
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  226
  Autofeeds inflict an unfavorable roll when testing for 
  critical miss.
  Boltfeed: This simple firing mechanism relies on 
  the shooter manually ejecting spent cartridges by 
  pulling back the firing bolt after each shot. Boltfeeds 
  grant a favorable roll when testing for a critical miss. 
  Breakfeeds: A rarer, more primitive configuration, 
  a breakfeed must be manually loaded by “breaking” 
  open the gun to insert the projectile directly into the 
  barrel(s). Breakfeeds grant a favorable roll when test-
  ing for a critical miss.
  Revolvers: Revolvers are Sturdy guns, housing 
  their projectiles in a drum that turns with every shot, 
  positioning the next cartridge behind the barrel with 
  Unstable: This weapon counts rolls of 19 and 20 as 
  a critical miss. 
  Vibro: Weakens e-shield efficiency by +1/-1 (i.e. 
  turning an ordinary e-shield from 5/10 to 6/9). 
  Activation requires a fusion cell (lasts 25 turns).
  Unwieldy: Wielding this item places you hindmost in 
  the initiative queue. 
  Firearms
  SLUG GUNS
  Requires the Slug Guns weapons capability.
  Slug guns fire bullets, which come in a variety of 
  types and calibers. Slug gun tech begins at TL3 and 
  becomes standardized at TL4. Higher-level models 
  improve the basic design but don’t cause techgnostic 
  compulsions. 
  Critical miss: A critical miss when firing a slug 
  gun might mean a misfire or a jam. Roll a d20: 1-10 = 
  simple bullet misfire (you can continue to fire normal-
  ly next turn); 11-20 = a jam or mechanical malfunc-
  tion (you must use a primary action to clear the jam 
  or rejigger the gun back into working order).
  Autofeeds: Autofeeds stack bullets in a clip or 
  magazine, ejecting spent cartridges after each shot 
  and allowing the next bullet to spring into place. 
  BURST FIRE
  Guns capable of performing burst fire allow you to use the following attack maneuvers.
  Note: Base damage is determined by weapon
  Maneuver 
  Goal
  Dmg
  Effect
  Burst
  -2
  +3
  Empties half your ammo. 
  Empty clip 
  -2 
  +5 
  Hindmost initiative*; empties all ammo.
  Spread 
  -1/m 
  +4 
  Hindmost initiative*; area attack: anyone in targeted 
  area might be hit; empties all ammo.
  Three-round burst 
  –
  +1
  Uses three rounds of ammo.
  * You act last in the initiative queue this round.
  Burst — Quickly fire shots in succession at the cost of accuracy. Your weapon must be capable of 
  full-auto fire. A burst uses half of your clip’s ammo. 
  Empty clip — Sometimes, you just want it to rain bullets. If you’re using a weapon capable of burst fire, 
  you can empty your entire clip of ammo by pointing your gun in a direction and holding down the 
  trigger until it is empty. The gun bucks like a beast in heat, and it’s hard to aim at a particular target, 
  but those who are hit get hit hard.
  Spread — If you’re using a weapon capable of burst fire, you can spread the arc of your fire over an 
  area to hit more than one target. You can spread your fire up to five meters in a circle around you 
  (but you must spin in place for any spread wider than 3 meters). Anyone who is in or enters the area 
  might get hit. Spreading fire empties the clip.
  Three-round burst — If you’re using a weapon capable of burst fire, you can try a three-round burst. This 
  option has a bit more control than other burst-fire options, and it helps preserve bullets.
  
  227
  227
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  every pull of the trigger. Revolvers grant a favorable 
  roll when testing for a critical miss. 
  Shotguns: Shotguns fire large shells loaded either 
  with buckshot (typically 10 gauge) or solid slugs. 
  Buckshot rounds fire a hail of metal balls that cause 
  havoc at short range but spread out to inflict less of 
  an impact at longer ranges. This is represented by 
  buckshot’s Goal and Dmg columns being divided 
  into three bars, representing short, long, and extreme 
  range respectively. Furthermore, buckshot dou-
  bles the ordinary goal penalties for extreme range. 
  (Sawed-off shotguns spread their shot faster, causing 
  additional impact at short range, but they quickly lose 
  impact beyond that range, causing no impact at all 
  at extreme range. For solid slugs, sawed-off shotguns 
  halve each range band.). 
  Shotguns tend to be breakfeeds at TL3 and pump-
  feeds at TL4 (favorable critical miss tests). More so-
  phisticated versions are typically autofeeds.
  Handguns
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  DERRINGER AUTOFEEDS
  Lank derringer (.32)
  4
  -1
  3
  1
  5/10
  2
  5
  XS
  Rare; Scravers 
  (Lank)
  70
  Single use; invis-
  ible to TL0 to 5 
  security scans
  Mitchau Maverick (.32)
  3
  -1
  3
  1
  5/10
  2
  5
  XS
  Hzt (Mitchau)
  50
  DERRINGER BREAK-
  FEEDS
  Varsten Snake-eyes (.32)
  3
  -1
  3
  1
  5/10
  2
  2
  XS
  Decados (Varsten)
  45
  Sturdy
  DERRINGER REVOLVERS
  Typical derringer rev. (.32)
  3
  -1
  3
  1
  5/10
  2
  4
  XS
  Common
  50
  LIGHT AUTOFEEDS
  Typical light auto. (.32)
  4
  4
  2
  10/20
  3
  13
  S
  150
  Fenir Monbow (.32)
  4
  4
  2
  10/20
  3
  13
  S
  (Fenir & many 
  licensees)
  150
  Mitchau Rumber (.32)
  4
  4
  2
  10/20
  3
  13
  S
  Common; Hzt 
  (Mitchau)
  160
  Phoenix handgun (.32)
  4
  4
  2
  10/20
  2
  12
  S
  Common; KW (Imp)
  120
  Sturdy
  Sumpter Krant (.32)
  4
  4
  2
  10/20
  3
  15
  S
  Common; al-M 
  (Sumpter)
  200
  LIGHT BREAKFEEDS
  Tarasov sidearm (.32)
  3
  4
  2
  5/10
  2
  2
  S
  KW (Reeves)
  50
  Sturdy; Pommel 
  (3 dmg)
  LIGHT REVOLVERS
  Typical light rev. (.32)
  3
  4
  2
  10/20
  3
  6
  S
  100
  Sturdy
  Fenir Shortstop (.32)
  3
  4
  2
  10/20
  3
  6
  S
  (Fenir & many 
  licensees)
  100
  Sturdy
  MacCauly Learmat (.32)
  3
  4
  2
  10/20
  3
  7
  S
  Tethys (ML)
  125
  Sturdy
  Mitchau Protector (.32)
  3
  4
  2
  10/20
  3
  6
  S
  Common; Hazat 
  (Mitchau)
  110
  Sturdy
  MEDIUM AUTOFEEDS
  Typical med. auto. (.40)
  4
  5
  3
  20/30
  3
  10
  S
  250
  Imman Vorton (.40)
  4
  5
  2
  20/30
  3
  10
  S
  Common; al-M, 
  (Imman)
  300
  Krosler Dunehound (.40)
  4
  5
  3
  20/30
  3
  10
  S
  Common; Bannock-
  burn (ML)
  200
  Mitchau Ripper (.40)
  4
  5
  3
  20/30
  3
  11
  S
  Common; Hzt 
  (Mitchau)
  220
  MEDIUM BREAKFEEDS
  Tarasov officer pistol (.40)
  3
  5
  3
  10/20
  2
  5
  S
  Common; KW 
  (Reeves)
  150
  Sturdy; Pommel 
  (3 dmg)
  
  228
  228
  Handguns
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  MEDIUM REVOLVERS
  Typical med. rev. (.40)
  3
  5
  3
  20/30
  3
  6
  S
  200
  Sturdy
  Drexler Firehunter (.38)
  3
  5
  3
  20/30
  3
  6
  S
  Hwk & ML (Hwk)
  200
  Sturdy
  MacCauly Loadrite (.38)
  3
  5
  3
  20/30
  3
  7
  S
  Tethys (ML)
  250
  Sturdy
  Mitchau QuarryGun (.40)
  5
  5
  3
  30/40
  2
  6
  M
  Rare; Hzt (Mitchau)
  350
  Sight 2; Sturdy
  Mitchau Thunderer (.40)
  3
  5
  3
  20/30
  3
  6
  S
  Common; Hzt & 
  UC (Mitchau)
  200
  Sturdy
  Nerew Peacetrunk (.40)
  3
  5
  3
  20/35
  3
  6
  S
  Rare; Mars (Nerew)
  200
  Sturdy
  HEAVY AUTOFEEDS
  Typical heavy auto. (.47)
  4
  6
  4
  30/40
  2
  8
  M
  Common
  300
  Krosler Sampson (.47)
  4
  6
  4
  30/40
  2
  8
  M
  Common; Bannock-
  burn (ML)
  300
  Sumpter Urthquake (.47)
  4
  6
  4
  30/40
  2
  8
  M
  Common; al-M 
  (Sumpter)
  300
  — Longsword model (.47)
  +1
  30/50
  Rare; al-M (Sumpt-
  er)
  350
  Stock
  Tenson Blitzer (.47)
  4
  6
  4
  25/35
  2
  8
  M
  Leagueheim
  280
  HEAVY REVOLVERS
  Typical heavy rev. (.47)
  3
  6
  4
  30/40
  2
  6
  M
  Common
  250
  Sturdy
  MacCauly Buster (.50)
  3
  6
  5
  40/60
  2
  7
  M
  Rare; Tethys (Mac-
  Cauly)
  300
  Sturdy
  Sumpter Ulik (.47)
  3
  6
  4
  30/40
  2
  6
  M
  Common; al-M 
  (Sumpter)
  250
  Sturdy
  — Longsword model (.47)
  +1
  30/50
  Rare; al-M (Sumpt-
  er)
  300
  Stock; Sturdy
  Vuldrok revolver (.47)
  3
  6
  5
  30/40
  3
  5
  M
  Common; Vuldrok
  250
  Unstable
  Tenson Mauler (.47)
  3
  6
  4
  25/35
  2
  6
  M
  Leagueheim
  230
  Sturdy
  Rifles
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  AUTOFEED RIFLES
  Typical auto. rifle (10mm)
  4
  7
  3
  40/125
  3(b)
  30
  XL
  Common
  500
  Stock
  Blue Lion M3 (.40)
  4
  6
  2
  40/120
  2(b)
  25
  XL
  Hawkwood
  400
  Stock
  Hyram Splendor (.51)
  4
  -2
  8
  4
  50/150
  3(b)
  25
  XL
  Rare; Decados
  600
  Stock
  Masseri Stomper (.47)
  4
  7
  3
  45/125
  3(b)
  30
  XL
  KW (Masseri)
  500
  Stock
  Model Hazat 68 (.40)
  4
  6
  2
  40/120
  3(b)
  32
  XL
  Common; Hzt
  500
  Stock
  — Militia model (.40)
  2(b)
  KW (Hzt & ML)
  450
  Stock
  Model Hazat 86 (10mm)
  4
  7
  2
  40/125
  3(b)
  28
  XL
  Common; Hzt
  550
  Stock
  — Gold model (10mm)
  32
  Rare; Hzt
  600
  Stock
  Muster Rover (10mm)
  4
  7
  3
  40/125
  3(b)
  32
  XL
  Common; ML 
  (Muster)
  850
  Stock; Sturdy; 
  Pod
  Tarasov StormRifle (.40)
  4
  6
  4
  30/80
  1(b)
  12
  XL
  Common; KW 
  (Reeve)
  300
  Stock; Sturdy
  Van Gelder Thracker (.47)
  4
  7
  3
  45/125
  3(b)
  30
  XL
  KW (Van Gelder)
  500
  Stock
  BOLTFEED RIFLE
  Typical break. rifle (.40)
  3
  6
  2
  40/120
  1
  8
  XL
  200
  Stock
  Basic hunting rifle (.40)
  3
  6
  2
  40/110
  1
  6
  XL
  150
  Stock
  Dragonfly 7 (.40)
  3
  6
  2
  45/140
  1
  5
  XL
  Common; Li Halan
  250
  Stock; Sturdy
  Imperial rifle (.40)
  4
  6
  2
  40/120
  2
  10
  XL
  Common
  200
  Stock
  — Veteran model (.40)
  Common; Imp
  250
  Stock; Sturdy
  Oro’ym “Newt Gun” (.47)
  5
  7
  3
  45/140
  2
  5
  XL
  Rare; Oro’ym
  120
  Aquatic; Stock; 
  Sturdy
  
  229
  229
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Rifles
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  Vuldrok Longarm (.47)
  3
  7
  4
  45/125
  2
  5
  XL
  Common; Vuldrok
  300
  Stock
  REVOLVER RIFLE
  Tarasov rifle (.40)
  3
  6
  2
  30/80
  2
  5
  XL
  KW (Reeves)
  120
  Stock; Sturdy
  SNIPER RIFLES (13mm)
  Typical boltfeed sniper rifle
  3
  8
  4
  50/150
  1
  5
  XL
  Rare
  700
  Sight 3; Stock
  Hyram Glory autofeed sr
  3
  8
  4
  50/150
  2(b)
  15
  XL
  Common; Decados
  1000
  Sight 2; Stock;
  Radir Longshot boltfeed sr
  4
  +1
  8
  4
  55/175
  1
  5
  XL
  Rare; KW (Radir)
  1500
  Sight 4; Stock; 
  Sturdy
  Submachine Guns
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  Fb
  Features
  Typical SMG (.40)
  4
  5
  1
  30/40
  3(b)
  20
  L
  350
  Stock
  Herstal Project 98 (.32)
  4
  4
  0
  15/25
  3(b)
  56
  L
  Rare, Leagueheim
  500
  Stock; Sturdy
  Jahnisak Muffler (.40)
  4
  5
  1
  30/40
  3(b)
  20
  L
  350
  Stock
  K&M S-M7 (.40)
  4
  +1
  5
  1
  30/40
  3(b)
  30
  L
  Tethys (exclusively 
  for al-M & Muster)
  500
  Stock; Stabilizer
  Lank Stinger (.40)
  4
  5
  1
  30/40
  3(b)
  20
  L
  Scravers (Lank)
  400
  Stock; Sturdy
  Martech Cobra (.40)
  4
  5
  1
  30/40
  3(b)
  30
  L
  Com., KW, (Engi-
  neers)
  400
  Stock
  Tarasov SMG (.40)
  4
  5
  1
  20/30
  2(b)
  15
  L
  Com., KW, (Reeves)
  200
  Stock; Sturdy
  Shotguns
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  Fb
  Features
  Typical shotgun (10g)
  3
  +1/0/-1
  8/4/1
  4
  10/20
  2
  7
  L
  300
  Stock
  — Solid slug shell (.47)
  7
  3
  30/80
  Any 10 g shotgun
  — Sawed-off (10g)
  +2/-2/no
  5/10/no
  Any 10 g shotgun
  Typical 2-barrel (10g)
  3
  +1/0/-1
  8/4/1
  4
  10/20
  2
  2
  L
  200
  Stock
  Dreskel Boomer (10g)
  3
  +1/0/-1
  8/4/1
  4
  10/20
  2
  7
  L
  Scravers (Dreskel)
  325
  Stock
  — Solid slug (.47)
  7
  3
  35/90
  Dreskel Gatling (8g)
  4
  +1/0/-1
  9/5/1
  4
  12/25
  2(b)
  12
  L
  Common; Scravers 
  (Dreskel)
  450
  Stock
  Hazat Riotgun (10g)
  4
  +1/0/-1
  8/4/1
  4
  10/22
  2(b)
  20
  L
  Common; Hzt
  400
  Stock
  Xien Shortbarrel (10g)
  3
  +2/-2/no
  8/4
  4
  5/10/no
  2
  6
  L
  Common; Icon 
  (Xien)
  275
  Sawed-Off
  — Solid slug (.47)
  -1
  7
  3
  20/60
  Vuldrok shotgun (10g)
  3
  +1/0/-1
  8/4/1
  4
  10/20
  2
  5
  L
  Common; Vuldrok
  300
  Stock
  
  230
  230
  primary action.) Characters with the Energy Weapons 
  capability gain favorable rolls when testing for a critical 
  miss; for everyone else, the roll is unfavorable.  
  Tech Compulsion: Inerrant 
  SCREECHERS
  Sonic weapons. 
  Critical Miss: As a slug gun (see above). A misfire 
  is simply a temporary battery short.
  Tech Compulsion: Cruel
  STUNNERS
  Includes tasers. The higher the tech level, the more 
  sophisticated the delivery. Relies on electrical wires at 
  TL4, projected arcs of electricity at TL5, or projected 
  force fields at TL6 and above. 
  Critical Miss: As a slug gun (see above). A misfire 
  is simply a temporary battery short.
  Tech Compulsion: Cruel
  Energy Guns
  Requires the Energy Weapons capability.
  BLASTERS
  Critical Miss: Blasters are prone to overheating. 
  (See the critical miss description for slug guns above; 
  instead of a jam, a blaster overheats until it can be 
  vented with a primary action.) A blaster’s roll for a 
  critical miss test is unfavorable. 
  Tech Compulsion: Destructive
  FLAMEGUNS
  Critical Miss: As a blaster (see above).
  Tech Compulsion: Destructive
  LASERS 
  Critical Miss: These weapons are highly stable, 
  yet somewhat fragile and high maintenance. (See the 
  critical miss description for slug guns above; instead of 
  jamming, a laser overheats until it can be vented with a 
  Lasers
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  MINI LASERS
  Martech Midget
  6
  3
  0
  5/10
  2
  7
  XS
  Rare; ML & al-M 
  (Martech)
  200
  Laser
  Ring laser (handcraft)
  6
  3
  0
  5/10
  1
  1
  XXS
  Rare; al-M
  600
  Laser; Disguised
  LASER PISTOLS
  Kurgan laser pistol
  6
  4
  0
  15/25
  3
  18
  S
  Common; Kurga
  400
  Laser; Unstable
  Martech Amber
  6
  +1
  4
  0
  10/20
  2
  21
  S
  Common; ML & 
  al-M (Martech)
  300
  Laser
  Martech Gold
  6
  +1
  5
  0
  10/20
  2
  15
  S
  Common; ML & 
  al-M (Martech)
  300
  Laser
  LASER RIFLES
  Martech Indigo
  6
  +1
  7
  0
  30/80
  2
  23
  XL
  Common; ML & 
  al-M (Martech)
  500
  Laser
  Martech Safire (sniper)
  6
  +1
  7
  0
  60/160
  1
  10
  XL
  Common; ML & 
  al-M (Martech)
  600
  Laser
  ASSAULT LASER RIFLES
  Martech Red
  6
  +1
  8
  0
  20/60
   2
  20
  XL
  Rare; ML & al-M 
  (Martech)
  700
  Laser
  Varsten Blacklight
  6
  8
  0
  20/60
  2
  20
  XL
  Rare; Decados 
  (Varsten)
  700
  Laser
  — Generator hookup
  2
  ∞
  Unlimited ammo
  
  231
  231
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Blasters
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  BLASTER PISTOLS
  SOE Alembic
  7
  7
  3
  10/20
  1
  10
  S
  Rare; Nobles (SOE)
  700
  Blaster
  Lank Eruptor
  7
  7
  3
  10/20
  1(b)
  9
  M
  Rare; Scravers 
  (Lank)
  900
  Blaster
  Vuldrok ancestral blaster
  7
  6
  3
  10/20
  1
  13
  S
  Rare; Vuldrok, 
  (heirloom)
  1000
  Blaster, Sturdy
  BLASTER RIFLES
  Republic Arms 3000
  8
  +1
  15
  4
  30/80
  1
  20
  XL
  Exotic; Imp
  5000+
  Blaster, Stock
  SOE Crucible
  7
  9
  3
  20/30
  1
  15
  XL
  Rare; Nobles & ML 
  (SOE)
  1000
  Blaster
  Nitobi blaster-blade
  7
  -1
  9
  3
  20/30
  1
  15
  XL
  Rare; Rampart 
  (Nitobi)
  3000
  Blaster;  
  Unstable 2
  — Axe
  (4)
  5
  5
  Melee
  Hard; 2-Handed
  BLASTER SHOTGUNS
  SOE Volcano
  7
  +2/0/-1
  9/7/5
  4
  10/20/–
  1
  8
  L
  Rare; Nobles & ML 
  (SOE)
  1200
  Blaster; Stock
  Lank Incinerator
  7
  +2/0/-1
  9/7/5
  4
  10/20/–
  1(b)
  8
  L
  Rare; Scravers 
  (Lank)
  1400
  Blaster; Stock 
  Weapon
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  Fb
  Features
  FLAMEGUNS
  Kalomite flamegun (ka)
  4
  +2
  5(3)
  2
  10/20
  1
  10
  L
  Common; Avesti
  150
  Flame
  Kendra Dragon (napalm)
  3
  +2
  4(4)
  3
  10/20
  1
  6
  XL
  Common
  150
  Flame
  SCREECHERS
  Harpy screamer
  6
  +1
  5
  2
  10/20
  1
  15
  S
  300
  Sonic
  Obun pitch-module
  5
  +1*
  **
  0
  10/20
  1
  ∞
  nil
  Rare; Obun
  1000
  Sonic; turns 
  voice into 
  weapon
  STUNNERS
  Arbogast Sleeper 
  6
  +1
  4
  2
  10/20
  2
  15
  S
  300
  Shock
  SOE Tesla 
  6
  +1
  6
  2
  8/15
  2
  6
  S
  (SOE)
  600
  Shock
  Womp gun
  7
  +1
  5
  2
  10/20
  1
  15
  S
  Rare; ML
  900
  Area 2m; Shock; 
  Slam
  * Performing Arts Lore (Song) capability required
  ** Dmg is equal to the user’s Perform rating
  
  232
  232
  Ammo and Weapon Accessories
  SLUG GUN AMMUNITION
  Caliber
  TL
  fb (per shot)
  Feature
  .32
  3
  ¼ 
  Hard at TL5
  .38-.40
  3
  ½ 
  Hard at TL5; Noisy
  .47-.50
  3
  1
  Hard at TL5; Noisy
  10 mm
  3
  2
  Hard at TL5; Noisy
  13 mm
  3
  3
  Hard at TL5; Noisy
  Shotgun shell
  3
  ½ 
  (buckshot); Noisy
  Fusion cell
  6
  10 (full cell)
  Powers any energy gun
  SPECIAL AMMO
  Blast capsule
  6
  caliber + 6
  +1 dmg; Hard; Blaster
  Dumdum
  3
  caliber + 1
  Mangle
  Slapper
  5
  caliber + 3
  Slam; target damaged = Stunned
  Sunder slug
  6
  caliber + 3
  Ultra Hard
  Vorox Claw
  5
  caliber + 2
  +1 dmg; Mangle
  FIREARMS ACCESSORIES
  Item
  TL
  fb
  Feature
  Laser sight
  4
  150
  Potential +2 goal for Shoot aim maneuvers
  Night sight
  4
  100
  Cancels any visual impairment from darkness
  Sight (optical)
  3
  30 x sight rank
  Reduces range penalty by -1 per rank
  Non-Metal gun
  4-8
  x2
  Doesn’t trigger metal-detector security systems
  Sawed-Off shotgun
  3
  built-in
  +1 goal short rng/-1 goal long rng/forfeit higher 
  ranges
  Stabilizer (SMG)
  4
  built-in
  (When on) -1 dmg; cancels Noisy for .38-.40 
  caliber, lower caliber = unfavorable perception to 
  hear it
  Silencer
  3
  20
  Cancels Noisy for .38-.40 caliber, lower caliber = 
  unfavorable perception to hear it
  Stock
  1
  built-in
  +1 goal for Shoot aim maneuvers
  Tri/bi-pod
  2
  10
  Halves Strength requirement
  Explosives
  Blastforce: Explosives apply a fixed amount of VP 
  against the armor-based Resistances of targets within 
  their blast radius (they ignore non-armor-based Resis-
  tance, as per the Explo feature, described above). Un-
  less noted otherwise, assume an explosive’s blastforce 
  is equal to its damage rating. 
  Cover: Structures can provide armor against blast-
  force if they’re between you and the center of the 
  explosion. The GM assigns a Resistance based on 
  how tough the structure is. A wooden fence might 
  be Easy, while a metal landcraft might be Tough 
  or Severe.  
  Placed explosive: To place an explosive for optimal 
  effect, spend at least 10 minutes and roll Focus 
  or Intrusion + Wits. Resistance is based on the 
  environment: structures that could contain the 
  explosion raise the Resistance. You need the 
  Military Ordnance (Demolitions) capability. VP 
  from a successful roll can be spent to improve the 
  blastforce by +1 per 2 VP. 
  Thrown explosives: You can’t increase (or restrain) the 
  blastforce of a thrown explosive by spending VP. 
  
  233
  233
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Tech Compulsion: Destructive
  Throwing bombs/grenades: Instead of directing 
  your attack against a character, you’re usually aiming 
  for the ground beneath their feet. If your targeted lo-
  cation is within short range, roll Vigor + Dexterity (as 
  a primary action) vs. a Hard Resistance. If the terrain 
  between you and the location presents obstructions or 
  distractions — lots of trees or structures in the way — 
  the Resistance rises to Demanding or Tough. For 
  long-range locations, roll Vigor + Perception instead. 
  Weapon
  TL
  Goal
  Dmg
  Str
  Rng
  RoF
  Ammo
  Size
  Agora
  fb
  Features
  Blast pellet — marble size
  6
  3
  0
  10/20
  2
  5
  XXS
  Rare
  20
  Area 3 m; Blaster; 
  Explo
  — egg size
  6
  5
  1
  10/20
  2
  3
  XS
  Rare
  30
  Area 3 m; Blaster; 
  Explo
  — fist size
  6
  6
  1
  10/20
  2
  2
  S
  Rare
  50
  Area 3 m; Blaster; 
  Explo
  Etyri stinkbomb
  0
  -1
  *
  1
  Drop
  1
  2
  M
  Common; Etyri
  10
  * Dex + Per -1, 
  Sneak-3
  Frag grenade
  6
  0
  10
  1
  10/20
  2
  2
  S
  50
  Area 5 m; blast-
  force 12; Explo; 
  Mangle; Slam
  * Stinkbombs ignore armor-based Resistance (but not boosted Resistance); each victorious attack reduces the target’s Dex and Per by 1 and reduces Sneak 
  by 3 (cumulative).
  Melee Weapons
  Weapon
  TL
  Goal
  Dmg
  Str
  Size
  Agora
  fb
  Features/Accessories
  Hatchet/wood axe
  1
  6
  4
  L
  2
  — Battle Axe
  1
  7
  5
  L
  5
  Military
  Chainsword
  5
  -1
  7
  5
  L
  Rare; Dec
  150
  Hard; Mangle; Military; Noisy
  Club
  0
  4
  2
  L
  ½
  — Quarterstaff
  0
  -1
  5
  3
  XL
  1
  Slam
  — Mace
  1
  5
  3
  L
  Common
  10
  Hard; Military; Slam
  Dagger
  1
  4
  2
  M
  4
  — Ukari punch-blade 
  5
  4
  2
  M
  Common; Aylon
  50
  Hard; Poison 3 
  — Parry dagger/main gauche
  2
  4
  2
  M
  Rare
  5
  Guard; Military
  Garrote 
  0
  -1
  1 + strangle
  1
  XS
  Rare
  5
  Strangle: uses Fight-skill grapple but delivers 
  base dmg/turn in addition to subdue
  Great weapon
  1
  8
  6
  XL
  Rare
  40
  2-Handed; Military
  — Adept Claymore
  5
  8
  6
  XL
  Bro Bat
  100
  Guard; Hard; Military; Slam
  Knife
  1
  3
  1
  S
  2
  — Hollow knife
  4
  3
  1
  M
  Rare
  50
  Poison 5
  — Trench knife
  3
  3
  1
  M
  Rare
  6
  Built-in knuckleduster; Military
  Knuckleduster
  1
  +2
  1
  XS
  2
  Slam
  — Shantor warshoes
  5
  +2
  1
  XS
  al-M
  20
  Hard; Military; Slam
  Morningstar
  1
  -1
  5
  4
  L
  Rare
  20
  Hard; Military; Slam
  Rapier
  2
  5
  3
  L
  Common
  20
  Military
  Frap stick (shockstick)
  4
  6*
  2
  L
  Common
  15
  Shock
  --Hironem stunstick (yesht)
  2
  Faith**
  2
  L
  Hironem
  100
  Shock
  Spear
  1
  5
  3
  L
  2
  (2-Handed = Hard)
  — Cavalry lance
  1
  -1
  8
  5
  XL
  Rare
  20
  Military; (charge: add mount Size to dmg)
  — Shantor horn
  5
  5
  2
  M
  Common; al-M
  30
  Guard; Hard; Military (charge: +2 dmg)
  Sword
  1
  6
  4
  L
  20
  Military
  — Kurgan side-sword
  4
  6
  2
  L
  Kurga
  45
  Guard; leg sheath (kick: +3 dmg); Military
  — Ascorbite crystal sword 
  (arbat’a)
  2
  6
  3
  L
  Ascorbite
  1000+
  Hard; Military; Noisy; Vibro (primary action 
  to activate; lasts 3 turns)
  — Vorox sword (glankesh)
  2
  6
  4
  L
  Vorox
  15
  Military; (Hard in vorox hands)
  * Base damage is 2 vs. e-shields; delivers full damage once it penetrates. 
  ** Base damage is 0 vs. e-shields; delivers full damage once it penetrates. 
  
  234
  234
  ARTIFACT MELEE WEAPONS
  Each artifact requires a separate, item-specific Artifact Melee Weapon capability.
  WIREBLADE 
  Consists of an elegant, bladeless handle from which 
  a faintly luminescent, monofilament “sword” extends 
  upon activation. 
  Critical Miss: This could get ugly. Roll a d20: 
  1-10 = wire temporarily warps (you can continue to 
  use it normally next turn); 11-20 = you accidentally 
  turn the blade on yourself, and you suffer the blade’s 
  base damage.
  Tech Compulsion: Destructive
  ARTIFACT MELEE WEAPONS
  TL
  Goal
  DMG
  Str
  Size*
  Agora
  fb
  Features
  Flux Sword
  8
  +1
  7
  3
  S/L
  Exotic
  15000+
  Blaster; Hard
  — Mist Sword
  8
  +1
  7
  3
  S/L
  Exotic
  30000+
  Blaster; Hard; Psi
  Wireblade
  8
  8
  2
  S/L
  Exotic
  10000+
  Ignores armor
  * Size L when activated; size S when inactive.
  MELEE ACCESSORIES
  Item
  TL
  fb
  Feature
  Basket-hilt guard
  2
  +20
  +1 Body Resistance vs melee attacks
  e-shield breaker
  8
  +200
  Requires fusion cell; overloads e-shield on victorious hit 
  but cell burns out
  Hard-spike club
  1
  +10
  -1 goal; gains Hard property
  Shock-tip
  4
  +30
  Requires fusion cell; -1 goal; gains Shock property
  Vibro upgrade
  5
  +100
  Requires fusion cell; -1 goal; gains Vibro property
  FLUX SWORD
  A flux sword has a heavy, bladeless handle from 
  which a plasma-filled, force-field “sword” erupts with 
  the flick of a switch. 
  Critical Miss: As with blasters (see above). 
  Tech Compulsion: Destructive
  MIST SWORD
  This psi-tech version of the flux sword allows psychics 
  to attune with the weapon to enhance their use of it.
  DRAWING YOUR WEAPON
  Whenever you enter combat without a weap-
  on already in hand, you can draw a holstered/
  sheathed weapon and attack with it as part of 
  the same primary action. Doing so places you 
  hindmost in the initiative queue. (Unless you 
  have an initiative edge, such as from the Fenc-
  ing or Marksmanship perks, in which case you 
  to ignore this limitation and act first.) 
  This rule generally applies to most weapons 
  of large (L) size or smaller. For an extra-large 
  (XL) weapon, such as a rifle, it usually requires 
  a primary action to ready it (after which it can 
  be fired in successive turns). 
  If you want to swap weapons, you can drop the 
  one you’re currently holding and draw-and-fire 
  another one as part of the same action, but if you 
  want to return your current weapon to its holster/
  sheath and then draw-and-attack with a different 
  weapon, you’re once again placed hindmost in 
  the initiative queue for that turn.
  Armor
  With a few exceptions, armors are either locally pro-
  duced by native craftsmen or mass-produced on a va-
  riety of planets and widely distributed throughout the 
  Known Worlds. Only rarely do planets or factions sport 
  unusual armor designs with restricted distribution. 
  Tech Compulsion: Protective
  R: The armor’s Body Resistance rating. 
  e-shield: The type of e-shield that this armor can 
  be worn with.
  Grade: Notes which Armor capability is required 
  for wearing this armor. 
  Features: 
  ABC: Protects against atomic, biological, and chem-
  ical exposure. 
  Hindering: The bulk of the armor hinders its wear-
  er’s ability to sidestep attacks. The cost to boost Body 
  Resistance when wearing the armor is twice the usual 
  cost: 2 VP per +1 Body Resistance. 
  “-proof”: Gains full Resistance against the attack prop-
  erties for which it is proofed (i.e. Slamproof, Blaster-
  proof, etc.). (See the Attack & Damage Properties sidebar.)
  
  235
  235
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  CIVILIAN GRADE ARMORS
  TL
  R
  e-shield
  Dex
  Vigor
  Agora
  fb
  Features
  Thick clothing 
  0
  1
  eS
  1
  Leather jerkin
  1
  2
  eA
  5
  Shockproof; Slamproof
  Polymer knit
  4
  2
  eS
  Common
  200
  Hardproof; Shockproof; Slamproof
  Synthsilk
  5
  3
  eS
  Rare
  300
  Shockproof
  — Stiffsynth
  6
  4
  eA
  -1
  Exotic
  500
  Shockproof; Slamproof 
  — Smartsynth
  7
  4
  eA
  Exotic
  600
  Hardproof; Shockproof; Slamproof
  COMBAT GRADE ARMORS
  TL
  R
  e-shield
  Dex
  Vigor
  Agora
  fb
  Features
  Battle padding
  0
  1
  eS
  3
  Shockproof; Slamproof
  Studded leather jerkin
  1
  3
  eA
  -1
  8
  Slamproof
  — Plastic-studded
  5
  3
  eA
  Common
  15
  Shockproof; Slamproof
  — Plasteel-studded
  5
  3
  eA
  Rare
  30
  Hardproof; Shockproof; Slamproof
  Galisp suit (iron-studded)
  3
  4
  eS
  Ukari
  30
  Shockproof; Slamproof; Stinks (-3 Sneak in 
  non-Ukari enviro)
  Half-plate
  1
  5
  eB
  -1
  30
  Hardproof; Slamproof
  — Plastic
  5
  5
  eB
  Common
  60
  Shockproof; Slamproof
  — Plasteel
  5
  5
  eB
  Rare
  100
  Hardproof; Shockproof; Slamproof
  — Coral cuirass
  0
  5*
  eB
  Oro’ym
  100
  Shockproof; Slamproof (*Loses 1R each time 
  hit; heals 1R per day soaked in seawater)
  WAR GRADE ARMORS
  TL
  R
  e-shield
  Dex
  Vigor
  Agora
  fb
  Features
  Ceramsteel exoframe
  6
  10
  eB
  Rare
  2000
  ABC; Hardproof; Hindering; Laserproof; 
  Shockproof; Slamproof; 24 h power
  — Adept Robes
  6
  10
  eB
  +1
  +2
  Bro Bat
  10000+
  +1 h life-support; radio; binoculars
  — (Unpowered; both versions)
  -5
  -5
  Scale mail
  1
  6
  eB
  -1
  -1
  20
  Hardproof; Hindering; Slamproof
  — Plastic
  5
  6
  eA
  -1
  Common
  50
  Shockproof; Hindering; Slamproof
  — Plasteel
  5
  6
  eA
  -1
  Rare
  80
  Hardproof; Hindering; Shockproof; Slamproof
  — Frost fire dragon scale
  0
  6
  eB
  -1
  Vuldrok
  200
  Blasterproof; Flameproof; Hindering; Laser-
  proof; Shockproof; Slamproof
  Kurgan repelsuit
  6
  **
  eS
  Kurga
  250
  ** Activation: -2 goal to hit wearer, lasts 10 
  turns
  Mail (chainmail)
  1
  7
  eA
  -1
  -2
  50
  Hardproof; Hindering; Slamproof
  — Plastic
  5
  7
  eA
  -1
  Common
  80
  Hindering; Shockproof; Slamproof
  — Plasteel
  5
  7
  eA
  -1
  Rare
  100
  Hardproof; Hindering; Shockproof; Slamproof
  Full plate
  1
  8
  eB
  -1
  -2
  80
  Hardproof; Hindering; Slamproof
  — Plastic
  5
  8
  eB
  -1
  -1
  Common
  100
  Hindering; Shockproof; Slamproof
  — Plasteel
  5
  8
  eB
  -1
  -1
  Rare
  150
  Hardproof; Hindering; Shockproof; Slamproof
  SPACE GRADE ARMORS
  TL
  R
  e-shield
  Dex
  Vigor
  Agora
  fb
  Features
  Spacesuit
  5
  2
  eB
  -2
  -1
  Common
  100
  ABC; Flameproof; Hardproof; Hindering; 
  Shockproof; Slamproof; 24 h life-support
  — Armored spacesuit
  5
  6
  eB
  -1
  -2
  Common
  400
  As spacesuit +Blasterproof; Laserproof
  — Charioteer tactical suit
  7
  3
  eA
  -1
  Chario-
  teers
  1000
  As spacesuit +Blasterproof; Laserproof
  — Marauder spacesuit
  6
  7
  eB
  -1
  -1
  Rare
  1000
  As spacesuit +Blasterproof; Laserproof
  — Antique spacesuit
  4
  1
  eB
  -3
  -2
  Rare
  50
  ABC; Shockproof; Slamproof; 12 h life-support
  
  236
  236
  HANDHELD SHIELDS
  The Handheld Shield capability is required to wield a 
  handheld shield effectively.
  A handheld shield is wielded in the offhand for de-
  fense. Such shields are incompatible with e-shields; 
  wielding one prevents an e-shield from activating. 
  R: A handheld shield provides a bonus to your 
  Body Resistance rating. This combines with armor 
  Resistance.
  Attack: You can shove your shield at an opponent 
  as a primary-action attack. Like any offhand attack, 
  your roll is unfavorable. (Unless you have the Ambi-
  dextrous perk.)
  HANDSHIELDS
  TL
  R
  Dmg
  Str
  Size
  Agora
  fb
  Features
  Body shield (steel)
  1
  +3
  5 (Slam)
  5
  XL
  Common
  15
  Slamproof; Unwieldy
  — Riot shield (plastic)
  4
  +3
  4
  L
  Common
  25
  Slamproof
  — Battle shield (plasteel)
  5
  +4
  4
  L
  Rare
  50
  Hardproof; Slamproof; Unwieldy 
  Buckler (steel)
  1
  +2
  3
  2
  M
  Common
  10
  Slamproof; +4 Resistance vs. missile attacks
  — Dueling buckler (plasteel)
  5
  +2
  1
  M
  Rare
  25
  Hardproof; Slamproof; +4 Resistance vs missile 
  attacks
  Energy Shields
  Energy shields are highly priced but rare, typically 
  found only among wealthy priests, guilders, and no-
  bles, or their more prestige enforcer squads. E-shields 
  project an invisible energy aura around the user (typ-
  ically about an inch thick) that hardens to deflect im-
  pacting attacks, blocking damage within a set dam-
  age range (usually 5-10). If the aura is struck with less 
  than minimum force (0-4 in most models), the e-shield 
  fails to activate. If struck with greater force (typically 
  11+), the e-shield blocks up to its maximum amount 
  (the rest penetrates past it).
  Since energy shields are not exactly uncommon 
  among nobles, most duelists fighting for honor or 
  revenge against an e-shield-wearing opponent rou-
  tinely exercise restraint (see Chapter 1: Rules) by 
  pulling their blows (lowering their base damage by 
  spending 2 VP per -1 dmg). They whittle down their 
  opponent with a thousand cuts. This method also 
  allows duelists to better survive combats with terms 
  of “first blood.”
  Tech Compulsion: Reckless 
  BLEEDTHROUGH 
  Some attacks can still get through an e-shield’s ac-
  tivated force field, such as a blaster’s plasma and a 
  flamegun’s raw heat. 
  Blaster: Flip a number of coins equal to the final 
  amount of damage delivered by impact, flipping them 
  after the attacker has spent any VP to boost it. For 
  each coin:
  Heads = 1 point of damage ignores the e-shield (in-
  flict this damage on the wearer)
  Tails = 1 point of damage is blocked by the e-shield
  Flamegun: Toss a number of coins equal to half 
  the final amount of damage delivered by impact, 
  rounding down; otherwise, proceed as above. 
  BURN-OUT
  Multiple activations of an e-shield within the same 
  round run the risk of burning out an e-shield. If the 
  number of activations in a single round exceeds its 
  lower impact threshold (usually 5), it must test for 
  burn-out. Roll a d20; each e-shield is rated by a 
  burn-out goal number (13 for a standard e-shield). 
  Failure means the shield deactivates for a number 
  of rounds equal to the amount of damage from the 
  most recent attack. 
  
