TEXT: 1
  A Fragged Empire RPG
  Setting & Rule Adaption
  
  2
  Copyright (C) 2017 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  ”Fragged Aeternum” trademarked by Wade Dyer.
  ISBN: 978-0-9946098-5-4
  All rights are reserved. No part of this publication may be reproduced, distributed or transmitted in any form or by any means,
  including photocopying, recording or other electronic or mechanical methods, without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication are fictitious. Any resemblance to actual persons (living or dead),
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  Version 1.0
  
  3
  Created by Wade Dyer
  “There are no ordinary people. You have never talked to a mere mortal. 
  Nations, cultures, arts, civilisations - these are mortal, and their life is to ours 
  as the life of a gnat. But it is immortals whom we joke with, work with, marry, 
  snub and exploit - immortal horrors or everlasting splendours.”
  - C.S. Lewis, The Weight of Glory.
  
  4
  Table of Contents
  6
  19
  20
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  30
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  36
  38
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  42
  44
  47
  48
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  102
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  126
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  138
  141
  142
  143
  144
  146
  149
  152
  154
  155
  156
  157
  158
  158
  159
  160
  163
  164
  Short Story: Hunger & Pain
  Setting
  Strigham District Map
  The Endless City of Aeternum
  Example Locations
  Eternity, the Soul & Faith
  The Tethered (The PCs)
  Fiends
  Celestials
  Technology
  Magic
  Flora & Fauna
  Rules
  Getting StarteD
  What is a Tethered?
  Character Creation
  Do you Think Your Soul is 
  Going Up?
  Attributes
  Advancement
  Gaining
  Example Loot/NPC Payment
  Traits
  Spare Time Points
  Study
  Familiar Languages & Cultures
  Perks
  Example Perks
  Complications & Conditions
  Example Complications
  OR: Drive Complications
  Example Conditions
  Optional Rule: Severe Injury
  Skills
  Skill Rolls During Combat
  Tools
  Strong Hits (Primary Skills)
  Personal Combat Skills
  Arcane Skill Rolls
  Source of Power
  Everyday Skills
  City Skills
  Suspense Rolls
  3 Types of Suspense Skill Rolls
  Non-Combat Travel
  Daily Travel Distance
  Mode of Transport
  Styles of Travel
  Equipment
  Stance
  Defence Stats
  Example Stances
  Weapon Stats
  Weapon Keywords
  Example Weapons
  Example Miscellaneous Items
  Personal Combat
  Example Dangerous Terrains
  Example Effects
  Defence
  Cover
  Strong Hit: Critical Hit
  Downtime
  Attack Rolls
  Combat Scale
  Death
  Healing Rolls
  Momentum Points
  Strong Hit: Build Momentum
  Combat Turns & Actions
  Starting Combat
  Surprise Round
  Weapon Types & Actions
  Action Major Effects
  Action Minor Effects
  Actions
  Group Actions
  Rush
  Think
  Dodge
  Get Ready
  Strike
  Unleash
  Theatre of the Mind
  NPC Response Options
  Game Mastering
  GM’s Guide
  Non-Combat
  Ritual Arcane Skill Rolls
  Misc Items, Tasks & Services
  Loot & Rewards
  Corruption & Madness
  Combat
  NPCs & Momentum
  Optional Rule: Avoid Killing
  PC Death & TPKs
  Combat Skill Rolls
  Rules for all NPCs
  Types of NPCs
  Henchmen Group
  Power Group
  Immense
  Massive & Strange Monsters
  NPC Ability Tables
  NPC Lists
  NPC Variations
  NPC Traits
  Sample NPCs
  Arctura Weapon Dealers
  Umbraxius the Jinn
  Incandescent Cult
  Life Drinkers (Vampires)
  Lord of Voracious Illumination
  Antagonistic Tethered
  Humanity
  Lists
  Character Lists
  Nature
  Advancement Traits
  Attribute Traits
  Everyday Skill Traits
  City Skill Traits
  Combat Skill Traits
  Weapons
  Melee Var & Modifications
  Ranged Variations & Mods
  Arcane Variations
  Stances
  Stance Variations
  Stance Modifications
  Example Miscellaneous Items
  Example Misc Tasks & Services
  Acknowledgments
  
  5
  Introduction
  “It seems to me that there are only two options in this city. Either 
  you look right at all the ugliness and risk it breaking you or you look 
  away and never know the truth. The thing that will really gnaw at your 
  brain is when you start to wonder if you ever had a choice. Maybe we 
  were all supposed to look. Maybe we were never meant to.”
  - Babbled by a man in rags outside the Greyburgh Market.
  Aeternum, the eternal city, is a place of strife and mystery. It is a 
  metropolis that spans the entirety of known existence; its buildings, parks 
  and streets stretch from horizon to horizon without end. Within Aeternum, 
  the souls of the dead do not lie still. When a human dies, their soul will 
  rise from their body as a green ghost of their former self. After the briefest 
  pause, that soul will either ascend into the sky or crawl down beneath the 
  ground. The people of the infinite city live their lives under the shadow of 
  a disturbing revelation: the vast majority of souls do not ascend.
  Many try to live by rules which will deter the descent of their 
  souls, but no clear path has ever been found. Traumatised by the 
  implication of their fate, most citizens of Aeternum choose to ignore 
  the notion of souls altogether in an attempt to maintain their sanity. 
  Despite their self-denial, the city is at a breaking point, caught 
  between two mighty forces and their own weaknesses.
  With no resources of their own the people live by the whims of 
  Celestials, immortal beings of golden light who follow their own 
  private agendas. Many do not see the Celestials as saviours; they 
  cast them as jailors. Worse still are the vile Fiends; bestial creatures 
  of nightmarish design, born from the evils of humanity. Fiends 
  seduce, corrupt and destroy all that they influence. More troubling 
  than the existence of these two great powers is the knowledge that 
  the Fiends come from below, where most souls go, and the Celestials 
  come from above.
  The people of Aeternum are mere bystanders. The Tethered, an 
  order of undying champions, have stepped forward to guide and 
  protect humanity. The early Tethered chose humanity over Celestials, 
  Fiends, and worldly motivations and strove to ensure that the people of 
  Aeternum could live long, fruitful lives, giving them time to find a way 
  for their souls to ascend. While the Tethered still advocate this grand 
  ideal, their numbers and resources have dwindled, forcing them to 
  loosen their entry requirements more and more with each passing year.
  The task of the Tethered is not a simple one. When night falls and 
  the city’s gaslights spring to life, the worst elements of man and Fiend 
  alike are laid bare. The struggle is endless for the Tethered. The people 
  of Aeternum are eager to look away from their woes, and gratitude for 
  the Tethered’s task is rare. Still, the Order pursues its goals relentlessly.
  On the streets of Aeternum, the Tethered’s stories are told. Heroic 
  tragedies play out in brutal fashion, unacknowledged by the people 
  the Tethered are sworn to protect. The flash of black powder and the 
  gleam of blades in the moonlight accentuate their struggle. Death is 
  little more than an inconvenience to them, but each defeat carries a 
  measurable cost in human souls.
  “You died… you should stop doing that. It slows you 
  down and leaves others, the mortals, vulnerable.”
  - Ludivine Cain, Great Lantern keeper.
  
  6
  Short Story: Hunger & Pain
  Thunder crashed in the distance. The girl pulled against the 
  leather restraints encircling her wrists as her feet struggled with 
  those binding her ankles. The hard wooden chair she was bound to 
  creaked with her effort. Rapidly, her eyes darted around the room. 
  It was a large, domed, and dominated by a single massive lantern 
  at its epicentre. Pale golden light flooded from the lantern and 
  reflected off long metal tubes which stretched ominously from the 
  lamp towards the chair in which she sat. The light flickered off the 
  ceiling to reveal ancient frescoes depicting divine Celestials and 
  infernal Fiends locked in eternal struggle. In the midst of the battle, 
  humans cowered in terror. Scents of dust and lamp oil filled the arid 
  room. She tugged against the restraints again.
  “They’re for your protection. Maintaining your physical condition is 
  imperative at this phase. Don’t want you flailing about and breaking 
  something, do we?” The voice originated from the shadows, and had 
  the quality of worms writhing through earth.
  The source of the voice appeared, as if from nowhere, stepping 
  out of the shadows cast by the lantern. He limped forward, dragging 
  his dead left leg behind him and leaning heavily on a crutch. She 
  had seen him before. The members of the order called him “Grave 
  Robber”. If he had a real name, she had never heard it uttered.
  “You performed well in all the trials. We think we can make 
  something of you. Just one more test today, my dear.” Grave 
  Robber continued.
  “I was told the tests were over,” the girl said, barely louder than 
  a whisper.
  “Do not be overeager to advance, young Abberton. So often they 
  forget to think of what they’re sacrificing,” Grave Robber lectured.
  “Do not call me that! I am no longer an Abberton. Just continue, 
  and let us end these tests,” she snapped.
  “The tests are never over for the Tethered, child. But you’ll see 
  that soon enough. We’ll show you. This is the big one. Pass or fail, 
  your fate is sealed,” Grave Robber grinned through blackened teeth. 
  “We’re excited for you.”
  “This could kill me?” The girl sounded calm despite the implication.
  “Oh no, my dear, this will kill you. Of that, there is no doubt. The 
  fun part is seeing what happens after. We do hope it’s something we 
  can work with. More often than not we just get a new body to bury. 
  Are you ready?” Grave Robber chuckled as he limped toward the 
  giant central lantern.
  “What is that?” She inclined her head to indicate the large lantern. 
  “Not that it matters; too late to go back now.”
  “It is light, all light. Maybe the first light, but we don’t really know,” 
  he muttered, grabbing lengths of tube and turning toward her.
  The girl calmed her breathing and her mind, ‘In, one, two, three. 
  Out, one, two, three.’