  237
  237
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  detects a person’s “subtle” energy, a bio-spiritual field 
  that allegedly every living thing emits; sometimes, this 
  is called an “etheric” or “astral” body that surrounds 
  the physical body. Regardless of how the reading 
  is done, the e-shield seems “intelligent” enough to 
  compensate for changes in the wearer’s clothing and 
  gear — so long as that load isn’t bulkier than its field 
  can handle. Some areas of the body are more expan-
  sive than others (hips, joints, head, feet, hands) to allow 
  for more space before the field is disrupted. Hands are 
  special: The field adapts and warps around gripped 
  items without losing integrity. This mysterious techni-
  cal feat is accomplished less often at TL6 (which means 
  antique e-shields won’t allow their wearers to 
  wield large items and weapons be-
  cause they disrupt the field), but 
  this feature comes fully into play 
  at TL7+.
  Standard 
  e-shields 
  wearers 
  can’t wear backpacks and the 
  like; that extra bulk inter-
  rupts the shield over too 
  wide an area. (Most nobles 
  wouldn’t sully themselves 
  with 
  such 
  stevedore’s 
  gear anyway; that’s what 
  servants are for.) Assault 
  shields allow for backpacks 
  and belt-laden gear, so long as 
  they don’t get too bulky: standard backpacks are okay; 
  hiking backpacks are over the limit. Battle shields al-
  low for more bulk and gear, including heavy armor 
  and the kind of load a soldier might carry into battle.
  There are no strict guidelines here; there are just 
  too many items to consider. However, as a rough 
  guideline, use these amounts for an e-shield wearer’s 
  carrying allowance:
  e-shield
  Items Carried*
  Antique
  1 L
  Standard or Dueling
  1 XL
  Assault
  2 XL 
  Battle
  3 XL
  * These are in addition to compatible armor and 
  whatever’s carried in the wearer’s hands.
  INCOMPATIBILITY
  An energy shield’s force field conforms to the its us-
  er’s body but gives some additional wiggle room for 
  clothing and items. Not all e-shields are equally gen-
  erous. Armor is rated by the types of e-shields that 
  Example: Lady Dominique de Sutek wears a duel-
  ing shield. She is dishonorably attacked by a squad of 
  soldiers firing rifles — seven different attacks within the 
  same round! Luckily, her shield activates to block most 
  of the attacks, but the sixth and seventh attacks push 
  the e-shield over its limit (its lower threshold of 5). The 
  GM asks Dominique’s player to test for burnout. Her 
  goal is 13 for a dueling shield. The first roll (for the 
  sixth attack) is 7 — the shield activates. The second roll 
  is 15 — the shield burns out. Lady Dominque takes the 
  full brunt of the bullet — 7 dmg — and her e-shield will 
  not protect her for seven rounds. She curses and limps 
  behind the closest building, drawing her sword.
  Attacks from the burst and empty clip 
  burst-fire maneuvers also prompt a 
  test for burn-out (but not a three-
  round burst or spread attack).
  Broad-area impacts also re-
  quire a burn-out test. Falls that 
  would normally cause you dam-
  age will trigger a burn-out test, as will 
  broad-area impacts like grenade 
  and bomb blasts. Should the test 
  fail, the e-shield still blocks the 
  damage but ceases to work for 
  a number of rounds equal to the 
  damage amount.
  FIELD INTEGRITY
  Energy shields limit their wearer’s bulk. You simply 
  cannot wear thick clothing and a ton of items and 
  still expect the e-shield to activate. The technology 
  behind the e-shield’s invisible detection field is poor-
  ly understood in the 51st Century. Even the Second 
  Republic tech wizards who made the shields didn’t 
  fully grasp how to extend the field very well. After 
  all, the tech was originally reverse-engineered from 
  stolen vautech.
  When an e-shield is worn somewhere on the wear-
  er’s body  — on the belt (typically) or as a fashion 
  accessory — it “reads” that person’s dimensions and 
  envelops them in a field that is constantly “on.” It 
  detects any breach of its integrity. If the incoming 
  energy — kinetic or energetic — meets the field’s low-
  er threshold, it “activates” by hardening the field to 
  block the energy. If the energy is too strong, it will 
  block up to its maximum threshold, but the rest will 
  beat down the field and get through. 
  Just how it “reads” its user and envelops them is a 
  mystery. Certain Engineers, working with Eskatonic 
  occultists, have theorized that the e-shield somehow 
  
  238
  238
  Energy Shield
  TL
  Thresholds
  Hits
  Burn-Out
  Distortion
  Agora
  fb
  Features
  Antique e-shield
  6
  6-9
  8
  10
  +2 R
  Rare
  300
  Size S; compatible with eS armors; Noisy when 
  activated; incompatible with XL weapons/items
  Standard e-shield
  7
  5-10
  10
  13
  +1 R
  Common
  500
  Size S; compatible with eS armors; Noisy when 
  activated
  Dueling e-shield
  7
  5-10
  15
  13
  0
  Rare
  1000
  Size XS; compatible with eS armors; Disguised; 
  Noisy when activated; 
  Assault e-shield
  7
  5-15
  20
  15
  +1 R
  Exotic
  3000
  Size M; compatible with eA & eS armors; 
  always Noisy
  Battle e-shield
  7
  5-20
  30
  15
  +1 R
  Exotic
  5000
  Size M; compatible with eA, eB, eS armors; 
  always Noisy
  can be used while wearing that armor. If an e-shield 
  is not listed as compatible with that armor, then it 
  cannot activate when its wearer dons that type of ar-
  mor. The armor is too thick and disrupts the subtle 
  field that envelops the e-shield wearer.
  E-SHIELD CHART KEY
  Thresholds: e-shields are rated by a lower and 
  an upper threshold: the minimum amount of dam-
  age that will activate it and the maximum amount 
  of damage it will block/absorb. Any damage in ex-
  cess of the maximum threshold gets through and is 
  inflicted on the wearer.
  Hits: Lists the number of activations (one per attack) 
  an e-shield can make before its fusion cell is drained. 
  Burn-out: Lists the goal number when testing for 
  burn-out. 
  Distortion: Once activated, the e-shield’s force-
  field shimmers briefly, making its wearer harder to hit 
  with ranged attacks for the remainder of the round 
  in which it has activated. Apply the Distortion bonus 
  to the wearer’s Body Resistance against all long- and 
  extreme-range attacks.
  Noisy: Whenever an e-shield activates, it hums and 
  crackles electrically, making the wearer’s Sneak rolls 
  unfavorable for that round. Conversely, when you 
  sneak past someone wearing an activating e-shield, 
  your Sneak rolls for that round are favorable. (Assault 
  and battle shields always hum, even when they hav-
  en’t been activated by an attack.)
  SHIELD DAMPER
  It makes sense that someone would eventually fig-
  ure out the best way to disable an energy shield. The 
  most common method is a shield damper, a device 
  that sets up a field disturbance on the same vibration-
  al frequency as most energy shields. The frequency 
  is invisible to most current tech devices designed to 
  measure energy fields.
  When the damper is turned on, it prevents all energy 
  shields within its area of affect from activating. Differ-
  ent models have different areas (minimum 3 meters, 
  maximum 60 meters). However, the larger the area, 
  the more energy used. Generally, a damper will work 
  for one hour, if it covers a larger area, the duration is 
  shorter. After the time is up, the damper burns out. Ex-
  changing batteries will not make it work again; only a 
  repair session with high-tech tools will do so.
  Shield dampers are extremely rare and 
  quite illegal — no noble likes to think he 
  can be assassinated by any common thug 
  with a shield damper. Nonetheless, they 
  are sought out by nobles to use against 
  their rivals. Using a damper on a starship 
  can cause damage to the stardrives or even 
  jumpdrives — penalties for doing so usually 
  involve being tossed from an airlock.
  Cost: minimum 5000 fb. Size: Medium.
  
  239
  239
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Equipment & Services
  Equipment & Services
  Sentients are defined by their tools. The Universal 
  Church insists that sentients also risk being enthralled 
  by their tools’ convenience. 
  While countless gadgets and services are available 
  across the Known Worlds and beyond, only a limit-
  ed representation can be presented here. Most of the 
  more self-explanatory items and services only have 
  price listings, while more exotic items are granted 
  more details. Each price listing represents either an 
  individual specimen of the item, one service consulta-
  tion, or an average day’s work. 
  Costs are common guidelines; local factors could 
  alter them dramatically. In the Stigmata trenches, a 
  flea-ridden blanket could set you back hundreds of 
  firebirds, while on Criticorum, a spare power cell and 
  tool kit might be thrown in to close the deal on that 
  laser rifle bargain. In the end, the GM sets the final 
  price of things.
  Communications
  (e) = Encrypted. Intercepted communications can’t 
  be understood unless the code is first broken (an ex-
  tremely long-term task for cryptographers). 
  Intercepting transmissions: You can attempt to 
  intercept and view/listen-in on a transmission using 
  the Interface-skill hack maneuver, so long as you have 
  a matching or similar device of the same TL. 
  Sec: Lists the device’s built-in Resistance against 
  transmission interception. A device manufactured 
  at a higher TL than the listed baseline gets +1 Resis-
  tance per higher TL.
  Rng: Lists the maximum distance (usually in km) 
  that transmissions may reach given optimal condi-
  tions. (The more massive and/or dense a blocking 
  object is, the more it will interfere with transmissions).
  Tech Compulsion: Indiscreet
  Device
  TL
  fb
  RNG
  Effect
  Glimmer card (XS)
  5
  100
  100km
  Playing-card-sized tablet links invited TL4-5 
  devices into a wireless network (no coms infra-
  structure required); Sec = Tough.
  SQUAWKERS
  Walkie-talkie (S)
  4
  25
  25km
  Sec = Hard
  Field headset (XS)
  4
  35
  25km
  Sec = Hard
  Exec wristband (XXS)
  5
  50
  25km
  Sec = Tough
  Whisper pin*
  5
  100
  10km
  Personalized (voice recognition); miniature 
  collar-&-earpiece (Observe rolls to spot device 
  are unfavorable); Sec = Demanding (e).
  Imp. Starlight LRCD (XL)
  8
  300
  100AU
  Interplanetary tachyon radio. 10-second per 
  AU delay; Sec = Tough (e).
  Quantum radio (XL)
  8
  500
  Unlimited
  Instant quantum transfer (no delay or interfer-
  ence); Sec = Miraculous (e).
  ENHANCEMENT DE-
  VICES
  Encryption router (M)
  4+
  TLx20
  –
  Adds encryption. 
  Spy gear (L)
  4+
  TLx100
  –
  Makes hack rolls to intercept communications 
  favorable.
  * House Decados jealously enforces their monopoly on the patented whisper pin technology, so they’re very 
  picky about who can buy one. Many Decados fiefs run a brisk whisper pin trade, and each one is re-
  sponsible for the pins they sell. Decados often charge three times or more the standard price for outsider 
  customers. The Jakovian Agency is thought to actively employ source-code override technology to eaves-
  drop on whisper pin communications, although their own copies are notoriously difficult to intercept (+2 
  Resistance). Inferior Imperial, Merchant League, and al-Malik knock-offs are rumored to exist (RNG 3 
  km; Sec = Hard (e)).
  
  240
  240
  are gleaming, spotless paeans to Second Republic 
  durability, while others are still running on spit and 
  gum… and occasional explosions are not unknown.
  Cost: 10 fb each (average 3 fb to recharge a cell)
  Tech Compulsion: None
  Size 
  Equipment types
  XS
  Dueling e-shield, energy guns (blasters 
  or lasers), flux sword, whisper pin
  S
  Energy shields, squawker radios, porta-
  ble think machines
  M+
  Small skimmers or hoverbikes
  Energy (Fusion Cell)
  The Second Republic standardized its power needs 
  for most consumer devices into the fusion cell (TL6). 
  These rechargeable batteries come in various sizes, 
  depending on their intended use, but they can all be 
  recharged at a standard fusion power station. The 
  Merchant League has kept some of the old fusion sta-
  tions running. You can find one in nearly any agora 
  on any planet in the Known Worlds. However, prices 
  for use vary, depending largely on the demand and 
  how well-maintained the station is. Some stations 
  Entertainment
  Tech Compulsion: Hypercritical
  PASTTIME
  TL
  fb
  Effect
  Fantasy box (Artificial Reality 
  System)
  5
  1000
  Allows immersion research maneuvers and choice 
  simulations; while in use, you are unaware of your 
  actual environment
  AUDIO REPLAY SYSTEMS 
  (Recordings are typically 10% of the player system 
  cost)
  Gramophone/wax cylinder
  3
  10
  Fragile; 10-45 minute recordings
  Tape/laser disk/digital
  4
  20
  Sturdy; 45-90 minute recordings
  Photon/quantum
  5
  30
  Indestructible; recordings of unlimited duration
  Personalized symphony
  6
  50
  Instantly (AI) generated personalized music; mood-
  and-milieu reactive
  News sheet
  2
  ¼
  Read about current affairs
  SHOW TICKET
  Live 
  Troubadour
  0
  tip*
  Typical tip = ½ fb per VP spent on perform maneu-
  ver
  Band/troupe
  0
  1+TL*
  Typical tip = 1 fb per VP spent on perform maneu-
  ver
  Orchestra/theatre
  1
  5+[TLx2]*
  Pre-recorded
  Magic lantern show
  3+
  TL
  Artificial reality show
  5
  10
  VIDEO REPLAY SYSTEMS
  (Recordings are typically 10% of the player system 
  cost)
  Moving picture projector
  3
  20
  Fragile; 10-45 minute recordings
  Television apparatus
  4
  40
  Sturdy; 45-90 minute recordings
  Magic lantern (holographic 
  projector)
  5
  60
  Indestructible; recordings of unlimited duration
  Wrist projector 
  TL4+
  TL x20
  Allows viewings of up to 1 TL lower at a fraction 
  the size/system requirement
  Viewscroll or Videobook
  6
  500
  Super-thin video scroll (contains a public library’s 
  worth of info)
  
  241
  241
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  PASTTIME
  TL
  fb
  Effect
  VICES
  Tobacco (weekly)
  0
  1-5
  Pipe
  1
  2-10
  Novelty item
  1
  TL x½
  Make-up kit
  1
  TL x5
  GAMING
  Pack of cards
  2
  1-5
  Dice
  0
  ¼-2
  Boardgame
  1
  2-20
  MUSICAL INSTRUMENTS
  General types
  Drum
  0
  1+TL x5
  (Full drum-kit = fb x5)
  Wind
  0
  1+TL
  String
  1
  TL x10
  Keys
  2
  TL x20
  Electric
  4
  x2 or x½
  Allows acoustic (simulated) & non-acoustic sounds, 
  and audio effects
  Specific items
  Percussion suit
  5
  100
  Smart-cloth jumpsuit with built-in drum-kit touch 
  pads
  Magic flute
  5
  100
  Projects holographic colors and shapes (simulated 
  synesthesia)
  Phantom instrument
  6
  x100
  Holographical display of a fully playable instru-
  ment
  Music collar
  6
  50
  Translates voice into instrumental sound (substitute 
  Perform-skill Sing for Play)
  Uvular auto-tune
  6
  50
  Allows favorable Perform (Sing) rolls and a wide 
  variety of audio effects
  * Noble/VIP ticket: x2 cost for additional services.
  Fashion
  Tech Compulsion: Pretentious
  Clothes
  TL
  fb
  Effect
  Sturdy workwear (lasts one 
  year)
  0
  10
  — Winter-wear
  0
  x2
  Heeled boots (pair)
  1
  3
  Casual outfit
  1
  2
  Evening clothes/Formal wear
  2
  5
  — Clerical fashion
  1
  x2
  — Guilder fashion
  3
  x3
  — Noble fashion
  3
  x3 + noble 
  rank level
  
  242
  242
  Clothes
  TL
  fb
  Effect
  Smartcloth
  7
  x50
  Dirtproof, self-repairing, fit adjusting, change color 
  as secondary action
  — Fireproof
  7
  +75
  Flameproof (+ ignore secondary fire dmg)
  — Impenetrable
  7
  +50 per 
  +1 R
  Gain +1 Body Resistance per 50 fb (max +3); 
  Hardproof
  Accessories
  TL
  fb
  Effect
  Finger ring (silver)
  1
  10
  Necklace (silver)
  1
  20
  Wristband/arm ring (silver)
  1
  16
  Brass
  1
  /2
  Gold
  1
  x2
  Glass bead
  1
  +3-5
  Semiprecious stone
  1
  +5-10
  Gemstone
  1
  +10-100
  Skilled craftwork
  1
  x2
  Excellent craftwork
  1
  x3-x5
  Masterpiece
  1
  x6-x10+
  Mass-produced (in a workshop)
  1
  /2
  Mass-produced (in a factory)
  3
  /5
  Illumination
  Tech Compulsion: Inerrant
  Device
  TL
  fb
  Effect
  Candle (XXS)
  1
  ¼  
  3-12 hours
  Torch (M)
  1
  1
  20-60 minutes
  Lantern (M)
  1
  2
  50-100 hours (oil 2 fb; flame damage 2 + 2 sustained)
  Everlight (M)
  8
  200
  Centuries; always on
  Fusion torch (S)
  5
  25
  10 hours; sturdy
  Living Expenses
  Even in the 51st century, staying alive is a constant 
  struggle for most people. Blessed are they who keep 
  their own (profitable) land… or whose patrons supply 
  their food and lodging!
  Rent/person
  Day 
  Week
  Dormitory bunk
  ¼
  1
  Private sleeping capsule
  ¼ 
  1 ½ 
  Private room (single)*
  3
  20
  — Double*
  2
  10
  — Group (4-6)*
  1
  5 
  --Elite suite*/apartment (all amenities)
  10**
  50**
  Stables/barn (person)
  ¼ 
  ½
  Stabling (mount; incl. meals & grooming)
  1
  6
  Vehicle parking (incl. basic security)
  2
  10
  * Includes breakfast and one bath a week
  ** Entire unit (not per person)
  
  243
  243
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Food and Drink
  TL
  fb
  Daily requirements (working serf)
  0
  ¼ 
  — Comfortable living (most elites)
  1
  3
  — Noble requirements (minimum!)
  2
  5
  Tavern dinner
  1
  1
  Beer (glass)
  1
  ¼-1
  Wine (glass)
  1
  ½-20
  — Bottle
  2
  x5
  Medicals
  MedPacks: MedPack is a catch-all term for any 
  pre-prepared, sterilized, and comprehensively stocked 
  medical emergency pack. They are particularly com-
  mon among soldiers, expeditioners, and medical person-
  nel. They’re essential for anyone who wants to efficiently 
  treat wounds with Remedy; without such supplies, rolls 
  are unfavorable. Several types of MedPacks exist, includ-
  ing anything from one-man pocket bags to crew-supply 
  cases, each with their own additional effects (see below). 
  Surgery kits: Contains everything required to per-
  form complicated medical procedures. A surgery kit 
  is required to efficiently operate with Remedy; without 
  such supplies, rolls are unfavorable. 
  Tech Compulsion: Solicitous
  Med Tech
  TL
  fb
  Effect
  Autoleech (XXS) 
  5
  10
  Once/day: neutralize drug/poison and remove 1 
  drug/poison-induced state, but patient suffers 1 Vi-
  tality wound. (Organic leeches do the same once/3 
  days and cost ¾ fb.)
  Doctor’s bag (L) 
  2*
  10
  Remedy: +1 goal (20 uses)
  Elixir (XXS) 
  7
  10
  Based on potency; see Healing in Chapter 3: 
  Traits. Does not count toward techgnostic over-
  load.
  Elixir autoinjector (XS) 
  6
  25
  Programmed to automatically inject 1 dose when-
  ever wearer suffers a Vitality wound greater than 
  their Revival rating. (+10 fb to autoinject whenever 
  Vitality loss exceeds Size.)
  Lancet (XS) 
  2
  3
  Keen surgical knife: +1 goal to Remedy operate (1 
  use); combat knife: 2 dmg + Hard
  MedPacks 
  — Personal (XS) 
  4*
  5
  Favorable Remedy treat wounds & recover +1 Vitali-
  ty if successful (1 use)
  — Medic (M) 
  4*
  20
  Favorable Remedy treat wounds & recover +1 Vitali-
  ty if successful (10 uses)
  – Expedition (XL) 
  4*
  100
  Favorable Remedy treat wounds & recover +1 
  Vitality if successful (30 uses); halve potency of all 
  venoms and most poisons; purifies water & cures 
  allergy, indigestion, diarrhea 
  – NanoTech (L) 
  7
  1000
  Grants 1 instant Respite + 1 Vitality per 1 VP 
  spent (20 uses)
  Surgery kit (L)
  4*
  200
  Required to perform Remedy operate maneuver
  Poison snooper (S)
  5
  100
  Detects poisons listed in its data archive
  * Lower-tech versions: -2 goal per TL lower. Higher-tech versions: +1 goal per TL higher (max +3). Prices 
  fall by 1/10th for every TL decrease and double with every TL increase.
  
  244
  244
  Medical Care
  TL
  fb/day
  Effect
  Rest (home care)
  0
  Food
  Allows Respite
  — Bush care
  0
  Food+tip
  Allows Respite & unfavorable Remedy rehabilitate
  — Primitive hospitalization
  1-3
  TLx3
  Favorable Respite; unfavorable Remedy operate; 
  free MedPack included
  — Advanced hospitalization
  4
  TLx5
  Favorable Respite & Remedy rehabilitate; free Med-
  Pack included
  — High-tech hospitalization
  5+
  TLx10
  Favorable Respite, & Remedy rehabilitate & operate; 
  free MedPack included (free Elixir instead at TL7)
  DRUGS AND POISONS
  Dosing: The effects of a substance are listed in the 
  chart below, based on a single dose. 
  When you are dosed with a substance, it imposes 
  a state on you. You can attempt to shake it off using 
  (Focus or Vigor) + Endurance vs. the substance’s po-
  tency as Resistance. 
  If the substance’s potency is more than twice 
  your Endurance, you’ve been given an overdose 
  and suffer the listed OD effects.
  A critical hit on a shake it off roll means you 
  develop a permanent tolerance for that drug: 
  you require twice the potency to suffer its ba-
  sic effects and don’t suffer OD effects.
  Duration: Lists how long a single dose 
  (and its effects) lasts. If successive doses are 
  administered while the previous dose is still 
  in effect, add the new potency to the previ-
  ous one to check for overdose (see above).
  fb: Lists cost per dose. Costs given 
  in (parenthesis) are estimates for sub-
  stances rarely sold.
  OD: Describes the ill effects suffered 
  when you overdose. If an OD reduces a 
  characteristic below 1 rank, organ failure 
  or system shock occurs (the Dying state). 
  The treat wounds maneuver can restore the 
  characteristic as if it were Vitality.
  Potency (POT): A substance’s strength is 
  described in terms of its standard potency. 
  Drugs and poisons (but not venoms) can be 
  prepared at higher potencies (double the fb cost 
  per additional rating).
  If a substance’s potency exceeds your Endur-
  ance, your shake it off rolls against it are unfavorable. 
  Drugs whose potency rating is listed with an 
  “(A)” are extremely addictive. Each time you in-
  dulge in such a substance, roll (Focus or Vigor) + a 
  Substance
  fb
  Potency
  Duration
  OD
  Effect
  DRUGS
  Beast tranquilizer
  3
  4
  10 min
  End -1, Wits -1
  Unconscious
  Cocaine
  6
  5
  10 min
  Pre -1, Wits -1
  Heedless, Stimulated
  Obun (“Vol-Qhaatai”) spice
  50
  2
  10 min
  Will -2
  Enlightened
  Opium 
  5
  3 (A)
  20 min
  Per -1, Str -1
  Dazed, Euphoric;  
  withdrawal: Fatigued
  — Morphine 
  8
  4 (a)
  30 min
  Per -1, Str -1
  Dazed, Desensitized;  
  withdrawal: Dazed
  — Heroin
  10
  6 (A)
  15 min
  Per -2, Str -2
  Euphoric, Stunned;  
  withdrawal: Tormented
  Selchakah (“Decados 
  Dope”)
  10
  5 (A)
  20 min
  Will -2, Wits -2
  Epiphany, Euphoric;  
  withdrawal: Angered
  VENOM
  Vorox claw juice
  (20)
  3
  5 min
  Dex -1, Str -1
  Confused, Dazed
  Rattlesnake bite
  (5)
  7
  1 hour
  End -2, Per -1
  Dazed, Tormented 
  POISONS
  Grixi (Ukari blade poison)
  50
  8
  1 hour
  End -1, Str -1
  Mangled
  Plox (Ukari blade poison)
  25
  5
  2 min
  Paralyzed
  Fatigued
  
  245
  245
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Restraints
  Tech Compulsion: Cruel (affects the owner/user, not the person being restrained)
  Device
  TL
  fb
  Effect
  Handcuffs
  1+
  TLx5
  Vitality = TLx2 (Slamproof at TL2, Hardproof 
  at TL3, Flameproof at TL4, Shockproof at TL 5, 
  Laserproof at TL6, Plasmaproof at TL7); Sec = TL
  Muster Chains
  6
  300
  Vitality 13 (-proof vs. all properties); Sec = Hercu-
  lean (e); remote pain-inflictor (instills Tormented 
  state for 1 turn per press of button)
  Nano-futon constraint
  7
  600
  A successful Fight + Dexterity action is required to 
  wrap the victim in the futon; break free with unfa-
  vorable Str + Vigor vs. Tough Resistance; Vitality 8 
  (-proof vs. all properties)
  Security
  Gen = Gene-coded lock. Impossible to pick with 
  matching TL tools; higher TL tools allow unfavorable 
  Intrusion rolls.
  Sec = Security. This is the device’s built-in Re-
  sistance against Intrusion-skill attempts to open it. 
  Electronic locks might require the Interface hack 
  maneuver. A device manufactured at a higher TL 
  than the listed baseline gets +1 Resistance per 
  higher TL.
  Tech Compulsion: Industrious
  Vitality: This is the amount of damage the device 
  can endure before breaking open. 
  Device
  TL
  fb
  Effect
  Gen-lock (door)
  6+
  TLx200
  Full-body bio-scan; Sec = Severe (gen)
  Ceramsteel magna-lock
  5+
  TLx10
  Vitality 12 (proofed vs all properties); Sec = Severe 
  (requires hack maneuver to unlock)
  Scrambler pad
  5+
  TLx20
  Use Interface or Intrusion to open matching-TL or 
  lower-TL locks.
  Thieves’ keys
  1-4
  TLx10
  Use Intrusion to open matching-TL or lower-TL locks.
  VSM perimeter guard
  6
  200 each
  8 cm diameter remotely controlled (or area patrol) 
  spy orb; requires an Interface hack maneuver to 
  operate; Sec = Tough; innocuous (Herculean vs. in-
  stinctual perception); capable of facial recognition, 
  IR & low-light vision, alarm, or silent warning
  Wellesley lock (Scravers)
  4
  2
  Enhanced padlock; Vitality 8 (Flameproof, Hard-
  proof, Slamproof); Sec = Demanding (e); Scraver 
  tech (favorable for Scravers to pick)
  fortitude characteristic of your choice (Endurance, 
  Faith, or Will) vs. a Resistance equal to the sub-
  stance’s potency. Failure means you become ad-
  dicted to that substance. Henceforth, if you do not 
  get a dose of it at least once per week, you suffer 
  its listed withdrawal state until you can get a fresh 
  dose. (A therapist using the Remedy rehabilitate ma-
  neuver can help you to break this addiction after a 
  week’s worth of rehab.)
  Drugs whose potency rating is listed with an “(a)” 
  are less addictive, but still dangerous; halve the poten-
  cy (rounded down) when testing for addiction. 
  Vector: All substance effects assume administra-
  tion through the most efficient vector (typically injec-
  tion into the bloodstream). For less effective vectors 
  (such as oral consumption), reduce potency by 1 and 
  ignore the first OD.
  
  246
  246
  a courtroom drama. Feel free to flesh out the NPCs 
  hired by PCs. Don’t let them just be an entry in the 
  ledger book. (Specialists tend to have goal numbers of 
  13+ for their specialties.)
  Services for Hire
  You can hire people for all sorts of things. You can 
  even hire out your own services. Below are some jobs 
  and the costs associated with them. 
  GMs: Any situation is an opportunity for dra-
  ma, whether it’s an argument at the barber shop or 
  Job
  fb
  Effect
  Advocate (per week)
  15-20
  Each additional lawyer grants you one favorable roll during 
  court proceedings
  Day-labor — unskilled 
  ¼-1
  Day-labor — specialist 
  1-10
  Courier (per day)
  ¼-5
  Travel costs (see Transports, below) and living expenses (see above) 
  must be covered separately
  Hairstylist/barber (session)
  ¼-5+
  You gain +1 goal for persuasion influence for the scene following 
  your styling.
  Prostitute — streetwalker
  ½-3
  Quick hookup
  Prostitute — evening escort
  5x 
  rank 
  Acceptable companion at society functions
  Slave* — unskilled
  30
  Slave* — specialist
  100
  Modifiers
  Guild contract
  x2
  Required for hiring guild restricted skill specialists.
  Noble customer 
  x2
  Nobles are generally charged extra for service with flair and 
  style.
  * While slavery is technically illegal under Imperial and Church law, it remains a systemic problem in the 
  Known Worlds. The Muster guild operates a particularly lucrative trade in indentured services contracts, 
  generational debt bonds, and prisoners (who are classified as property until their crimes are payed off). 
  Slavery remains common in backwater areas. Within al-Malik and Decados realms, slaves are a staple of 
  most elite (as well as many commoner) households.
  Tools
  Tech Compulsion: Industrious
  Gear
  TL
  fb
  Effect
  Standardized tool kit (L)
  1-8
  TLx10
  TL specific. (Without proper tools, Tech Redemp-
  tion rolls are unfavorable)
  — Well-stocked workshop
  –
  x200
  Relevant Tech Redemption rolls are favorable.
  Spade (L)
  1-3
  TLx2
  Sewing kit (XS)
  3
  1
  
  247
  247
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  well beyond commoners’ reach. In any case, the vast 
  majority of serfs are too invested in Church dog-
  ma to even consider trafficking with the accursed 
  “self-thinking machines.” After all, aren’t they just 
  like unreflective demons?
  Using/Coding
  Most think machines are designed with a user inter-
  face, allowing almost anyone to use them without 
  needing the Interface skill. Some, however, are de-
  signed to require some understanding of their work-
  ings to be able to get them to perform their functions. 
  Low-TL think machines tend to be clunky and 
  counterintuitive to use while featuring less evolved 
  security measures. High-TL versions, however, are 
  more user-friendly, harder to hack, and more com-
  plicated to code. 
  Below are the Resistances for using and coding 
  think machines based on their tech levels. Coding has 
  an additional complication: languages. (See Computer 
  Tongues directly below.)
  TL
  User-friendliness
  Coding Complexity 
  4
  Demanding
  Easy
  5
  Demanding
  Hard
  6
  Hard
  Demanding
  7
  Hard
  Tough
  8
  Easy
  Severe
  Computer Tongues
  Think machines possess language. Part communica-
  tion with compatible “minds” and part computing 
  DNA, these languages grant power over thinking 
  machines similar to how psychics and symbiots con-
  trol their victims. The superstitious conceive of these 
  coding languages as words of power controlling the 
  machine minds inscribed with their sigils. 
  Throughout history, a variety of computer 
  “tongues” have been used, many of which are still rel-
  evant in the 51st century. 
  You don’t usually need to know a think machine 
  tongue to use a think machine, but you do when you 
  are coding for it. This language acts as a lore capa-
  bility: without it, your rolls to code are unfavorable. 
  Unlike a capability, you gain knowledge of one think 
  machine coding language for every Interface rank 
  you have. You can also elect to devote a capability to 
  a think machine language. 
  Think Machines
  Think Machines
  Think machines (computers) were once so common 
  that even children regularly used them. This is no lon-
  ger the case. The Universal Church strictly controls 
  computers within its sphere of influence, restricting 
  think machines to specialist priests and sanctioned 
  staff, but the Church struggles to enforce its ban in 
  noble and League territories (especially among the 
  “tech-martyrs”). Beyond Church territories, govern-
  ments often hide their computer and networking ca-
  pabilities, restricting access to their own agents.
  Freemen and the elite can typically employ simple 
  computer systems at a TL up to that of the environ-
  ment they were raised in — a rural upbringing proba-
  bly means fewer computer skills than a cosmopolitan 
  schooling. Interaction beyond basic consumer use 
  requires the restricted Interface skill and the Think 
  Machines capability.
  Serfs, on the other hand, are routinely denied access 
  to and education on think machines. Consequently, 
  they struggle with anything but the most user-friendly 
  computers and automated systems. To make matters 
  worse, many facets of most serfs’ lives are aided in some 
  way (or even controlled) by think machines. Industri-
  alized serfs in particular slave ignorantly under think 
  machine rule, believing their work schedules and pro-
  ductivity analysis come down from some unseen boss; 
  only when the Universal Church comes a-knocking do 
  flesh-and-blood foremen materialize. 
  As with weapons and civil liberties, elite factions 
  strive to restrict commoner access to information, 
  going so far as to artificially inflate prices at their 
  own expense, placing think machines and networks 
  
  248
  248
  Language
  TL
  Faction
  Use
  Antiquanautae
  4-5
  Scravers
  The archaic language of simple First Republic machines was 
  based on basic 21st-century computing traditions; virtually only 
  Scraver specialists can read such a quaint computing tongue 
  anymore.
  Suprema
  5
  Universal
  Suprema was the original Diaspora computing language, replacing 
  Antiquanautae. Very accommodating and agile, Suprema gives 
  users +2 goal for all Interface rolls with Suprema-based computers.
  Constantinople 
  5
  Reeves
  This is the computer language of records and lists, created by 
  the Reeves to maximize their bureaucratic powers. Experts 
  debate whether Constantinople is deliberately confusing or just 
  shockingly poorly constructed. Any work done on Constanti-
  nople coded think machines takes twice as long as usual (and 
  Reeves bill by the hour). All rolls made when using or coding 
  Constantinople computers are unfavorable unless you possess 
  the Reeves Lore capability (and thus understand some of their 
  bureaucratic methods).  
  Ië
  5
  Ur-obun
  The obun computing language is confusing and poorly un-
  derstood by non-obun. Ië uses complex symbolism and in-
  stinct-based reasoning that resembles a ceremonial tongue 
  rather than programming codes. It bears a striking resemblance 
  to obun religious texts and temple sermons. Any Wits-based 
  work becomes Intuition-based instead, and all rolls made for 
  using/coding Ië computers are unfavorable unless you possess 
  the Obun Lore capability.
  Lex V.V
  5
  Church
  A corrupted and sanctified form of Suprema, Lex V.V is a cum-
  bersome and confusing language that translates Suprema into 
  Church Latin. It’s run through theological symbol-encryptions 
  and obfuscated by initiatory keys. As the only computing lan-
  guage sanctioned by the Universal Church, Lex V.V is specially 
  designed to confuse the logic-matrices of artificial and unreflec-
  tive intelligences. All rolls made using/coding Lex V.V comput-
  ers require the Read Latin capability, and they’re unfavorable 
  unless you also possess the Church Lore capability. Golems, AIs, 
  demons, and other unreflective intelligences suffer the Penalized 
  state while working with Lex V.V computers. Users familiar with 
  Suprema gain +1 goal on Interface rolls.
  Link
  5-8
  Golems
  Golems and true-AIs all run on this very sophisticated comput-
  ing language. Said to combine neurology, psychology, and DNA 
  sequencing with hard programming and high-level logics, Link 
  is incomprehensible to most. All rolls made using/coding Link 
  systems are unfavorable unless you possess the Artificial Intelli-
  gence Lore capability. Technical interactions with golems using 
  Turing, Suprema, Lex V.V, or Ië rather than Link are possible, 
  but the Resistance is doubled.
  Turing
  6
  Engineers
  Based on Suprema, Turing is a hyper-sophisticated coding 
  tongue jealously guarded by the Engineers. It contains numer-
  ous built-in traps and pitfalls to guard against unauthorized use. 
  All rolls made using/coding Turing computers are unfavorable 
  unless you possess the Engineers Lore capability. A critical miss 
  shuts you permanently out of the system unless you possess 
  Engineers Lore and knowledge of Turing. Users familiar with 
  Suprema gain +1 goal on Interface rolls.
  
  249
  249
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Computer Networks
  While most 51st century think machines are far su-
  perior to 21st century computers, communications 
  infrastructure is abysmal. Moreover, knowledge is 
  power, and information is empowering. Thus, plane-
  tary governments strive to restrict access to network 
  resources. Listed below are the ideal systems that 
  some localities might see at different tech levels. 
  The harsh reality is that these systems routinely 
  go down, either due to technical error or out-
  right sabotage (from rivals, criminal syndicates, 
  rebel insurgents, would-be inquisitors, etc.) and 
  might take days or weeks to get back up and 
  running.
  TL
  Network
  4
  Extremely limited intranets and restricted city networks may exist, available to specially approved 
  government users only. They are weak, unstable, and badly in need of maintenance.
  5
  City-wide networks are common and fairly stable but restricted to government users and specially 
  approved League technicians. 
  6
  League-run city-nets are commonplace, but heavily surveilled by government agents (a service often 
  leased to the guilds). Limited access is available for 10fb/month. Government controlled satellites al-
  low limited planet-wide networks, but these are restricted to the government and League technicians. 
  (Any guilder can buy deep access, although their user-ID is closely monitored… by other guilders.)
  7
  Planetary, satellite-supported networks are universally available for 5fb/month. For an additional 
  10fb/month, access can be extended to nearby celestial objects (expect a 10- to 30-minute delay per 
  AU). Net use is closely monitored by guild specialists.
  8
  A world-wide network is readily available and often free. However, governments surveil everything, 
  routinely selling user data to guilds for targeted advertisement and infomercials. Government and 
  military nets are extremely powerful and hardy, although they’re usually overseen by guilders. Ul-
  tra-secret, psi-mind, and computer-share networks are possible, although no government would ever 
  (admit to) be dabbling in such deviltry.
  THE IMPERIAL LATTICE
  While few are aware of it, let alone realize its sig-
  nificance, there is a new dawn of communications 
  infrastructure in the Phoenix Empire: the Impe-
  rial Lattice. The Imperial worlds are slowly but 
  steadily (and very quietly) being upgraded with 
  state-of-the-art (for their worlds) telecom net-
  works, available exclusively to Imperial agents and 
  officials. 
  Imperial agents are refurbishing old systems, 
  laying down new cables, deploying satellites in 
  high orbits, and launching interplanetary sig-
  nal-bouncing buoys into deep space. They’re 
  also setting up new listening posts, spy-networks, 
  and routers, promising to make the Imperial ad-
  ministration, the Imperial Eye, and the Questing 
  Knights among the most well-informed groups 
  in the Phoenix Empire — if they can get it all to 
  work. The project has suffered innumerable set-
  backs and even outright sabotage from unknown 
  agents. And all this occurred before the Church 
  has even caught wind of it…. 
  The Lattice is one of the major bones of conten-
  tion between the Imperial worlds and the League 
  guilds, who see their influence waning as the 
  Phoenix rises. (See The League on Imperial Worlds 
  in Chapter 2: Society in the Universe Book.)
  