  He limped closer, affixing the tubes to the chair. She winced as the 
  tube’s metal edges bit into her flesh, drawing blood. Grave Robber was 
  tall, although his reliance on the crutch made him appear somewhat 
  shorter. With his wild yellowed eyes, mangy beard, and maniacal 
  expression backdropped against gothic architecture, wild technology, 
  and the rising storm, Grave Robber appeared to be insanity made 
  manifest. He fumbled with numerous tubes before pulling a leather 
  harness over her head. The harness, like the tubes, pierced her skin.
  “We always thought there should be more ceremony to this. Maybe 
  for some there is. Doesn’t do no good to think about it now, does it?” 
  he laughed to himself as he worked.
  “Then get it over with.” She gritted her teeth.
  “So brave. Most aren’t, you know. We’ve seen far too many beg for 
  a way out. Only one way we know of to get out of that chair. Who 
  knows, maybe you’ll enjoy it. We doubt that, though. This is really 
  going to hurt.” He cackled.
  Grave Robber finished attaching the tubes to the central lantern. He 
  gazed back at the young woman, bound to the ancient chair, and she 
  locked eyes with him. The girl focused on his wild gaze as he threw 
  a large switch. Pale light spilled from the lantern and through the 
  tubes, creeping closer to her. Grave Robber’s mad yellow eyes danced 
  as golden fire coursed through her veins and burned up her flesh. 
  She was momentarily distracted from the pain as she felt something 
  pulling at her, like the lantern was trying to drag her into it. She flung 
  her head back in agony, but no scream exited her lips. She closed her 
  eyes against the pain, feeling her mortality ripped from her.
  ***
  Thunder crashed in the distance and tore Meredith from the 
  memory that gripped her. Torrential rain poured down, splattering 
  fat drops on Aeternum’s endless cobblestone streets. Howling wind 
  whipped at Meredith’s long overcoat. Fingers of lightning crackled 
  through the heavens, lighting the night sky.
  In the brief flashes of light provided by the storm, Meredith could 
  see the city sprawling out in all directions as far as her perception 
  would allow. Impossibly large, the sight of the city from the raised 
  central Districts always amazed Meredith. Aeternum was so massive 
  that only madmen and liars claimed to have seen its ends. Great walls 
  divided up the eternal city in an almost jigsaw pattern, separating 
  the countless Districts that made up the never-ending metropolis.
  Aeternum was in a constant state of flux. Old buildings were 
  demolished by nature, disasters or neglect. More troubling were the 
  
  7
  Fiend incursions. Fiends provided the greatest threat to Aeternum and 
  its people, greater than all the beasts who stalked its wild parks and 
  subterranean caverns, and arguably worse than those who bled it dry 
  from its many courts and temples. They were truly horrific creatures 
  of supernatural origins that could manifest from seemingly nowhere, 
  and who thrived on human suffering.
  Scurrying about, on the periphery of society, the Architects worked 
  tirelessly to rebuild the city. Architects were the smallest of the 
  Celestials, invulnerable and all-powerful beings from the sky. The 
  Architects were tasked with building and rebuilding Aeternum. They, 
  like all Celestials, worked without any semblance of a plan that 
  mankind could understand. New buildings rarely, if ever, resembled 
  those they replaced.
  The rain ran like a waterfall down the steeply-angled awning 
  sheltering Meredith. It poured over the edge to run through the street. 
  Her eyes swept the flooded street, adjusting rapidly from intermittent 
  flashes of lightning. She sighed, and set her gaze on the man who 
  shared her shelter.
  “He’s always late,” the large man growled. “He thinks it makes 
  him charming.”
  With only a passing glance, William Stroman could often be 
  confused for some sort of large animal. His hulking frame seemed 
  impossible to hide, even beneath the heavy cloak he wore. His long 
  grey hair rested near his shoulders, tied with a single strand of 
  simple twine. Beneath he wore a heavy leather vest which left his 
  powerful arms bare. Adding to the general ferociousness of William’s 
  appearance was the oversized mace he carried openly through the 
  streets, which he effortlessly cradled in a single hand.
  “Tardiness is many things, and charming is not among them,” 
  Meredith lectured.
  “He’s the only one I could find who knows anything about the 
  Morholm District. I don’t like Elliot, but we need him. Try to avoid…” 
  William trailed off.
  “Avoid what? Stabbing him?” Meredith’s eyes narrowed as she 
  finished William’s thought.
  William’s smile was lit by a flash of lightning. He liked working 
  with Meredith. While her demeanour intimidated many of their 
  colleagues, he found her honesty to be comforting. Meredith wasted 
  neither words nor time. Elliot, the man they awaited, seemed to take 
  a great joy in wasting both.
  The pair had spent the previous week investigating a rash of 
  disappearances along the Morholm wall. Within the past month there 
  had been nearly forty disappearances, most unreported. Nothing 
  tied the missing people together except that they vanished in the 
  evening, and within three hours’ travel of the Morholm gate.
  Morholm, one of the poorest of the Districts to share a border with 
  Strigham, was a strange place. The residents had a reputation for 
  being unfriendly and rarely speaking to people from other Districts. 
  Numerous incursions from Fiends and subsequent reconstruction by 
  the Architects had twisted Morholm into something more akin to a 
  maze than a city. The buildings were close together and leaned at 
  odd angles. Morholm always appeared to be one strong breeze away 
  from collapse.
  The walls surrounding Morholm seemed thicker than other District 
  walls. The cobblestone streets that passed through the heavy 
  wrought iron gates quickly narrowed and began to twist and split into 
  numerous paths which disappeared in the forming mist.
  “We’ll give Elliot five more minutes. Then we continue without 
  him,” Meredith sighed again, eager to continue the hunt.
  “I’m sure he will show up soon,” Elliot laughed, appearing through 
  the rain.
  Elliot Ambercolt was tall, thin, and wrapped in finery. The man had 
  a noble bearing to him, but his eyes were those of a thief. Everything 
  Elliot did unnerved William, who found it difficult to trust the man 
  despite their shared allegiance. Rain spattered on Elliot’s tricorn hat 
  and ran down his leather duster. Droplets of water splashed against 
  his bladed cane, washing away remnants of fresh blood.
  Meredith narrowed her eyes, turning their scrutiny on Elliot. It 
  was rare for anyone to be able to sneak up on her, but even more 
  shocking, she had never seen anyone surprise William, who was 
  gifted with senses like the beasts he so resembled.
  “Let’s get going, then,” Meredith hissed against the raging storm.
  “Are you in such a hurry that you would fail to introduce yourself? 
  William and I are old friends, but I only know you by reputation. I’ve 
  heard many tales of the Saber Maiden, and I am eager to see if you 
  live up to them,” Elliot began to bow, “I am...”
  “I know who you are,” Meredith cut him off abruptly.
  “I see. Then there’s no need for formality. How absolutely 
  disappointing.” Lightning flashed illuminating Elliot’s piercing eyes.
  “You’ll get over it, I’m sure,” William grunted.
  “Time does heal all wounds, my friend. We know that better than 
  most.” The illusory hurt had completely vanished from Elliot’s voice.
  “What have you found in Morholm?” Meredith interrupted insistently.
  “Is she always like this, Bill?” Elliot chuckled glancing to William.
  “Call me Bill again and we will have a problem,” William growled.
  
  8
  “My apologies, William, I was unaware that was a sore spot. In truth, 
  there is very little to find in the District. Most of the people shut their 
  windows when an outsider passes by. However, I am not most people. 
  The last Fiend incursion hit Morholm hard, and the Architects are 
  not being forthcoming with any assistance. The residents seem to 
  have found someone who hears their pleas. They whisper about their 
  “Saviour” when they think they are alone. I do not know who, or what, 
  this saviour is. All I could gather from the brief conversations that I 
  was privy to is that some residents are taking people from the streets 
  and bringing them to this saviour. I would hazard to guess that is where 
  our wayward lambs have ended up.” Elliot shrugged his shoulders.
  “That’s not much to go on.” Meredith shook her head.
  “I apologise for the lack of information. I had one or two problems 
  attaining it.” Elliot glanced down to the blood dripping from his cane.
  “There’s no use complaining about what we don’t have. Let’s focus 
  on what we do have,” William’s voice lost some of its edge.
  “We know they all ended up here, which should be enough,” 
  Meredith said flatly, turning her head to indicate the District gates.
  “If I were a gambling man…” Elliot began.
  “You are,” William uttered gruffly.
  “You really do take all the fun out of this, my friend. Very well, I’ll 
  keep it simple. They are most likely in the Undercity.”
  Numerous destructive events and the subsequent rebuilding by 
  the Architects were fundamental parts of Aeternum’s nature. The 
  Architects were not known to remove the ruins they replaced; they 
  simply built atop the rubble. After countless reconstructions atop 
  the ruins of older buildings, an underground labyrinth had formed 
  beneath Aeternum. The Undercity, a subterranean realm that 
  appeared to be a twisted mirror of its surface counterpart, was a 
  maze of ruins and sunken buildings where only the mad or desperate 
  dared to venture.
  “Then we should get moving. It takes forever to find anything down 
  there.” Meredith stated.
  “Lead the way, Saber Maiden. You see, I know who you are as well.” 
  Elliot gestured toward Meredith with a flourish.
  “You do not know a thing about me, Elliot,” said Meredith, and 
  prayed she was correct.
  Without ceremony Meredith took the lead, not caring for another 
  long speech. Rain saturated her overcoat in seconds and her long 
  flaxen hair stuck to her face. William followed silently with Elliot 
  taking up the rear. The trio took a direct route through the massive 
  Morholm gates, liberally bribing the guards to ensure their discretion. 
  Flashes of lightning and eruptions of thunder heralded their arrival.
   
  The cold eyes of the residents, lacking even the most basic sense 
  of compassion, watched the small group as they walked through the 
  quickly-flooding thoroughfare. Their boots moved deftly over slick 
  cobblestones, splashing to accentuate every step. Doors latched and 
  shutters slammed as the trio passed. William growled a low chuckle, 
  having expected the reaction.
  Meredith caught herself staring at vacant structures and ruins. 