  250
  250
  Devices
  Think machines take various forms, classified by func-
  tions. All function types are available at multiple TLs. 
  Higher-TL versions are stronger and more demanding.
  Tech Compulsion: Inerrant
  Device
  TL
  fb
  Functions
  Accountant
  4+
  TLx100+200
  Rolls for math are favorable.
  Data Storage
  4+
  TLxTL
  Stores vast amounts of data (TL in terabytes or more); 
  compatible with most same-TL devices.
  Facial Scanner
  5+
  TLx100+200
  Stores vast number of faces (+irises, DNA, scents, and 
  thought-patterns at higher TLs); recognizes all un-disguised 
  faces. Reduce Resistance to pierce a disguise by TL-3
  Library 
  4+
  TLx200+600
  Searchable database of vast content (TLx1000 books); 
  allows Academia research of TL-relevant subjects; halves 
  research time.
  Advisor
  5+
  TLx300+600
  Grants a number of Lore capabilities equal to TL, as well 
  as favorable rolls for Lores the user already possesses.
  Life Coach
  4+
  TLx200+100
  Favorable goal rolls for 1 coach-prepared (non-combat) 
  task. Planning time: 3 hours at TL4; 1 hour at TL5; ½ 
  hour at TL6; 10min at TL7; 1 round at TL8. 
  Mapper
  5+
  TLx100+200
  Records habitation, positioning, geology, and environ-
  ments to create ever-expanding maps; typically comes with 
  a number of pre-programmed world maps equal to TL 
  (often centuries outdated). Also grants favorable Survival 
  and orientation/navigation rolls (or just +2 goal if the data 
  is outdated); add +2 goal if the user has access to current 
  and functional government satellite networks (usually 
  restricted).
  Adjunct
  4+
  TLx50
  This basic handheld computer device allows text-work, 
  calculation, networking, music-&-art projects, audio/video, 
  system diagnostics, coding, troubleshooting simulations, 
  security, and more. Actions take twice as long but are 
  favorable. (Both cable and wireless interfaces are available 
  for same-TL devices/systems.)
  Secretary
  5+
  TLx200+100
  Records/registers user experiences (video, audio, sched-
  ules, notes, & statistics); you get favorable rolls for relevant 
  Academia actions.
  Targeting Systems
  5+
  TLx100+200
  Guides firearms and heavy weapons attachments (vehicle 
  sized/stationary at TL4; L attachment at TL5; S at TL6; 
  XS at TL7; XXS at TL8). You get +2 goal on your first 
  turn aiming (still max+3); ignore environmental conditions.
  
  251
  251
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Transports
  Transports
  Transportation is the key to commerce, exploration, 
  and civilization itself. For some, transports are a 
  means to an end. For others, their transport defines 
  who they are… or aspire to be. 
  The Known Worlds have thousands of modes 
  of transportation, catalogued below in a few sim-
  ple categories: mounts (ridden beasts), beastcraft 
  (beast-pulled transports), landcraft (motor vehicles 
  driving on or hovering over ground), watercraft 
  (water-going transports), and skycraft (aircraft and 
  near-orbital transports). Space travel and space-
  craft are covered in the Starships section at the end 
  of this chapter.
  Speed Class
  Transports are classified by a spectrum of speeds 
  from sluggish to supersonic. When one transport 
  pursues another (as per the Pursuits rules in Chap-
  ter 6: Traits), compare the transport’s speed classes. 
  For each level by which one vehicle is swifter than 
  the other, it gains one additional range increase per 
  victory on a chase or escape roll. (When vehicles are 
  evenly matched in speed class, victory awards one 
  range increase.) Slow and steady might win the day, 
  but probably not the chase. 
  Sluggish: You’re as “fast” as a brute cart or a 
  walking human.
  Slow: You proceed as quickly as a sprinting human 
  or a horse cart.
  Steady: Your transport is swift as a galloping 
  horse… or a vehicle that’s not built for speed.
  Fast: This is the speed of most ordinary transports, 
  like cars and motorcycles.
  Racing: This category includes very fast vehicles 
  like racing boats and helicopters.
  Jet: You move with the alacrity of a swift aircraft.
  Supersonic: You can achieve the velocity of very 
  fast aircraft, rockets, and (most) TL4+ slug gun bullets.
  Collisions
  A collision may occur when a vehicle driver rolls 
  a critical miss on a driving roll. The vehicle and 
  its passengers suffer damage (with the Hard attack 
  property) — as does whatever or whoever the ve-
  hicle collided with. The damage depends on the 
  vehicle’s speed. In the case of pursuits, use the fol-
  lowing chart. (Otherwise, assume 1 damage per 10 
  kph: colliding with a stationary building at 100 kph 
  inflicts 10 dmg.)
  Speed Class
  Damage
  Sluggish
  1
  Slow
  3
  Steady
  5
  Fast
  8
  Racing
  12
  Jet
  18
  Supersonic
  30
  The above chart represents a full-on collision 
  with stationary objects (like a car driving into a 
  house). For head-to-head vehicle collisions, add 
  both colliders’ damages together and apply the to-
  tal to both sides. For rear-end collisions, subtract 
  the lowest damage from the highest and apply the 
  total to both sides.
  When a vehicle hits a pedestrian, the vehicle will 
  probably only suffer cosmetic damage, while the pe-
  destrian will suffer the full amount (with the Slam 
  property). Armor can subtract its Body Resistance 
  rating from this damage (half its rating if it’s not 
  Slamproof). 
  Renting Transportation
  Fb costs represent the average purchase price for 
  transports in good shape. Renting transports typically 
  cost 1% of their listed price + food/fuel per day. Secu-
  rity deposits are common (10% of listed price). Thus, 
  a rented horse costs 2 fb + 6 fb per day in food with a 
  20 fb deposit. A Juandaastas Slider can be rented for 
  150 fb + fuel, with a 1500 fb deposit. 
  TYPICAL TRAVEL FARES
  Prices show one-way trips per person; food and 
  lodging are included where applicable.
  For cheap travel with no food or lodging provided, 
  divide the cost in half. For luxury travel, triple the 
  cost.
  
  252
  252
  Transport
  Intown
  Regional
  Continental
  Intercont.
  Orbital
  Interplanet
  Gate Jump
  Beastcraft
  ¼ fb
  1
  5
  n/a
  n/a
  n/a
  n/a
  Watercraft
  ½ fb
  2
  5
  10
  n/a
  n/a
  n/a
  Landcraft
  1
  3
  8
  15
  n/a
  n/a
  n/a
  Railroad
  1
  2
  5
  10
  n/a
  n/a
  n/a
  Aircraft
  3
  5
  10
  20
  n/a
  n/a
  n/a
  Moonbus/
  shuttle
  n/a
  n/a
  n/a
  n/a
  5-10 fb
  10+AUs
  n/a
  Starship
  n/a
  n/a
  n/a
  n/a
  (included)
  5+AUs
  100
  Vehicles
  Vehicles
  Kph = kilometers per hour, listing how much 
  ground the vehicle can cover in an hour of travel.
  Vitality: Measures the amount of damage the 
  transport can take before it becomes inoperable. In 
  the case of beastcrafts, the vehicle’s Vitality is listed. 
  (See Mounts below for the draft animal’s traits.)
  Except for mounts, a successful Tech Redemption ju-
  ry-rig maneuver can restore 1 Vitality per 1 VP spent, al-
  though this repair is only temporary, just enough to keep 
  the thing moving. This assumes proper tools (if not, the 
  roll is unfavorable) and repair materials. (Most vehicles 
  come with a basic repair kit in a trunk or compartment.) 
  
  253
  253
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Vuann: This horse-sized, flightless bird is native 
  to Velisamil, although it’s found in obun and ukari 
  communities throughout the Known Worlds. Obun 
  breed vuann for a variety of uses; the listed beast 
  is a muo or “battle steed.” Their wing-assisted leap-
  ing runs make vuann among the fastest sprinting 
  mounts.
  Urthish Beasts: While humankind settled hun-
  dreds of worlds during the Diaspora, encountering 
  innumerable alien animals, they usually relied on 
  imported Urth animals for livestock, pets, and beasts 
  of burden rather than trying to tame unfamiliar na-
  tive critters. As a result, Urth beasts (as well as pests) 
  spread to every world where humans settled (often 
  to devastating effect for the local ecosystem). To-
  day, they’re an integrated part of the fauna of all the 
  Known Worlds.
  Brutes: These docile herbivores native to Byzan-
  tium Secundus have become a favored draft beast on 
  most worlds. Easily startled, brutes spray a foul, skunk-
  like secretion behind them as they flee. (Domesticated 
  brutes are often bred to be less jumpy and have their 
  stink glands removed.) While rarely ridden, brutes can 
  haul a ton of cargo and are relatively cheap to keep.
  Pheriza: The riding lizard of Kish, pheriza have 
  spread to desert communities on Pyre and al-Malik 
  worlds. Averaging at about 2.4 meters long, they have 
  sucker-like pods on their toes. Pheriza travel unhin-
  dered across sand and steep terrain, and they have 
  a legendary tolerance for heat. They also preserve 
  their body water almost as efficiently as camels. Pher-
  iza spit caustic acid when threatened (and sometimes 
  when annoyed). Domesticated pheriza usually have 
  their caustic sacs removed.
  Mounts
  Beast
  Speed*
  Carry**
  Vitality
  Size
  fb (food)
  Attacks/Special
  Brute
  Sluggish (4/6 kph)
  400 kg
  19
  8
  20 (5)
  Skunk Spray***; 2 Body 
  Resistance
  Camel
  Steady (15/55 kph)
  200 kg
  22
  7
  500 (4)
  Bite: 8 goal, 1 dmg; Ram: 6 
  goal, 3 dmg
  Donkey
  Slow (8/40 kph
  75 kg
  18
  6
  25 (½)
  Bite: 10 goal, 1 dmg; Kick: 
  8 goal, 3 dmg
  Pheriza 
  lizard
  Steady (15/55 kph)
  150 kg
  25
  7
  800 (10)
  Acid spit: 14 goal, 5/10 rng, 
  2 dmg + 2 sustained
  Riding horse
  Steady (10/50 kph)
  100 kg
  20
  7
  200 (6)
  Bite: 9 goal, 1 dmg; Kick: 7 
  goal, 5 dmg
  War horse
  Steady (8/40 kph)
  150 kg
  21
  7
  1000 (10)
  Bite: 12 goal, 1 dmg; Kick: 
  10 goal, 6 dmg
  Vuann steed
  Steady (10/65 kph)
  20 kg
  16
  7
  20 (2)
  Bite: 9 goal, 1 dmg; Kick: 9 
  goal, 4 dmg
  * Speed in kph is walk/run.
  ** In addition to a rider.
  *** Anyone without breathing protection who is caught in the 1-meter radius cloud at the brute’s rear is 
  Nauseated for 3 turns. Even with breathing protection, you stink for the next 3 hours: influence rolls are 
  unfavorable against anyone without breathing protection.
  Beastcraft
  Craft
  TL
  Speed 
  Cargo
  Vitality
  Armor
  Day Rng
  fb (fuel)
  Features
  Brute cart
  1
  Sluggish (4 kph)
  1 ton
  20
  0
  50 km
  10 (10)
  (2 brutes)
  Stagecoach
  1
  Slow (8 kph)
  1 ton
  24
  0
  100 km
  40 (24)
  (4 horses)
  
  254
  254
  Landcraft
  Craft
  TL
  Speed
  Cargo
  Vitality
  Armor
  Day Rng
  fb (fuel)
  Features
  Rickshaw
  3
  Slow (8 kph)
  5 kg
  4
  0
  45 km
  10 (food)
  GROUND BIKES
  League Auto Quadbike
  4
  Steady (70 kph)
  75 kg
  10
  0
  280 km
  1000 (28)
  Autopilot: 8 goal
  Masat-50 roadbike
  4
  Steady (65 kph)
  20 kg
  10
  0
  200 km
  750 (20)
  GROUND CARS
  Hazat AT Rover (SUV)
  4
  Fast (110 kph)
  100 kg
  32
  6
  250 km
  2500 (25)
  Hazat Transport (truck)
  4
  Fast (95 kph)
  2 ton
  40
  6
  300 km
  3000 (30)
  League Auto Luxury Coach
  4
  Fast (130 kph)
  300 kg
  24
  6
  120 km
  3000 (15)
  TL4 Mapper think machine;  
  Autopilot: 10 goal
  League Auto Street Carriage
  4
  Steady (80 kph)
  20 kg
  16
  2
  300 km
  1500 (30)
  Autopilot: 8 goal
  Shodan Off-Roader
  4
  Fast (95 kph)
  1 ton
  40
  4
  250 km
  2500 (25)
  TL4 Mapper think machine
  SKIMMER — Hoverbikes
  Lancety Pegasus-250
  5
  Racer (400 kph)
  10kg
  12
  0
  450 km
  9000 (18)
  TL5 Mapper think machine
  Mestengo Rover
  5
  Racer (300 kph)
  10kg
  12
  0
  500 km
  7000 (20)
  TL5 Mapper think machine
  Tulanian Glidercycle
  5
  Fast (200 kph)
  10kg
  10
  0
  200 km
  4500 (8)
  TL5 Mapper think machine
  SKIMMER – Hovercars
  Juandaastas Slider
  5
  Racer (375 kph)
  20kg
  14
  2
  350 km
  15k (14)
  TL5 Mapper & facial scanner 
  (driver recognition) think machine; 
  Autopilot: 14 goal
  Lionheart Sedan
  5
  Racer (300 kph)
  100kg
  16
  3
  250 km
  7000 (10)
  TL5 Mapper think machine;  
  Autopilot: 12 goal
  Lionheart Carriage
  5
  Fast (120 kph)
  100kg
  10
  0
  300 km
  2000 (12)
  TL5 Mapper think machine;  
  Autopilot: 12 goal
  Masood Griffon Aircar
  5
  Racer (480 kph)
  20kg
  18
  2
  400 km
  10k (16)
  TL5 Mapper think machine;  
  Autopilot: 13 goal
  SKIMMER – Hoverpack
  Typical hoverpack
  6
  Steady (80 kph)
  0kg
  6
  0
  75 km
  7000 (4)
  Requires Hoverpack capability + 
  Pilot skill
  Watercraft 
  Craft
  TL
  Speed
  Cargo
  Vitality
  Armor
  Day Rng
  fb (fuel)
  Features
  Tollefsen Tanker
  4
  Steady (50 kph)
  30k ton
  70
  5
  3000 km
  200k (300)
  30 passengers (+2/cargo ton forfeited)
  Baosi motor yacht
  4
  Steady (80 kph)
  1 ton
  30
  2
  100 km
  42k (10)
  8 passengers
  Challat sailboat
  2
  Slow (30 kph)
  20kg
  14
  1
  Infinite
  5000 (0)
  2 passengers
  Tesla paddlewheel
  3
  Slow (30 kph)
  20 ton
  20
  1
  300 km
  8000 (30)
  200 passengers
  Skycraft
  Craft
  TL
  Speed
  Cargo
  Vitality
  Armor
  Day Rng
  fb (fuel)
  Features
  AIRPLANES
  Dirigible
  3
  Steady (80 kph)
  500 kg
  20
  0
  500 km
  5000 (50)
  60 passengers
  Cargo plane
  4
  Racer (400 kph)
  10 ton
  30
  2
  1000 km
  15k (100)
  4 passengers (+2/cargo ton forfeited)
  Propeller flyer
  4
  Fast (160 kph)
  200 kg
  10
  0
  500 km
  7000 (50)
  2 passengers. Often a seaplane
  Jet plane (personal)
  4
  Jet (1000 kph)
  100 kg
  20
  2
  1000 km
  12k (200)
  1 passenger
  Jumbojet (carrier)
  4
  Jet (1000 kph)
  400 ton
  50
  3
  10k km
  200k (2k)
  60 passengers (+1/cargo ton forfeited)
  HOPPERS (space shuttles)
  L.A. Flying Oxen
  5
  Racer (640 kph)
  20 ton
  24
  7
  3000 km
  15k (120)
  4 passengers (+2/cargo ton forfeited)
  Wagon of Paulus
  5
  Racer (500 kph)
  20 ton
  20
  10
  5000 km
  15k (200)
  3 passengers (+2/cargo ton forfeited)
  FLITTERS (anti-grav planes)
  Krusler air yacht
  6
  Supersonic (1200 kph)
  2 ton
  24
  6
  3000 km
  25k (120)
  4 passengers (+2/cargo ton forfeited)
  Tanic Solar Racer
  6
  Supersonic (1600 kph)
  500 kg
  20
  4
  2000 km
  40k (80)
  2 passengers
  
  255
  255
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Starships 
  Starships 
  Julia Abrams smirked and gestured at the sensor readouts. “No way can they find us here. This 
  asteroid is one in a million, and we’re stuck to it like a Madoc lamprey.” She leaned back and laced 
  her hands behind her head. 
  “Don’t Madoc lampreys stay latched onto a corpse even after it’s dead, even after they start to 
  starve?” said Cardanzo, his brow furrowed.
  Julia shrugged. “Beats me. I’m just saying —” Alarms blared from her console. “Shit!” She leaned 
  forward, hitting various switches before she reached for the joystick.
  “Don’t tell me,” Cardanzo said, latching his seat harness. “They’ve detected us.”
  “One in a million, damn it! We were one in a million!” Julia yanked back on the joystick. The ship 
  lurched as the grav plates temporarily lost power during sudden acceleration before coming back online. 
  “Uh, hey,” Julia said, flipping on the speaker channel, “you guys might want to hold on to something back 
  there. Until Sanjuk finishes the rewiring, those plates are going to be going on and off while I do some fan-
  cy maneuvering here.” She flicked the channel closed and turned back to smile at Cardanzo. “I got this.”
  An explosion off their starboard hull jolted them. Cardanzo raised his eyebrows.
  “Lucky shot,” Julia said, turning back to give her full attention to piloting. “The shields will hold.” 
  She then muttered under her breath, barely loud enough for Cardanzo to hear her: “Saint Paulus 
  preserve us. I swear, I’ll pay back that debt I owe Alustro. Just get us out of this….”
  Starships in Fading Suns are rare jewels, high-tech-
  nology artifacts of a previous age that can be af-
  forded by only the most powerful factions. A rare 
  few individuals own their own ships, but for the 
  most part, ships are owned by factions and operated 
  under license by their agents and allies. Of course, 
  PCs might very well become those agents for their 
  factions, setting off for adventures among the stars 
  under the patronage of a noble house, Church sect, 
  League guild, or as Questing Knights and Imperial 
  Cohorts for the Emperor. 
  The rules for dealing with starships could get hope-
  lessly complicated if strict realism was the goal. We 
  instead prefer to handle them as a part of the story of 
  the characters who control or ride in them. In other 
  words, we’re more concerned with a ship’s role in ad-
  venturous narratives than the exigencies of its exact 
  functions.
  TERMINOLOGY
  We use the term “starship” to refer to any vessel 
  that can travel between planets. To be more technical, 
  “starships” have jumpdrives that allow them to travel 
  to distant star systems via the Anunnaki jumpgates, 
  while “spaceships” lack those drives and are bound 
  to their systems. A more general term is “spacecraft,” 
  often used by people in the Known Worlds who aren’t 
  too familiar with such ships (beyond the idea that they 
  travel in space). Don’t get too caught up on terminol-
  ogy. Known Worlders tend to use the term “starship” 
  for anything that gets them off the rock they’re cur-
  rently on. 
  Standard Ship Classes
  Standard Ship Classes
  There’s a vast range of ship types, including everything 
  from scout ships to freighters to luxury liners to massive 
  military dreadnoughts. It’s unlikely that PCs will oper-
  ate large military ships. We’ve provided some details 
  below on the smaller civilian ship classes that PCs are 
  most likely to operate or gain passage aboard.
  While there are a variety of one-offs and rarer ship 
  types (designs mostly dating to the Second Republic), 
  the standard classes are the most common, since the 
  ability of the major factions to build, fit, and salvage 
  them is fairly reliable.
  The classes are based on the size of a ship’s hull and 
  its configuration. The smaller the hull, the smaller the 
  ship class. In the early 51st century, spacecraft hulls are 
  expensive to produce. They’re quite durable, though. 
  Ship combat involves disabling ship systems, but the 
  hulls usually come out relatively intact. For this reason, 
  it’s preferable to board and capture a ship, so you can 
  reuse it or ransom it back to its owning faction. 
  Each royal house has its own proprietary hull con-
  figuration for each class of ship. This is tech they can 
  reliably reproduce, although at great expense. While 
  one house might capture another house’s ships, they 
  won’t necessarily have the tech know-how to reliably 
  and cheaply maintain their foreign configurations. 
  They’ll usually ransom such ships back to their own-
  ers, in return for some of their own captured ships. 
  The Church and League have their own propri-
  etary ships, although they’re fewer in number and 
  with less variety than the royal houses.
  
  256
  256
  Escort
  Used to defend against pirates (usually raider ships).
  The example below is based on the Merchant 
  League Sentry style escort.
  Engine Class: Fast (5 days to jumpgate)
  Sensors: Basic 5
  PEOPLE
  Crew: Captain, pilot, navigator, engineer, 7 gun-
  ners (optional: the turret can be run by a think ma-
  chine program — 3000 fb)
  Marines: 5 (typical quality: 4)
  Passengers: 1 (2 double-bunked)
  SECTIONS
  Bunkrooms x3 (4-persons each); bridge; captain’s 
  cabin; cargo holds x2 (15 metric tons each); confer-
  ence room; engineer’s cabin (1-person); guest cabin 
  (1-person); mess; pilot/navigator cabin (2-person); 
  tech lab
  SYSTEMS/ARMAMENTS
  Engines, gun deck (port: grapple gun, laser x2), gun 
  deck (starboard: grapple gun, laser x2), maneuver jets 
  (x4), shields (x2), turret-mounted laser (360°)
  Hauler
  The most common freighter configuration is a small 
  ship that attaches to a preloaded cargo container. 
  The example below is based on the Merchant 
  League Caravan style freighter.
  Engine Class: Fast (5 days to jumpgate)
  Sensors: Basic 3
  PEOPLE
  Crew: Captain, pilot, navigator, engineer, gunner 
  (optional; the turret can be run by a think machine 
  program)
  Marines: 0
  Passengers: 3
  SECTIONS
  Bunkroom (3-person); bridge; captain’s cabin; cab-
  ins x2 (2-person); cargo hold (330 metric tons)
  SYSTEMS/ARMAMENTS 
  Engines, maneuver jets (x2), shields (x4), tur-
  ret-mounted laser (360°)
  Explorer
  Travelers use these ships as couriers, as well as for 
  exploration expeditions and stealth recon in enemy 
  space. Explorers usually have only one gun at most 
  (usually turret mounted). They’re graded for landing 
  on planets. 
  The example below is based on the Hawkwood 
  Wayfarer style of explorer. 
  Engine Class: Fast (5 days to jumpgate)
  Sensors: Basic 4
  PEOPLE
  Crew: Captain, pilot/navigator, engineer, gunner 
  (optional: the turret can be run by a think machine 
  program — 3000 fb)
  Marines: 0
  Passengers: 3-6 
  SECTIONS
  Bridge; cabins x3 (1-person); captain’s cabin; cargo 
  holds x2 (10 metric tons each); mess; passenger cabins 
  x3 (2-person)
  SYSTEMS/ARMAMENTS
  Grapple gun (f0re), engines, maneuver jets (x4), 
  shields (x2), turret-mounted laser (360°)
  Raider
  Used as traders and pirate ships, raiders can combine 
  forces to take on frigates.
  The example below is based on the Decados Reap-
  er style raider. 
  Engine Class: Fast (5 days to jumpgate)
  Sensors: Basic 5
  PEOPLE
  Crew: Captain, pilot, navigator, engineer, 5 gun-
  ners (optional; the turret can be run by a think ma-
  chine program)
  Marines: 4 (typical quality: 3)
  Passengers: 0
  SECTIONS
  Bridge; Bunkrooms x3 (2-person each); captain’s cab-
  in; cargo holds x2 (5 metric tons each); conference 
  room; crew cabins x 3 (2-person each); mess
  SYSTEMS/ARMAMENTS
  Engines, gun deck (port: grapple gun, laser), gun deck 
  (starboard: grapple gun, laser), maneuver jets (x4), 
  shields (x2), turret-mounted laser (360°)
  
  257
  257
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  CARRIERS
  These are rare in the Known Worlds, but they’re 
  known to be used by Kurgan barbarians. Their decks 
  launch small fleets of short-range fighters. 
  Transport (Small)
  Now that stellar pilgrimages are becoming more com-
  mon, the market has adapted to provide cheap trans-
  ports for the flocks of the faithful. While the well-off 
  can travel by luxury liner, commoners are consigned to 
  the less comfortable rag-tag fleets of converted trans-
  port ships. This particular example is a small hauler 
  (see above) whose detachable cargo hold has been 
  modified to carry people rather than tonnage. Instead 
  of private bunks, rows of crash seats accommodate up 
  to 20 passengers and their personal belongings, leaving 
  some room for light cargo bound for distant markets.
  Some ships also offer a shipboard priest to tend to the 
  pilgrims’ needs on the journey. In the case of Church 
  transports, these are usually young mendicants or fri-
  ars. On League or independent ships, these are often 
  priests who fell afoul of Church politics and could not 
  get a proper posting to a cathedral or chapel. 
  Use the same traits as the hauler shown above, ex-
  cept that it can carry 20 passengers in the transport 
  section (that is, the remodeled cargo hold), and its 
  cargo capacity is 100 metric tons. 
  Military Ships
  It is unlikely for PCs to have direct encounters with 
  military ships, unless they’re causing some real trou-
  ble in a system.
  Military ships are expected to display faction colors 
  on their hulls; civilian and merchant ships have no 
  such requirement. 
  FRIGATE
  The frigate is the most common combat ship. In times 
  of peace, they perform gunboat diplomacy and sys-
  tems policing. In times of war, they are scouts; when 
  combined into armadas, they’re front-line vessels. 
  GALLIOT
  This variation of the frigate specializes in boarding 
  actions. A host of marines take the place of guns. 
  DESTROYER
  This dedicated warship is rarely used outside of times 
  of war. A destroyer often performs escort duties for 
  the larger capital ships.
  CRUISER
  A cruiser is a capital ship capable of bombarding a 
  planet’s surface from space. 
  DREADNOUGHT
  The largest military ship is the dreadnought. Most 
  royal houses have only a handful of them.
  JUMPDRIVES  
  AND SATHRA DAMPERS
  To be able to travel through a jumpgate to 
  a distant star system, a ship needs a jump-
  drive. The “drive” isn’t so much a thrust en-
  gine as a field emitter, enveloping the ship 
  in an energy field that somehow, someway 
  resonates with the jumpgate’s energy vortex, 
  allowing it to be transported to the destina-
  tion opened by the jumproute coordinates in 
  a single piece. Large ships have larger fields 
  and can sometimes fit other ships within 
  their penumbra, although this takes care-
  ful piloting. Straying outside the penumbra 
  during a jump results in the non-jump-capa-
  ble ship disappearing altogether… or arriv-
  ing in pieces. 
  The original jumpdrive tech was reverse en-
  gineered by zaibatsu technicians reading the 
  energy fluctuations emitted by Urth’s jump-
  gate. Somehow, they were able to activate the 
  gate. After multiple experiments with drones, 
  they figured out the field dynamics needed to 
  maintain integrity of objects passing through 
  the vortex.
  When they sent manned ships through, they 
  did not anticipate the Sathra Effect. The end 
  result over the years was the creation of the 
  Sathra damper, a shield that modified the har-
  monics of the jumpdrive field within the con-
  fines of the ship, preventing anyone aboard 
  from experiencing the Sathra Effect. 
  Removing the damper is a crime. Inquisitors 
  often know little about the technology they’re 
  busy condemning, but many often learn how 
  to recognize a disabled Sathra damper. Lucki-
  ly for the souls aboard, it’s not easy to remove 
  or disable a damper; it takes some engineering 
  know-how.
  Acquiring a Ship
  Whether or not a troupe has control of a spaceship 
  is up to the gamemaster, based on the needs of their 
  epic. If they decide the troupe gets one, it’s usually 
  through one of the following means.
  
  258
  258
  tion.  Even at the height of the Emperor Wars, when 
  privateers regularly sold captured ships, they rarely sold 
  to individuals. The factions, be they noble, merchant, or 
  religious, bought the vast majority of these.
  This means that troupes wanting to own and crew 
  their own ships usually need to gain the backing of 
  one of their member’s factions. In return, they’ll be 
  expected to use that ship for one or more missions for 
  that faction (the bigger the ship, the more the mis-
  sions), until their social-capital debt is paid off.
  But that is in addition to the cold, hard firebirds the 
  ship’s current owner will want. The chart below lists 
  the typical costs for four different ship classes. Some 
  ships can cost considerably more, if they’re well-fitted, 
  while a few might cost less if they’re in need of repair 
  or a thorough hull-rat extermination procedure. 
  Characters with the Riches perk can take out a loan 
  instead of paying the full cost. The chart lists the min-
  imum level of that perk needed to qualify, and the 
  firebird cost rises by 20% due to interest. Half of the 
  character’s listed annual income for their Riches perk 
  must be applied annually to paying off the loan (i.e., 
  5000 per year for a Wealthy character). Failure to pay 
  can mean anything from a rise in interest rate to a 
  leg-breaking warning to confiscation of the ship.
  Troupe members can pool their levels together to 
  co-sign for the loan (this is required to be able to af-
  ford an escort).  For example, a character with Well-
  Off Riches can team with a character with Good 
  Riches (for a total of three levels of the Riches perk) to 
  match the equivalent of Wealthy.
  Ship Class
  Firebird Cost
  Riches Perk
  Explorer 
  70,000
  Wealthy 
  Raider 
  100,000
  Rich
  Escort 
  120,000
  Filthy Rich 
  Hauler, light
  100,000
  Rich
  Hauler, fast
  120,000
  Filthy Rich
  JUMPKEYS
  Owning a ship doesn’t mean a troupe has any jump-
  keys. They’ll need one or more of those to travel from 
  one system to another. While Charioteers graduate 
  their apprenticeships with a single jumpkey, a troupe 
  will have to acquire others on their own, through 
  gameplay on adventures, missions, or crimes. 
  Stellar Distances
  Space is measured in astronomical units (AU). One 
  AU is the distance from Urth to the Sun. Most jump-
  gates are about 70 to 100 AU distant from their sys-
  tem’s sun, orbiting the outer edge of their solar sys-
  COMMISSION
  The troupe does not own their ship; they use and care for 
  it in trust for its actual owner, who is usually a high-rank-
  ing member of the troupe leader’s faction. They must 
  pay for upkeep, but often the owner might help with 
  these costs. Example: A Questing Knight troupe might 
  be given an explorer by the Imperial administration in 
  return for performing missions and tasks for the Em-
  peror in dangerous barbarian space. Rumors that the 
  Imperial Eye places listening devices on all Questing 
  Knight vessels are patently false, though the quality of 
  these ships has often been less than stellar.
  INHERITANCE
  One or more of the troupe members has inherited a 
  ship. They own it, but they also own all its costs for up-
  keep. If it’s a family heirloom, it might be expected that 
  the inheritor will hand it down to another generation 
  when the time comes, so long as it stays in the family. Ex-
  ample: A Charioteer inherits his father’s small freighter 
  and is expected to keep up the family business of trading 
  among the stars. Of course, sometimes this means the 
  troupe inherits the relative’s enemies (and debt collec-
  tors). Stories that the relative’s ghost sometimes refuses 
  to leave the ship are surely peasant folklore.
  PIRACY
  Surely no troupe member would ever steal a space-
  ship. It must all be a misunderstanding. Still, no 
  matter how much the troupe’s spiritual advisor may 
  counsel otherwise, far too frequently this seems to 
  be how the troupe gets their hands on one. Perhaps 
  they have the noblest of intentions, only stealing from 
  pirates. Perhaps a noble has managed to procure a 
  letter of marque for the troupe to act as privateers 
  against the Vuldrok, and they took a vessel as prize. 
  Or perhaps, in desperate haste to get off a suddenly 
  antagonistic planet, they put rapiers to the throats of 
  the crew and demanded their ship. Now, while the 
  troupe does have a ship (often needing repairs and 
  lacking a full crew), they also have a new host of en-
  emies and suspicions. Let’s also hope the troupe has 
  a highly qualified engineer to ensure the engines are 
  not booby trapped, the shields are functional, and the 
  Sathra damper is working.
  MONEY
  Starships are invaluable. They usually cannot be bought 
  for money alone — although they do cost a lot of mon-
  ey. Most owners won’t simply sell a ship to an individ-
  ual; they’ll also want some favor or arrangement with 
  the prospective buyer’s faction. This could be a trade 
  contract, a dispensation from the Church, a promise of 
  protection, or anything someone well-off enough to be 
  able to sell a ship might need from a powerful institu-
  
  259
  259
  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Travel Times
  Some ships are faster than others. Their engines pro-
  duce more thrust, propelling an accelerating ship for-
  ward more quickly than a ship with less thrust power. 
  Engines are classed as slow, standard, or fast. 
  • A slow ship can make the trip from planet to 
  jumpgate in 10 days, assuming full thrust (or 20 
  days at partial thrust).
  • A standard ship can make the trip in 7 days at 
  full or 14 at partial thrust.
  • A fast ship can make it in 5 days at full or 10 at 
  partial thrust.
  These are general times. The actual position of the 
  jumpgate in its far orbit relative to the planet of de-
  parture can add or subtract travel time, as can taking 
  alternate routes that don’t go directly there. 
  Sensors
  Space is big. Unbelievably big. That means it’s not 
  always easy to see what’s out there. A ship’s sensor 
  array determines the range at which other objects (in-
  cluding enemy ships) can be detected, as well as the 
  quality of detail that can be read.
  tems. In between, there’s a number of planets varying 
  in size and number, as well as asteroids, natural de-
  bris, and maybe even the occasional comet.
  For the purposes of these tabletop rules, we use the 
  following steps to represent the different activities that 
  can occur within different ranges. The actual distance is 
  relative to each ship, based on its sensor rating. A raider 
  with a 5 rating has a far range of 5 AU, while an explorer 
  with a 4 rating reaches up to 4 AU at its far range.
  Close — The target is within grappling gun range 
  (a hit with a grapple gun allows you to board the 
  targeted ship).
  Near — The target is within “sight”: about a fifth 
  of a lunar distance (roughly 75,000 km). At en-
  gagement range, pursuits shift to battle mode (see 
  below). Objects can be seen on the ship’s visual 
  monitors. 
  Far — The target is within sensor range: anything 
  outside of near (visual) range and up to maxi-
  mum sensor range (based on the ship’s sensor’s 
  rating; 1 AU per rating). Objects can be detected 
  by most sensors and possibly identified. Pursuits 
  can begin at this range (see below). 
  Distant — The target is outside sensor range. Nav-
  igation to extremely distant objects relies on star 
  charts. 
  
  260
  260
  Speed is simplified into three factors: stopped (no 
  movement), partial thrust, and full thrust. When a ship 
  is stopped, all of the ship’s energy shields are available 
  to deflect attacks. As the ship adds thrust, some shields 
  become occupied dealing with debris, so that at partial 
  thrust only half the shields are available to block enemy 
  fire. At full thrust, all shields are occupied against de-
  bris and cannot protect against enemy fire. 
  Each available shield can block a single gun attack 
  once per round, completely deflecting all damage 
  from that volley.
  Speed 
  Energy Shields
  Stopped 
  All available
  Partial thrust 
  ½ available
  Full thrust 
  None available (all are oc-
  cupied vs debris)
  Example: An explorer has two shields. When 
  stopped, both are available. At partial thrust, one is 
  available. At full thrust, all are occupied, none are 
  available. 
  Shipboard Gravity
  Ships maintain their own internal gravity, thanks to 
  miraculous gravity-plate technology originally sto-
  len from the vau. They’re placed in the ceilings and 
  fused with the hull. When powered on, they create an 
  invisible repulsion field that exerts force downward, 
  simulating 1 G of gravity. The field compensates for 
  increased thrust, fast spin, or sudden vector changes, 
  so the crew is not flung around every time the ship 
  changes course. Cruder models on cheap ships some-
  times have a slight “hiccup” when adjusting to such 
  forces, forcing the crew to “buckle up” for rough rides.
  More advanced models can alter the force for less 
  or slightly more gravity, and all models can be turned 
  off to produce zero-G in stopped ships. (A moving 
  ship presents a degree of force from its thrust, but it’s 
  sideways to the normal up-and-down direction in-
  tended by most ship designs.) 
  Removing a grav plate from its hull is a major oper-
  ation that requires a shipyard. 
  Combat
  Combat in space between spaceships is a big topic. 
  For simplicity’s sake, you can resolve it similar to ve-
  hicle pursuits. In Fading Suns, guns are used mainly 
  to disable a targeted ship’s sections — such as engines 
  and maneuver jets, as well as guns — which then al-
  lows the attacker to approach and send over boarding 
  parties to seize the ship through hand-to-hand com-
  bat in the corridors. 
  Detailed rules for starship combat will be presented 
  in future Fading Suns books.
  A sensor array is given a rating from 1–10: the 
  shortest distance is 1 and the longest distance is 10. 
  Each rank represents the distance in AU that the sen-
  sors can read. A rating of 1 means the ship can detect 
  things up to 1 AU away. Beyond that, it must rely on 
  star charts to know what’s out there and where every-
  thing is. Of course, the charts only apply to predict-
  able objects, like planets and known comets; starships 
  don’t show up on charts. 
  There’s also the quality of the sensors to consider 
  in determining the level of detail they can divulge. 
  Basic sensors can provide rough extrapolations, 
  enough to identify a ship’s class but not its particu-
  lar faction’s unique configuration. For instance, you 
  can identify an explorer, but not whether it’s the cy-
  lindrical Hawkwood model or the more raptor-like 
  Decados type. Military sensors are more precise, 
  providing exact identification of other ships but 
  fewer details about other stellar bodies like planets. 
  Second Republic sensors, although rarer, provide al-
  most everything you’d want to know about anything 
  within their range. 
  Sensor Array
  Rating*
  Information
  Basic
  1-5
  Detect ship class** and 
  speed, rough planetary 
  info 
  Military
  1-7
  Detect class, faction, 
  speed, ship systems, 
  planetary details
  Second 
  Republic
  1-10
  Detect class, faction, 
  ship systems, sec-
  tion-layout, crew num-
  bers, planetary details
  * 1 AU range per rating
  ** Detected at far and distant ranges; at close and 
  near range, a ship’s class and faction can be identi-
  fied visually
  Energy Shields 
  Spacecraft that travel too fast risk damaging their 
  hulls. Energy shields are dedicated to deflecting the 
  debris that is naturally scattered throughout space. 
  As a ship moves faster and faster, it encounters more 
  and more debris, requiring more of its shields to be 
  dedicated to deflection. If all the shields are used up 
  and the ship keeps accelerating, debris will begin im-
  pacting the hull. This tends to put an upper speed 
  limit on starship chases. Still, a capital ship such as a 
  cruiser or dreadnought has so many more shields, as 
  well as thrust capacity, than a tiny explorer that it can 
  plow through space with greater abandon in pursuit 
  of distant prey.
  
  ChapTer 5: The oCCulT
  ChapTer 5: The oCCulT
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  PATRON: SAINT VEN LOHJI THE UR-OBUN
  
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  A Mysterious Universe
  A Mysterious Universe
  With the Fall of the Second Republic, humanity’s Age 
  of Reason also came to an end. In its place arose su-
  perstitions of all sorts. In many cases, once-unfound-
  ed fears were now quite well-founded: alien creatures, 
  Anunnaki super-science, heretical psychics, genetic 
  mutations — they were all real. Without the influence 
  of science, people saw these phenomena through the 
  lens of the Church, as well as their own fears, dis-
  trusts, and envies. 
  Even during the Second Republic, science could 
  not explain many of the strange phenomena often 
  encountered once humankind reached the stars. The 
  Prophet and his Disciples did indeed seem to perform 
  miracles. The technology of the Pre-Adamites was 
  incomprehensible; only slightly less so was the tech-
  nology “liberated” from the Vau Hegemony. Whole 
  new fields of science opened up, as these technologies 
  literally opened up new physical dimensions of space/
  time. From the baffling yet wondrous Pan-Physics to 
  the mental science studied by the Phavian Institute, 
  the world did indeed seem like magic was in the air 
  and science was only one tendril of it. 
  Is magic just a form of not-yet-understood science? 
  Or is it a sort of anti-matter to science’s reason and 
  order? The seeming reality of immaterial entities — 
  what the Church calls demons  — exists out in the 
  darkness beyond the jumpgates, pointing to a fun-
  damental chaos or entropy that stands in opposition 
  to the light of reason. Or are these phenomena and 
  perceptions merely projections from humanity’s col-
  lective unconscious mind, fears given form by innate 
  psychic powers possessed by all humans? 
  Such questions are for scholars safely ensconced in 
  their studies. For those who have to travel the stars, 
  the reality of the “occult” — the strange and unex-
  plained, the dangerous and devilish  — is beyond 
  question. Psychic powers  — telekinesis, mind-con-
  trol, clairvoyance — are but one set of aptitudes that 
  sentients have demonstrated exist, as well as anoth-
  er phenomenon common folk have learned to fear. 
  The world we know now has genetic mutations that 
  give people bizarre powers and appearances, from cat 
  eyes to poisonous tentacles. The Changed who bear 
  these “gifts” are abhorred by most people, treated 
  as monsters to hunt down and burn. Nearly just as 
  untrustworthy are the cyborgs, those who implant 
  technology into their bodies. While cybertech was all 
  the rage during the First and Second Republic, it’s a 
  disreputable practice under the eyes of the Church, 
  an unhealthy fetish that can cause their recipients to 
  lose sight of the Pancreator.
  On the other hand, theurgy — the practice of reli-
  gious magic — shows there is light amidst the dark-
  ness, that someone Up There is looking out for the 
  little people Down Here. At least, that’s the theory. 
  When theurgy is cast by the Inquisition, nobody’s se-
  crets are safe from the fiery hands of judgment. Still, 
  it could be worse: theurgy’s dark side, Antinomy, 
  calls not to the Pancreator but to the demons of the 
  Dark — and it is just as effective, a fact that scares the 
  Church more than it will dare admit.
  This chapter examines two aspects of the occult that 
  player characters might get involved in: psychic pow-
  ers (psi, for short) and theurgy. Each of these powers, 
  including theurgy, causes distrust in those people who 
  cannot — or will not — wield them.
  Hail Ven Lohji, most mystical of us all. Pilgrim, it is to Ven Lohji we pray when seeking knowledge 
  beyond knowledge, as we attempt to decipher the secret signs that hide unseen all around us. She it is 
  who helps us to shield our souls from the Dark — and from the minds of psychic interlopers.
  Ven Lohji taught meditations and gestures to the Prophet, opening his mind to the traces of the 
  Anunnaki that remained from the younger universe. She traveled with him and birthed the Voah-
  venlohjun sect of the Church, yet she sought no fame or reward for her deeds. She is the Unheralded 
  One and the Indispensable One. 
  Her theurgic mysteries are vital to those who seek ancient secrets. The paths to Ur power are 
  fraught with traps, but Ven Lohji knows them all, and she can guide pilgrims past them. Because of 
  this, she is not only beloved of mystics but also reclaimers. 
  She bears no item, no relic, but forms a hundred mudras of power and teaches the Glyph of Un-
  folding, which unlocks the wisdom of the Anunnaki. On her shoulder perches a bird, “Zebulon’s 
  sparrow,” emissary from the natural world and reminder that wisdom perches on branches grown 
  from deep roots in rich soil. 
  — Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: H0w to Read the Omega Gospels
  
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  ing cut (sympathy with Horace the Learned Man), 
  speaking in tongues (sympathy with Hombor the 
  Beggar), unbidden tears (sympathy with Amalthea 
  the Healer), or sleepwalking (sympathy with Paulus 
  the Traveler). 
  CHOOSING A STIGMA
  Part of playing an occult character is choosing their 
  stigma. While this can become a sign to others re-
  vealing when they’re using their otherwise invisible 
  powers, only those who know to link the stigma to 
  the power will necessarily do so. Nonetheless, that 
  won’t stop peasants from assuming any odd or out-
  of-place behavior, mark, or words are signs of the 
  occult at play.
  Defending Against the Occult
  Unless stated otherwise in a power’s description, there 
  is usually no way to be sure someone is using an occult 
  power. Its effect might be obvious, but its source won’t 
  necessarily be. A psychic who uses Far Hand to pick 
  up a sword and stab someone won’t readily be seen 
  as the culprit. Onlookers would see a levitating sword 
  that strikes but not the hand behind the strike. 
  Stigma
  Each occultist has a “tell,” something they do or 
  something that simply happens when they use their 
  occult powers. It might be a nervous tick when acti-
  vating a Far Hand power or an unconscious whisper 
  when using Psyche’s Emote power. Theurgy is even 
  more telling, manifesting pretty much like a magic 
  spell that often involves gestures, spoken word, and 
  silent prayer. 
  In the superstitious world of the 51st Century, oc-
  cult stigmas are like medieval folk deformities. Any-
  one with an odd birthmark or mode of speech might 
  be suspected of having occult powers. Peasants are 
  constantly on the lookout for such oddities, so they 
  can cast accusations upon the unfortunate as a way 
  to explain their own misfortunes. Woe to those on 
  the receiving end of these aspersions, especially those 
  who don’t even have the powers that might make liv-
  ing with such a stigma worth it.
  Theurgic stigmas, unlike psychic tells, are seen 
  as holy. They might even take the form of religious 
  stigmata — lash marks (sympathy with the Prophet’s 
  beating by Diasporan nobles), red-stained clothing 
  (sympathy with Mantius, the blood-soaked soldier), 
  a beard that grows back within one day after be-
  
  WYRD FORCE
  Occult powers can be made especially potent 
  with wyrd points. To use any of the functions 
  listed below, you must have at least 1 rank in 
  an occult characteristic, such as Psi or Theurgy. 
  FORCE
  Once per round, you can spend 1 wyrd point 
  to enforce a single use of your occult power. 
  This gives the power the Force attack proper-
  ty. (See the Attack & Damage Properties sidebar 
  in Chapter 4: Technology for an explana-
  tion of attack properties.) 
  A Force power halves the Resistance posed 
  against it. This can be especially useful for 
  powers that must overcome a lot of Resistance, 
  such as lifting heavy objects or affecting vast 
  machinery. 
  Certain protective powers (such as the 
  Shield of Faith theurgic rite) mimic the effects 
  of an energy shield; powers with the Force 
  property that deal damage have the possibil-
  ity of “bleeding” through such occult shields. 
  Treat the attack like a blaster when checking 
  for bleedthrough. (See Bleedthrough in Chap-
  ter 4: Technology.)
  The drawback is that a Force power is obvious 
  to onlookers. Even a normally invisible effect, 
  such as Psyche’s Emote or Mind Sight, now pro-
  duces a visible aura and an audible hum, emit-
  ting from the power’s user to the power’s target.
  MASK YOUR FORCE 
  You can spend 1 wyrd point to mask the Force 
  property on a single use of your Force power. 
  The power now appears as it normally does, 
  rather than producing the obvious visual and 
  audible effects that accompany the Force 
  property.
  FORCEPROOF
  You can spend 1 wyrd point to Forceproof your-
  self against powers that have the Force attack 
  property. You could instead apply the proof-
  ing to an object on your person or a protective 
  power (such as Shield of Faith) that you have 
  activated/cast yourself. The proofing lasts for 1 
  turn per your occult characteristic rating.
  The Forceproof quality negates the Force 
  property’s effect on Resistance; you gain your 
  full Resistance against it. Forceproofed occult 
  shields prevent damage bleedthrough. 
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  Theurgic rites have components that do indeed 
  resemble something one might expect from a spell, 
  but they’re also things that priests do every day: recite 
  scripture, draw the sign of the jumpgate cross in air, 
  close their eyes to mouth a silent prayer. One might 
  do this in response to a power, not always because one 
  is behind that power. 
  This all means that, unless you know an occultist is 
  using a power against you, you can’t boost your Resis-
  tance against it. You’re unaware of the attack, so can’t 
  defend yourself. If you practice an Austerity (see Perks 
  in Chapter 6: Traits), your Spirit Resistance bonus 
  will apply. 
  When an occultist does act against you, if you can 
  see them, you can attempt an Observe spot maneuver 
  to recognize that their stigma and/or behavior links 
  them to the power. The Resistance is the occultist’s 
  Psi or Theurgy characteristic. (Most Changed pow-
  ers, when used, are obvious, as are cybernetics; no 
  spot roll required.)
  Once a power has been used on you successfully, 
  you’ll get an intuition just before any successive use of 
  an occult power that warns you it’s coming. You can 
  choose to boost your Spirit Resistance against it: 1 VP 
  per +1. You could also perform a stonewall maneuver 
  to give yourself additional resources to boost against 
  occult attacks, or you may attempt a dodge against 
  physical or energetic occult powers that you can per-
  ceive coming at you.  
  If you have the Psi or Theurgy characteristics, you 
  will know when someone is using that power against 
  you. You won’t necessarily know who’s doing it, but 
  you’ll feel the power and recognize it. 
  If you suspect that the occult is at play, you can steel 
  yourself against it by boosting your Spirit Resistance. 
  The catch is that you must spend those points, even if 
  a power is never actually used against you that round. 
  You’re reacting to a suspicion, not a specific intuition. 
  You’ll be ready if it does happen, but you still spend 
  the points if it doesn’t.
  The exceptions to these situations involve powers 
  that affect you physically, such as Far Hand and Vis 
  Craft. You’ll know for sure when one of these powers 
  is trying to affect you, so you can boost your Resis-
  tance or resort to a dodge maneuver.
  
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  an Institute, the foremost organization for the study of 
  the psychic sciences. Even some noble houses applied 
  select breeding programs to create psychics. Any popu-
  Psi: Powers of the Mind
  Psi: Powers of the Mind
  The existence of psychic powers was a mystery in the 
  21st Century. During the Second Republic, the mys-
  tery was explained. Humanity’s potential to awaken 
  phenomenal powers with the mind was well-known 
  and documented.
  Psychic powers became the premier science of the 
  Second Republic, the prestigious profession to which 
  all geniuses turned their faculties. The central forum 
  for this profession was the Phavian Institute, where 
  the “mental sciences” of telepathy, psychokinesis, 
  ESP, and other phenomena were widely studied by 
  many experts. But the Fall changed all that. Psychic 
  powers, as with technology, were considered by the 
  Church to be one of the causes of humanity’s troubles. 
  Unlike theurgy, psychic powers are intensely personal 
  and internal; one can develop one’s own powers with-
  out the aid of a teacher or — succumbing to a more 
  dangerous temptation — without a doctrine. In ad-
  dition, the common folk who did not possess psychic 
  powers resented those who did. A psychic “next step 
  in evolution” movement made this worse, painting 
  non-psychics as evolutionary footdraggers. 
  Hence, the Phavian Institute was disbanded, and psy-
  chics became the targets of Inquisitorial witch-hunts. 
  These hunts did not stop psychic powers from develop-
  ing, but it drove some psychics underground. Others, 
  those who were faithful, bought the Church line that 
  their powers were sinful. Many anguished people, no 
  doubt firmly in the grip of their Urges (their psychic dark 
  sides), committed suicide rather than face sin. Others fell 
  on the Church’s mercy, begging aid and forgiveness. 
  The Church accepted many of these repentant psychics 
  and indoctrinated them with a code of behavior when 
  using their powers. These became the Penitents. 
  Other psychics ran to the League for protection, hop-
  ing their Republican sentiments would get them some 
  mileage. It did. The League began a psychic guild, 
  and for years, guilders resisted the Church’s protests. 
  But the Church eventually won out and the guild was 
  disbanded, leaving psychics with no formal protection. 
  While the Church can hassle League or noble-house 
  psychics, they cannot formally reprimand them. How-
  ever, psychics without the protection of guild member-
  ship or royal title must hide from the Inquisition.
  Covens
  Covens
  A small percentage of humans naturally express psy-
  chic ability. This percentage was quietly increased 
  during the Second Republic by groups like the Phavi-
  PENITENTS
  It is an understatement to say that psychics are 
  not “well-liked” by the Church; “loathed” and 
  “feared” are perhaps more accurate terms. But 
  there are exceptions, such as the Penitents — psy-
  chics who have thrown themselves on the mercy 
  of the Church. They are often carted off to dis-
  tant monasteries far from social centers, where 
  they’re trained in moral doctrines and behavior-
  al adjustment. If they respond well to these treat-
  ments, they’re allowed their freedom — with a 
  proviso. They must wear a symbol of their order 
  so that all the faithful realize they are reformed 
  psychics; in addition, they must always obey the 
  dictates of Orthodox priests of higher rank (al-
  though they are under no particular compulsion 
  to obey other sects or orders). Nonetheless, they 
  will be under the occasional watch of Inquisitors. 
  Recognized Penitents can use their powers 
  freely without fear of Church retribution (al-
  though they may suffer politically trumped 
  up charges and trials if their powers were not 
  used for the good of the Church). The pen-
  alty for impersonating a Penitent is ritualized 
  torture before a crowd, performed under the 
  close watch of theurges ready to prevent the 
  psychic from using his powers to escape. From 
  there, the impersonator is offered lifetime im-
  prisonment, slavery at the hands of psychically 
  shielded Chainers, or a chance at reform — a 
  trip to a Penitent monastery for treatment. 
  Despite the rumors of cruelty among the Pen-
  itent confessors, most psychics choose reform.
  Friends of reformed psychics claim that they 
  return from their sabbaticals changed and 
  scarred. They no longer laugh the way they 
  used to, and they often see sin waiting for them 
  around every corner. The Church counters 
  this by claiming that the psychic is no longer 
  in the thrall of his own Dark Twin, and thus, is 
  less dangerous to others, besides now being a 
  Pancreator-fearing soul. It is true that the Pen-
  itent-reform process usually purges the Urge, 
  but it is also known to purge levels of Psi.
  
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  the next generation of psychics might be able to live 
  openly as what they are. 
  The flip side of the coin is the Invisible Path, whispered 
  about with dread and awe. Though its members keep 
  their true motives very well hidden, they are ruthless in 
  attaining their goals. To the Church, the Invisible Path 
  epitomizes the selfishness and disregard for non-psychics 
  it believes is the true creed of all who possess such pow-
  ers: overweening ego in the hands of would-be godlings.
  Special Calling: Dervish
  Special Calling: Dervish
  During the Second Republic, the combining of psychic 
  powers with military training and small-unit tactics be-
  came a secret weapon long before most people were 
  even aware of the reality of psychic powers. Even after 
  psi was widely confirmed, no one in power wanted the 
  capabilities of their Dervishes — their psychic soldiers — 
  to be well known. This secrecy served them well after the 
  Fall of the Second Republic and the rise of the Church. 
  In the public’s mind, the Dervishes became a legendary 
  boogie man from the past, but they were protected by 
  their noble, guild, and, yes, even Church factions. As 
  such, they fared better than the more public-facing psy-
  chics studied by Phavian Institute.
  lation of a sufficiently large size is bound to have a few 
  people with a knack for one of the psychic paths. To 
  unlock the true power of their abilities, however, most 
  psychics need guidance and training. Thus, they form 
  covens: groups of psychics working in underground so-
  cieties for the benefit and protection of their members.
  Countless covens are hiding throughout the Known 
  Worlds. Most are small and purely local, consisting of 
  a handful of members working together to survive. 
  As a coven gets bigger, its power and influences grow, 
  although in secret. These larger covens often end up 
  involved as hidden hands in local politics and power 
  brokering. Very few covens, no matter their size, can 
  effectively contend with the Universal Church and its 
  condemnation of psi. Those who forget this end up as 
  martyrs to the Inquisition’s flames.
  A rare few covens can trace their origins back to the 
  Second Republic, and they still act on an interstellar 
  level. The Favyana, although now a shadow of the 
  once-powerful institute, still seeks to promote accep-
  tance of the psychically gifted and coexistence with all 
  sentient life. They hope to prove their worth by using 
  their powers to aid the non-gifted. Even if an indi-
  vidual member cannot come out of the shadows and 
  claim accolades, if enough members of the populace 
  begin to doubt the Church’s creed against psi, then 
  
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  This calling can be taken by any class. Your faction is 
  your Dervish unit’s sponsor. 
  Special: You gain 1 rank in the Psi characteristic. 
  You can increase it by using the characteristic ranks 
  awarded each level. 
  Skills: Allocate 10 ranks to skills tied to your partic-
  ular psychic path, or gain the following: Impress 2; 
  Fight 2; Focus 2; Melee 2; Shoot 1; Vigor 1.
  Characteristics: Allocate 5 ranks to characteristics 
  tied to your particular psychic path or gain the fol-
  lowing: Dexterity +1 or Strength +1; Intuition +1 
  or Perception +1; Presence +1 or Wits + 1; Will +2.
  Capabilities: Combat Armor or Occult Lore; Mili-
  tary Weapons or Ranged Weapons (Energy Guns or 
  Slug Guns) or Warfare Lore (any)
  Perk: Choose 1 from the Psychic calling list or from 
  the Dervish Perk list below. 
  Equipment: Choose one weapon or piece of military 
  equipment that acts as a lodestone for your psychic 
  powers (in addition to its combat function).
  DERVISH PERK
  DERVISH RANK 
  Calling • Privilege • Precondition: Dervish
  You served in a Dervish military unit under the com-
  mand and patronage of one of the Royal Houses.  
  Benefice: You bear a Dervish military rank. Its ti-
  tle is dependent on how many levels of this hierarchi-
  cal perk you possess. Each successive level raises you 
  in rank one title (see the chart below). In addition, 
  each rank grants you +1 Mind Resistance. This bonus 
  increases with each successive rank. (For example, a 
  hajib gets a +2 Mind Resistance bonus.) The Hazat 
  rank terms are used, but equivalent terms are used by 
  Dervishes of other houses.
  1st 
  Shurtah (recruit)
  2nd 
  Hajib (soldier)
  3rd 
  Irfan (captain)
  4th 
  Hadith (judge)
  5th 
  Ma’rifah (Wandering Seer)
  Each of these ranks gives the Dervish a legal 
  right to freedom from the Orthodox ban on psy-
  chics, granted him by the Royal House he serves 
  and recognized by the Church. The Hazat insisted 
  on this protection, and it has precedents stretch-
  ing back to immunities granted during the Symbiot 
  Wars. The Church often tries to nullify them by 
  declaring a Dervish’s behavior sinful. Legally, such 
  a warrior is charged with learning the Orthodox 
  teachings of the Omega Gospels and is expected 
  to choose a confessor priest, although there are no 
  guidelines on how often this priest must be consult-
  ed. Records of the Dervish’s powers must be given 
  During the Emperor Wars, the Dervish doctrine 
  was rediscovered by the Hazat and soon used by all 
  the major houses to create elite shock troops. Any 
  slight advantage was worth the possible Church pro-
  scriptions. Today, these troops are Penitents under 
  the protection — and the responsibility — of their no-
  ble house or guild “sponsors.”
  Outside of the major factions, only the interstellar 
  covens of the Invisible Path and Favyana have the 
  resources to maintain units of psychics trained in 
  military theory. On some worlds, a few paramilitary 
  or guerilla traditions come close, but most formally 
  trained Dervishes scoff at these “pretenders.”
  Dervishes excel at combat and tactics, using what-
  ever psychic paths they can manifest to enhance their 
  combat abilities, making them truly fearsome war-
  riors. The best can shroud their occult abilities and 
  appear as highly skilled but normal soldiers. Some are 
  juggernauts or dynamos of destruction, relying on the 
  absence of living witnesses to keep the Church from 
  calling.
  Some of the Royal House-sponsored units include: 
  The Diwin (Li Halan), The Marifah (al-Malik), The 
  Midnight Furies (Li Halan), The Screaming Dervish-
  es (Decados), and Taliesen’s Spear (Hawkwood).
  PATRON SAINTS 
  Xonas the Reconciled  — Xonas was original-
  ly one of the Dervishes who followed Don Marcika 
  Holuzio Rolas to Hira to battle the Kurgan Caliph-
  ate after the Emperor Wars. Soon thereafter, he was 
  overcome by his Dark Twin, who became a doppel-
  ganger, joined the Kurgan forces, and recruited a 
  Dervish force in service to the Caliphate. Eventually, 
  Xonas met his Twin in battle and struck him down. 
  Witnesses speak of how he bent over the body of his 
  Twin as the two bodies merged into one, producing 
  a single being of such luminous repose that the en-
  tire army dropped their weapons and bowed before 
  it. Xonas disappeared into the wilderness. Some say 
  he still lives, preaching a path of reconciliation with 
  one’s own Dark Twin. 
  Zegai the Powerful One — Also known as Al-Uz-
  za, the “Powerful One,” Zegai was a heretical prophet 
  from Grail (4844-4891). According to legend, she be-
  held the Three-Fold Vision of the Pancreator giving 
  birth to the Self and then devouring it, creating the cy-
  cle of many “I’s” which must die before enlightenment 
  can come. The vision inspired her to create an army of 
  fanatical soldiers she dubbed “dervishes.” Although it 
  took years of war by the houses to defeat her uprising, 
  her psychic followers proved instrumental in the early 
  Symbiot Wars, and so the Church, while still inveigh-
  ing against Zegai as a heretic, relented somewhat in 
  its condemnation of those who sought her intercession.
  
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  Lodestones
  Psychics who are just beginning to learn a power need 
  a tangible, physical item with which to focus their in-
  tent. A lodestone acts as a sort of capability for using 
  your powers, but one which you can grow out of. It 
  can be of tiny size, such as a coin, amulet, or ring; 
  it can be crude (two sticks tied together with string 
  to form a cross) or expensive (a diamond); it doesn’t 
  really matter what it is or what it’s made of, so long as 
  it holds some significance and meaning for you. This 
  item is called a lodestone. 
  When using a psychic power whose precondition 
  requires the same rating as your Psi characteristic, 
  you must have your lodestone on your person some-
  where (in your hand, your pocket, your satchel) when 
  using that power. If you don’t, your roll is unfavor-
  able. Once your Psi characteristic is higher than the 
  precondition’s listed rating, you no longer need the 
  lodestone when using that power. (Example: Far 
  Hand’s Crushing Hand power has a precondition of 
  Psi 3. If your Psi is 3, you need your lodestone when 
  using that power. If you’re Psi is 4 or higher, you don’t 
  need the lodestone.)
  You can use the same lodestone for all your pow-
  ers or adopt a different one per path or per power. 
  One psychic might have a dozen odd trinkets serving 
  as lodestones; another may have a single treasured 
  amulet as their sole lodestone. It’s all up to personal 
  choice.
  You must attune to an item to make it into a lode-
  stone. You spend an hour with it and perform a Fo-
  cus-skill meditate action. If you’re victorious, you can 
  spend 1 VP to attune to it and make it your lodestone. 
  If you lose a lodestone, you can use this process to 
  attune to a new one.
  Elemental Powers
  The first power in a psychic path is elemental. This 
  means it’s foundational to the powers that build upon 
  it with higher levels of Psi, but it can also be used in 
  a weaker manner instinctually without the effort and 
  concentration required for the full use of the power. 
  Each elemental power lists the things it can do ele-
  mentally with a Psi rating of 1, along with details on 
  how this elemental use improves at Psi 5 and Psi 9. To 
  use a power elementally, you simply need to spend 1 
  VP. The power use is a secondary action (although 
  you can only do one such elemental secondary action 
  per turn). 
  The drawback is that instinctual use touches into 
  deep layers of the psyche  — the very layers where 
  Urge resides. Whenever you are affected by one or 
  more of the following states — Afraid, Berserk, Dis-
  to the Church, although they are often convenient-
  ly lost through bribery by a Royal House sponsor. 
  This provision can be stripped if the Dervish en-
  gages in unlawful activities against the nobility and 
  the Church.
  Rules 
  Rules 
  The ability of characters to manifest psychic powers 
  comes with the selection of special perks. Characters 
  must meet all the preconditions for a psychic perk.
  Special Characteristics:  
  Psi/Urge
  Beginning psychics gain 1 rank in a special character-
  istic called Psi, which allows them to practice psychic 
  powers. This statistic is one part of a pair; it has an 
  opposite characteristic that runs counter to it. Psi’s 
  opposite pair is called Urge, and it’s not something 
  any psychic wants — it’s their dark twin, their shad-
  ow side, given strength by their psychic gift. These 
  paired characteristics each share the same scale of ranks 
  (1 to 10), and a rating in one characteristic lessens the 
  maximum rating in its opposing characteristic. 
  Example: Johann has a Psi of 4 and an Urge of 2. 
  This means his maximum Psi is 8. He cannot raise his 
  Psi to 9 until he first lowers his Urge to 1 or less. 
  Psychics do not begin with any ranks in Urge; those 
  must be acquired through gameplay. They can also 
  be diminished only through gameplay. (See Urge be-
  low.)
  Psi is rarely used to bolster a roll, unlike most char-
  acteristics. It is a benchmark rating for measuring 
  your psychic potential. Certain Psi ratings serve as 
  preconditions for acquiring psychic power perks. 
  When you follow a psychic-oriented calling, such as 
  Psychic, you gain 1 rank in Psi, as well as the ability 
  to assign 1 or more of your level-awarded character-
  istic ranks to Psi. Certain species, such as the obun 
  and ukar, can gain Psi at birth. Others, like the vorox, 
  cannot awaken it at all (baring miraculous exposure 
  to strange phenomena like Anunnaki tech). 
  Using Psychic Powers
  To use a psychic power, you must first spend 1 or 
  more VP before you can make the associated roll; the 
  exact cost is listed for each power. Some powers allow 
  or require VP expenditures for additional effects.
  
  OCCULT TECH: PSI CLOAK 
  A psi cloak is a TL8 device that defends 
  against mental powers (psychic, theurgic, and 
  otherwise), providing +5 Spirit Resistance to 
  its wearer. 
  It isn’t a physical cloak; it’s an energy aura 
  emitted around its wearer, similar to an en-
  ergy shield (with which it’s compatible.) The 
  aura is invisible to the naked eye, but it’s vis-
  ible in the ultraviolet and infrared spectrums 
  (as a shimmering haze around the wearer). 
  Most occult perception powers (Subtle Sight, 
  Second Sight, etc.) can perceive the cloak. 
  Physically, the XS-size device is like a dueling 
  e-shield core, concealable in a casing such as a 
  belt buckle, brooch, or wristwatch. It requires 
  an XS fusion cell and will take 10 hits (just like 
  an e-shield) before powering down. These are 
  no longer manufactured and are highly sought 
  by everyone. 
  Cost: minimum 3,000 fb
  Tech compulsion: Protective
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  of the effect, but they might be revealed by a successful 
  Observe + Intuition roll vs. Resistance equal to the psy-
  chic’s Sleight of Hand skill rating.
  Generally, unless stated otherwise in a power’s de-
  scription, the range for Far Hand powers is sight. This 
  cannot be extended unless you use a Sixth Sense power 
  (a video feed or the like usually won’t do). If a force or fi-
  nesse rating is needed when using Far Hand, use the psy-
  chic’s Wits (for Strength) or Perception (for Dexterity). 
  LIFTING HAND
  Calling • Power (elemental) • Precondition: Psi 1
  By focusing your will, you can create a simple field of 
  directional force to pick up, push, or pull objects.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per turn extended duration
  Roll: Focus + Wits
  Resistance: An unattended object’s Resistance is 1 
  per 25 kg of weight. If someone is holding the ob-
  ject, they can resist your psychokinetic pull as a re-
  flexive secondary action; add that person’s Strength 
  to the Resistance. VP can be spent to overcome the 
  object’s Resistance.  
  Impact: You lift an object within your sight 1 meter 
  into the air. You can push it in any direction a dis-
  tance of 1 meter per rank of Psi. 
  Each turn, you can keep this power going by 
  spending 1 VP. While the power’s duration lasts, 
  you may use a secondary action to keep the object 
  aloft and move it up to 1 meter per Psi rank. When 
  the duration ends, the object returns to the ground 
  as if dropped from its height.
  ELEMENTAL USE
  With Psi 1, you can use this power elementally (by 
  spending 1 VP) to perform simple psychokinetic ac-
  tions on items of negligible weight. You might turn an 
  unlocked doorknob and push a door open, lift a pen, 
  cause the drapes to flutter, etc.
  At Psi 5, you gain a bit more control. You can lift a 
  pen and write a crude message, cause plants to sway 
  in a particular direction as a means of directing some-
  one that way, or even cause a negligible item to hover 
  and fly for up to 1 turn per Psi rating.
  At Psi 9, you can lift objects up to 5 kg elementally.
  THROWING HAND
  Calling • Power • Preconditions: Psi 2 and Lifting 
  Hand
  You propel an object you have lifted with consider-
  able force. You must first use Lifting Hand to pick up 
  the object; throwing it with this power is then a bonus 
  primary action.
  oriented, Humiliated, Stunned, Terrified, or Tor-
  mented — your elemental power might activate on its 
  own, out of your control. This usually happens only 
  when you fail an action (even a non-psychic power ac-
  tion) or suffer some other setback while you’re in the 
  grip of those states. The GM takes over and decides 
  what happens. The good news is that this uncon-
  trolled eruption of elemental power does not cost you 
  a VP. (The GM can choose to add states to this list.)
  Paths
  Psychic powers come in paths. They begin with a dis-
  crete elemental power and build into more potent 
  variations on that power. These come in the forms 
  of perks, each of which requires a prior power in the 
  chain as a precondition. 
  Far Hand (Psychokinesis)
  Far Hand (Psychokinesis)
  The path of Far Hand was one of the most measurable 
  and practical phenomena studied during the Second 
  Republic. Far Hand deals with the manipulation of 
  physical objects and energy fields through the appli-
  cation of pure will. It is also one of the least subtle of 
  the psychic paths — inanimate objects flying around or 
  floating off the ground are obvious to anyone seeing 
  them. The psychic is not necessarily the obvious source 
  
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  they fail a reflexive secondary-action Vigor + Will 
  roll vs. your Psi as Resistance).
  Escape: The character who is grappled can take a pri-
  mary action to break free, rolling Fight + Strength 
  vs. Resistance equal to your Psi. If successful, they 
  are free from the Crushing Hand hold and can 
  take their movement action. If the roll fails, they 
  are still Hindered (or Immobilized, if they were re-
  strained). If you failed a clinch roll, the victim can 
  make an escape roll as a reflexive action.
  DUELING HAND
  Calling • Power • Preconditions: Psi 4 and 
  Crushing Hand
  You can make a tool or weapon on your person leap into 
  the air, perform an action, and then either return to your 
  person or hover, ready to act again in subsequent turns.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per turn extended duration
  Roll: [relevant skill] + Wits
  Weapon = Melee or Shoot; tool = Tech Redemption; 
  lockpicks = Intrusion; etc.
  Resistance: As per the task you perform with the item. 
  Impact: The item can move up to 1 meter per Psi 
  rating, plus 1 meter 1 VP spent. 
  If you’re using the psychokinetically controlled 
  object as a weapon, treat it like a normal attack, 
  except that it’s at range. 
  After the action is complete, the item returns to 
  where it came from (holster, belt, etc.), unless you 
  extend the duration (1 VP per turn), in which case 
  the item hovers in place until you direct it again. 
  (Hovering is a secondary action; using it again to 
  perform a task is a primary action.)
  FOCUSED HAND
  Calling • Power • Preconditions: Psi 5 and Du-
  eling Hand
  Focusing your mind, you can perform great feats of 
  strength, such as lifting an object of incredible weight 
  or raising multiple items into the air. You can also 
  perform delicate tasks from a distance.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per turn extended duration
  Roll: Focus + Wits
  Weapon = Melee or Shoot; tool = Tech Redemption; 
  lockpicks = Intrusion; etc.
  Resistance: When lifting a single object, Resistance 
  is 1 per 200 kg of weight. If someone is holding 
  the object, they can resist your psychokinetic pull 
  as a reflexive secondary action; add that person’s 
  Strength to the Resistance. You can spend VP to 
  overcome the object’s Resistance.
  Time: Instantaneous (bonus primary action)
  Cost: 1 VP
  Roll: Focus + Perception
  Resistance: Equals the target’s Body Resistance; if the 
  target is an object, the GM determines its Resistance.  
  Impact: You fling your psychokinetically lifted object 
  at a target (a person, thing, or location). The GM 
  determines the base damage delivered by the ob-
  ject, based on its size, weight, sharpness, etc. If it’s a 
  weapon, use the weapon’s damage. 
  The target must be within 1 meter per Psi rating. 
  This range can be increased by 1 meter per 1 VP 
  you spend. 
  You cannot extend the duration of this power. If 
  you want to throw the object again, you’ll need to 
  first use Lifting Hand again and then this power.
  CRUSHING HAND
  Calling • Power • Preconditions: Psi 3 and 
  Throwing Hand
  You can hold a target in place and exert crushing 
  force.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per turn extended duration
  Roll: Fight + Wits
  Capability: N/A
  Resistance: Against a person, the target’s armor 
  does not provide Body Resistance, but they can use 
  their Strength as Resistance (e.g., a person with a 
  Strength of 5 would get 5 Resistance). Against an 
  object, the GM determines the Resistance based on 
  toughness.
  Impact: Inflicts 3 base damage, and the target is 
  Hindered until your psychokinetic hold is broken.
  Once a Crushing Hand hold is victorious, you 
  can maintain the duration by spending 1 VP each 
  turn. You can opt to inflict damage each successive 
  turn as a primary action without needing to make 
  another roll; you spend VP to inflict this damage.
  During a Crushing Hand hold, you can consider 
  three sub-maneuvers: clinch, restrain, or escape. 
  Clinch: Instead of inflicting damage, you can opt to 
  clinch your psychokinetic hold by making another 
  roll each turn as a primary action. This improves 
  your hold — it grants you VP. If the clinch roll fails, 
  you still have hold of your target, but the target 
  can make a reflexive roll to escape (see below). If the 
  clinch roll is a critical miss, the hold is broken. 
  Restrain: Instead of inflicting damage, you can try 
  to restrain your victim. This can only be done on 
  turns after the turn in which the hold was estab-
  lished. You spend 2 VP to impose the Immobi-
  lized state. On the following turn, you can spend 
  2 VP to try to render the target Incapacitated (if 
  
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  Psi rating, plus 1 sq. meter per 1 VP spent. Anyone 
  behind the field gains its protection, as if they were 
  wearing a personal energy shield device.
  The Far Wall behaves equivalent to an energy 
  shield. Its lower threshold is equal to 3 + your Urge 
  rating, while its upper limit is 10 + your Psi rating. 
  (For example, if your Urge is 2 and your Psi is 6, 
  your force field’s protection is 5/16.) 
  The Far Wall lasts for the remainder of the scene, 
  but each “shield” activation costs you 1 VP. If you 
  can’t spend the VP, the power is still active, but it 
  doesn’t have enough energy to activate the shield-
  ing effect until you can spend VP. 
  AIR STRIDE
  Calling • Power • Preconditions: Psi 7 and Far Wall
  Focusing your directional forces on yourself, you can 
  hover over the ground or take to the air.
  When lifting multiple objects, Resistance is 1 per 
  100 kg of weight.
  When performing a skilled task, use the guidelines 
  for the skill’s maneuvers in Chapter 3: Traits, but 
  generally, the Resistance is raised by one step (say, 
  from Demanding to Tough). 
  Impact: You can lift one item, lift more items, or 
  achieve a task.
  Lift: You can either lift an object of immense weight, 
  lift a multitude of items into the air, or move ev-
  erything not nailed down away from you. This 
  operates like Lifting Hand with the exceptions 
  listed under Resistance (shown above), as well as 
  the ability to lift more than one item.
  You can also employ Throwing Hand with the 
  objects you have lifted (as a bonus primary ac-
  tion; as per the Throwing Hand rules). You can 
  use Dueling Hand with your multiple objects, but 
  they must all perform the same action against the 
  same target; otherwise, it 
  costs you 2 VP per addi-
  tional action/target.
  Task: You can perform a skill 
  maneuver from a distance 
  (within sight). Use the 
  guidelines for the skill from 
  Chapter 3: Traits, but the 
  GM will determine how 
  well you can really perform 
  here. You might be able to 
  type on a think machine’s 
  keyboard from across the 
  room, but that doesn’t mean 
  you can read the screen well 
  enough to know if you’re 
  getting the results you in-
  tend. Combining this with 
  a Sixth Sense power such 
  as Far Self might lower the 
  Resistance back to normal. 
  FAR WALL
  Calling • Power • Precondi-
  tions: Psi 6 and Focused Hand
  You create a force field barrier 
  similar to one generated by en-
  ergy shield technology.
  Time: Instantaneous (primary 
  action)
  Cost: 1 VP +1 VP per activation
  Roll: Vigor + Will
  Resistance: Hard Resistance. 
  Impact: You create a force 
  field of 1 square meter per 
  