  Quickly, she snapped her gaze back to the road ahead. As they 
  walked, she moved toward the centre of the group. Reaching back 
  she pulled the hood on her sodden overcoat over her head. Despite 
  the angry leers of the few residents they encountered, she never 
  met their gaze.
  “Friendly lot, huh?” William glanced to Meredith, his eyes lacking 
  the mirth implied by his question.
  “They aren’t fond of Tethered here. They seem to blame us for 
  the damage done in the last incursion. Maybe it would have been 
  better to just let the whole place be destroyed. That would teach the 
  ingrates a lesson,” Elliot chimed in above the pounding rain.
  “Yes. Let us just ignore our only duty.” Meredith’s hissing words 
  drew a tiny cloud of steam in the damp air and sounding far harsher 
  than she intended.
  “She is absolutely no fun, William,” Elliot groaned. “I wasn’t serious, 
  you know.”
  “If you do not mean it, why would you bother saying it? Are you so 
  fond of wasting words?” Meredith did not look back.
  “We all know he is.” William smiled a feral smile as he cut off 
  Elliot’s carefully constructed reply.
  “Once we find a suitable entrance to the Undercity it should be 
  easy to follow any signs of people,” Elliot uncharacteristically shifted 
  the conversation back to their task. “Even the most recent surveys 
  haven’t turned up a thing of value down there. If we encounter 
  people, we need to view them with suspicion.”
  This shift seemed to make both Meredith and William slightly 
  uncomfortable, and the group continued on without speaking. The 
  sloshing of their boots through the rain-slick streets, and the 
  pattering of giant raindrops were the only sounds that accompanied 
  them. The street narrowed between a worn haberdashery and an 
  ancient-looking hotel. The buildings seemed to lean in opposite 
  directions, each looming over the street in some strange attempt to 
  meet in the middle. Their broken windows glistened in the flickering 
  street lights like jagged teeth.
  Meredith stopped before the hotel. Her pale blue eyes lingered on 
  the wooden sign hanging on the door. The faded and scratched paint 
  had long since lost any semblance of meaning. The sign hung loose, 
  as if it were about to fall at any second and come crashing to the 
  street below. Written in rough red paint were the words “Death to the 
  
  9
  Abbertons”. Those four words held her gaze. As Elliot moved up from 
  behind she wrenched her eyes away.
  Elliot stalked to the fore of the group and led them down a 
  narrow alley. The street wound about without a semblance of a 
  real direction. At times the cobblestones beneath their feet gave 
  way to bare muddy earth which sucked at their boots audibly as 
  they passed. The few street lights faded into the distance as the 
  trio moved away from the major thoroughfare, leaving only faint 
  moonlight and lightning to illuminate their surroundings.
  Despite Elliot’s familiarity with the area, William noticed the 
  battered iron door leading to the Undercity first. The gruff Tethered 
  grunted, turning his head toward the concealed entrance covered by 
  thick moss and vines, and pointed a gnarled finger at the heavy chain 
  and lock holding the door shut. The lock and chains were made of 
  glistening silver which stood in stark contrast to the dinginess of the 
  door they sealed. Each link of the chain was set with strange runes 
  that seemed to draw the eye.
  “I might be able to break them,” William shrugged.
  “There’s not a better entrance?” Meredith’s voice contained only 
  the faintest traces of irritation.
  “Not if you want to reach the Undercity this evening. Just stand 
  back, William. I’ve dealt with these locks before,” Elliot chimed in 
  cheerfully.
  “What are they?” William stared at the silvery chains and felt a 
  slight tremor of fear run through his body.
  “Nothing you can smash,” Elliot whispered as he knelt before the 
  door, scraping away the moss with his gloved hands.
  Elliot whispered softly, extending his palms over the locking 
  mechanism. Eerie light formed in wisps around his fingertips, licking 
  gently at the lock. The tiny flickering light drifted within the keyhole, 
  writhing around as if searching. The glow intensified in Elliot’s palm 
  and the sound of metallic parts shifting could be heard within the 
  lock. As the lock clicked open, a surge of emerald energy flowed 
  back from the lock and into Elliot’s palm.
  Elliot gritted his teeth and stumbled backward, catching himself on 
  the opposite wall of the alley. His head swam and his vision blurred. 
  He felt warm, like something was burning inside of him. Something 
  squirmed inside of his palms, working its way up his arms. Like a 
  parasite crawling through flesh, he felt it attach itself. To his credit, 
  Elliot composed himself quickly. He shook his arm to ease the 
  phantasmal pain and stood upright once more.
  “What was that?” Meredith asked suspiciously.
  “Just a bit of feedback; nothing to be concerned about,” lied Elliot, 
  as he so often did.
  Without waiting, William grabbed hold of the heavy iron door. 
  Muscles bulged in his massive arms and the iron door groaned as 
  he ripped it aside. It landed with a heavy thud. Dry air pungent with 
  a strange blend of ancient scents poured from the opening. From 
  the muddy side street, beneath the pouring rain, the Undercity below 
  seemed an entirely different world.
  A narrow stone stair descended from the rain-slick streets into the 
  lightless world below. Once the party passed the threshold into the 
  upper level of the Undercity, the sounds of the raging storm above 
  faded away. The Undercity was a realm of subtle noises and darkness. 
  The devastated ruins of buildings formed a labyrinth of passages, 
  cleared and reworked by Aeternum’s most insane and desperate 
  inhabitants, making it into a bizarre parody of the world above.
  All three Tethered unhooded their soul lanterns, each carrying a 
  flame taken from a Great Lantern, casting eerie shadows along ancient 
  walls which were covered in dried filth. The stairs fed into an uneven 
  chamber with a cracked tiled floor. The walls all slanted inward, 
  making the room a strange lopsided pyramid. The same grime that 
  covered the walls along the stairway lined the chamber. Scraped into 
  the thick, crusty surface of a far wall was a single word; “Hunger”.
  “Ominous,” Elliot whispered with a lighthearted smirk.
  A solitary corridor led out the pyramid chamber and rolled forward 
  into what seemed like infinite darkness. The tiled floor was covered in 
  dried mud and bore the marks of countless footprints. The sides of the 
  hall were a mismatch of outer and inner walls of ruined structures that 
  had somehow seamlessly blended together to form a single surface. 
  Some of the former buildings had their windows intact, although only 
  blackness could be seen behind their transparent surface.
  The weight of the Undercity was oppressive, even with the exit 
  nearby. William could not help but wonder how much worse the 
  sensation would become as they descended to the lower levels. 
  His heightened sense of hearing turned the group’s relatively quiet 
  footfalls into a cacophony that reverberated through the long, dark 
  hall and mixed with the distant sound of flowing water. William 
  tightened his jaw, grinding his teeth together, in an attempt to focus 
  past the sound. Every instinct told William to turn around and leave, 
  despite the knowledge of his own immortality.
  The hall expanded considerably, and opened up into a wide tunnel 
  with drainage channels running across either side. The channels 
  were filled with thick, oily water which spilled over their lips to flood 
  across the floor. Thick globs of pulpy matter jammed the drains. The 
  entire tunnel smelled of sewage. Elliot made a dramatic display of 
  pulling a scarf over his nostrils.
  The drainage tunnel grew darker, the thick shadows at its edges 
  feasting upon the light of the Tethered’s lanterns. The darkness 
  almost had substance to it, and each member of the group could 
  almost see movement in its inky depths at the edges of their 
  peripheral vision. When William turned his head to stare into the 
  shadows, all movement vanished. The shadows swarmed with life, 
  
  10
  slithering about the ceiling and walls to encircle the Tethered.
  Elliot groaned as the writhing pain in his arm crept up to his 
  elbow, intensifying his agony. Phantasmagorical voices in countless 
  tones rose from the shadows. Some shrieked and wailed while others 
  growled and hissed. They chanted and sobbed as the group passed, 
  and grew louder as the tunnel continued to widen. The horrific chorus 
  taunted and mocked. It begged and pleaded. It threatened each 
  member, revealing their darkest secrets and desires.
  “You are my blood. You cannot change that,” a familiar voice 
  whispered through the chaos to Meredith.
  Stern and harsh as she remembered, the voice called out to her 
  from the awful choir. Her eyes rolled around to her companions, 
  who did not seem to hear it. It appeared that each of them heard 
  something different. The harsh voice repeated itself, but was 
  soon drowned out by a sea of wailing cries. They spat curses and 
  accusations at her. Meredith’s composure broke and she covered her 
  ears, screaming. That sound too was drowned out.
  As their pitch rose, the pain in Elliot’s arm grew. Then, as rapidly 
  as the shadows had appeared, the voices fell silent and the darkness 
  vanished. The party exchanged nervous glances, although all were 
  unsure of exactly what those around them heard in the fiendish 
  storm of noise and darkness. They gripped the hilts of their weapons 
  and pressed onward.
  No more words were exchanged. Elliot took the lead, and moved 
  with quick steps through the dilapidated hall. The strange nature 
  of the Undercity had made them all instinctively cautious. William 
  noticed the changefirst, his bestial instincts detected the subtle shift 
  in everyone’s posture. His ears could barely detect their footfalls as 
  they stealthily moved through the darkness; their lanterns faintly 
  illuminating the tunnel around them.
  The tunnel walls seemed to shift as the group walked, growing 
  narrower at an imperceptible pace. Soon the trio was forced to 
  turn sideways in order to continue their advance. Elliot pulled his 
  coat tight in an effort to avoid the grime-encrusted walls. William 
  inhaled deeply to make his profile slimmer, still barely squeezing 
  through the passage. Meredith flexed and relaxed her sword hand 
  unconsciously, and completely ignored the filth covering her soaked 
  overcoat from contact with the wall. After some time the tiled walls 
  gave way to natural rock, its jagged surface increasing the discomfort 
  of traversing the tunnel.
  The tunnel ended abruptly, opening into a massive cavernous 
  chamber. Neither it’s ceiling nor far walls could be seen due to its 
  vastness. The cavern was filled with ruined buildings, remnants of 
  a previous incarnation of Aeternum, all in various states of decay. 