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  spend VP to increase base speed). Unwilling targets 
  can attempt a reflexive primary-action dodge ma-
  neuver (using Vigor skill); if they fail, you control 
  their flight as a secondary action.
  Omen
  Omen
  The path of Omen seeks to throw off the shackles of 
  time itself, expanding awareness to include the past 
  and the possible future. These psychic abilities were 
  known as precognition and postcognition respectively 
  in the Phavian Institute. They were also some of the 
  least understood of the so-called psychic sciences.
  Knowledge of the past is just history, and interpret-
  ing it is fairly straightforward, but when you begin to 
  look into the future, things start to become… inter-
  esting. After all, the future is full of possible events. 
  While nothing is set, knowledge of the future can 
  change what will happen. The tricky bit comes in in-
  terpretation. With only a little knowledge, setting out 
  to change the future can lead to the very events that 
  bring that future about. Seeking to ensure a partic-
  ular future might end up tipping things in another 
  direction, bringing about an unseen future. 
  This psychic path is shorter than most other paths, 
  but it requires considerable study and strength of will 
  before one can understand visions in such a way that 
  a reasonable interpretation can be made.
  There is no elemental power for this path.
  SHADOWS GONE BY
  Calling • Power • Precondition: Psi 6
  Attuning yourself to an object, you may “read” it to 
  get a vision of the past surrounding it.
  Time: Present Tense
  Cost: 2 VP 
  Roll: Focus + Intuition
  Resistance: Hard+ (see below)
  Impact: You call forth an event from the past sur-
  rounding an object you are touching. You can at-
  tempt to see a particular time (“what happened 8 
  hours ago”) or a particular event (“when Dame Ju-
  lia was murdered”).
  You experience the event as a flashback that lasts 
  around 30 seconds with sight, sound, and the gen-
  eral feelings of those around the object.
  The GM will establish the total Resistance based 
  on the distance in the past and the significance of 
  the event. Seeing a year or two in the past might 
  be Hard; going back to the Second Republic could 
  easily be considered Miraculous. The significance 
  of the event can also affect the Resistance: the less 
  significant it is, the harder it is to call forth. If the ob-
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Focus + Wits
  Resistance: Equals your Size rating (5 for humans) 
  + 1 for every 100 kg of equipment/objects/creatures 
  you carry.
  Impact: You hover up above the ground, and you 
  can fly through the air for the remainder of the 
  scene as your movement action. Your base speed 
  is 10 meters per turn. You can increase this by 5 
  meters per turn per 2 VP you spend.
  DEMOLISHING HAND
  Calling • Power • Preconditions: Psi 8 and Air 
  Stride
  By compressing an energy field and releasing it at a 
  single point, you can create a big hole in something… 
  or someone.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Focus + Perception
  Resistance: Equals target’s Body Resistance (ignores 
  armor).
  Impact: You compress and release a wave of force 
  right next to a target, like uncoiling a spring. The 
  force ignores Body Resistance from physical armor; 
  it’s considered a broad-impact strike against energy 
  shields (check for burnout). Base damage is equal 
  to your Will rating and can be increased by 1 per 
  2 VP spent. 
  Any target that suffers damage from this blast 
  must make a reflexive secondary-action Endurance 
  + Vigor roll vs. Resistance equal to the amount of 
  damage taken. Victory means they are Stunned 
  for their next turn. Failure means they are Uncon-
  scious for 1 turn per point of damage. 
  AIR DANCE
  Calling • Power • Preconditions: Psi 9 and De-
  molishing Hand
  You may use Air Stride on others, even if they’re un-
  willing.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 1 VP per additional target after the first 
  (max limit = Psi)
  Roll: Focus + Wits
  Resistance: Figure the Size ratings + 1 per 100 kg of 
  equipment carried for each target and apply it as 
  Resistance; you can lift up those whose Resistance 
  you overcome.
  Impact: You bestow the Air Stride power on one or 
  more willing targets, who are each in control of 
  their own flight (although either you or they must 
  
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  Time: Present Tense
  Cost: 3 VP 
  Roll: Focus + Presence
  Resistance: Severe
  Impact: You may answer one question posed to you 
  during your trance, and you will be given an an-
  swer. As with the answers of the ancient Urth Del-
  phic Oracle, the psychic’s answer is always in the 
  form of metaphors, riddles, or abstractions, and it 
  must be interpreted. The GM is the voice of the 
  omen, and they should use the power to reveal a 
  possible future for the troupe.
  Psyche
  Psyche
  Once known as telepathy by the Phavian Institute, 
  the path of Psyche pertains to the transference of in-
  formation or feelings from one mind to another. It re-
  mains one of the most feared and commonly abused 
  types of psychic phenomena, for it is both subtle and 
  misunderstood. Claims of mind control are hard to 
  prove, but nonetheless, they create loathing and ha-
  tred in those that believe such tales. 
  Psyche often imposes states on its targets. Unless 
  stated otherwise, the victim can attempt to shake it off 
  to free their mind from this influence. 
  These powers are most often opposed by Spirit Re-
  sistance.
  Unless otherwise noted, Psyche powers have a 
  range of sight. Increasing this range requires either 
  a bond formed with the target or a power from a 
  path like Sixth Sense to increase the viewing dis-
  tance.
  Note that people generally “think” in their native 
  tongue — if you don’t know this language, you proba-
  bly can’t tell what they’re thinking.
  MIND SPEECH
  Calling • Power (elemental) • Precondition: Psi 1
  You can project your thoughts into the mind of others 
  and hear their responses, effectively allowing you to 
  communicate silently.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per additional target after the first
  Roll: Focus + Presence
  Resistance: Hard +1 per additional target.  
  Impact: You can project your thoughts directly into 
  the mind of another person in your sight for the 
  rest of the scene, as if you were talking directly into 
  their ear, and they may project thoughts to you 
  in the same fashion. This communication is silent 
  and undetectable, except by other Psi powers. You 
  only receive what the participants want to send, 
  ject was used to murder someone during the event, 
  it wouldn’t increase the Resistance, but if the object 
  was only present during the murder, it could increase 
  Resistance by one step or more. Someone just pass-
  ing by the object and not notably interacting with it 
  could increase Resistance by two or more steps.
  SHADOWS TO COME
  Calling • Power • Preconditions: Psi 7 and Shad-
  ows Gone By
  Turning your inner sight from the present, you may 
  now gaze into the future and its possible outcomes.
  Time: Present Tense
  Cost: 2 VP 
  Roll: Focus + Intuition
  Resistance: Hard+ (see below)
  Impact: You can see, hear, and feel a scene from the 
  future surrounding a person, place, or object. This 
  can be a specific event or time (such as “the cor-
  onation of Bishop Vigaro de Aragorn” or “in this 
  courtyard at midnight three days hence”). The Re-
  sistance is decided by the GM based on the distance 
  into the future. An hour or two may only be Hard 
  Resistance, while a week might be Tough or worse. 
  You see a potential future but a very likely one. The 
  glimpse of the future lasts for 30 seconds
  VOICE FROM THE PAST
  Calling • Power • Preconditions: Psi 8 and Shad-
  ows to Come
  You can channel the personality of someone long 
  dead to speak through you and impart information.
  Time: Present Tense
  Cost: 2 VP 
  Roll: Focus + Presence
  Resistance: Demanding (Severe if the subject is un-
  willing)
  Impact: You summon and channel a deceased en-
  tity to have it answer one question through your 
  voice. You may ask one additional question per 2 
  VP spent. 
  Some courts in the Known Worlds have allowed 
  use of this power to take testimony from the dead 
  in murder cases. The Church maintains, however, 
  that these are not ghosts; allegedly, this power calls 
  forth demons or the psychic’s own twisted mind.
  ORACLE
  Calling • Power • Preconditions: Psi 9 and Voice 
  from the Past
  By entering a trance-like state, you can give cryptic 
  foretellings of the future.
  
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  EMOTE
  Calling • Power • Preconditions: Psi 3 and Intuit
  By unleashing the baser aspects of your mind, you 
  can create emotional states in the minds of others. 
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per +1 Resistance against shake it 
  off attempts
  Roll: Empathy + Presence
  Resistance: Equals target’s Spirit Resistance.
  Impact: You create a base emotion in the target, 
  expressed as a state. Choose either Angered, Con-
  fused, or Daunted. 
  You can spend additional VP to choose a more 
  intense state instead: 
  2 VP = Afraid or Reckless
  4 VP = Berserk, Penalized, or Terrified
  Emotions are transitory by nature  — artificial 
  ones, even more so. The state applied is tempo-
  rary (it lasts for the scene), but additional VP spent 
  during activation can make it more difficult to shake 
  it off: +1 Resistance per 1 VP.
  MIND SIGHT
  Calling • Power • Preconditions: Psi 4 and Emote
  You can now peer deeper into a target’s mind to read 
  surface thoughts; it’s as if the target was speaking 
  their mind out loud for you to hear.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 1 VP per 10 turns extended duration
  Roll: Impress + Presence
  Resistance: Equals target’s Spirit Resistance.
  Impact: You can read the surface thoughts of a tar-
  get within sight as a secondary action for the next 
  10 turns. If you’re not in turn-based time, you can 
  extend the duration for 10 minutes (Present Tense) 
  or 1 hour (Narrated). 
  You can get the target of this power to think 
  about a particular subject by making a successful 
  telepathic influence action (such as a command or 
  entreat maneuver) as a primary action. The result 
  is inherently subjective, however, as someone’s 
  thoughts about any subject are usually about how 
  it relates to themselves. 
  Your dodge or evade maneuvers against the target’s 
  attacks are favorable, as you read their intentions 
  moments before they act. You can instead shout a 
  warning (as a primary reflexive action) to anyone 
  else the target is attacking, giving them a favorable 
  defensive roll.
  Finally, you can probe the target’s thoughts to de-
  termine if they’re genuinely theirs or the result of 
  an occult intrusion, as with the Intuit power (listed 
  above). 
  so you cannot in any way read their thoughts with 
  this power. 
  You may spend additional VP to contact multiple 
  targets at once, up to your Psi rating. This also in-
  creases the Resistance for the action.
  If the target is unwilling, the base Resistance is 
  their Spirit Resistance. If you’re successful, they 
  can try to shake it off (Easy Resistance) to sever your 
  Mind Speech connection. 
  ELEMENTAL USE
  With Psi 1, you can use this power elementally (by 
  spending 1 VP) to send a simple thought (a short sen-
  tence or iconic image) to another person within sight 
  as a secondary action.
  At Psi 5, you can spend 1 VP as a secondary action 
  to increase the effects of your successful Mind Speech: 
  you create a “channel”’ where all the targets can com-
  municate with one another.
  At Psi 9, you can send thoughts by Mind Speech 
  to anyone in sight at no cost (but you still need 
  Mind Speech to allow them to respond mentally 
  to you).
  INTUIT
  Calling • Power • Preconditions: Psi 2 and Mind 
  Speech
  By extending your mental senses, you can read the 
  emotional state of a person within sight.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per 10 turns extended duration
  Roll: Empathy + Intuition
  Resistance: Equals target’s Spirit Resistance.
  Impact: You can subtly sense the target’s current 
  emotional state as a secondary action for the next 
  10 turns. You understand the emotions they’re feel-
  ing but not necessarily the cause of the emotion. 
  If you’re not in turn-based time, 1 VP will extend 
  the duration for 10 minutes (Present Tense) or 1 
  hour (Narrated). Emotional insight allows for much 
  easier manipulation of your target, as you quickly 
  know if you’re on the right track. You get favorable 
  rolls for most influence attempts against the target, 
  as well as therapeutic actions (such as the Empathy 
  minister maneuver).
  You can probe the target’s emotions to determine 
  if they’re genuinely theirs or the result of an occult 
  intrusion caused by powers such as Emote, Head 
  Shackle, or Puppetry. Roll Empathy + Wits vs. Re-
  sistance equal to the Psi (or Theurgy) rank of the 
  power. Victory does not tell you what the power is 
  (although if you possess that power yourself, you 
  can recognize it), only that the target’s emotion is a 
  result of a power. 
  
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  BRAIN BLAST
  Calling • Power • Preconditions: Psi 7 and Head Shackle
  You can strike at a target’s brain directly, inflicting damage and im-
  posing physical states on them with pure mental control.
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP per point of damage dealt
  Roll: Focus + Presence
  Resistance: Equals target’s Spirit Resistance.
  Impact: You blast the target’s mind for 1 point of damage per 2 VP 
  spent, up to your Psi rating. Additionally, you can inflict a physical 
  state on your target by spending VP:
  2 VP = Fatigued or Hindered
  4 VP = Disoriented or Stunned
  6 VP = Immobilized, Paralyzed, or Unconscious
  These states last for 10 turns. The Resistance to shake it off at-
  tempts is increased by the amount of damage this power dealt.
  SYMPATICUS
  Calling • Power • Preconditions: Psi 8 and Brain Blast
  Create a telepathic network with others, allowing each to commu-
  nicate with one another and share extra resistance against Psyche 
  powers.
  Time: Present Tense (15 minutes)
  Cost: 1 VP +1 VP per additional target
  Roll: Focus + Wits
  Resistance: Equals the highest Spirit Resistance of all targets.
  Impact: You create a gestalt network linking all the targets to your-
  self, bonding you together. Any member can share thoughts or 
  emotions with other members regardless of distance, so long as 
  they’re in the same solar system. Members can leave the group at 
  will, and you can end the effect at any time; otherwise, the effect 
  persists among the members for the remainder of the drama, so 
  long as each member remains in the same solar system as you. 
  Additionally, when within sight, any member can spend VP from 
  their cache to increase any other members’ Resistance to Psyche 
  powers.
  PUPPETRY
  Calling • Power • Preconditions: Psi 9 and Sympaticus
  You can telepathically take control of another person, possessing 
  them completely.
  Time: Instantaneous (primary + reflexive action)
  Cost: 1 VP +1 VP per 10 turns extended duration
  Roll: Focus + Presence
  Resistance: Equals target’s Spirit Resistance.
  Impact: You can touch a target and completely possess them with 
  your will for the next 10 turns. If the target is resisting your touch, 
  you need to roll Fight + Dexterity as a primary action vs. their 
  Body Resistance (although you ignore armor — you’re not trying 
  to penetrate, just touch). If successful, you can activate Puppetry as 
  a reflexive action.
  MIND SEARCH
  Calling • Power • Preconditions: Psi 5 and Mind 
  Sight
  You can now delve deeply into a person’s mind to ex-
  tract answers to your questions.
  Time: Present Tense
  Cost: 1 VP +1 VP per +1 Resistance against shake it 
  off attempts
  Roll: Charm + Presence
  Resistance: Equals target’s Spirit Resistance.
  Impact: You may dig the answer to a single question 
  out of a person’s mind. Every 2 VP spent on impact 
  allows you to ask one additional question. Especial-
  ly sensitive topics or secrets can trigger a subcon-
  scious shake it off attempt from the target, which 
  cancels this power if successful. You may spend VP 
  before the roll to increase the Resistance to shake it 
  off attempts.
  This power is only partially subtle: the target is 
  not aware of the questions asked of them, but they 
  do experience thinking the answer to the questions. 
  HEAD SHACKLE
  Calling • Power • Preconditions: Psi 6 and Mind 
  Search
  You can implant suggestions directly into the mind 
  of others who have no choice but to follow these in-
  structions.
  Time: Instantaneous (primary action)
  Cost: 1 VP +1 VP per +1 Resistance against shake it 
  off attempts
  Roll: Impress + Presence
  Resistance: Equals target’s Spirit Resistance +1 (if 
  non-sentient) or +2 (if sentient).
  Impact: You dominate the mind of another, compel-
  ling them to perform an action or series of actions. 
  You may specify the next action they take. Each ad-
  ditional 2 VP spent on impact allows you to specify 
  a subsequent action they’ll take, but all the actions 
  in the series must be specified when this power is 
  activated. You can’t direct them turn-by-turn like a 
  puppet (see Puppetry, below).
  Regardless of the number of actions in the series, 
  after the target finishes the first action, their sub-
  conscious will attempt to shake it off as a secondary 
  action, which cancels this power if it’s successful. 
  You may spend VP upon activation to increase the 
  Resistance to the target’s attempts shake it off. The 
  target cannot inflict harm on themselves direct-
  ly, and actions that harm loved ones or go against 
  strong held beliefs might trigger another shake it off 
  secondary action.
  
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  OCCULT
  Cost: 1 VP
  Roll: Focus + Perception
  Resistance: Hard 
  Impact: Declare which sense you’re honing — sight, 
  sound, smell, taste, or touch — when you activate 
  this power. Until the end of the scene, you are al-
  lowed an instinctual perception test, even when 
  normal senses would normally disallow it, whether 
  that’s due to distance, a deleterious condition, or 
  similar impediments. You ignore either the Visually 
  Impaired or Hearing Impaired state (depending on 
  which sense was shaped). At the GM’s discretion, 
  you can treat Blinded or Deafened states as Visu-
  ally Impaired or Hearing Impaired, respectfully. 
  You can spend 2 VP to ignore one of those states 
  entirely. 
  You can activate this power again within the same 
  scene to hone additional senses (one extra sense per 
  additional use). 
  ELEMENTAL USE 
  With Psi 1, you can spend 1 VP to make a shake it 
  off attempt as a reflexive secondary-action against any 
  sensory-inhibiting state imposed by sensory overload 
  (such as a bright flash or thunderous sound).
  With Psi 5, you can spend 1 VP to add your Psi to 
  your Perception for instinctual perception tests, effec-
  tive for the rest of the scene. 
  With Psi 9, your Shape Senses power hones all five 
  senses instead of just one.
  SUBTLE SIGHT
  Calling • Power • Precondition: Psi 2 and Shape 
  Senses
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP for aura motion, +2 VP for aura 
  shape
  Roll: Observe + Perception
  Resistance: Equals the target’s Spirit Resistance.
  Impact: You tune your senses to see the psychic aura 
  of your target. This aura can reveal the target’s 
  general emotions and state of mind, as well as their 
  species and the presence of psychic activity acting 
  on them or inherent in them. Auras do not reveal 
  specific thoughts, but extra VPs spent can give you 
  telling clues through the motion and shapes of the 
  aura.
  You can see a target’s aura type and color. By 
  spending 2 additional VP, you can discern the mo-
  tion of the target’s aura, which conveys the target’s 
  state of mind; spending another 2 VP allows you 
  to also see its shape, which conveys the target’s 
  thoughts. 
  Your consciousness leaves your body, leaving it in-
  active for the duration of the power. While you are 
  controlling the target’s body, you may perform actions 
  with it, but you use the target’s traits instead of your 
  own. You may spend 1 VP as a secondary action to 
  have your own body make a movement action (but 
  it cannot make rolls). If your own body suffers more 
  Vitality damage from a single attack than your Size 
  rating, you must spend 1 VP to maintain this power. 
  If your body is rendered Unconscious or Dying, your 
  mind is flung back into your body in that state. 
  During the time you possess the body, the target 
  can do nothing but watch what’s happening to its 
  body. There’s one exception: If the target is a psy-
  chic with any Psyche powers, they can attempt a 
  shake if off attempt (rolling Focus + Psi) as a primary 
  action vs. your Psi as Resistance to evict you from 
  their body. A psychic with Head Shackle or Pup-
  petry can attempt to force you out using those pow-
  ers against you, and if they were in Sympaticus with 
  the target before it was possessed, they can make 
  shake it off attempts for them. 
  If you try to make the body do something that 
  would endanger it or the target’s loved ones, the 
  target gets to make a reflexive shake it off attempt 
  as a secondary action. If successful, the Puppetry 
  is canceled. 
  Sixth Sense
  Sixth Sense
  Known in the old Phavian Institute as Extra-Sensory 
  Perception, this path seeks to cultivate modes of per-
  ception considered inherent in all sentient beings, al-
  though they are seldom (if ever) consciously accessed.
  Unless otherwise noted, powers from this path last 
  until the end of the scene.
  This path can allow the range of some other powers 
  to be extended by projecting the awareness of the psy-
  chic somewhere else so that distant targets are consid-
  ered “in sight.”
  SHAPE SENSES
  Calling • Power (elemental) • Precondition: Psi 1
  You shape one or more of your normal senses to offset 
  limitations imposed by your environment. You can 
  tune out frequencies of sound to ignore the grinding 
  of machinery as you try to hear the footsteps of some-
  one sneaking around you, or you can alter your eye-
  sight to perceive infrared light and ignore darkness. 
  You can even filter out the taste of salt to better under-
  stand what other tastes might lie beneath it.
  Time: Instantaneous (primary action)
  
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  SHAPES: THOUGHTS
  Certainty 
  Column
  Doubt 
  Cloud
  Emotion (strongly directed) 
  Rays
  Hatred 
  Spike
  Suspicion, distrust  
  Hard outer edge
  Thoughts (incessant, nagging) 
  Veins
  Whimsy 
  Swirls
  PREMONITION
  Calling • Power • Precondition: Psi 3 and Subtle 
  Sight
  Your senses extend slightly into the future, allowing 
  you to potentially respond to danger before it harms 
  you.
  Time: Instantaneous (primary action) 
  Cost: 1 VP
  Roll: Observe + Perception
  Resistance: Demanding
  Impact: You consciously spread your senses into the 
  world of potential futures; you then receive a psy-
  chic warning when there’s imminent danger. Once 
  active, this power lasts for the rest of the scene. You 
  will feel the presence of danger and the direction it 
  will come from, though not exactly what will hap-
  pen. You might be able to tell that soon extreme 
  danger will come from the direction of the engine 
  room on a starship but not that the stardrive will 
  soon explode. Such vagaries will require you to in-
  vestigate to discover the threat.
  In combat, the dangers are usually discernible, 
  and the warnings are quite effective at helping you 
  avoid deadly attacks. You gain a superior initiative 
  edge (this beats normal initiative edges) and can 
  more easily boost Resistance against physical or oc-
  cult attacks: +2 Body or Spirit Resistance per 1 VP. 
  Influence actions are usually too subtle for Premo-
  nition to detect.
  Note that this power only reveals and aids against 
  imminent dangers. For instance, a traitor in your 
  entourage who isn’t poised to strike won’t be re-
  vealed.
  FAR SIGHT
  Calling • Power • Precondition: Psi 4 and Pre-
  monition
  Sometimes known by the old Phavian designation 
  “clairvoyance,” this power allows you to see a distant 
  place as if you stood there presently. 
  Time: Present Tense (1 minute)
  Cost: 1 VP
  Roll: Observe + Intuition
  Resistance: See below
  AURA TYPE: SPECIES/CONDITION
  Species: 
  Ascorbite  
  Hexagon
  Etyri  
  Triangle/wedge/cone, pointing 
  down, flat on top
  Gannok  
  Square/cubic 
  Hironem  
  S-shaped, curving forward 
  Human  
  Simple elongated oval
  Oro’ym  
  Teardrop with pointed end 
  down or back-facing
  Shantor  
  Wave swelling up from 
  ground, curving forward 
  Symbiot  
  Tiny filament-threads stretch-
  ing out to infinity (obscure: 
  Herculean Resistance vs. 
  perception attempts)
  Ur-obun  
  Exaggerated egg-shape with 
  the big end at the top
  Ur-ukar  
  Exaggerated egg-shape with 
  the big end at the bottom
  Vau 
  Sleek wedge, pointed at the top
  Vorox  
  Torn, raggedy edges
  Condition:
  Asleep  
  Pale, empty aura with all col-
  or and activity concentrated 
  in the center
  The Changed  
  Folded or crimped around 
  the altered body part
  Psychic/Theurge  
  Deeper, more three-dimen-
  sional
  Unconscious  
  Pale, empty aura
  COLOR: EMOTIONS
  Abstract thought 
  Gray
  Afraid 
  Black
  Angry 
  Red
  Desirous 
  Green
  Disgusted, repelled Orange
  Happy 
  Yellow 
  Loving, caring 
  White
  Sad 
  Blue
  Satisfied 
  Violet
  MOTION: STATE OF MIND
  Confused 
  Horizontal spiral
  Depressed 
  Downward
  Determined 
  Vertical spiral
  Elated 
  Upward
  Excited 
  Quivering
  Extroverted (directed to others) 
  Outward
  Fatigued, tired 
  Melting
  Introverted (directed to self) 
  Inward
  Indifferent 
  Sloshing
  
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  OCCULT
  Herculean  = You try to see a place you don’t 
  know, but you have some personal link (e.g. a ware-
  house where a friend is being held captive). You still 
  need to know where the place is (the personal link 
  lets you target it).  
  Miraculous  = You try to see a completely un-
  known place with which you have no connection, 
  but you know where it is (e.g. the thieves’ lair or the 
  Duke’s clandestine club).
  The place must be on the same planet. If you’re 
  in space, it must be within 1 AU per your Psi rating. 
  If you do not know the place, but you want to see 
  it (e.g., you want to find where the captive Duke 
  is currently being held), you will need the Finding 
  power (listed below).
  FAR SELF
  Calling • Power • Precondition: Psi 5 and Far 
  Sight
  You can now expand your awareness of a distant loca-
  tion to include all the other senses, including hearing 
  and smell; in addition, your mental awareness is fully 
  present, allowing for other psychic powers to be used.
  Time: Present Tense (1 minute)
  Cost: 1 VP
  Roll: Observe + Intuition
  Impact: You can project your vision to another loca-
  tion, seeing as if your own eyes were present; as a 
  primary action, you may move your point of view 
  slowly (1 m per Psi rating per turn). Once you have 
  established the power, you can maintain it until the 
  end of the scene. You may use other powers from 
  the Sixth Sense path, but your mental awareness is 
  not quite present, so you cannot use powers such as 
  Psyche or Far Hand.
  You must know the target place to some degree. 
  Preferably, you’ve been there or have heard a lot 
  about it, but even an address or mark on the map 
  might be good enough to find it with your psychic 
  senses. However, the Resistance is based on your 
  familiarity of the target place.
  Hard = You try to see your home or living quar-
  ters; you know exactly where it is.
  Demanding = You try to see your hometown or 
  a regular haunt, somewhere you know quite well.
  Tough = You try to see a place you are somewhat 
  familiar with and have been before.
  Severe = You try to see an unfamiliar place; you 
  know about it, but haven’t necessarily visited there 
  (e.g., a famous public space or building). This could 
  instead be somewhere you have studied through 
  maps or detailed records.
  
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  ness the same light woven into the flesh of a Soma 
  master, enhancing their strength. Theurgic activity 
  appears as an unflickering candle-flame with the 
  top point stretching off to infinity. Other powers 
  can appear as a shifting darkness or spiraling col-
  ors. The GM is urged to be creative in describing 
  Wyrd Sight, as well as the broad occult forces at 
  work in any given scene.
  FINDING
  Calling • Power • Precondition: Psi 8 and Wyrd 
  Sight
  Using your ability to sense astral energies, you can 
  search for and locate a person or thing, even at great 
  distances, gaining awareness of the area around them.
  Time: Present Tense (10 minutes)
  Cost: 1 VP
  Roll: Focus + Perception
  Resistance: Equals target’s Spirit Resistance or your 
  familiarity (see below).
  Impact: You concentrate your senses into the astral 
  spectrum, sending your awareness to find a specif-
  ic person or thing, regardless of distance. You are 
  completely unaware of your surroundings while this 
  search is on, as your mind leaps from place to place 
  following unknowable threads of connection that 
  strain from your person to the target. When they 
  are found (or it is located), you become aware of 
  your target’s surroundings as if you were within a 
  meter of your objective; all your senses are present 
  there, giving you a general idea of their state.
  The higher a person’s Spirit Resistance, the more 
  slippery and hard it is to find the thread that leads 
  to them. An object can’t resist, but your familiar-
  ity with it can affect its Resistance. An important 
  personal object may only be Hard, while an object 
  described to you by another might be Severe. Lo-
  cating an object you have only read about might 
  offer you Herculean Resistance. 
  SENSES SHOCK
  Calling • Power • Precondition: Psi 9 and Finding
  You can open the senses of another, throwing them 
  into confusion and stupefying them with intense sen-
  sations.
  Time: Instantaneous (primary + reflexive action)
  Cost: 1 VP + 1 VP per +1 Resistance to shake it off 
  attempts
  Roll: Focus + Perception
  Resistance: Equals your target’s Spirit Resistance.
  Impact: You break down the target’s ability to adjust 
  their sensory input and intensity, causing normal 
  sensations to overload their mental capacity for 
  Resistance: See below
  Impact: As with Far Sight, you can project your 
  awareness to another location (with the same range 
  limitations), and you can employ all your senses. 
  You are also fully mentally present, so you can use 
  other psychic powers as if you were there in the 
  location, although these are slightly more taxing: 
  increase the cost of any power by 1 VP.
  This power uses the same Resistance as Far Sight.
  SHARED SENSE
  Calling • Power • Precondition: Psi 6 and Far Self
  You create a sensory conduit between you and a tar-
  get, hitching a ride on their senses and experiencing 
  the world through them.
  Time: Present Tense (1 minute)
  Cost: 1 VP
  Roll: Empathy + Intuition
  Resistance: Equals the target’s Spirit Resistance (or 
  Easy against willing and knowing targets).
  Impact: For the rest of the scene, you can link your 
  senses to those of another living target in sight (or 
  within your Far Sight’s vision). Once bonded in this 
  way, as a secondary action, you can close your eyes 
  and experience the world through their senses, even 
  if they leave your visual range after you’ve estab-
  lished contact. 
  You are also fully mentally present with these 
  senses, so you can use other psychic powers based 
  on the target’s sensory ranges. For example, you 
  could use Premonition to protect them from danger 
  or Far Hand’s Air Stride to allow them to fly. 
  The target does not necessarily know you’re 
  hitching a ride in their sensorium. Any time you 
  do something weird, like use a psychic power while 
  riding their senses, they might get a clue.
  WYRD SIGHT
  Calling • Power • Precondition: Psi 7 and Shared 
  Sense
  You open your perceptions to the invisible world of 
  occult energies, revealing psychic powers, theurgic 
  rites, and emanations from alien technology.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Perception
  Resistance: Demanding
  Impact: Using this refined alternative to Subtle 
  Sight, you can gaze deeper into the astral spectrum, 
  where you may perceive the hidden world of occult 
  powers for the remainder of the scene. You might 
  sense mental control as a light emanating from the 
  psychic’s head to his target, or perhaps you may wit-
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  At Psi 5, you can use this power elementally (by 
  spending 1 VP) to automatically succeed at a shake it off 
  maneuver to overcome the effects of a drug or poison.
  At Psi 9, thanks to this elemental power, you au-
  tomatically know when a chemical is about to affect 
  your body; thus, you can choose to ignore any effect 
  you do not want, essentially making you immune to 
  poisons or drugs… except for the effects you want.
  STRENGTHENING
  Calling • Power • Precondition: Psi 2 and Tough-
  ening
  You use the power of mind over matter to increase 
  your Strength.
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP per +1 Strength
  Roll: Vigor + Wits
  Resistance: Hard + 1 per +1 added to Strength
  Impact: You add 2 ranks to your Strength rating for 
  the rest of the scene. You can attempt to increase this 
  bonus when you activate the power, but each addi-
  tional rank increases the VP cost and the Resistance.
  QUICKENING
  Calling • Power • Precondition: Psi 3 and 
  Strengthening
  You use the power of mind over matter to increase 
  your Dexterity.
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP per +1 Dexterity
  Roll: Vigor + Perception
  Resistance: Hard + 1 per +1 added to Dexterity
  Impact: You add 2 ranks to your Dexterity rating for 
  the rest of the scene. You can attempt to increase 
  this bonus when you activate the power, but each 
  additional rank increases the VP cost and the Re-
  sistance.
  HARDENING
  Calling • Power • Precondition: Psi 4 and Quick-
  ening
  You use the power of mind over matter to harden 
  your skin to the consistency of steel, allowing it to act 
  as armor. 
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Vigor + Will
  Resistance: Hard
  Impact: You gain +2 Body Resistance. You can hard-
  en even more during activation: +1 Body Resistance 
  per 2 VP spent, up to a maximum Body Resistance 
  bonus equal to your Psi rating.
  the next 10 turns. The target is put into the Senses 
  Shocked physical state. This is a single state, but it 
  includes the effects of the Blinded, Deafened, and 
  Disoriented states. 
  On their first turn after being affected, the target 
  can attempt a shake it off maneuver to cancel this 
  power’s effect on them.
  Soma (Body Control)
  Soma (Body Control)
  The path of Soma, also known as Prana Bindu, is a 
  discipline based off many ancient Urthish practices 
  brought together to affect the psychic’s control of their 
  own body. It is one of the more subtle paths, centered 
  around the psychic themselves, and thus, it is largely 
  unknown to observers. When it is noticed or revealed, 
  it can often be mistaken for symbiot infection or de-
  monic possession. Many practitioners find themselves 
  employed in freak shows or other circus-like environ-
  ments, where audience expectations for tricks and 
  illusions help hide the psychic’s miraculous abilities.
  These powers have no range, as they are personal 
  and only affect the psychic. A trait can only be in-
  creased to no more than double its normal rating 
  with a Soma power.
  Unless otherwise noted, Soma powers last until the 
  end of the scene in which they are used.
  TOUGHENING
  Calling • Power (elemental) • Precondition: Psi 1
  You use the power of mind over matter to increase 
  your Endurance.
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP per +1 Endurance
  Roll: Vigor + Will
  Resistance: Hard + 1 per +1 added to Endurance
  Impact: You add 2 ranks to your Endurance rating 
  for the rest of the scene. You can attempt to increase 
  this bonus when you activate the power, but each 
  additional rank increases the VP cost and the Re-
  sistance. 
  Rather than directly affecting your Vitality, 
  Toughening allows you to ignore the first two Vi-
  tality wounds (plus one per additional Endurance 
  you added) that you take once this power has been 
  activated.
  ELEMENTAL USE
  At Psi 1, you can use this power elementally by spend-
  ing 1 VP to attempt a shake it off maneuver to over-
  come the effects of drugs or poisons, even when no 
  such attempt is normally allowed.
  
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  There are rumors of a higher-ranked version of 
  this power that allows psychics to regrow severed or 
  damaged body parts or organs.
  SLOWING
  Calling • Power • Precondition: Psi 8 and Re-
  covering
  You have such amazing control over your body and 
  its functions that you may enter a hibernation-like 
  state that can be easily mistaken for death.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Endurance
  Resistance: Hard
  Impact: You can slow down your body’s process-
  es and operations to an almost undetectable rate. 
  When that occurs, you are in the Soma Coma state. 
  You cannot move or take actions, Observe rolls are 
  unfavorable, and your Perception is 1 for the pur-
  poses of instinctual perception tests. However, you 
  are immune to inhaled gases and most poisons, use 
  10x less oxygen, and need no food or water. You use 
  your Endurance as Resistance against any attempts 
  to detect you as a living being — this can even apply 
  to psychic means of detection, if they use mental 
  activity or the like. 
  When you exit this state, you are fully aware of 
  your surroundings and fully awake. You can speci-
  fy some sort of stimulation or a condition that will 
  bring you out of this state, such as a chronopiece 
  alarm or someone speaking a special phrase. If you 
  take more than 1 Vitality in damage, you will awak-
  en from this state. If the conditions are not met by 
  the end of the scene, you can prolong this state by 
  spending 1 VP per additional scene.
  ADAPTING
  Calling • Power • Precondition: Psi 9 and Slowing
  You are able to modify your body to function in ex-
  treme environments, as if you have evolved to do so. 
  Surviving underwater realms, extreme heat, or even 
  the vacuum of space is no problem for you.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Vigor + Endurance
  Resistance: See below
  Impact: You can withstand extreme heat and cold. 
  If you wish to extend this to other environments 
  or effects, you must spend additional VP when 
  you activate the power. (If your environment 
  changes for the worse after activation, you’re 
  only protected against the level of effects that you 
  paid for.) 
  SIZING
  Calling • Power • Precondition: Psi 5 and Harden-
  ing
  In an amazing feat of mind over matter, you change 
  your size and/or dimensions.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Vigor + Endurance
  Resistance: Hard
  Impact: You can modify your shape and size and 
  weight. You can adjust your height and weight up 
  or down by 20%, plus 20% more for each 2 VP you 
  spend on impact. Every 20% up or down in height 
  and weight changes your Size rating by 1. 
  For every rank of Size you lower, reduce your move-
  ment speed by 1 meter and subtract 1 from Vitality. 
  For every rank of Size you increase, add 1 to your 
  movement speed and 1 your Vitality. 
  This power only allows for a maximum of 60% 
  change in any direction. Thus, a human (Size 5) 
  could get to Size 2 or Size 8, maximum.
  MASKING
  Calling • Power • Precondition: Psi 6 and Sizing
  You can control your appearance by physically alter-
  ing your facial features.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Disguise + Endurance
  Resistance: Hard
  Impact: You can physically change your appearance — 
  bone structure, facial features, eye color, hair color 
  and length, skin tone and texture, etc.  This change 
  lasts for one act, although it can be extended repeat-
  edly before it expires by spending 1 VP. If you are at-
  tempting to impersonate someone specific, every 2 VP 
  spent on impact provides a +1 goal to Disguise and 
  Knavery actions based on impersonating that person. 
  RECOVERING
  Calling • Power • Precondition: Psi 7 and Masking
  You can repair and regrow your body, recovering 
  from injuries with a thought.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP per +1 Vitality healed
  Roll: Vigor + Endurance
  Resistance: Hard
  Impact: You recover 1 Vitality wound, plus 1 for ev-
  ery 2 VP spent. You can also spend 2 VP to remove 
  the Mangled state. You can reattach a severed fin-
  ger, toe, ear, or even limb, so long as you use this 
  power within the same act that it was severed. 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  of Observe to detect and identify energies; however, 
  this roll is unfavorable unless you have the relevant 
  Tech Lore capability for the energy source.
  ELEMENTAL USE
  At Psi 1, you can spend 1 VP to power a small device, 
  such as a fusion torch or communicator, for an entire 
  scene. In the case of items that use charges from a fusion 
  cell, such as blasters and energy shields, you can spend 1 
  VP to provide enough power to the cell for a single charge 
  (e.g., a single blaster shot or energy shield activation). 
  At Psi 5, your Vis Eye power can also sense and dis-
  cern spiritual energies, such as wyrd points or symbi-
  ot lifeforce. This may require additional capabilities, 
  most notably Occult Lore or Life Science, to avoid an 
  unfavorable roll. 
  At Psi 9, you can spend 1 VP to fully recharge a 
  fusion cell (the kind used for energy weapons and 
  shields). Even when no battery or other power source 
  is present, you can provide enough power (per 1 VP) 
  to fire a single shot from an energy weapon or to acti-
  vate an energy shield once. 
  VIS DRAIN
  You can ground, drain, or cut off the flow of power 
  from a power source with a touch, so that the device 
  drawing that power no longer operates for a time.
  Calling • Power • Precondition: Psi 2 and Vis Eye
  Time: Instantaneous (primary action)
  Cost: See below
  Roll: Focus + Will
  Resistance: Hard 
  Impact: You drain or cut the flow of power to or 
  from one source or another. You cannot channel or 
  redirect this power for any use, unless you couple it 
  with other Vis Craft powers, like Vis Flow (below).
  The amount of power to be drained determines 
  the VP cost. At the GM discretion, you could break 
  this into smaller tasks — instead of draining a small 
  city (10 VP) with one use, you can go district by 
  district (6 VP each) shutting down the power. 
  VP 
  Power (equivalent)
  1 
  Small room/skimmer/fusion cell
  2  
  Small building/flitter/heavy fusion cell
  4 
  City block/small fusion generator
  6 
  City district/small starship/large fusion 
  generator
  8 
  Mid-class starship/large facility
  10 
  Capital starship/small city
  12 
  Large city/starbase
  This drain lasts until you break contact with the 
  source; if you’re affecting storage devices, such as 
  fusion cells, the drain lasts until the entire charge 
  has been drained away.
  Environment/effects 
  VP cost
  Underwater or biological poisons 
  +2
  Acid and chemical poisons 
  +2
  Full vacuum and extreme pressures  
  +4
  Once adapted, you treat the conditions as if they 
  were part of your native environment. You do not 
  suffer from damage or debilitation based on your 
  exposure. This only adapts you enough so that 
  you’re not killed by the environment — you could 
  breathe clouds of chlorine gas, but you still can’t see 
  through it. Also, non-environmental effects still ap-
  ply: if you’re adapted to an extremely hot climate, 
  you’re still just as vulnerable to a flamegun as ever.
  Vis Craft (Energy Control)
  Vis Craft (Energy Control)
  Even during the height of psychic research, Vis Craft 
  was practically unknown. This path is all about ma-
  nipulating material energies and affecting how these 
  energies pass through matter. Some of the higher 
  mysteries of this path can even manipulate spiritual 
  energies. The ability to manipulate these energies 
  provides no understanding of how to use them, al-
  though some Vis Crafters try to study sciences like 
  physics, if they can get access to such lore.
  Unless otherwise noted, Vis Craft powers require 
  you to touch your target, as they use your own body 
  to conduct the forces. For an unwilling subject or an 
  item in another’s possession, you first need to make a 
  successful touch attack (using Fight skill); immediately 
  afterwards, you may attempt to activate a Vis Craft 
  power as a reflexive bonus primary action. 
  VIS EYE
  Calling • Power (elemental) • Precondition: Psi 1
  You can visually perceive the energy fields around 
  you, allowing you to identify types of energy and 
  trace them back to their sources.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Perception
  Resistance: Hard 
  Impact: You gain the ability to sense energy fields for 
  the rest of the scene. Your rolls involving the Tech 
  Lore capabilities tend to be favorable, so long as they 
  involve working on power system and sensing energy. 
  You may also sense invisible energies, such as a 
  laser sensor or an electronic tracking emission (like 
  the ones used in tracking devices that someone 
  might have planted on you or your stuff). The GM 
  should use your Focus skill ranks for instinctual per-
  ception tests to detect such energies, and you can 
  make a spot or search maneuver using Focus instead 
  