  Even if repaired, the buildings would’ve been odd, as their walls 
  met at strange angles and leaned in different directions. The size 
  of the chamber and sheer number of strange buildings, pointless 
  staircases and flooded pools made the cavern appear to be a 
  reality-defying painting.
  At the dark ruin’s epicentre there was a collection of ruined buildings 
  seemingly piled atop one another to form a single-chambered cairn. 
  Large flat pieces of rubble encircled the cairn, each etched with 
  strange symbols. The surrounding rocks drew the viewer’s gaze into 
  the centre of the rubble and held it there. Just glancing at the rubble 
  circle made the group uneasy. William silently vowed to smash every 
  single stone.
  The approach to the central cairn was a simple affair. The group 
  moved quickly from one ruined structure to the next, using the many 
  buildings to obscure their approach. The innards of the ravaged 
  buildings were painted with bizarre images of men and women being 
  tossed into giant cauldrons by hulking creatures who seemed to be 
  an amalgamation of man and swine. In the background, looming 
  above the entire scene, were nebulous shadowy creatures with 
  hundreds of blazing eyes. Intermingled within the imagery, insane 
  devotional litanies praising all manner of blasphemous beings were 
  scrawled in dried blood and other fluids.
  Meredith dragged her fingers over a painting, smearing the surface. 
  The whole place felt disturbing. William felt the hairs on the back 
  of his neck stand on end. He nervously glanced to Meredith who had 
  already unsheathed her blade, baring the steel as if it would ward off 
  the corruption that seemed to linger in the very air. Elliot focused on 
  the devotional words, clicking his tongue as he read.
  “Have you found anything useful?” Meredith whispered to Elliot.
  “It’s mostly gibberish. To make matters worse, the madman 
  responsible for this nonsense is barely literate. I hate uneducated 
  fanatics. In any case, there are a few references to a saviour and 
  provider,” Elliot did not seem surprised. “My guess is that some of 
  the Morholm residents got tired of their prayers going unanswered 
  and offered their devotions to new, more ready, ears. That’s about 
  all the sense we’re going to glean from this mess. Best not look 
  too closely.”
  “It’s largely irrelevant. We find the missing citizens and kill 
  anything that stands in our way. I don’t need answers as to why it 
  all happened,” William said under his breath.
  “Anything we learn could prove beneficial,” Meredith stated.
  The dry tone of her voice seemed like a reprimand to William and 
  it affected him more than he’d expected. He respected the woman 
  deeply. There were very few Tethered who did not know of the Saber 
  Maiden, if only by reputation. While he didn’t know much about 
  Meredith, and he doubted anyone else did either, William was aware 
  of how other members of the Order deferred to her.
  Rumours and mystery surrounded the Saber Maiden. Meredith was 
  rumoured to be over 100 years old, although she appeared a girl of 
  barely twenty years. According to many of the elder Tethered, she’d 
  undergone her trials as a teenager at a time when surviving the 
  ordeals was almost unheard of. The stern silence of the woman only 
  seemed to add to the air of mystery about her.
  
  11
  William did not have long to think about his current companions. 
  A strange scent lingered on the stagnant air of the cavern; the 
  smells of sweat, oil, and rotted meat mingled to form a distinctly 
  unique stench. His ears twitched at the sound of a multitude of 
  footfalls headed in the group’s direction. He held a gnarled hand 
  up to silence them. Elliot and Meredith were familiar enough with 
  William to immediately fall silent. Quietly the party hid within the 
  ruins as the footfalls of an approaching group became audible to 
  those without supernatural senses.
  The approaching group consisted of eight men and six women. 
  Each wore a bloodstained leather apron over their threadbare 
  clothing. Tucked into the waistband of their trousers was rusted 
  cutlery, wet from recent use. Each member of the group wore a 
  leather mask fashioned into the face of a grinning hog. Cold eyes 
  stared vacantly from behind the masks, lacking even the basest 
  traces of humanity. They paced into the centre of the ruined building 
  with all the subtlety of a herd of cattle.
  “Are you even sure you saw them?” a massive rotund man bellowed 
  at the others.
  “Yeah! They was sneakin’ through. I know I seen ‘em, Everett,” a 
  scrawny man replied nervously.
  “Well, I don’t see them now,” Everett grunted dubiously, 
  breathing heavily.
  “Maybe you should look again!” Elliot’s voice mocked as he darted 
  from the shadows, his cane in hand.
  Elliot flicked his wrist, hitting a switch on the handle of his cane 
  as he extended his arm. From within the body of the cane a thin 
  hidden blade snapped into place, turning the walking implement into 
  a miniature scythe. The weapon twirled in his hand as he passed the 
  fat man, Everett, slicing easily through his throat. Everett gurgled as 
  he tried to suppress the flow of blood pouring from his neck. His eyes 
  rolled back as he dropped to the floor.
  To their credit, the pig-masked cultists reacted in a disciplined 
  manner. Their hands went to their belts, drawing their crooked 
  butcher’s implements. They turned and prepared to rush Elliot, shifting 
  their attention away from the crumbling wall as William pressed 
  against it. The loose wall gave way beneath William’s impressive 
  strength, collapsing into the midst of the porcine thugs. Two were 
  crushed beneath the bulk of the falling stone. The rest scattered, 
  suffering only minor bruises before scrambling to their feet.