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  enough base damage to activate one, in which case, 
  it blocks all damage up to its maximum threshold.
  VIS SHIELD
  Calling • Power • Precondition: Psi 5 and Vis 
  Shock
  You manipulate your bioelectric field to act like a per-
  sonal energy shield, protecting you from harm.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP per 5 additional hits
  Roll: Focus + Endurance
  Resistance: Hard
  Impact: For the rest of the scene, you emit a person-
  al force field that functions like a standard energy 
  shield. (See Energy Shields in Chapter 4: Technol-
  ogy.) The Vis Shield’s lower threshold is equal to 3 
  + your Urge rating, while its upper limit is 10 + your 
  Psi rating. (For example, if your Urge is 2 and your 
  Psi is 6, your force field’s protection is 5/16.) Unlike 
  a technological energy shield, the Vis Shield doesn’t 
  restrict the armor or equipment you can wear, nor 
  does it suffer burnout from broad-area impacts or 
  multiple hits in the same round.
  The Vis Shield can take 10 hits, plus an addition-
  al 5 hits per 2 VP spent during casting.
  VIS BOLT
  Calling • Power • Precondition: Psi 6 and Vis 
  Shield
  You direct a bolt of energy (like the one fired from a 
  blaster weapon) at one target in sight.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Shoot + Dexterity
  Resistance: Equals your target’s Body Resistance.
  Impact: You release a blast of energy from your hand 
  or eyes at a target. You can target anything you can 
  see, but the bolt has the same range as a blaster rifle 
  (see Chapter 4: Technology). The base damage is 
  equal to your Endurance. You can increase the dam-
  age: 1 damage per 2 VP spent, up to a maximum of 
  your Psi rating. This unstable energy bolt can bleed 
  through energy shields as if it were a blaster.
  VIS DYNAMO
  Calling • Power • Precondition: Psi 7 and Vis Bolt
  You can generate tremendous power on your own 
  and deliver it with a touch. You no longer have to 
  drain power sources to recharge fusion cells or power 
  buildings… or even starships.
  Time: Instantaneous (primary action)
  Cost: See below
  VIS FLOW
  Calling • Power • Precondition: Psi 3 and Vis 
  Drain
  You can now use your body as a conduit to move en-
  ergy drained from one source to another. You can re-
  charge a fusion cell, bridge the gap between wires, or 
  drain a laser pistol of a charge and transfer it to power 
  an electronic lock long enough to open it.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Will
  Resistance: Hard
  Impact: You may channel energy by touching the 
  source of the energy and the item to which it’s be-
  ing channeled. You can transfer as little as a single 
  charge (such as a single shot’s worth of charge for a 
  laser pistol’s fusion cell) or the entire source (see Vis 
  Drain for the VP costs for large sources). For other 
  types of transfers, such as bridging a gap, you can 
  safely channel energy from the power source to the 
  powered device for the rest of the scene, so long as 
  you maintain contact. 
  Additionally, you are now immune to mild shocks, 
  even when not using this power, but energy attacks 
  or extreme power surges still affect you. You can acti-
  vate this power as a primary reflexive action (as with 
  a dodge maneuver) to redirect the damage inflicted on 
  you from an energy weapon attack. The Resistance 
  is equal to the damage delivered. If successful, spend 
  1 VP per 1 damage redirected. You can direct the 
  energy into a fusion cell you’re carrying (if it has any 
  capacity) at a one-to-one ratio (a laser pistol shot be-
  comes a single charge in the cell), or you can just let 
  it ground or dissipate around you. 
  VIS SHOCK
  Calling • Power • Precondition: Psi 4 and Vis 
  Flow
  With a touch, you discharge a high voltage shock 
  from your own bioelectric field.
  Time: Instantaneous (primary + reflexive action)
  Cost: 1 VP
  Roll: Fight + Wits
  Resistance: Equals your target’s Body Resistance 
  (ignoring armor).
  Impact: You pack an electric shock into a touch or 
  Fight-skill strike. With specially designed weapons, 
  you can even conduct this shock through a melee 
  attack. Resolve the attack as normal using the base 
  damage of the attack (or none for a touch). You can 
  spend VP on impact for extra energy damage (up to 
  a maximum of your Psi rating); this damage bypass-
  es energy shields, unless the touch or strike caused 
  
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  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Vigor + Intuition
  Resistance: Demanding
  Impact: For the duration of the scene, you can add VP 
  equal to your level to your cache per turn as a second-
  ary action. Also, you can transfer VP (or even WP) 
  from your cache to someone else’s by touching them.
  In addition, once per scene while the power is ac-
  tive, you may convert some of your cache or banked 
  VP into wyrd points. You can convert them at a rate 
  of 1 VP per 3 WP up to a WP limit of your Focus skill.
  Urge
  Urge
  For as long as there have been psychics, there have 
  been tales of dark deeds by practitioners of this occult 
  path. They reveal the dark side of psi: the Dark Twin 
  or doppelganger, commonly called the Urge.
  Whenever a you roll a critical miss on a psychic 
  power roll, your Urge stirs. For the rest of the scene, 
  your Dark Twin can step up and actively take part in 
  your world. It can use Urge powers equal to or lower 
  than your Urge rating. 
  Your Dark Twin will sow as much chaos and con-
  fusion as possible during the scene to try and break 
  down the moral parts of your character, using its full 
  knowledge of your thoughts and secrets. After all, 
  your deepest secret is that this Dark Twin is really you.
  Urge Powers
  When active, your Dark Twin can use the following 
  powers to make life difficult for you. It uses your traits 
  on dice rolls. Generally, the GM takes on the role of 
  your Urge, using the Dark Twin to enhance the dra-
  ma of the game. It exists within your psychic’s mind, 
  and it is not generally suicidal. Your Dark Twin is try-
  ing to gain power and become dominant, not trying 
  to kill you or itself.
  The Dark Twin has its own VP cache and a bank with 
  a capacity equal to yours (and its capacity increases to 
  match yours as you rise in level). When the Dark Twin 
  first awakens or is brought forth, it adds VP to its bank 
  equal to your Surge rating. You can resist the Twin’s use 
  of Urge powers, but the VP you spend go into the Twin’s 
  bank, not the well. A high Urge rating can even give the 
  Dark Twin the ability to steal VP from its host.
  A character’s Urge always acts just before its host 
  does, whenever that is in the initiative queue. It 
  works to influence the next action or actions the 
  psychic takes.
  You can resist your Twin’s Urge power by taking a 
  primary action and spending 2 VP. This cancels its 
  Roll: Focus + Will
  Resistance: Same as VP cost (see below)
  Impact: You can generate power by converting mys-
  tical energy into electrical or fusion power. You 
  must decide the amount of power you want to gen-
  erate and spend the VP cost for that power:
  VP 
  Power (equivalent)
  Basic victory 
  Small room/skimmer/fusion cell
  2  
  Small building/flitter/heavy 
  fusion cell
  4 
  City block/small fusion generator
  6 
  City district/small starship/large 
  fusion generator
  8 
  Mid-class starship/large facility
  10 
  Capital starship/small city
  12 
  Large city/starbase
  The Resistance is equal to the VP cost, as the uni-
  verse literally creates resistance to this conversion. 
  With a successful activation, the power is there at your 
  fingertips, but you need to use a power like Vis Flow to 
  direct it somewhere useful. Unlike the raw power gen-
  erated by Vis Shock or Vis Flow, this potential power 
  is unsuitable for combat, but it can be quite useful for 
  overwhelming a system with a power surge. Undirect-
  ed power you summon will dissipate rapidly, but oth-
  erwise, it will last for the rest of the scene unless stored 
  longer in a fusion cell or other battery system.
  VIS STORM
  Calling • Power • Precondition: Psi 8 and Vis 
  Dynamo
  You create an explosion that lashes everything in the 
  immediate area with raw energy.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Perception
  Resistance: Equals your target’s Body Resistance.
  Impact: You choose a point in space within your sight 
  that will serve as the focal point for your explosion 
  of energy. The radius of the blast is 10 meters from 
  the focal point; every target inside the area whose 
  Body Resistance is overcome is affected. The base 
  damage dealt by the explosion is equal to your En-
  durance. You can increase this by 1 damage per 2 
  VP spent, up to a maximum of your Psi rating. This 
  unstable energy acts like blaster plasma and can 
  bleed through energy shields like a blaster.
  VIS PRIME
  Calling • Power • Precondition: Psi 9 and Vis 
  Dynamo
  You become a power generator for the power’s dura-
  tion and can even share victory points with others.
  
  MAKING A DEAL WITH THE 
  DEVIL
  Desperate times call for desperate measures. 
  Maybe you really, really need to boost your 
  Resistance or activate a psychic power, but 
  you have no VP, and you don’t have VP in 
  your own cache or bank. That’s okay: you can 
  choose to use VP from your Dark Twin’s bank.
  Whenever you do so, however, the Dark 
  Twin awakens for that scene.
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  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Knavery + Perception
  Resistance: Your Spirit Resistance
  Impact: The Twin creates or changes the auditory stim-
  uli you experience. For each 1 VP spent, the Twin can 
  change a word you hear or create a single distraction. 
  This might be used to draw you away from where you 
  need to be or to startle you (causing your next action 
  to be unfavorable). The effects are decided by the 
  GM, who should feel free to get creative.
  SPIRIT DRAIN
  Power • Precondition: Urge 4
  Your Dark Twin begins to collect the energy it needs 
  to build its psychic body.
  Time: Instantaneous (primary action)
  Cost: None
  Roll: Focus + Will
  Resistance: Your Spirit Resistance
  Impact: Once per scene that it is active, the Twin can 
  attempt to siphon victory points from your cache 
  (first) and bank (second) and place them into its bank. 
  If its attempt is successful, it can take 2 VP per Urge 
  rating. If you do not have enough VP in your cache 
  and bank to cover this, you become Confused for the 
  rest of the scene. For this reason, the Twin often waits 
  to pounce until you’ve collected a bounty of VP. 
  VISIONS
  Power • Precondition: Urge 5
  Your Dark Twin’s powers have grown to the point 
  that even your own eyes can’t be fully trusted.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Knavery + Perception
  Resistance: Your Spirit Resistance
  Impact: The Twin afflicts you with visual hallucina-
  tions. It can change the appearance of one thing in 
  power before it can take effect. The Twin regains any 
  VP it spent on the power, and your 2 VP go directly 
  into the Twin’s bank. 
  If you resist the Twin a number of times equal to 
  your Urge rating, you can then attempt to stifle the 
  Twin and put it back to sleep. You roll Focus + Faith 
  as a primary action vs. a Resistance of your Urge rat-
  ing. You must use VP to overcome its Resistance (or 
  spend twice as much in VP). The Twin can use any 
  VP in its cache or bank to boost its Resistance. If you 
  succeed, the Dark Twin goes dormant, back into your 
  subconscious, and it can no longer use Urge powers. 
  If you fail to overcome Resistance, you cannot resist 
  the Twin’s Urge powers for the rest of the scene.
  SPEAK IN TONGUES 
  Power • Precondition: Urge 1
  As the Dark Twin awakens, it gains the power of 
  speech. 
  Time: Instantaneous (primary action)
  Cost: 1 VP or more
  Roll: Knavery + Wits
  Resistance: Your Spirit Resistance
  Impact: The Twin can influence your words and ex-
  pressions to change the content or context of your 
  communications. For each VP spent on impact, it can 
  change a single word in something you say. This can 
  be a direct word replacement by the GM, or the effect 
  might be to make an influence roll unfavorable as you 
  emphasize the wrong words, make small Freudian 
  slips, or wiggle your eyebrows inappropriately.
  MISDIRECTION
  Power • Precondition: Urge 2
  As your Dark Twin flexes its psychic muscles, it can 
  shift the target of your psychic powers.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Wits
  Resistance: Your Spirit Resistance
  Impact: Instead of your intended target, you shift tar-
  gets to one of the Twin’s choice, so long as they’re 
  hostile to you. The Twin can spend 2 VP to instead 
  choose a neutral target, like an innocent bystander. 
  If it spends 4 VP, the action can be redirected at 
  a friendly target. A critical hit allows the Twin to 
  change the target and choose the action you take.
  VOICES
  Power • Precondition: Urge 3
  The Dark Twin is now able alter your perceptions by 
  creating or changing the sounds you hear.
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  VP 
  State
  Basic victory 
  Confused (see Chapter 3: Traits)
  2 
   Disruptive
  4 
  Contrary
  6 
  Psychotic
  This dementia is a mental defect that can be resolved 
  through therapy, but only after the psychic’s Urge rat-
  ing drops below 7. You should work with the GM to 
  decide just how your madness is defined and how the 
  special states (listed below) work on and through you.
  DISRUPTIVE
  Your madness expresses itself through annoying and 
  disruptive behavior. You will interrupt others or act 
  out in a way fitting to your psychosis that generally 
  annoys everyone in the area.
  CONTRARY
  When your Twin is active, this state causes you to be 
  actively counterproductive to whatever task is at hand. 
  For a reason related to your particular madness, you 
  will oppose whatever you were attempting to accom-
  plish, short of outright destruction and endangerment.
  PSYCHOTIC
  You have crossed the line and are driven to destruc-
  tion. Your actions will be as destructive and danger-
  ous as possible with no regard to consequences, ex-
  cept for blatantly self-destruction acts.
  OUTER CHILD
  Power • Precondition: Urge 8
  Your Dark Twin is now powerful enough to project 
  itself outside of your mind and into the real world.
  your perception, even if you aren’t looking directly 
  at the thing in question. For the rest of the scene, 
  you will see the new thing as the Twin wants you to 
  see it. For 2 VP, the Twin can change the appear-
  ance of multiple items or a single person. For 4 VP, 
  it can change multiple people this way.
  URGES
  Power • Precondition: Urge 6
  The Dark Twin now influences your emotions and 
  state of mind, attempting to drive you mad.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Empathy + Presence
  Resistance: Your Spirit Resistance
  Impact: Once per scene, your Dark Twin can im-
  pose on you a social or mental state of its choice. It 
  lasts for the rest of the scene. Every 2 VP the Twin 
  spends on impact increases the Resistance for you 
  to shake it off.
  DEMENTIA
  Power • Precondition: Urge 7
  Your Dark Twin has driven you mad as it tries to 
  break free of you. What kind of madness grips you?
  Time: Instantaneous (primary action)
  Cost: See below
  Roll: Knavery + Wits
  Resistance: Your Spirit Resistance
  Impact: You develop a neurosis or psychosis ex-
  pressed as a chronic mental state whenever the 
  Twin is active. The state you gain is based on the 
  VP the Twin spends on Impact.
  
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  awaken; if you keep performing similar deeds, your 
  Urge will slowly grow. You may wonder: What de-
  termines if a deed is heinous enough to cause such 
  a divide in the psyche? Breaking societal taboos 
  can be an element, but personal codes and ethics 
  also play a part. Even if you are an outsider to soci-
  ety, the societal mores you grew up in and uncon-
  sciously absorbed still affect your innermost being, 
  regardless of how you try to deny it. Like it or not, 
  we are social beings.
  In the case of barbarians, or when dealing with 
  characters raised by wolves and thus never exposed to 
  any form of human society, the GM should figure out 
  their own criteria for awakening Urge.
  Below is a general guideline for taboos pertinent to 
  humans born and raised in the Known Worlds. 
  When you break a taboo, you can perform a repress 
  maneuver as a primary action to resist growing Urge. 
  The traits used depend on the taboo you broke; see 
  the chart below. The Resistance is your current Urge 
  rating. The Twin can boost the Resistance by spend-
  ing VP from its bank (and if you’ve got an Urge or 4 
  or less, that gives it access to the Spirit Drain power). 
  If the action fails, you gain 1 or more ranks of Urge 
  (set by the GM).
  Taboo 
  Repress roll 
  Ranks
  Refusing sacrament 
  Focus + Will 
  1
  Missing confession for 
  more than one year 
  Focus + Will 
  1
  Suffering Inquisitorial 
  torture 
  Focus + Pres-
  ence 
  1–2
  Suffering excommuni-
  cation 
  Focus + Faith 
  2–3
  Exposure to another 
  psychic’s Urge 
  Focus + Psi
  1
  Critical miss on a psychic 
  power roll 
  Focus + Psi
  1
  Exposure to alien occult 
  powers 
  Focus + Will 
  1
  Exposure to evil artifact 
  Focus + Will 
  1 - 3
  Declaring a vendetta 
  Focus + Will
  1
  Murder 
  Focus + Faith 
  1 - 2
  Rape 
  Focus + Faith 
  1 - 2
  Stealing 
  Focus +Wits
  1
  Rebellion against (house, 
  Church, Emperor) 
  Focus + Wits
  1
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Knavery + Wits
  Resistance: Your Spirit Resistance
  Impact: The Twin can now create an illusory pro-
  jection of itself in the real world. It can speak and 
  respond like an actual entity, appearing exactly as 
  you currently appear. It cannot perform physical 
  actions but can attempt influence actions against 
  others (using your own traits). The Twin can spend 
  VP to bolster Resistance against others’ attempts to 
  distinguish between you and your Twin, as if they 
  were trying to pierce a disguise (see the Disguise 
  skill in Chapter 3: Traits).
  DOPPELGANGER
  Power • Precondition: Urge 9
  The creation of your Doppelganger is the true birth 
  of your Twin, as it finally becomes its own separate 
  physical being.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Knavery + Presence
  Resistance: Your Spirit Resistance
  Impact: Once your Twin gains this power, whenev-
  er it becomes active, it can make an attempt once 
  per scene to become a doppelganger: If it succeeds, 
  it leaves you and becomes a permanent, sentient 
  entity as real as you are. It has your traits, except 
  it has Psi 9 and Urge 1 (and can now develop its 
  own Dark Twin). It retains the VP in its bank that 
  it saved up. 
  The doppelganger is identical and indistinguish-
  able to you in all physical ways, although the Psyche 
  powers of Mind Sight and Mind Search can detect 
  the difference, as well as the theurgic Second Sight 
  and Knowing Heart rites. Someone who knows 
  you well can use an Empathy detect lie maneuver 
  to know the difference, although they’d have to al-
  ready be aware — and on the lookout — that there 
  is a doppelganger of you running around.
  The good news is that once this happens, your 
  Urge drops back down to 1. Should it rise to 9 
  again, a whole new doppelganger might be created.
  Gaining Urge
  Urge is gained through roleplaying. Certain acts 
  or deeds you undertake may cause your Urge to 
  
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  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  RESOLVING URGE/HUBRIS 
  CONFLICTS
  Psi/Urge and Theurgy/Hubris are unique resisted 
  characteristics. Psi and Theurgy come into con-
  flict when you try to raise your rank past the rank 
  of your Urge or Hubris. For example, Eusebius 
  has Psi 5 and an Urge 5 and wants to raise his Psi 
  to 6; he must first tame a level of Urge.
  Because the two characteristics have come into 
  direct conflict, you can choose to enter a combat 
  of wills (for Psi) or attempt extreme humility (for 
  Theurgy). A roleplaying event occurs: If you’re a 
  psychic, you confront your Dark Twin (the GM 
  plays it) and must force, cajole, or charm it into 
  retreating. If you’re a theurge, you must gain rec-
  ognition or pity from a stranger (not a fellow player 
  character) by performing good works, selfless duty, 
  etc. Only after the outside recognition of such sac-
  rifice from another will Hubris be put at bay.
  These events need to be roleplayed, and their 
  resolution is largely up to the GM. However, you 
  can demand an action roll (as a primary action) if 
  you feel a climax has been achieved without GM 
  recognition. 
  Psychics: Use Charm, Impress or Knavery 
  (whichever task is undertaken) + Wits; your Resis-
  tance = Urge.
  Theurgists: Use Empathy, Vigor, Charm (which-
  ever the gamemaster feels is most appropriate) + 
  Faith; your Resistance = Hubris.
  Victory does not cause a reduction in Urge or 
  Hubris ranks, but it does allow you to raise your 
  Psi or Theurgy by one rank (when you level up 
  and allocate your new level’s characteristic ranks). 
  This may mean that the characteristics are no 
  longer symmetrically resisted (Eusebius will have 
  Psi 6 and Urge 5 — totaling 11). Every time you 
  wish to raise your Psi or Theurgy past the rank of 
  its opposite, this contest of wills must take place 
  (even if you have already succeeded in a previous 
  contest of wills).
  However, neither Urge or Hubris takes re-
  gard of their resisted characteristics when they 
  are raised — they simply rise to whatever level is 
  called for (see the Gaining Urge and Gaining Hubris 
  charts). Raising Urge and Hubris does not require 
  a contest of wills. Thus, it may be the case that 
  Eusebius’ Urge was raised to 6 before he tried to 
  raise his Psi.
  Losing Urge
  Characters can learn to control themselves and 
  dissolve their Dark Twin (or other Urges), but it’s 
  harder to close Pandora’s Box than it is to open it. 
  Losing Urge ranks requires a quest or great deed 
  of some sort. Once the deed is completed, you can 
  attempt to reconcile what you’ve learned to reduce 
  your Urge.
  The traits used for the primary action reconcile ma-
  neuver depend on the deed you performed; see below. 
  The Resistance for your reconcile roll is your current 
  Urge rating. The Twin can boost the Resistance with 
  VP from its bank. If the action succeeds, you lose 1 
  or more ranks of Urge (the GM decides, based on the 
  guidelines below).
  Deed 
  Reconcile roll 
  Ranks
  Pilgrimage 
  Vigor +Faith
  1
  Church mercy (becom-
  ing Penitent) 
  Focus + Faith
  1–2
  Performing Church 
  mission 
  Focus + Faith 
  1
  Exposure to Soul Shard 
  Focus + Psi
  2 - 3
  Exposure to Philosophers 
  Stone 
  Focus + Psi
  1
  Selfless sacrifice 
  Empathy + 
  Intuition
  1–2
  Exposure to Second 
  Republic Psi Clinic 
  Focus + Intu-
  ition
  1–2
  The GM should feel free to create his own taboos 
  or deeds.
  
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  Theurgy: The Power of Faith
  Theurgy: The Power of Faith
  Master Norman looked out across the plain, watching helplessly as the defensive line his fellow 
  Brothers had formed began to crumble. There was seemingly no end to the symbiots, and for a mo-
  ment, he despaired that the Pancreator had abandoned them in this, their hour of greatest need. He 
  then recalled the Holy Petitions Against Terror and recited them to himself.
  “Adept Maurice,” he said, turning to the man standing next to him, “have the Brothers fetch the 
  Altar of Sabaoth and make it suitable for the Salutation to Zakheyelos.”
  The second man hesitated for an instant. “As you command, Master.”
  Norman had never undertaken the Salutation before this crisis, and even now, he was unsure of the 
  wisdom in doing so. Were the situation on Stigmata not so desperate, he would not dream of calling 
  upon the might of one of the Bodiless Intelligences of the Empyrean — but “desperate” certainly 
  described the situation in which his Brothers found themselves, and he would not fail them. The Pan-
  creator had blessed men with theurgy for moments like this; it was his duty to call upon the warlike 
  Lord of Hosts, despite the risks.
  As the Brothers brought the altar before him, Master Norman rehearsed the opening of the Salu-
  tation in his head, “Sanctify us, we beseech you, O Pancreator, and grant us, by the intercession of 
  Zakhayelos, the victory over your enemies that we seek in your name....”
  According to the teachings of the Church, the human 
  soul reflects the divine light of the Holy Flame. At the 
  end of time, only the brightest burning souls, those that 
  most powerfully reflect the Pancreator’s light, will en-
  dure. The process of reflection can be aided in numer-
  ous ways, especially the study of sacred scriptures (such 
  as the Omega Gospels) and meditation, as well as living 
  a life in accordance with the teachings of the Prophet.
  Through dedication to this process, some souls can 
  work wonders, affecting the world around them. The 
  Church calls these wonders theurgy, and over the centu-
  ries, they’ve studied and codified their workings into an 
  abundance of rituals, many of which will be described 
  later in this section. A brief look at the Church’s cos-
  mology – the way it describes and explains the physical 
  and metaphysical qualities of the universe – will pro-
  vide a better understanding of theurgy and its place 
  in the religion of the Known Worlds. This cosmology 
  ultimately owes its existence to the Prophet’s teachings, 
  but it is also the result of centuries of study, observa-
  tion, and speculation by the Church’s greatest thinkers. 
  Naturally, different sects within the Church have 
  different insights and place different emphases on as-
  pects of this cosmology, not to mention the practice 
  of theurgy itself. This difference is especially evident 
  within the Eskatonic Order, which has delved into 
  these mysteries more than any other sect. Neverthe-
  less, priests within the Church have broadly reached 
  agreement on these matters. What follows is a general 
  overview that represents the consensus to which all 
  sects (more or less) subscribe, along with occasional 
  asides highlighting alternative viewpoints. 
  Cosmology
  The Prophet preached about the Pancreator’s Holy 
  Flame, a Celestial Sun that burns at the mystical cen-
  ter of the universe, known as the Empyrean. The Holy 
  Flame provides light and life to all souls throughout 
  creation. Since this light is spiritual, it cannot be per-
  ceived with gross (what one might call “material”) 
  senses. The illumination of this ever-burning sun 
  flows outward and touches everything – except the 
  darkness emanating from the demons whose shadows 
  blot out the light. Being spiritual in nature, actions 
  of the soul can both nourish and damage the light. 
  The teachings of the Prophet guide those who seek to 
  nourish rather than damage it.
  Some sects, like the Avestites, understand the 
  Holy Flame in a very literal fashion, especially the 
  Prophet’s words about its capacity to burn away 
  sins, which they attempt to do with their flameguns. 
  Priests of other sects do not share their understand-
  ing (or zeal), arguing that the Prophet was speaking 
  metaphorically; in this way, sin is “burned away” in 
  the same way that darkness dissipates in the pres-
  ence of light. 
  Even so, the material world is a reflection of the 
  Holy Flame. Evil attempts to stand between the 
  flame’s light and the material world, thereby block-
  ing the grace it imparts before it can reach mortal 
  beings. That is why other points of light within the 
  material world are so important, for they too reflect 
  the light of the Holy Flame from other directions. In 
  a similar way, cultivation of the virtues polishes the 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  their sin made manifest, given voice by their brush 
  with the divine. These paired characteristics each share 
  the same scale of ranks (1 to 10), and a rating in one 
  characteristic lessens the maximum rating in its op-
  posing characteristic. 
  Example: Margretta has a Theurgy of 4 and a Hu-
  bris of 2. This means her maximum Theurgy is 8. She 
  cannot raise her Theurgy to 9 until she first lowers her 
  Hubris to 1 or less. 
  Theurgists do not begin with any ranks in Hubris; 
  those must be acquired through gameplay. They can 
  also be diminished only through gameplay. (See Gain-
  ing Hubris and Losing Hubris below.)
  The Theurgy characteristic is rarely used to bolster 
  a roll, unlike most characteristics. It is a benchmark 
  rating for measuring your theurgic potential. Certain 
  Theurgy ratings serve as preconditions for acquiring 
  rituals. 
  When you follow a theurgy-oriented calling, such 
  as Theurgist, you gain 1 rank in Theurgy, as well as 
  the ability to assign 1 or more of your level-awarded 
  characteristic ranks to Theurgy. Certain species, such 
  as the obun, can gain Theurgy as a birthright (includ-
  ing a power some would call a “birth-rite.”) 
  Components
  Theurgic rituals require one or more components 
  during their casting. When you first learn a rite equal 
  to your Theurgy rating (e.g., The Prophet’s Holy 
  Blessing at Theurgy 1), you need to use the listed 
  components when casting the rite. If, for some rea-
  son, you cannot use one or more of them (perhaps 
  your mouth is gagged, preventing a liturgy), the cast-
  ing roll is unfavorable.
  However, once your Theurgy rating rises above the 
  rite’s stated precondition rating, you no longer need 
  to use the components: You eventually outgrow the 
  need to anchor a rite in gestures, liturgies, and even 
  active prayer. For example, Temple Avesti’s Scent 
  of Evil rite has a precondition of Theurgy 2. If your 
  Theurgy is 2, you need to use its components of ges-
  ture and prayer when casting; otherwise, your casting 
  roll is unfavorable. If your Theurgy is 3 or higher, you 
  no longer need the components when casting.
  Here are the three components used in theurgic 
  rituals.
  Liturgy (L): Words must be spoken. Some rituals 
  call for long orations, others for a simple benediction 
  or short hymn.
  Gestures (G): Symbols and signs must be traced in 
  the air or on the object of the ritual. This could be a 
  simple cross or a complex rune.
  soul to reflect the light, turning the soul into a beacon 
  or lantern in the night of shadows. The web of lights 
  created by all these points of reflection can thus be 
  stronger in the material world than the direct illumi-
  nation of the light itself, which is often blocked by the 
  presence of evil. 
  The seat of the Holy Flame, the Empyrean, is the 
  dwelling place of the Pancreator – this statement is 
  true to the extent that such terminology even makes 
  sense when speaking of a divine being. The Empyrean 
  is a place of pure spirit and light, nigh unimaginable 
  to the sin and shadow-stained minds of mortals. From 
  the Empyrean, the light of the Holy Flame shines 
  into all dimensions of existence. Theologians call this 
  phenomenon the Descent of Grace. When grace is 
  accepted, the soul becomes a mirror, reflecting back 
  the light of the Holy Flame in a process known as the 
  Luminous Return. The brightness of one’s soul is vi-
  tal, not just in this world, but also in the next. Failing 
  to reflect enough light can lead to the soul’s becoming 
  lost in the darkness. 
  Sin blackens the soul; indeed, it is capable of shut-
  ting out the light of the Holy Flame entirely. Sin is 
  thus like verdigris on the mirror of one’s soul. To re-
  move the sin, the soul must be polished through the 
  various methods of castigation and penance taught by 
  the Church’s sects. Another sure way to do so, accord-
  ing to the Church, is by living one’s life in comport-
  ment with the eight virtues. This is the path chosen 
  by most of the faithful.
  Some people, however, have the capacity to do 
  more. By highly polishing the mirrors of their souls, 
  these individuals allow the Holy Flame to work won-
  ders through them. We call them theurgists, and they 
  are rare in the Known Worlds. To a theurgist, the 
  rituals they employ are done not according to their 
  will, but according to the will of the Pancreator, who 
  favors them by making them witnesses to the mirac-
  ulous. Skeptics charge that theurgy is nothing more 
  than Church-approved psychic power, but history 
  suggests otherwise. Theurgy rituals have different ef-
  fects than psychic powers, and they bring with them 
  unique dangers, such as hubris (see below).
  Special Characteristics: 
  Theurgy/Hubris
  Beginning theurges gain 1 rank in a special charac-
  teristic called Theurgy, which allows them to practice 
  divine rites. This is one part of a pair; it has an oppo-
  site characteristic that runs counter to it. Theurgy’s 
  opposite pair is called Hubris, and it’s not something 
  any theurge wants  — it’s their overweening pride, 
  
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  Using Theurgy
  Using Theurgy
  Each rite is acquired as a calling perk, most often through 
  the Theurgist calling, although a few other callings pro-
  vide access to theurgy rites (such as Brother Battle).
  Unlike psychic powers, theurgic rituals do not have 
  paths. Theurgists may simply learn the individual rit-
  uals, so long as they meet the preconditions. The rites 
  are listed in alphabetical order. 
  Charismata
  The first theurgic ritual of each order is a charism (pl. 
  charismata), a “special spiritual gift” from the Pancre-
  ator. This means that it, in addition to its ritual casting 
  effect, it can be expressed by the theurgist in a near-ef-
  fortless manner, activated without the ceremony and 
  concentration required for the full use of the ritual. In 
  this sense, it is similar to a psychic power’s elemental 
  use. (See Elemental Powers earlier in this chapter.) 
  Each 1st-rank rite lists the way it can be expressed as 
  a charism at Theurgy 1, along with a description of 
  how it improves at Theurgy 5 and Theurgy 9. To use 
  a charism, you simply need to spend 1 VP. This is a 
  secondary action (although you can only do one such 
  charism secondary action per turn). 
  Unlike elemental psychic powers, there are no overt 
  drawbacks to theurgic charismata. They don’t erupt 
  out of the theurge’s control.
  Donning Multiple Rituals
  Casting a rite upon oneself or a willing subject is eu-
  phemistically called “donning,” as one would don a 
  ceremonial robe or garment. A person can potentially 
  don — that is, be under the protection of — multiple 
  rites per turn. In other words, a Brother Battle could 
  cast upon himself Soul’s Vessel, Armor of the Pancre-
  ator, Liturgy of the Wrathful Host, and Smiting Hand. 
  However, each rite donned after the first costs one 
  extra VP to cast. In addition, casting so many powers 
  upon yourself is a vain act; each extra rite increases 
  by 1 the Resistance against your attempts to repent and 
  avoid gaining Hubris. 
  You may cancel any of your active rites anytime you 
  choose with but a gesture. 
  Rites cast upon an unwilling person, such as the 
  Avestite Sting of Conscience, are called “millstones.” 
  They do not count against a person’s donned rites, 
  do not cost additional VP, or do not add to the Re-
  sistance against gaining Hubris. If their effects con-
  tradict a donned ritual, they are deemed to take pre-
  cedence and dampen the donned rite (which still lasts 
  for its duration, but it might not take effect until the 
  invasive millstone’s duration is over).
  Prayer (P): The priest must meditate for the ritual. 
  This can require a short moment of concentration or 
  an hours-long trance.
  Using one or more components to cast a ritual is a 
  secondary action (although the ritual itself requires a 
  primary action). 
  Vestments
  Wearing appropriate theurgically imbued vestments 
  makes the goal roll of certain theurgic rituals more ef-
  fective. When used in a ritual in which it is appropri-
  ate, the vestment provides +1 goal. In addition, if you 
  spend twice as long casting the ritual than is required, 
  and you’ve got the proper vestment, your casting roll 
  is favorable (or if your casting roll would be unfavor-
  able, it’s normal).
  Wearing additional vestments has no added effect. 
  Church vestments, blessed and properly prepared, 
  are made theurgically potent with the Sanctification 
  or Consecration rituals. 
  Vestment
  Type of Ritual
  Miter (Rank 4+)
  Wisdom (Divine Revelation, 
  Tongues of Babel)
  Crosier (Rank 3+)
  Command, leadership (Devo-
  tional Liturgy, Exorcism)
  Robes
  Protection (Armor of the 
  Pancreator)
  Censor
  Cleansing (Cleansing, Conse-
  cration)
  Jumpgate Cross
  Morale, avert (Dispersing the 
  Darkness, Fearsome Majesty)
  Water
  Healing (Laying on of Hands, 
  Healing Hands of Saint Amal-
  thea)
  Rosary Beads
  Concentration, meditation 
  (Righteous Assignation of Pen-
  ance, Righteous Fervor)
  
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  TECHNOLOGY
  OCCULT
  Ecumenical (Open) Rituals
  Ecumenical (Open) Rituals
  Each sect has its own rituals, and each sect’s rituals 
  are associated with their patron saints and virtues. 
  Sometimes, a character does not need to go to a priest 
  from another sect to learn that sect’s ritual. A hoary 
  old master within their own sect might know it, al-
  though it might be in a somewhat different form that 
  reflects their own sect’s doctrines and ceremonies. 
  A few rituals are common to all sects; here are a 
  dozen of them. Members of any sect or order can 
  choose from this list of ecumenical rites.
  Theurgy
  Rite
  1
  The Prophet’s Holy Blessing (charism)
  2
  The Devotional Liturgy
  3
  Laying On Hands, Lesser Banishment
  4
  The Prophet’s Censure
  5
  The Pulpit’s Gift, Oath to the Saints
  6
  The Tongues of Babel
  7
  The Righteous Assignation of Penance, 
  Sanctification
  8
  Shield of Faith
  9
  Providential Deliverance
  THE DEVOTIONAL LITURGY
  Calling • Power • Precondition: Theurgy 2
  By reciting an inspirational passage from the Omega 
  Gospels, you can boost the morale of allies.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Perform (Oratory) + Presence
  Components: L
  Resistance: Easy
  Impact: The shake it off and stonewall maneuvers be-
  come favorable for any friend or ally within earshot 
  for the remainder of the scene. Also, any attack, 
  influence, or power that would impose the Afraid 
  or Terrified states on listeners is unfavorable. The 
  range of this ritual is not extended by technology of 
  any sort, such as long-range communications. 
  LAYING ON HANDS
  Calling • Power • Precondition: Theurgy 3
  By calling upon Amalthea, patron saint of healing 
  and compassion, you may bring comfort to injured 
  comrades with a touch.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Empathy or Remedy + Will
  Components: P
  Group Rites
  Religion is a group activity; so are its rituals. While 
  theurgy is usually cast by a single priest, many 
  priests can band together to increase the effective-
  ness of their rites.
  When one or more priests joins another priest’s rite, 
  use the following guidelines:
  • One theurgist is designated the rite leader, while 
  all others are participants. Theurgists can only 
  actively participate in rituals they each already 
  know. Thus, if two priests join in casting a 
  Prophet’s Holy Blessing rite, each must already 
  have learned the rite.
  • There is no limit to the number of theurges who 
  can join in a single rite. However, gamemasters 
  should use common sense before packing a room 
  full of theurges — such spiritual experts are not 
  common in the first place, and when two or 
  more get together, there is no guarantee they will 
  know the same rites.
  • Members of different sects can sometimes learn 
  the same ritual. However, methods of casting 
  may differ from sect to sect. If a rite has partici-
  pants of multiple sects (even if it’s just one Amal-
  thean in a cabal of Eskatonics), the rite leader 
  suffers -1 goal on the casting roll.
  • The number of targets the rite affects can be 
  doubled with each participant. If two priests cast 
  a rite that is normally effective only against a sin-
  gle target, it can now affect two targets. If three 
  priests are involved, it can affect four targets. If 
  the rite normally affects five people, 10 can be 
  affected with one additional rite participant, 20 
  with a third, and so on. The VP cost increases by 
  1 per doubling.
  • The rite participants can donate as much or 
  as little VP to fuel the ritual as they desire. For 
  instance, the rite leader may spend 1 VP to ac-
  tivate the power, while one of the participants 
  may choose to spend 2 VP on the rite’s impact. 
  Such expenditures can be done in any combi-
  nation desired. However, participants who don’t 
  contribute their fair share of energy may be rep-
  rimanded later.
  • Only the rite leader makes the casting roll, and 
  the roll uses the rite leader’s traits; other partic-
  ipants can spend their VP to increase the roll’s 
  goal number or to overcome Resistance.
  
  294
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  Roll: Perform (Oratory) + Faith
  Components: LGP
  Resistance: Effortless
  Impact: You create a bond with your comrades that 
  grants each of them (and yourself) +2 goal when 
  casting theurgy upon one another. In addition, de-
  pending on the saint whose name is invoked, each 
  comrade gains +1 goal (and you gain +1 goal) for cer-
  tain actions related to the saint’s associated virtue. 
  This rite requires that the oath-makers also spend 
  VP to join its effects. (The caster, if they’re a priest 
  with the Inspiring perk, can gift them the required 
  amount from their own cache.)
  The effect of this ritual lasts for the remainder of 
  the act. If the troupe wants its effects for the next 
  act, it must be cast again, and the caster and each 
  oath-maker must pay their VP costs. 
  Saint
  Actions
  Paulus
  Pathfinding, investigating mysteries
  Lextius
  Upholding a pledge, providing example 
  to others
  Amalthea
  Aiding those in need, easing pain
  Mantius
  Defending the faithful (applies to de-
  fensive actions only), bettering oneself
  Maya
  Defending the innocent (applies to de-
  fensive actions only), punishing the guilty
  Horace
  Research, lorekeeping
  Hombor
  Befriending others, selfless acts of 
  charity
  Ven Lohji
  Meditation, artistic endeavors
  GMs should feel free to create actions appropriate 
  to lesser saints, such as those described elsewhere in 
  this book.
  If any of the troupe members betray each other or 
  the ideals of the chosen saint, that breaks the oath and 
  brings bad consequences: all previous bonuses turn into 
  penalties until the offenders have redeemed themselves 
  through religious atonement. In addition, the oath-
  breaking stains the offender’s soul; it can be seen with 
  the Eskatonic Rending the Veil of Unreason ritual.
  THE PROPHET’S HOLY BLESSING
  Calling • Power (charism) • Precondition: 
  Theurgy 1
  By tracing a jumpgate cross on a companion’s fore-
  head, you may aid the target in a particular task.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Faith 
  Components: G
  Resistance: Easy
  Resistance: Hard
  Impact: You heal 2 points of Vitality for every point 
  of VP spent on others; you heal 1 point of Vitality 
  for every VP spent on yourself. This healing is even 
  effective on Mangled wounds.
  LESSER BANISHMENT
  Calling • Power • Precondition: Theurgy 3 
  By brandishing the jumpgate cross and rebuking the 
  Dark, you may suppress an active occult power and/
  or occult-based state affecting one of the faithful.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Impress or Perform (Oratory capability) + 
  Presence 
  Components: LG
  Resistance: Equals the Psi or Theurgy rating of the 
  power (or the Tech Level, if it’s an artifact) plus any 
  Resistance boost its creator added.
  Impact: You must be aware of the power, and you 
  must know that its victim is suffering from it. You 
  cannot simply cast this on someone on a whim. You 
  are targeting the power, not its victim. If you can-
  not identify the type of power at work — whether 
  its psychic, theurgic, Antinomistic, or Ur — then 
  your roll is unfavorable. Using other rites that allow 
  you to directly perceive the power, such as Second 
  Sight, can make your roll favorable. 
  If the target is a power, it is suppressed for 1 turn 
  per your Theurgy rating + 1 per VP you spend. If 
  you spend 5 VP, the power is suppressed for the rest 
  of the scene. If the occultist who created the power 
  creates a new instance of the power, it is not affect-
  ed by your banishment. (You’d have to cast a new 
  banishment against that power.)
  This suppression also applies to states caused by 
  occult powers. When you spend 5 VP against a tem-
  porary state, it is canceled. If the state is enduring, 
  it becomes temporary. If it is chronic, it becomes 
  enduring.
  When your Theurgy is 7 or higher, you may cast 
  this rite as a Greater Banishment. A victory with 
  that rite cancels the power or state outright. 
  OATH TO THE SAINTS
  Calling • Power • Precondition: Theurgy 5
  Inspired by the Oath of Fellowship pledged by Ze-
  bulon’s eight disciples to one another, you and your 
  troupe can similarly pledge yourselves to each other 
  under the patronage of one of those saints.
  Time: Present Tense (30 minutes)
  Cost: 1 VP + 1 VP spent by each person who makes 
  the oath
  
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  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  PROVIDENTIAL DELIVERANCE
  Calling • Power • Precondition: Theurgy 9
  You or a target of your choice can escape danger 
  through the intervention of the divine.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Focus + Faith
  Components: LGP
  Resistance: Easy
  Impact: You or a target of your choice are saved from 
  a hazardous situation in an unlikely — even mirac-
  ulous  — manner. The key word is “unlikely,” as 
  this ritual does not enable the impossible to occur. 
  Thus, an unknown assailant might attack someone 
  who is about to kill you, or a captor might drop his 
  keys while visiting the cell in which you are impris-
  oned. The GM must orchestrate events in manner 
  that allows you to make a clean getaway from what-
  ever imperils you. 
  You may only cast this upon the same target (in-
  cluding yourself) once per scene.
  THE PULPIT’S GIFT
  Calling • Power • Precondition: Theurgy 5
  Drawing on your training in delivering moving hom-
  ilies, you can increase your social influence over those 
  within earshot
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Perform (Oratory) + Will
  Components: LG
  Resistance: Equals the highest Mind Resistance of 
  all the listeners present.
  Impact: For the remainder of the scene, you add +1 
  goal to any influence attempts, but only when you 
  are directly targeting someone who heard your ser-
  mon. You can increase this goal bonus by +1 per 2 
  VP spent on your casting.
  THE RIGHTEOUS ASSIGNATION 
  OF PENANCE
  Calling • Power • Precondition: Theurgy 7
  You can impose a penance upon a sinner.
  Time: Instantaneous (primary action) 
  Cost: 1 VP 
  Roll: Empathy + Faith
  Components: LP
  Resistance: Easy
  Impact: You can hear the confession of a believer 
  and absolve them of their sins, provided they per-
  form the penance you impose. During the next dra-
  ma, so long as they work to accomplish the penance 
  Impact: Declare a specific task for the target to 
  achieve. Their rolls to accomplish it are favorable. 
  The effect of this ritual lasts until the target has 
  made a successful roll for the particular blessed 
  task. For the purposes of this rite, the task must be 
  a specific action accomplished with a roll. Example 
  include: sneaking across a room, pickpocketing the 
  keys from a guard, or frightening the new recruit 
  (with a daunt maneuver or similar effect). 
  You can expand the rite’s stated task to a broader 
  definition by spending extra VP: +2 VP allows for 
  short-term tasks like defending Baron Stoval from 
  Sir Gondry’s attack; +4 VP can apply to long-term 
  tasks, such as infiltrating an enemy fortress (only 
  rolls to get inside it count as the task, not everything 
  you do in the fort) or repairing the troupe’s broken 
  flitter. The goal bonus only lasts until the first suc-
  cessful roll for the task, even when its definition has 
  been broadened. The rite can be cast on the same 
  person again to further aid the task, but successive 
  castings in the same scene suffer a cumulative -2 
  goal penalty against the same target.
  CHARISM
  With Theurgy 1, your charism allows you (by spend-
  ing 1 VP) to bless your own or another person’s next 
  roll with a +1 goal bonus.
  At Theurgy 5, your charism (by spending 1 VP) 
  acts as above, but now your +1 goal blessing can be 
  applied by the blessed person to any single roll of 
  their choice anytime within the next 10 turns. (You 
  cannot use another charism blessing, or any full 
  casting of this rite, on that person until they’ve used 
  the first one.)
  At Theurgy 9, your charism (by spending 1 VP) acts 
  as above, but now applies for the rest of the scene (or 
  until the blessing is used).
  THE PROPHET’S CENSURE
  Calling • Power • Precondition: Theurgy 4
  By reciting the first two lines of the Prophet’s Admon-
  ishment of the Unbelievers and making the sign of 
  the barred jumpgate in their direction, you give any 
  enemy within sight a small taste of divine displeasure.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Focus + Faith
  Components: LG
  Resistance: Target’s Spirit Resistance
  Impact: The target’s rolls to accomplish a particular 
  task are unfavorable. (See The Prophet’s Holy Blessing 
  for the parameters of the declared task.) The effect 
  of this ritual lasts until the target is successful with a 
  roll for the particular task you have censured.
  
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  Components: GP
  Resistance: Tough
  Impact: You can turn a single object into a vestment. 
  (See Vestments above.) This ritual takes one day to 
  cast, but its effects are permanent. A vestment may 
  lose its sanctity over time and through neglect, but 
  if it is well cared for, it will continue to function. 
  This ritual may be used a number of times per week 
  equal to your level.
  SHIELD OF FAITH
  Calling • Power • Precondition: Theurgy 8
  You can create a mystical shield to protect you against 
  damage.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 1 VP per each additional meter, +2 VP 
  per 5 additional hits
  Roll: Focus + Presence
  you impose, they feel free from the terrible burden 
  of their sin. In rules terms, they no longer suffer 
  the negative effects of any and all mental or social 
  states — including chronic ones — that beset them 
  when the rite was cast, so long as the states are asso-
  ciated with the sin they’ve confessed. (States gained 
  subsequent to the casting are unaffected). 
  Once the penance is complete (or when their per-
  sistence expires), the states are erased. A penance 
  successfully completed may carry with it the remov-
  al of an Affliction or the reduction of an Urge or 
  Hubris rating for a psychic or theurge.
  If the penitent purposefully leaves off the penance 
  unfulfilled, the states return with all their effects, and 
  the penitent becomes Penalized until they seek con-
  fession again. They suffer nightmares or worse (gain-
  ing Hubris or losing Faith), at the GM’s discretion. 
  If they choose to divert from the path of penance 
  for too long, their mental and social state(s) reassert 
  themselves with greater in-
  tensity and cannot be cured 
  through therapy or rallies; 
  only accomplishing this rite’s 
  penance will erase them.
  This ritual is central to 
  the Church’s function in the 
  Known Worlds, as it is the 
  means by which believers 
  may remove the taint of sin. 
  The Righteous Assignation 
  is especially vital in cases 
  where the sins confessed are 
  of overwhelming enormity, 
  presenting occult implica-
  tions beyond simple personal 
  salvation. This ritual may be 
  the only means of navigating 
  such dark mysteries.
  Most imposed penances 
  are 
  charitable 
  donations, 
  community or personal ser-
  vice, pilgrimages, or quests, 
  depending on the nature and 
  severity of the sins confessed.
  SANCTIFICATION
  Calling • Power • Precondi-
  tion: Theurgy 7
  You can sanctify a common 
  Church item so that it may mys-
  tically aid your theurgic rites.
  Time: Narrated (1 day)
  Cost: 2 VP 
  Roll: Focus + Faith
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Brother Battle Rituals
  Brother Battle Rituals
  Theurgy
  Rite
  1
  Soul’s Vessel
  2
  Rightly Guided Hand
  3
  Armor of the Pancreator
  4
  Righteous Fervor
  5
  Liturgy of the Wrathful Host
  6
  Smiting Hand
  7
  Fearsome Majesty
  8
  Oath of the Shieldmates
  9 
  Salutation to Zakhayelos, Lords of Hosts
  ARMOR OF THE PANCREATOR
  Calling • Power • Precondition: Theurgy 3 and 
  Brother Battle faction
  As the Urth Orthodox rite of the same name.
  FEARSOME MAJESTY
  Calling • Power • Precondition: Theurgy 7 and 
  Brother Battle faction
  You can instill the fear of the Pancreator into a target.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP per doubling of the number of 
  targets
  Roll: Impress + Presence
  Components: LG
  Resistance: Equals your target’s Spirit Resistance.
  Impact: The target is Afraid. If you spend 2 addi-
  tional VP (per target), you can upgrade this to the 
  Terrified state. Targets already under the effect of 
  either the Prophet’s Censure or Tortures of the 
  Damned rites are unaffected by Fearsome Majesty.
  LITURGY OF THE WRATHFUL 
  HOST
  Calling • Power • Precondition: Theurgy 5 and 
  Brother Battle faction
  You can fill hearts with the fire of a holy cause.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Charm or Impress + Presence
  Components: LP
  Resistance: Demanding
  Impact: By reading this passage from the Omega 
  Gospels, you inspire others to do great things. For 
  the next scene, the listeners are in the Divinely In-
  spired state. The Liturgy’s effect is not extended by 
  technological devices, such as long-distance com-
  munications.
  Components: GP
  Resistance: Demanding
  Impact: You create a hemispherical field with a 
  three-meter radius around you; it moves with you. 
  This field lasts for the rest of the scene or until its 
  number of “hits” runs out (see below). Anyone 
  within its radius is protected.
  The Shield of Faith is similar to a standard 
  energy shield. (See Energy Shields in Chapter 4: 
  Technology.) The Shield’s lower threshold is 
  equal to 3 + your Hubris rating, while its upper 
  limit is 10 + your Theurgy rating. (For example, 
  if your Hubris is 2 and your Theurgy is 8, your 
  force field’s protection is 5/18.) Unlike a techno-
  logical energy shield, a Shield of Faith does not 
  restrict the armor or equipment you can use, nor 
  does it suffer burnout from broad-area impacts or 
  multiple hits in the same round.
  The Shield can take 10 hits, plus an additional 5 
  hits per 2 VP spent during casting.
  THE TONGUES OF BABEL
  Calling • Power • Precondition: Theurgy 6
  You can understand and speak almost any language 
  you do not already understand.
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP per additional person
  Roll: Empathy + Wits
  Components: GP
  Resistance: Demanding
  Impact: After hearing a language spoken frequently 
  by natives (or a language spoken fluently by outsid-
  ers), you acquire the ability to converse in it for a 
  scene. If linguistic or cultural barriers would nor-
  mally impose goal penalties or unfavorable rolls, 
  this rite makes them normal. 
  This ritual does not confer the ability to read 
  the language acquired, unless it is normally writ-
  ten (or is spelled out phonetically) in the Urthish 
  alphabet. (Alien, Vuldrok, and most other bar-
  barian or Lost World tongues do not necessari-
  ly use the Urthish alphabet.) You can, however, 
  spend an additional 2 VP during casting to allow 
  letters written in an alien script to speak in your 
  mind, revealing their explicit (that is, not subtex-
  tual or coded) meaning.
  
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  Cost: 1 VP
  Roll: Per attack action (see below)
  Components: LG
  Resistance: Demanding
  Impact: You perform a fist, kick, or melee weapon 
  attack using the rules normally required for that ac-
  tion. If it is successful, you may channel holy power 
  into the attack’s impact: +2 damage per 1 VP spent, 
  up to a maximum damage bonus equal to your 
  Theurgy rating. (In addition, you may still increase 
  the blow’s damage impact by spending VP per the 
  usual rules.) If the target is an evil creature of the 
  Dark (a husk, a psychic Doppelganger, a symbiot, 
  etc.), this holy damage causes it to be Penalized on 
  its next action roll. 
  SOUL’S VESSEL
  Calling • Power (charism) • Precondition: 
  Theurgy 1 and Brother Battle faction
  You can perfect your physical body into an instru-
  ment of the Pancreator. 
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Vigor + Will
  Components: P
  Resistance: Easy
  Impact: This ritual aids you by making favorable your 
  rolls for all non-attack actions involving your Body 
  characteristics — this includes lifting, climbing, and 
  even the evade maneuver. It lasts for the scene.
  CHARISM
  With Theurgy 1, your charism grants you +1 Body 
  Resistance against all attacks that round.
  At Theurgy 5, you gain +1 Body Resistance against 
  all attacks for 10 rounds.
  At Theurgy 9, you gain +1 Body Resistance against 
  all attacks for the scene.
  OATH OF THE SHIELDMATES
  Calling • Power • Precondition: Theurgy 8 and 
  Brother Battle faction
  You can turn your band of comrades into an elite 
  fighting force.
  Time: Present Tense (5 minutes)
  Cost: 1 VP per 5 targets
  Roll: Empathy + Will
  Components: LGP
  Resistance: Tough
  Impact: For the rest of the scene, you can mystically 
  communicate with and feel the emotions of the rite’s 
  chosen targets (who must be within sensory range 
  during the casting), allowing the formation of a tele-
  RIGHTLY GUIDED HAND
  Calling • Power • Precondition: Theurgy 2 and 
  Brother Battle faction
  You can improve your combat skills.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: (Fight, Melee, or Shoot) + Faith
  Components: LG
  Resistance: Easy
  Impact: You can steady your hand under fire. Your 
  combat skill rolls are favorable for 1 turn (beginning 
  on the next turn after the casting) per your Theurgy 
  rating, but only for the skill used to cast this rite.
  RIGHTEOUS FERVOR
  Calling • Power • Precondition: Theurgy 4 and 
  Brother Battle faction
  You can resist temptation.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Will
  Components: L
  Resistance: Hard 
  Impact: For the next act, you can intensify your sto-
  icism by declaring your duty (such as “No harm shall 
  come to the bishop under my watch” or “I shall safe-
  ly deliver the writ to the Hierophant on Byzantium 
  Secundus”). You become immune to any mental or 
  social obstacles that would hinder you in the perfor-
  mance of this duty (such as the orders of the bishop 
  to step down, the knavery of the Decados marquis, 
  the lamentation of a peasant to free his trapped 
  brother out from under a fallen ox-cart, etc.). In rules 
  terms, influence actions against you that would deter 
  you from your duty are unfavorable, and your rolls 
  to stonewall them are favorable.
  Furthermore, your Observe actions to notice phys-
  ical obstacles (such as cutpurses, assassins sneaking 
  through the crowd, etc.) are favorable, and you gain 
  +2 Perception on instinctual perception tests. 
  Of course, the effect of this ritual has some draw-
  backs, as you can become quite callous to pleas for 
  help if they would hinder your stated duty. In such 
  cases, you must later confess your refusal within a 
  week of the ritual’s conclusion or risk gaining Hubris.
  SMITING HAND
  Calling • Power • Precondition: Theurgy 6 and 
  Brother Battle faction
  You can channel the power of the Holy Flame 
  through your limbs. 
  Time: Instantaneous (primary action)
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Eskatonic Order Rituals
  Eskatonic Order Rituals
  Theurgy
  Rite
  1
  Celestial Alignments (charism)
  2
  Divine Revelation
  3
  Rending the Veil of Unreason
  4
  Second Sight
  5
  Osseous Transmutation
  6
  All-Seeing Eye
  7
  Refinement of Essence
  8
  Investiture
  9 
  Knowledge and Conversation of Tholu-
  miyelos, Lord of Wisdom
  ALL-SEEING EYE
  Calling • Power • Precondition: Theurgy 6 and 
  Eskatonic Order
  You can observe a place in which you are not physi-
  cally present.
  Time: Present Tense (1 minute)
  Cost: 1 VP
  Roll: Observe + Intuition
  Components: LP
  Resistance: See below. 
  Impact: You gain the equivalent of the Sixth Sense 
  psychic power Far Sight. Consult the description 
  of that power earlier in this chapter for additional 
  details.
  CELESTIAL ALIGNMENTS
  Calling • Power (charism) • Precondition: 
  Theurgy 1 and Eskatonic Order
  You can glean divinatory clues based on the positions 
  of celestial bodies, reading what they portend for the 
  current scene. You do not need to see the stars or 
  planets; your intuition tells you their positions. 
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Observe + Intuition
  Components: P
  Resistance: Easy
  Impact: You gain a flash of insight about the influ-
  ence of the stars upon your exact time and place. 
  For the rest of the scene, you can use this insight 
  to declare a single reroll for any roll that you or 
  someone else has just made. (This must occur di-
  rectly after the roll in question; it cannot be lat-
  er in the same round, after other rolls have been 
  made.) In essence, the result of the first roll is what 
  you foresaw; your prayer-based intervention al-
  lowed that outcome to change, so that the reroll 
  pathic network through you (similar to the Psyche 
  psychic power Sympaticus). The range is 100 meters. 
  However, this ritual actually makes it harder to ma-
  nipulate or control your chosen targets (your influ-
  ence rolls against them are unfavorable). The only 
  viable targets of this rite are those who have pledged 
  loyalty to your cause or who have been the targets of 
  the Prophet’s Holy Blessing with you. 
  SALUTATION TO ZAKHAYELOS, 
  LORD OF HOSTS
  Calling • Power • Precondition: Theurgy 9 and 
  Brother Battle faction
  You can call upon one of the Bodiless Intelligences of 
  the Empyrean for aid.
  Time: Present Tense (15 minutes)
  Cost: 1 VP
  Roll: Impress + Presence
  Components: LGP
  Resistance: Severe
  Impact: You contact the strong and warlike Intel-
  ligence known as Zakhayelos, who rules the Fifth 
  Emanation from the Celestial Sun. Zakhayelos 
  is the pure embodiment of the military virtues: 
  strength, courage, discipline, strategy, and logistics. 
  They will take no direct physical actions, but as a 
  being of nearly limitless capabilities, they can act 
  in ways both grand and subtle to tip the scales of 
  victory in your favor.
  Zakhayelos has been known to aid the order with 
  signs and omens that reveal enemy positions and 
  tactics. They may bolster troops with substantial 
  (but temporary) increases in traits (and sudden fa-
  vorable rolls), or they may appear in the sky above 
  Brother Battle armies (instilling your troops with 
  the Divinely Inspired state while making the enemy 
  Penalized). When taking visible form, they appear 
  as a tall, noble knight clad in shining, elaborately 
  decorated armor, wielding a flaming sword embla-
  zoned with a jumpgate cross. 
  While some outside the Church doubt the exis-
  tence of Zakhayelos and other Empyrean powers, 
  there can be no doubt about their efficacy. The 
  GM should imagine an appropriately spectacu-
  lar effect for this ritual, using the examples given 
  above as guidelines. Under no circumstances will 
  Zakhayelos become directly involved, but if called 
  upon, they will aid you.
  This rite can be cast only once per drama without 
  risk. If you cast it a second time within the same dra-
  ma, you must perform a repent maneuver (Focus + 
  Faith) to prevent gaining Hubris. (See Gaining Hubris 
  below.) If you dare to cast it a third time (and every 
  subsequent time), your repent roll is unfavorable.
  
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  to be done to resolve it; and 6 VP offers profound 
  leaps of logic, in which case, the GM may simply 
  opt to give you information to which you would not 
  normally have access.
  INVESTITURE
  Calling • Power • Precondition: Theurgy 8 and 
  Eskatonic Order
  You can create a superior tabernacle. The Imbue 
  Tabernacle perk allows you to imbue an item with 
  victory points as a separate coffer. This rite allows you 
  to create a self-replenishing one with more capacity.
  Time: Narrated (1 day)
  Cost: 1 VP
  Roll: Focus + Will
  Components: LGP
  Resistance: Tough
  Impact: Your tabernacle’s victory-point limit is your 
  Theurgy rating + 1 per VP spent during casting. 
  Once a tabernacle’s stored points have been used 
  up, you can recharge them with your own VP af-
  ter an hour-long ceremony. However, your Invested 
  tabernacle will replenish itself at a rate of 1 VP per 
  your level per scene. If you’re 6th level, your taber-
  nacle replenishes 6 VP per scene.
  Special: If you already have the Imbue Tabernacle 
  perk, you can exchange it for this rite once you meet 
  the Theurgy 8 precondition. 
  KNOWLEDGE AND 
  CONVERSATION OF 
  THOLUMIYELOS, LORD OF 
  WISDOM
  Calling • Power • Precondition: Theurgy 9 and 
  Eskatonic Order
  You can call upon one of the Bodiless Intelligences of 
  the Empyrean for aid.
  Time: Present Tense (15 minutes)
  Cost: 1 VP 
  Roll: Impress + Wits
  Components: LGP
  Resistance: Severe
  Impact: You contact the clever and insightful Intelli-
  gence known as Tholumiyelos, who rules the Eighth 
  Emanation from the Celestial Sun. Tholumiyelos is 
  the pure embodiment of wisdom and knowledge. 
  They will take no direct physical actions, but as a 
  being of nearly limitless capabilities, they can pro-
  vide you with secret lore and metaphysical under-
  standing of the universe by means of conversation.
  These conversations are highly ritualized and 
  formulaic, like a catechism or question-and-an-
  became the actual sequence of events that time 
  played out. You have no control over the result of 
  the reroll, however, and you must abide by it. (You 
  also cannot cast this rite to redo a reroll brought 
  about by this rite). 
  This rite can be cast multiple times within the 
  same scene, but only after the preceding rite’s reroll 
  has been used (thus altering fate enough that you 
  can again try to scry its new workings). 
  Additionally, knowledge of this rite gives you 
  perfect knowledge of the stars: You can keep per-
  fect mental notes of all the movements of the sur-
  rounding solar system, as well as the constellations 
  (as they appear to an observer on the surface of a 
  planet). With no more than a passing glance at the 
  sky, you know sidereal time and your location, di-
  rection, and motion as you travel across a planet. 
  While this provides some utility in interplanetary 
  navigation within a solar system, it does not aid in-
  terstellar travel or complex maneuvers like combat, 
  docking, or landing.
  CHARISM
  With Theurgy 1, your charism allows you (by spend-
  ing 1 VP) to nudge the result of a single die roll up or 
  down by 1 (turning a 7 into an 8 or a 6). A nudged 
  roll cannot result in a critical hit, however, and a die-
  roll result of 20 is always a critical miss that cannot 
  be nudged.
  At Theurgy 5, your charism allows you (by spend-
  ing 1 VP) to nudge the result of a single die roll up or 
  down by up to 2 (turning a 7 into an 9 or a 5). The 
  same restrictions apply.
  At Theurgy 9, your charism allows you (by spend-
  ing 1 VP) to nudge the result of a single die roll up or 
  down by up to 3 (turning a 7 into a 10 or a 4). Again, 
  the same restrictions apply.
  DIVINE REVELATION
  Calling • Power • Precondition: Theurgy 2 and 
  Eskatonic Order
  You gain divine insight into your current situation.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Wits
  Components: P
  Resistance: Easy
  Impact: By reciting a prayer for guidance, you gain 
  significant insight into whatever problem is vexing 
  you. The GM should judge the degree of insight 
  based on the VP spent: basic victory furnishes only 
  the slightest of clues; 2 VP provides a more substan-
  tial answer; 4 VP grants you a clear indication of 
  the exact nature of your dilemma and what needs 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  REFINEMENT OF ESSENCE
  Calling • Power • Precondition: Theurgy 7 and 
  Eskatonic Order
  You can remove impurities from objects.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP per additional 10 kg
  Roll: Alchemy + Wits
  Components: LG
  Resistance: 1 per 5 kg of weight
  Impact: You remove non-essential elements from an 
  object or body whose mass is equal to or less than 
  your Theurgy ranks x20 in kilograms. You can af-
  fect additional mass at a rate of 10 kilograms per 2 
  VP expended. At this cost, you must touch a por-
  tion of the mass, but if it is within sight, you may 
  spend 2 VP to affect it from a distance. 
  Refinement of Essence is used to purify fuel, 
  strengthen building materials, and detoxify food, 
  water, or the atmosphere of an enclosed or sealed 
  space. In rules terms, it upgrades the item’s quality 
  by one degree: from standard to superior, superior 
  to masterwork, etc. You can improve it by one addi-
  tional degree by spending 1 VP upon casting. 
  Unlike Osseous Transformation (a less specialized 
  form of this power), Refinement may be used on liv-
  ing organic tissue. However, care should be taken 
  when using it in this fashion, as even benign drugs 
  and medicines, surgical implants, transplants, tissue 
  grafts, and undigested food are considered “impu-
  rities,” which means they will be forcibly expelled 
  from the target’s body. In addition, cybernetic en-
  hancements break down and may cause damage to 
  their bearer. 
  This rite has been known to even expel symbiot 
  taint, although the longer the taint has been pres-
  ent in the flesh, the higher the Resistance to expel 
  it (double Resistance after the first act in which the 
  infection occurred).
  RENDING THE VEIL OF 
  UNREASON
  Calling • Power • Precondition: Theurgy 3 and 
  Eskatonic Order
  You can perceive the aura of another being.
  Time: Instantaneous (primary action)
  Cost: 1 VP +2 VP for aura motion, +2 VP for aura 
  shape
  Roll: Focus + Perception
  Components: P
  Resistance: Hard
  Impact: You perceive the “mirror” of another’s soul, 
  which appears as a flame centered on the region 
  of their heart. The size of the flame you perceive is 
  swer session, featuring Tholumiyelos as the 
  teacher and you as the student. Tholumiyelos 
  seldom answers a direct question (such as “Is the 
  duchess poisoning my meals?”); instead, they are 
  more likely to ask you questions that might lead 
  you to the answer you seek (such as “How do 
  you think the duchess feels about you, and what 
  political necessities might impinge upon your re-
  lationship?”). When taking a visual form, Tho-
  lumiyelos appears as an elderly androgyne with 
  clear, sparkling eyes; they hold an ancient book 
  in the right (or male) hand and a bubbling cruci-
  ble in the left (or female) hand.
  This rite can be cast only once per drama with-
  out risk. If you cast it a second time within the same 
  drama, you must perform a repent maneuver (Focus 
  + Faith) to prevent gaining Hubris. (See Gaining Hu-
  bris below.) If you dare to cast it a third time (and 
  each subsequent time), your repent roll is unfavor-
  able.
  OSSEOUS TRANSMUTATION
  Calling • Power • Precondition: Theurgy 5 and 
  Eskatonic Order
  You can fossilize an object.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP per additional 10 kg
  Roll: Alchemy + Wits
  Components: LG
  Resistance: 1 per 5 kg of weight
  Impact: You call upon the transformative powers 
  of your own indwelling spark of the Holy Flame 
  to fossilize any object or body whose mass is equal 
  to or less than your Theurgy ranks x20 in kilo-
  grams. You can affect additional mass at a rate of 
  10 kilograms per 2 VP expended. At this cost, you 
  must touch the object, but if it is within sight, you 
  may spend an additional 2 VP to affect it from a 
  distance.
  The transmuted object is now composed of a 
  gray, chalky sandstone-like material. The object 
  is strong enough to support a human’s weight but 
  brittle enough to crack or crumble with a sharp im-
  pact. As one would expect, technology transmuted 
  this way ceases to function, and weapons become 
  brittle, one-use clubs. 
  This transmutation is permanent, but Ur-ar-
  tifacts are immune to it. Living organic tissue is 
  also immune to it. Nevertheless, there are rumors 
  of Stigmata Garrison Eskatonics who have some-
  how learned how to affect living tissue. If true, this 
  would be a grave sin, as it would trap the target’s 
  soul inside a statue-like body, thereby preventing its 
  Luminous Return to the Empyrean.
  
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  see the type, target, and caster of any theurgic rite 
  within visual range.
  Second Sight does not grant the aura-reading 
  ability of Rending the Veil of Unreason (see above), 
  as it operates according to a different range of the 
  astral spectrum. The GM should use creativity in 
  describing what you see with this rite, as individual 
  auras are not being read. Rather, Second Sight con-
  fers the ability to see all the broad occult forces at 
  work in a given scene.
  Sanctuary Aeon Rituals
  Sanctuary Aeon Rituals
  Theurgy
  Rite
  1
  Cleansing (charism)
  2
  Hearth
  3
  Calming
  4
  Knowing Heart
  5
  Fruitful Multiplication, Restoration
  6
  Manna from Heaven
  7
  Healing Hand of Saint Amalthea
  8
  Sanctuary
  9 
  Invitation of Hamomeyelos, Lord of 
  Mercy
  CALMING
  Calling • Power • Precondition: Theurgy 3 and 
  Sanctuary Aeon
  You can dissipate rage, hate, fear, and even less neg-
  ative (but sometimes equally destructive) manifesta-
  tions of simple excitement. This rite has prevented 
  many confrontations from escalating to violence, 
  which accounts for the Amaltheans’ reputation as 
  diplomats.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 1 VP per additional target
  Roll: Charm + Will
  Components: G
  Resistance: Equals the highest Spirit Resistance of 
  all targets present.
  Impact: You cancel the effects of certain states 
  within the affected targets: Afraid, Angered, Ber-
  serk, Daunted, Humiliated, Roused, Terrified, and 
  similar states that would rile people up, including 
  those caused by psychic manipulation and demon-
  ic possession. This nullification lasts for one scene, 
  after which enduring and chronic states exert their 
  effects again. By spending an additional 2 VP per 
  target, you can lower the persistence of these states 
  by one step (chronic to enduring to temporary to 
  canceled).
  based on the Faith rating of the target: Faith 10 ap-
  pears as a large and bright flame, completely filling 
  its mirror, while Faith 1 appears as a small candle 
  flame at the end of a long and dark corridor. Because 
  a soul’s mirror can be tarnished through sin, you 
  may guess at the type and extent of the target’s sins 
  by examining the condition of their soul’s mirror.
  Sin
  “Tarnish”
  Pride
  Narrow vertical streaks
  Greed
  Broad horizontal streaks
  Lust
  Violet bubbles rising from the 
  bottom
  Envy
  Greenish streaks pointing inward 
  from the outer edges
  Sloth
  Thick bluish bubbles rolling 
  down from the top
  Wrath
  Reddish streaks radiating from 
  the center
  Oathbreaking
  Cracks are visible, one for each 
  oath broken, and the size of each 
  crack is dependent on the impor-
  tance of its oath.
  In addition to this moral insight, you may also read 
  the target’s aura type and color as if using the Sixth 
  Sense psychic power Subtle Sight; see the chart ear-
  lier in this chapter. By spending 2 additional VP, you 
  can discern the motion of the target’s aura, which 
  conveys the target’s state of mind; another 2 addition-
  al VP allows you to see its shape, which conveys the 
  targets thoughts.
  Finally, you can detect the tinge of occult forces 
  within the soul — you can read whether the target has 
  wyrd points in their cache or bank. You only know its 
  presence, not its quantity. 
  SECOND SIGHT
  Calling • Power • Precondition: Theurgy 4 and 
  Eskatonic Order
  You can see any traces of dark corruption in a target’s 
  soul.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Perception
  Components: P
  Resistance: Hard
  Impact: You see a psychic’s Urge as a dark fetal form 
  growing in their brain (at lower levels) or as a ful-
  ly formed shadow that moves independently of the 
  psychic (at higher levels). Second Sight can also re-
  veal the presence of demonic influence, allowing 
  you to see their dark forms hovering near an An-
  tinomist or someone who is possessed. You likewise 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  FRUITFUL MULTIPLICATION
  Calling • Power • Precondition: Theurgy 5 and 
  Sanctuary Aeon
  You can replicate material substances.
  Time: Present Tense (15 minutes)
  Cost: 1 VP
  Roll: Sleight of Hand or Vigor + Faith
  Components: LP
  Resistance: Hard
  Impact: You increase the mass of a single targeted 
  substance (such as food, water, cloth, building ma-
  terials, breathable air, etc.), doubling its existing 
  amount. You can triple it by spending 2 VP or qua-
  druple it with 4 VP. 
  Fruitful Multiplication will not replicate manu-
  factured items, only basic materials. Using this rite 
  on precious metals is frowned upon by the Sanctu-
  ary Aeon sect and is usually grounds for immediate 
  excommunication.
  HEALING HAND OF SAINT 
  AMALTHEA
  Calling • Power • Precondition: Theurgy 7 and 
  Sanctuary Aeon
  You can perform miraculous healing upon the afflict-
  ed. 
  Time: Instantaneous (primary action)
  Cost: See below 
  Roll: Empathy or Remedy + Intuition
  Components: LGP
  Resistance: Easy
  Impact: By meditating upon Saint Amalthea while 
  reciting all the names of the Pancreator from the 
  Compassionate Truths, you heal Vitality wounds 
  at a rate of 2 Vitality per 1 VP spent. Even Man-
  gled wounds can be healed in this way, which 
  removes the Mangled state. Unlike the Laying 
  On of Hands rite, you do not need to touch your 
  target; you must simply be able to sense them 
  with your own senses (you can’t use this rite over 
  a vidscreen). 
  You can heal more than one person by spending 
  2 VP per additional target. You must pay this cost 
  before the roll is made. The maximum number of 
  additional targets is limited by your Faith charac-
  teristic. The amount of VP you spend to overcome 
  Resistance is applied against all targets, but you 
  must spend VP to heal Vitality separately for each 
  target. 
  In addition, you can reattach severed limbs and 
  remove deeply embedded shrapnel, diseased or-
  gans, or insidious parasites. In these cases, you (or 
  an assistant who follows your directions) will need 
  CLEANSING
  Calling • Power (charism) • Precondition: 
  Theurgy 1 and Sanctuary Aeon
  You can strengthen a person, object, or yourself 
  against evil taint or influence (including the effects 
  of psychic powers, Antinomy, Urge, or Hubris) by 
  cleansing away the impurities through which evil 
  gains a foothold. 
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Faith
  Components: LGP
  Resistance: Effortless against willing targets, Hard 
  against one’s self
  Impact: For the remainder of the scene, the target 
  gains +2 Resistance to all their Resistance traits 
  against the above-listed threats. You can increase 
  this by +1 Resistance per 2 additional VP you 
  spend upon casting, up to a bonus limit of your 
  Faith rating. 
  Additionally, Cleansing is also useful in treating 
  wounds when no chemical antiseptic is available. It 
  does not heal Vitality itself; instead, it provides the 
  target with a bonus equal to your class level for a 
  single Revival (so long as the Revival is used in the 
  same scene as the casting). 
  Some Amaltheans perform this ritual daily as 
  part of their devotional ceremonies. This effect lasts 
  for the remainder of the act. A cleansed person par-
  ticipating in a rite acts as a vestment (see Vestments 
  above), provided they possess at least 1 rank of the 
  Theurgy characteristic.
  CHARISM
  With Theurgy 1, your charism (by spending 1 VP) 
  grants a target that you can see (not yourself) +1 Re-
  sistance against a single attack for that round only. Al-
  ternatively, you can spend 1 VP to remove dust, dirt, 
  and similar mundane foreign contamination from 
  inanimate objects.
  At Theurgy 5, you can grant a target that you can 
  see +1 Resistance against two attacks, so long as they 
  occur within 10 rounds. Alternatively, you can spend 
  1 VP to remove mold, mildew, and similar mundane 
  contaminants from inanimate objects, including food 
  and drink.
  At Theurgy 9, you can grant a target that you can 
  see +1 Resistance against three attacks, so long as they 
  occur within that scene. Or you can spend 1 VP to 
  repair small mundane damage to inanimate objects, 
  such as tears in clothing, cracks in ceramic, or bent 
  metal, making them good as new.
  
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  manner of helpful or generous locals, passersby, 
  wandering mendicants, or even forgotten ac-
  quaintances. Regardless of its manifestation, Ha-
  momeyelos will always be in a position to make 
  available to you and your troupe whatever safety, 
  sustenance, or support is necessary (though not 
  necessarily what is overtly requested but rather 
  what is truly required).
  This rite can be cast only once per drama with-
  out risk. If you cast it a second time within the same 
  drama, you must perform a repent maneuver (Focus 
  + Faith) to prevent gaining Hubris. (See Gaining Hu-
  bris below.) If you dare to cast it a third time (and 
  each subsequent time), your repent roll is unfavor-
  able.
  KNOWING HEART
  Calling • Power • Precondition: Theurgy 4 and 
  Sanctuary Aeon
  You can observe the inner workings of the target’s 
  psyche, both emotional and intellectual.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Empathy + Perception
  Components: P
  Resistance: Target’s Spirit Resistance
  Impact: You read the current state of the target’s 
  mind, but only their active, “surface” thoughts and 
  emotions; subconscious or deeply buried feelings, 
  thoughts, or intentions are not disclosed by Know-
  ing Heart. However, by spending 2 VP, you may 
  probe for such inner states.
  MANNA FROM HEAVEN
  Calling • Power • Precondition: Theurgy 6 and 
  Sanctuary Aeon
  You can create food.
  Time: Present Tense (15 minutes)
  Cost: 1 VP + 1 VP per each additional day or 10 
  adults
  Roll: Focus + Faith
  Components: LP
  Resistance: Demanding
  Impact: You create sufficient sustenance to feed 10 
  adults for one day. The VP expended determine 
  the quality and variety of the food created: basic 
  victory (without VP spent) yields a chewy, dense 
  (but nutritious) substance somewhere between 
  jerky and old bread; an additional 2 VP makes 
  for a simple but hearty assortment of meats and 
  vegetables; an additional 4 VP yields fully pre-
  pared meals.
  to touch the patient in the affected region, and the 
  Resistance for the casting becomes Demanding. 
  With the GM’s approval, a critical hit might even 
  restore the very recently dead to life.
  HEARTH
  Calling • Power • Precondition: Theurgy 2 and 
  Sanctuary Aeon
  You can create a roaring fire.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP for each additional scene of du-
  ration.
  Roll: Focus + Faith
  Components: LG
  Resistance: Easy
  Impact: You produce what appears to be a campfire, 
  which generates enough light to see in a 10-meter 
  radius and enough heat to boil water and cook 
  food. It lasts for one scene. Unlike the Avestite rite 
  of Torchbearing, however, the fire created is not a 
  natural fire. The flames are not hot enough to fire 
  pottery or smelt ore, and they cannot be used to 
  start other fires or ignite flammable materials. Sim-
  ilarly, no fuel is needed, but a cleared space must be 
  prepared beforehand.
  By spending 2 VP for the scene, you can move the 
  Hearth so that it travels with you, although only at 
  a walking pace. 
  INVITATION TO HAMOMEYELOS, 
  LORD OF MERCY
  Calling • Power • Precondition: Theurgy 9 and 
  Sanctuary Aeon
  You can call upon one of the Bodiless Intelligences of 
  the Empyrean for aid.
  Time: Present Tense (15 minutes)
  Cost: 1 VP 
  Roll: Impress + Presence
  Components: LGP
  Resistance: Severe
  Impact: You contact the compassionate and benef-
  icent intelligence known as Hamomeyelos, who 
  rules the Sixth Emanation from the Celestial Sun. 
  Hamomeyelos is the pure embodiment of benev-
  olence and generosity. They will take no direct 
  physical actions, but as a being of nearly limitless 
  capabilities, they can aid you in a multitude of ways 
  relating to the virtues they embody.
  Hamomeyelos has never revealed themself 
  directly to anyone, but they always manifest in 
  the tangible physical form of a good Samaritan, 
  a kindly stranger, a timely messenger, or any 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Theurgy
  Rite
  5
  Fault of the Soulless
  6
  Fearsome Majesty
  7
  Inquisitory Commandment
  8
  Tortures of the Damned
  9 
  Petition to Jachemuyelos, Lord of 
  Judgment
  FAULT OF THE SOULLESS
  Calling • Power • Precondition: Theurgy 5 and 
  Temple Avesti
  You can cause a piece of personal technology, such as 
  a blaster, a comlink, a computer terminal, or a robot 
  of human size or smaller to cease to function, so long 
  as you can see it.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Impress or Tech Redemption + Presence
  Components: LG
  Resistance: Demanding (Severe vs. tech items that 
  have been enhanced by occult means: a psi fetish, a 
  sanctified blaster, etc.) 
  Impact: You can spend additional VP to affect larger 
  and more complex pieces of technology: 2 VP to 
  disable a personal land vehicle, 4 VP for a building’s 
  security system, and 10+ VP to take out a starship. 
  The VP required can be adjusted at the GM’s dis-
  cretion. For example, if you possess sufficient tech 
  knowledge, you might be able to target a starship’s 
  helm systems by expending only 4 VP.
  The severity of any malfunction is based on the 
  VP you spend: basic victory causes simple mishaps 
  lasting only a few turns (misfires, jams, etc.); an ad-
  ditional 2 VP makes for more serious but repairable 
  damage that takes a scene to correct (dead batter-
  ies, overheating motors, system crash, etc.); an addi-
  tional 4 VP means the machine is permanently ru-
  ined and maybe unfixable (broken chassis, cracked 
  casings, wiped memory, etc.). With an additional 
  6 VP or more you can produce spectacularly de-
  structive effects, like fuel leakages, core meltdowns, 
  or smoke and sparks pouring out of a control panel 
  while gears and springs drop from the bottom of 
  the console.
  Fault of the Soulless cannot affect Ur technology.
  FEARSOME MAJESTY
  Calling • Power • Precondition: Theurgy 6 and 
  Temple Avesti
  This ritual is identical to the Brother Battle rite of the 
  same name (although it can be acquired at a lower 
  Theurgy rank).
  RESTORATION
  Calling • Power • Precondition: Theurgy 5 and 
  Sanctuary Aeon
  You can cure diseases and expel poisons from the 
  body of the target. 
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Faith
  Components: LGP
  Resistance: Demanding
  Impact: While Vitality damage already inflicted from 
  disease or poison is not healed by this rite, their 
  source is removed, thereby allowing the target to 
  recover normally. In the case of disease, the target’s 
  own immune system wins over the sickness, while 
  poisons are literally expelled from the body, leaving 
  lasting evidence that may be analyzed by investiga-
  tors attempting to trace the poisoner. Additionally, 
  imbalances in the spiritual humours are soothed: 
  chronic mental and social states become enduring. 
  SANCTUARY
  Calling • Power • Precondition: Theurgy 8 and 
  Sanctuary Aeon
  You can create a “damper field” in which no violent 
  or harmful actions may take place. 
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Charm + Faith
  Components: LGP
  Resistance: Tough
  Impact: Sanctuary affects either a large room or a 
  10-meter radius around you. You can enlarge it by 
  2 meters per 1 VP you spend, up to a maximum VP 
  equal to your Theurgy rating. Any roll within the 
  Sanctuary using Fight, Melee, or Shoot only suc-
  ceeds on a roll of 1 and any other malevolent or 
  overly aggressive action, such as a psychic attack, 
  is unfavorable. 
  This ritual is the foundation of Sanctuary Aeon’s 
  political power through the ages, as it ensures that 
  Amaltheans can act as mediators between the war-
  ring factions of the Known Worlds.
  Temple Avesti Rituals
  Temple Avesti Rituals
  Theurgy
  Rite
  1
  Knowing the False Heart (charism)
  2
  Scent of Evil
  3
  Sting of Conscience
  4
  Torchbearing
  
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  At Theurgy 9, you can recognize falsehoods as per 
  directly above, but the duration extends to the rest of 
  the scene. 
  PETITION TO JACHEMUYELOS, 
  LORD OF JUDGMENT
  Calling • Power • Precondition: Theurgy 9 and 
  Temple Avesti
  You can call upon one of the Bodiless Intelligences of 
  the Empyrean for aid.
  Time: Present Tense (15 minutes)
  Cost: 1 VP 
  Roll: Impress + Faith
  Components: LGP
  Resistance: Severe
  Impact: You contact the stern but fair arbiter of dis-
  putes known as Jachemuyelos, who rules the Fourth 
  Emanation from the Celestial Sun. Jachemuyelos is 
  the pure embodiment of judgment. They will take 
  no direct physical actions, but, as a being of nearly 
  limitless capabilities, they can provide you with guid-
  ance in rendering a judgment in difficult cases. Their 
  advice can steer you toward the most just outcome.
  Jachemuyelos is not an entity of blind wrath or 
  damnation, but a truly objective intelligence with a 
  perfect comprehension of the balance between retri-
  bution and repentance. Their guidance is what keeps 
  the most fervent and zealous inquisitors in check. 
  Only the most malevolent enemy of life and faith will 
  ever see the harsh and vengeful aspect of Jachemuye-
  los, of which even Avestites speak in euphemistic 
  whispers. Your interactions with Jachemuyelos must 
  be worded in rigid and precise legalese, much as 
  a counselor would approach a judge, or else they 
  will offer no assistance to you. The visible form of 
  Jachemuyelos is an older man with a long beard and 
  stately judicial robes, holding the scales of justice in 
  one hand and the gavel of Order in the other.
  This rite can be cast only once per drama without 
  risk. If you cast it a second time within the same dra-
  ma, you must perform a repent maneuver (Focus + 
  Faith) to prevent gaining Hubris. (See Gaining Hubris 
  below.) If you dare to cast it a third time (and each 
  subsequent time), your repent roll is unfavorable.
  SCENT OF EVIL
  Calling • Power • Precondition: Theurgy 2 and 
  Temple Avesti
  You can perceive acts of Antinomy or a psychic’s 
  Urge, the presence of demons, or Ur-artifacts with 
  negative effects.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  INQUISITORY COMMANDMENT
  Calling • Power • Precondition: Theurgy 7 and 
  Temple Avesti
  You can compel someone to tell the truth.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Empathy + Presence
  Components: L
  Resistance: Target’s Spirit Resistance
  Impact: Your target suffers the Abjured state, an 
  extreme form of the Castigated state. They can be 
  compelled to answer questions in depth (not simply 
  “yes” or “no”) and made to give up deep secrets. 
  While questions that might put allies into danger 
  still allow for a reflexive shake it off attempt, the roll 
  is unfavorable. The state lasts for one scene.
  KNOWING THE FALSE HEART
  Calling • Power (charism) • Precondition: 
  Theurgy 1 and Temple Avesti
  You can detect intentional dishonesty and deliberate 
  untruthfulness in a target. 
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Impress + Presence
  Components: G
  Resistance: The dissembling target’s Spirit Resistance
  Impact: For the rest of the scene, you know whether 
  the target is lying whenever they communicate with 
  you or others. While this only applies to outright 
  falsehoods, you may still detect half-truths if you 
  spend 2 additional VP upon casting. 
  Instead of a person, you can target a written text, 
  either a short letter (Hard Resistance), a passage 
  from a book (Demanding Resistance), or an entire 
  book (Tough Resistance). You can tell whether the 
  author of the text believed what they wrote to be 
  true, although you must read the full text, however 
  long that takes.
  CHARISM
  With Theurgy 1, your charism allows you (by spend-
  ing 1 VP) to intuit — on your next turn — whether 
  someone within earshot of you has spoken a falsehood 
  during the prior round. However, if more than one 
  person in earshot talked that turn and a lie was spo-
  ken, you’re not sure which person(s) is the liar. You 
  catch the telltale scent of a lie, but don’t know who 
  dealt it.
  At Theurgy 5, you can recognize falsehoods as above, 
  but the duration extends to 10 turns. At the beginning 
  of each turn, you’ll know whether someone (but not 
  necessarily who) lied during the previous round. 
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Sting of Conscience may be used without a specif-
  ic verbal accusation against its target. In that case, 
  its effect is unpredictable. A relatively guiltless per-
  son may begin to obsess over some mischief from 
  their childhood, while a truly sinful person may be 
  driven to wildly self-destructive acts that endanger 
  everyone around them. 
  TORCHBEARING
  Calling • Power • Precondition: Theurgy 4 and 
  Temple Avesti
  You can ignite a flame without the use of lighters, 
  matches, or flint and steel. 
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Focus + Presence
  Components: G
  Resistance: Hard
  Impact: This flame burns for 10 turns without the 
  need for fuel, after which it will go out unless fed. 
  You can spend 2 VP to make it last for the scene. 
  Normally, the flame can only be ignited by touch, 
  but you can spend 2 additional VP to create the 
  flame anywhere you can see (as long as it’s not a 
  direct attack).
  TORTURES OF THE DAMNED
  Calling • Power • Precondition: Theurgy 8 and 
  Temple Avesti
  You can incapacitate a target with pain.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Empathy + Perception
  Components: GP
  Resistance: Hard
  Impact: This rite indicates the presence of evil (as 
  listed in the rite’s description above), but not ex-
  actly what the evil is doing. Some precision is pos-
  sible, however, depending on the VP spent. Basic 
  victory, for example, merely signals the presence 
  of evil (“There is evil in this house!”); spending an 
  additional 2 VP means a more specific area can be 
  sensed (“Somebody in this room...”); spending an 
  additional 4 VP also gives you a sense of the type of 
  evil present (Antinomic, Urge, alien, etc.); an addi-
  tional 6 VP or more also pinpoints the evil precisely 
  (“J’accuse! Antinomy most foul!”).
  STING OF CONSCIENCE
  Calling • Power • Precondition: Theurgy 3 and 
  Temple Avesti
  You can verbally harangue a target to make them feel 
  guilty about some past sin or misdeed.
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Impress + Presence
  Components: LG
  Resistance: The target’s Spirit Resistance
  Impact: The target is both Castigated for the scene 
  (they must answer your queries) and Guilty (they 
  need to make amends) as a chronic state; this lasts 
  until they either resolve it with therapy (with a Fo-
  cus rally) or through your verbal absolution of their 
  guilt. Until then, their shake it off rolls are unfavor-
  able.
  
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  Cost: 1 VP 
  Roll: Empathy or Vigor + Presence
  Components: LGP
  Resistance: Easy
  Impact: You can neutralize impurities and organic 
  poisons. You can also restore perishable foods with-
  in two days of their having spoiled. When blessing 
  untainted foodstuffs, you can make them more nu-
  tritious and fulfilling by 50% (for example, a 10-day 
  supply of rations can be stretched out to 15 days). 
  The amount of foodstuffs affected is equal to your 
  Theurgy rating in kilograms.
  CONSECRATION
  Calling • Power (charism) • Precondition: 
  Theurgy 1 and Urth Orthodox
  You purify an item from the taint of evil.
  Time: Instantaneous (primary action)
  Cost: 1 VP
  Roll: Focus + Faith
  Components: GP
  Resistance: Hard
  Impact: You make a vestment (see Vestments above) 
  that lasts for the duration of the act, after which it 
  returns to normal — unless the goal roll is a criti-
  cal hit, in which case the Consecration is perma-
  nent. The consecrated item resists being affected by 
  psychic powers, Antinomy, Urge, or Hubris; rolls 
  by these powers to affect the item are unfavorable. 
  Tech Level 5+ items are hard to consecrate; sub-
  tract one from the casting roll.
  CHARISM
  With Theurgy 1, your charism sanctifies (by spending 
  1 VP) an item temporarily. The sanctification lasts for 
  the next single action in which the vestment is used.
  At Theurgy 5, the bonus lasts for 10 turns.
  At Theurgy 9, the bonus lasts for the rest of the scene.
  CONSECRATION OF LAND
  Calling • Power • Precondition: Theurgy 6 and 
  Urth Orthodox
  You can consecrate a large swath of ground.
  Time: Present Tense (5 minutes)
  Cost: 1 VP 
  Roll: Focus + Faith
  Components: GP
  Resistance: Demanding
  Impact: You consecrate an area equal to your Pres-
  ence rating x10 in square meters. Consecrated 
  ground is impassable to evil minions, such as husks, 
  and it repels the occult powers of unrepentant psy-
  chics. Antinomists and negative Ur-artifacts suffer 
  Roll: Impress + Presence
  Components: LG
  Resistance: Target’s Spirit Resistance
  Impact: You flood a targets mind with images of Ge-
  henne (Hell). These visions may take the form of 
  Orthodox or Avestite descriptions — burning fire 
  or numbing cold that lasts for eternity — or a more 
  personal form, such as reliving a traumatic event 
  or seeing one’s greatest fears come to life; they may 
  manifest as some combination of both. In either 
  case, the target becomes Terrified for 10 turns, after 
  which the deep psychological nature of the experi-
  ence causes a chronic Guilty state.
  Urth Orthodox Rituals
  Urth Orthodox Rituals
  Theurgy
  Rite
  1
  Consecration (charism)
  2
  Light
  3
  Armor of the Pancreator
  4
  Faithful Heart
  5
  Dispersal of Darkness
  6
  Consecration of Land
  7
  Blessing of Crops
  8
  Exorcism
  9 
  Sealing the Temple
  ARMOR OF THE PANCREATOR
  Calling • Power • Precondition: Theurgy 3 and 
  Urth Orthodox
  You can protect yourself or another from physical 
  harm.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 2 VP per 5 additional hits 
  Roll: Empathy or Focus + Faith
  Components: LG
  Resistance: Easy
  Impact: You produce a force field that protects its 
  target. The target is a single individual, whether 
  that’s you or someone else, but it must be declared 
  before the ritual is cast. Otherwise, it acts like the 
  ecumenical Shield of Faith rite (above), although 
  it only protects its target, not an area around the 
  caster.
  BLESSING OF CROPS
  Calling • Power • Precondition: Theurgy 7 and 
  Urth Orthodox
  You can purify and enrich foodstuffs.
  Time: Present Tense (5 minutes)
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  Special: If you do not know the name and/or 
  identity of the possessing malefactor, your roll is 
  unfavorable. For this reason, the theurgist usually 
  interviews the friends and family of the possessed 
  beforehand, so the priest may ascertain who is be-
  hind the possession.
  FAITHFUL HEART
  Calling • Power • Precondition: Theurgy 4 and 
  Urth Orthodox
  You can protect yourself or others from mental harm. 
  Time: Instantaneous (primary action)
  Cost: 1 VP 
  Roll: Focus + Will
  Components: LP
  Resistance: Easy
  Impact: You shield the soul and mind of a target 
  against mental invasion or domination by psychics 
  and their Urges, other theurgists, alien telepaths, or 
  Antinomists, and anything else that affects Spirit 
  Resistance. The target can be you or someone else. 
  For the remainder of the scene, the targets gains +1 
  Spirit Resistance. You can increase this by +1 per 2 
  additional VP you spend.
  LIGHT
  Calling • Power • Precondition: Theurgy 2 and 
  Urth Orthodox
  You can create a sphere of light.
  Time: Instantaneous (primary action) 
  Cost: 1 VP + 1 VP for each additional 1-meter radius 
  or 2-meter beam
  Roll: Focus + Intuition
  Components: G
  Resistance: Easy
  Impact: You generate an insubstantial floating ball 
  casting light in a 5-meter radius that lasts for the rest 
  of the scene. The light is sufficient to read by. The 
  ball follows you unless you direct it otherwise. As a 
  secondary action, you can move the ball elsewhere at 
  a speed of 1 meter per your Theurgy rating. 
  As a primary action, you can reshape the light 
  into a tight searchlight-type beam that extends from 
  your palm and can be used to search darkened ar-
  eas for blind “enemies of the faith.” (Roll Focus + 
  Dexterity as a primary action to aim at a target’s 
  eyes vs. the target’s Perception as Resistance; im-
  pact: the target is Blinded for 1 turn per 2 VP you 
  spent, or if they’re wearing eye protection, they 
  are instead Visually Impaired.) The range for this 
  beam is 10 meters. Upon casting, you can extend 
  the range by a 1-meter radius (or 2 m for the beam) 
  per 2 VP spent.
  unfavorable rolls. This effect applies both to pow-
  ers used within the consecrated ground and those 
  targeted from without. After an act, the ground re-
  turns to normal unless a critical hit was rolled, in 
  which case the consecration is permanent.
  DISPERSAL OF DARKNESS
  Calling • Power • Precondition: Theurgy 5 and 
  Urth Orthodox
  You can repulse the servitors of evil.
  Time: Instantaneous (primary action)
  Cost: 1 VP + 1 VP for each additional 10 turns of 
  duration
  Roll: Impress + Presence
  Components: LG
  Resistance: Demanding
  Impact: You can turn away husks, psychic Doppel-
  gangers, creatures under the negative influence of 
  Ur-artifacts, or any other servitors of evil. The rite 
  creates an aura with a 1-meter radius per 1 VP you 
  spend. Evil creatures can come no nearer to you 
  than the outer radius. If they’re within the radius 
  when the rite is cast, they must use their movement 
  actions to withdraw as soon as they are able; if they 
  cannot move, their actions against you are unfavor-
  able. Also, ranged physical attacks directed at you 
  are unfavorable, but influence attempts and ranged 
  occult powers are unaffected. The aura lasts for 
  10 turns but can be extended to an additional 10 
  turns per 1 VP expended. This extension can occur 
  multiple times, even after casting, so long as the 10 
  turns have not yet run out.
  EXORCISM
  Calling • Power • Precondition: Theurgy 8 and 
  Urth Orthodox
  You can end psychic or Antinomic domination, de-
  monic possession, and the influence of Ur-artifacts 
  and some aliens.
  Time: Present Tense (30 minutes)
  Cost: 1 VP 
  Roll: Impress + Faith
  Components: LGP
  Resistance: A dominated target uses the Spirit Re-
  sistance rating of the psychic responsible, while a 
  possessed target uses the Spirit Resistance of the 
  demon responsible. Both psychics and demons can 
  contest exorcism attempts by expending VP of their 
  own. The Resistance of other types of occult influ-
  ence is left to the GM to determine, but most are at 
  least Demanding.
  Impact: You drive out any dark power which is influ-
  encing or possessing the target.
  
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  Hubris Powers
  The powers of Hubris represent the changing rela-
  tionship between the theurgist and the Pancreator, 
  which is to say, between the theurgist and the uni-
  verse at large. Most Hubris powers are permanent 
  or always in effect, while some (for example, ranks 2 
  and 4) require specific circumstances to become ac-
  tive. No rolls need be made, since the precise mani-
  festation of each power is largely left to the imagina-
  tion of the GM.
  AVERT BEAST (HUBRIS 1)
  Animals fear you: dogs bark at your passing, birds take 
  flight, cats hiss and spit, horses rear and throw their 
  riders, oxen bolt from their harnesses, etc. “Skittish 
  as a Terran cart-mule” is a private joke among rural 
  priests, who keep their Hubris in check through the 
  recognition of this “early warning” effect. Among ur-
  ban priests, growing Hubris is less likely to be noticed, 
  since they generally have less direct contact with the 
  natural world.
  GUILTY SOUL (HUBRIS 2)
  You become prone to unconscious slips of the 
  tongue that reveal your sin. The Church believes 
  that your tarnished soul wishes to speak out, so 
  that you might recognize the Hubris growing with-
  in you and seek atonement through humility. Nor-
  mally, public knowledge of this Hubris power can 
  endanger a theurge’s career, so those afflicted with 
  it keep it well hidden, if possible. Of course, a guilty 
  soul tries to speak out at the most inappropriate 
  times by making embarrassing and self-revelatory 
  declarations. This power only lasts for a scene after 
  you’ve rolled a critical miss on a ritual roll or any 
  roll involving Faith.
  BLEMISHES (HUBRIS 3)
  Your pride before the Pancreator grows until it 
  cannot cure itself through mere speech. Instead, 
  it reveals its Hubris physically through warts, 
  splotches, and similar marks on your face or hands. 
  These blemishes are visible signs that you have 
  overstepped the boundaries of the Church’s teach-
  ings. Blemishes, unlike religious stigmata, are usu-
  ally recognized and understood by the faithful as 
  evidence of sinful behavior. Cynical observers of 
  fashion trends have noted that the Avestite prefer-
  ence for long robes with concealing hoods or veils 
  originated during a particularly corrupt period in 
  the sect’s history.
  SEALING THE TEMPLE
  Calling • Power • Precondition: Theurgy 9 and 
  Urth Orthodox
  You can protect your flock during times of great trou-
  ble by turning a temple into a temporary fortress.
  Time: Present Tense (15 minutes)
  Cost: 1 VP + 2 VP per additional hits equal to your 
  level
  Roll: Impress + Will
  Components: LGP
  Resistance: Tough
  Impact: This is cast onto a room, building, or struc-
  ture no larger than your Presence x10 in square 
  meters. It acts as both the Dispersal of Darkness 
  and Armor of the Pancreator rites: evil creatures 
  cannot approach within the area of protection, and 
  attacks upon the structure from without must con-
  tend with a property resembling an energy shield.
  Hubris
  Hubris
  The Church refers to the dark consequences of theurgy 
  as hubris, which it understands as overweening pride be-
  fore the Pancreator. Hubris is not a split personality or 
  a dark entity growing inside you; it is your own human 
  fallibility before the divine. A lack of humility leads to 
  supercilious pride in one’s ability to call forth miraculous 
  powers, powers that are supposed to be the Pancreator’s 
  gift rather than your own will exerting itself. Conse-
  quently, extreme Hubris can even lead to lack of faith.
  Whenever you roll a critical miss on a theurgic rit-
  ual roll, your Hubris grows: the effects of your Hubris 
  powers exert themselves in increasingly dire ways. 
  You must also perform a successful repent maneuver 
  to avoid gaining an additional Hubris rank. (See Gain-
  ing Hubris below.) The effects of Hubris remain with 
  you until you lose the ranks of Hubris that currently 
  empower them. Hubris has nine generally acknowl-
  edged ranks, each of which is described below. There 
  are additional ways to gain Hubris, most commonly 
  by committing sins. (See Gaining Hubris.) 
  As with the psychic Urge, Hubris opposes your 
  Theurgy characteristic. If you have 1 rank of Hubris, 
  you can have no more than 9 ranks of Theurgy. If your 
  Hubris is 2, your maximum Theurgy is 8, and so on: 
  As Hubris grows, Theurgy diminishes. If this causes 
  you to lose a rank of Theurgy that you had previously 
  gained, any rites that require that rank as a precon-
  dition cannot be cast. You still know them, but your 
  powers are useless to evoke them until you’ve lost the 
  blocking Hubris, which then allows your pre-existing 
  Theurgy to return. For more details, see the Resolving 
  Urge/Hubris Conflicts sidebar earlier in this chapter.
  
  311
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  FAITHLESS (HUBRIS 6)
  An inflated sense of self-importance eclipses the rightful 
  place of the Pancreator in your heart, enabling guilt and 
  sin to spill out into the world around you. Your Hubris 
  is now too great for you to bear alone, so its effects soon 
  start to taint others, as well. Your sermons, no matter 
  how beautifully composed or passionately delivered, 
  cause others to feel a deep unease within their own souls, 
  leading to a loss of faith. Those so affected may desert 
  your sect or even the Church itself. In extreme cases, 
  such as those already depressed when they fall under the 
  sway of this power, they may commit suicide — a grave 
  rejection of the Pancreator’s light.
  WASTELAND (HUBRIS 7)
  As the secret sin continues to grow, spreading from 
  person to person, it starts to affect the inanimate 
  world as well. Your now-intense Hubris begins to taint 
  the earth itself. The local land becomes barren: crops 
  will not grow, animals will not birth, and their milk 
  and meat go bad on the hoof. If you leave the area 
  and do not return, the land may eventually recover in 
  time, but it is a long and slow process that can only be 
  accelerated through cleansing rites and blessings. If 
  you remain in the area, it may never recover.
  FLAGELLATION (HUBRIS 4)
  If a guilty soul (see above) is left unchecked, it grows 
  too large for the dark recesses of your heart, building 
  pressures that can cause it to manifest in actual deeds 
  rather than in mere words. Your guilt eats away at 
  you, and you begin to perform unintended actions — 
  often dangerous and potentially life-threatening  — 
  designed to reveal it to others. This power only lasts 
  for a scene after you’ve rolled a critical miss on a ritu-
  al roll or any roll involving Faith.
  DOLOROUS STROKE (HUBRIS 5)
  As the sin of spiritual pride increases, it is accom-
  panied by disdain for the real, the mundane, and 
  the physical. Under the effects of this power, the soul 
  is contorted in agony and contorts the body along 
  with it. The process that started with blemishes (see 
  above) is completed with the dolorous stroke, when 
  you suffer from a crippling bodily affliction, such as 
  painful arthritis (sometimes bending the hand into 
  a claw-like appendage), a hunched back, a lame 
  leg, etc. The dolorous stroke is permanent until its 
  Hubris rank is decreased and may, at the GM’s dis-
  cretion, involve the loss of one or more ranks from 
  Body characteristics.
  
  312
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  Sin
  Repent roll
  Ranks
  Exposure to alien 
  occult powers
  Focus + Faith
  1
  Exposure to an evil 
  artifact
  Focus + Faith
  1-3
  Declaring a vendetta
  Focus + Will
  1
  Murder
  Focus + Will
  1-2
  Rape
  Focus + Will
  2
  Stealing
  Focus + Wits
  1
  Inventing proscribed 
  tech
  Focus + Will
  1
  Rebellion against sect
  Focus + Faith
  1
  Starting your own sect
  Focus + Faith
  1-3
  Losing Hubris
  You can learn humility, but regaining squandered 
  grace is difficult. Losing Hubris ranks requires both a 
  quest or great deed and a successful atone action to ce-
  ment what you learned. What follows are some general 
  guidelines, including suggested Hubris rank reductions. 
  The traits used for the primary-action atone maneu-
  ver depend on the deed you performed as penance (see 
  below). The Resistance is your current Hubris rating. 
  The GM can contest this, as described above for repent. 
  If the action succeeds, you lose 1 or more ranks of Hu-
  bris. (The GM decides, based on the guidelines below.)
  Deed
  Atone roll
  Ranks
  Pilgrimage
  Vigor + Faith
  1
  Church mercy (abso-
  lution)
  Focus + Faith
  1-2
  Forsaking theurgy*
  Focus + Theurgy
  3
  Performing a Church 
  mission
  Focus + Faith
  1
  Exposure to a soul 
  shard
  Focus + Faith
  1-2
  Exposure to a Philos-
  opher’s Stone
  Focus + Faith
  1
  Selfless sacrifice
  Empathy + Intu-
  ition
  1-2
  Exposure to a relic 
  (once per relic)
  Focus + Theurgy
  1
  Converting heathens, 
  heretics, etc.
  Empathy + Faith
  1-2
  Converting other 
  sects or orders
  Charm or Im-
  press + Faith
  1
  Renewing the faith of 
  one who had lost it
  Empathy + Faith
  1-3
  * Character must not practice for one year or all 
  lost Hubris will be regained.
  PLAGUE (HUBRIS 8)
  As the faith of the people falters and the land is drained 
  of all its vitality, your Hubris manifests in the very bod-
  ies of those around you. A virulent plague is visited 
  upon the local populace, bringing with it suffering and 
  death. You are protected from this accursed disease of 
  which you are the cause, but anyone who comes into 
  contact with you — including merely seeing you — is 
  afflicted by it. As with the manifestation of a Wasteland 
  (listed above), the plague may be combated through 
  the use cleansing rites and blessings, but it is stubbornly 
  resistant to technological medicine. Furthermore, the 
  plague does not abate until you leave the area.
  DEAD WORLD (HUBRIS 9)
  Standing at the brink of damnation, your insufferable 
  pride is swollen to encompass your entire planet. The 
  Pancreator has cursed the very world on which you 
  stand. The entire world on which you stand when you 
  gain this rank of Hubris become a Wasteland — all life 
  on it withers and dies, leaving behind a dead world. 
  Only when you are healed of every level of Hubris 
  you have acquired will the planet begin to live again. 
  Priests whisper that the reason the planet Nowhere — 
  said in Second Republic records to be lush — is now 
  a windblown desert is because of a forgotten theurge’s 
  Hubris. True or not, the mere suggestion of it serves 
  as a cautionary tale against Hubris.
  Gaining Hubris
  Hubris is gained through roleplaying. If you perform 
  certain deeds, your Hubris will grow, and it will con-
  tinue to do so if you perform similar deeds. What fol-
  lows are some general guidelines for the deeds that 
  threaten to increase Hubris. 
  When you commit such a deed, you can perform a 
  repent maneuver as a primary action to resist growing 
  Hubris. The traits used depend on the sin you com-
  mitted (as listed below). The Resistance is your cur-
  rent Hubris rating. If the action fails, you gain 1 rank 
  or more of Hubris. 
  Sin
  Repent roll
  Ranks
  Critical miss on a 
  theurgic casting
  Focus + Theurgy
  1
  Refusing a sacrament
  Focus + Will
  1
  Missing confession for 
  more than one month
  Focus + Will
  1
  Suffering Inquisitorial 
  torture
  Focus + Presence
  1
  Suffering excommu-
  nication
  Focus + Faith
  2-3
  
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  INTRODUCTION
  RULES
  CHARACTERS
  TRAITS
  TECHNOLOGY
  OCCULT
  miracle once per drama doesn’t mean that the troupe 
  should use its allotted miracle before the end of ev-
  ery drama. The GM can choose to allow for fewer or 
  more miracles, based on the tenor of the game. A dra-
  ma about the ins and outs of politics at the Imperial 
  court might be a rather dry place for divine interven-
  tion, but a rescue mission into symbiot territory on 
  Stigmata might be pregnant with providence.
  The GM has other ways to introduce the role of the 
  miraculous into the game. See Signs and Wonders in 
  Chapter 1: Drama in the Gamemaster Book for 
  more ideas.
  Antinomy
  Antinomy
  Theurgy channels the powers of the Empyrean. An-
  tinomy (“against the law”) channels the Dark. Antin-
  omists seek congress with demons.  
  Lurking in the shadows cast by dying stars across a 
  nascent empire, awaiting the return of a hollow dark-
  ened universe, poisoning the ears of high and low with 
  greed, rage and fear, the dark lords of pain engineer the 
  collapse of civilization. Antinomy and trafficking with 
  malefic spirits can be traced back to the prehistory of 
  ancient Urth and other species’ homeworlds, but the 
  unholy practice appeared to have undergone a renais-
  sance with the extinction of Sathraism. Early Ortho-
  dox history contains detailed accounts of the practices 
  and behavior of captured Antinomists, but little has 
  been gleaned of their beliefs or occult techniques.
  One document intercepted by Avesti inquisitors and 
  translated by Eskatonic monks appears to be a round 
  chant purporting to describe the hierarchy of all cre-
  ation. It is written in an ancient dialect of Kurgan, a 
  fact of which the Hazat never fail to remind Brother 
  Battle troops in their border wars. Beginning with a 
  brief recapitulation of Eskatonic cosmogony, the chant 
  describes the Celestial Sun with Its layered Emana-
  tions, called Sefiros or “spheres” by the order. Each 
  Emanation, through the action of its residing Intelli-
  gences or “Empyrean angels,” reflects the Holy Flame 
  outward until it is buried deep in the Tenth Emanation: 
  the material world. From there the chant proceeds into 
  a heresy long since purged from the Eskatonic Order: 
  Beyond the Tenth Sefiros lie ten more planes of exis-
  tence cut off from the Holy Flame, dark empty shells of 
  the Sefiros called Qlippoth in the chant.
  The progression of Qlippoth twists through non-
  space so that the outermost Emanation converges 
  upon a central point, named by old heretics the In-
  fernos Prime, an inconceivably dense orb of black 
  devouring fire, the opposite of the Celestial Sun. 
  Inhabiting the Qlippoth are the hollowed vessels of 
  consciousness known as demons, who yearn to break 
  Miracles
  Miracles
  Random acts of grace can and do occur, according to 
  the many eyewitnesses to miracles. The Church, how-
  ever, does not always concur with common accounts; 
  it has much narrower criteria for identifying a miracle 
  than the average peasant. Naturally, this has led some 
  skeptics to wonder just how often the Pancreator takes 
  a personal hand in the lives of humanity — and how 
  many miraculous occurrences are effectively lost to 
  history, usually because it was politically inexpedient 
  for the Church to acknowledge them as such.
  In play, any character can pray for a miracle. How-
  ever, only one troupe member may do so per dra-
  ma. Once one troupe member has done it, no other 
  troupe members can do it again until the next drama 
  and only after each has advanced at least one class 
  level.
  The GM should place as much emphasis on role-
  playing the prayer as possible. The beseecher recites 
  the prayer aloud for the group, saying exactly what 
  is being asked for and why. If they’re only seeking to 
  further their own or their companion’s interests, ask-
  ing without regard for the greater good they could 
  achieve with divine aid, a miracle will not occur. This 
  is a wild card that characters can call on at times, 
  though even truly deserving characters may not suc-
  ceed — few people get a personal answer from the 
  Pancreator.
  Furthermore, when you seek a miracle, you must 
  empty your cache and bank — you spend all your VP 
  and personal WP. No roll is required, so long as the 
  beseecher empties out his cache and bank. 
  The GM makes the miracle happen — but it can 
  be as subtle or awe-inspiring as they want. The GM 
  should take note of what aid the petitioner asks for 
  (such as “Save me from my enemy!” or “Convert 
  these heathens!”). The request will come to pass, but 
  in a manner chosen by the GM. It might indeed be 
  a stunning moment of divine intervention where the 
  skies open up and a vision of the Prophet or a saint 
  appears, or it might be an event that seems like pure 
  happenstance or coincidence.  
  Finally, a miracle is always selfless: The aid request-
  ed will be granted, but it won’t necessarily be in a way 
  that helps the beseecher directly. The heathens you 
  prayed to convert will convert — but it might come at 
  the cost of your martyrdom, as their guilt for tortur-
  ing or even killing you consumes them. Your prayer 
  for deliverance from your enemy does provide your 
  escape, but it brings you to the attention of that per-
  son’s superior. 
  Miracles are a way to enhance the “miracle play” 
  aspect of Fading Suns but should never become 
  merely mechanical. Just because you can ask for a 
  
  314
  314
  GM wishing to use an Antinomist as an antagonist 
  may create Qlippothic equivalents of most of the 
  above occult powers – more intrusive, soul-rending, 
  and painful versions – with each rank corresponding 
  inversely to the Qlippoth through which the power of 
  the Infernos Prime is accessed. (For example, a rank 1 
  power would derive from the Ninth Qlippoth, a rank 
  2 from the Eighth, and so on.) Practitioners of Antin-
  omy are often plagued by their fealty ties to a dark 
  lord, which create effects similar to Urge and Hubris. 
  Be sure that the Antinomist never takes center stage 
  for too long, however, as their kind prefer to watch 
  from the wings as mastermind manipulators.
  through ancient barriers confining them to the Qlip-
  poth and consume the never-ending bounty and 
  grace of the Celestial Sun. Since their natural portals 
  to the Sefiros were closed off by great beings in some 
  primordial eon, they must enter the material plane 
  through the heart of a human or other sentient, which 
  can open its own doorways to heaven or hell.
  Antinomists work in secret to open the way for the 
  demons, using powers granted to them by their at-
  tunement to the Qlippoth. They spread anger, ha-
  tred, mistrust, and any manner of corruption which 
  can drive the Holy Flame from within, eating away 
  enough of the soul to receive demonic possession. A 
  
  ACTIONS
  Maneuver/Attack  
   
    
     Goal    Impact
  SKILLS
  Academia  
  (3)
  Alchemy  
  (0) 
  Animalia  
  (3)
  Arts  
   
  (3)
  Charm   
  (3)
  Crafts   
  (3)
  Disguise   
  (3)
  Drive  
   
  (3)
  Empathy  
  (3)
  Fight  
   
  (3)
  Focus   
  (3)
  Impress   
  (3)
  Interface   
  (0)
  RESISTANCES
   Body
   Mind
   Spirit
  ARMOR
  E-SHIELD
   Thresholds 
     
   Hits
  Intrusion  
  (3)
  Knavery   
  (3)
  Melee   
  (3)
  Observe   
  (3)
  Perform   
  (3)
  Pilot 
   
  (0)
  Remedy   
  (3)
  Shoot   
  (3)
  Sleight of Hand  (3)
  Sneak   
  (3)
  Survival   
  (3)
  Tech Redemption  (3)
  Vigor  
   
  (3)
  BODY
   Strength
   Dexterity
   Endurance
  MIND
   Wits
   Perception
   Will
  SPIRIT
   Presence
   Intuition
   Faith
  NAME
   Planet
  VITALITY
   Rating  
    Current
  REVIVALS
   Rating           Number
  VP BANK
   Capacity
  Current VP
  Current WP
  SURGE
   Rating
   Number
  (3)
  (3)
  (3)
  (3)
  (3)
  (3)
  (3)
  (3)
  (3)
  OCCULT
  CLASS
   
                Level
  FACTION
   Blessing
   Curse
  CALLING
  RANK
   Birthdate
  SPECIES
   Size
  Speed
  © 2020 Ulisses North America. Permission granted to reproduce for personal use only.
  CharaCTer sheeT
  CharaCTer sheeT
  Blstr. Flm. Hrd.
  Lsr.
  Shk. Slm. Son.
  Mod.
  /
  Mod.
  Mod.
  Psi
  Urge
  Theurgy
  Hubris
  R
  R
  R
  315
  315
  
  © 2020 Ulisses North America. Permission granted to reproduce for personal use only.
  referenCe sheeT
  referenCe sheeT
  PERKS
  POSSESSIONS
  Carried Equipment 
   
              TL        Size
   
   
   
      Techgnosis
  Carried Equipment 
   
              TL        Size
  MONEY
  Cash
  LAST NOTES
  Carried Weapons
  CAPABILITIES
  BIRTHRIGHTS
  Owned  
   
   
           Location
  Asset 
   
           
  Income
  Asset 
   
           
  Income
  Owned  
   
   
           Location
  Features
  Ammo
  RoF
  Rng.
  Str.
  Dmg.
  Goal
  TL
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