  Three cultists turned their blades toward Elliot while the remainder 
  rushed toward William, perceiving the large man as the greatest 
  threat. The rusty edges of their weapons glistened in the pale light 
  of the Tethered’s lamps. The mask-wearers moved without hesitation 
  or fear. On their hot breath, William could smell the lingering scent 
  of human flesh.
  The trio of cultists pursuing Elliot moved swiftly to surround him. 
  Two sought to distract him while the third rushed him from behind. 
  The attacker lunged with an outstretched arm, seeking to bury her 
  kitchen knife in Elliot’s back. Elliot spun quickly, raising his cane 
  to turn the blow aside. He rotated his wrist, letting the knife slide 
  harmlessly off the bladeless side of his cane. Darting in the opposite 
  direction he slashed out at the lunging woman, catching her in the 
  back of the neck and severing her spine.
  A blood-filled gurgle escaped her lips and spilled out from the pig 
  mask. She collapsed to the rocky ground, rolling onto her back as 
  her life ebbed, her eyes staring blankly at the cavernous ceiling. Thin 
  vapour started to rise from her lips and nostrils, and passed through 
  her body to hover atop it. Her soul danced above her corpse, swaying 
  gently for a moment. It pulsed nebulously as some invisible force 
  gripped it and began to pull. A wail rose from the ethereal soul as it 
  was dragged to the ground. Struggling, it was slowly forced beneath 
  the surface and vanished entirely.
  Six of the hog-faced thugs swarmed over William, slashing at him 
  with their crude implements. William couldn’t match the speed of 
  Elliot or Meredith. Instead, he planted his feet and met his attackers 
  with a ferocious roar. He did not have time to unsling his mace 
  from his shoulder, so he lashed out with his hands at the charging 
  cultists. The first man to reach William was rewarded by the bestial 
  Tethered’s hand wrapping about his throat. William lifted the man off 
  his feet singlehandedly and clenched his fist, crushing the masked 
  man’s trachea. Using the gagging attacker as a shield, William was 
  able to ward off the majority of the mob’s blades. The few knives that 
  got through bit at William’s flesh, leaving his shirt torn and bloody.
  William’s blood dripped onto the stone floor. He unleashed a feral 
  snarl, backing away from his attackers. He raised his human shield 
  before himself, shaking the man as the cultist’s eyes bulged and 
  his throat filled with blood. Still, his attackers pressed forward. Their 
  blades were wet with his blood and had a thirst for more.
  Meredith was instantly at William’s side, appearing out of thin 
  air. She pivoted and slashed with her sword, driving the attackers 
  back from her companion. Her face, a mask of serenity, was a stark 
  contrast to the savage countenance of William. Meredith’s chilly eyes 
  locked onto the group of men before her. Shifting her blade into 
  a high stance, she darted into the centre of the mob. Moving with 
  unnatural speed, she batted aside the attackers’ weapons, sending 
  them back in all directions. Meredith pursued relentlessly, striking 
  the first man in her path with a horizontal strike across his eyes. 
  The blade cleanly cut through the porcine mask and tore through 
  the man’s face. He raised his hands to clutch at the red ruin that 
  had once been his eyes, screaming until her second lightning-fast 
  stab found his heart.
  The space provided by Meredith gave William the room he 
  needed. He released the gagging man from his iron grip, dumping 
  him unceremoniously onto the ground. Rolling his massive shoulder, 
  the heavy mace dropped into his gnarled hands. Soaked in blood, 
  a savage grin swept over William’s face and he swung wildly over 
  Meredith’s head. Extending the weapon to its full length and using 
  
  12
  his long arms to their full advantage, William was able to swing the 
  weapon wide enough to catch three of the pig-masked men and 
  women. When the heavy bludgeon met their skulls, they were crushed 
  to pulp immediately. The three dead cultists hit the ground in unison.
  Meredith stalked after her final prey, swiftly avoiding his frantic 
  cuts. She lunged in close. Her face hovered in front of his mask. 
  Impassive eyes locked onto his as she watched all signs of life drift 
  from his face. Stepping back, she slid her blade free of his ribs. He 
  absently glanced at the wound in his chest and crumpled to the 
  ground. Inclining her head, Meredith watched Elliot toy with the two 
  remaining attackers.
  Elliot danced around the clumsy attacks of the cultists; his body 
  twisting and contorting like a circus performer. A confident smirk 
  remained etched on his face as he vaulted above the awkward lunge 
  of one attacker to land with catlike grace behind the woman. Flicking 
  his wrist, Elliot tossed the cane-scythe; it hurtled through the air 
  and sank wetly into his target’s back. Elliot swept his arms out wide, 
  opening his coat to reveal he was unarmed.
  “Why don’t you surrender? You can save your own life and save me 
  a bit of effort!” Elliot’s tone was deeply sardonic.
  The piggish man didn’t stop to consider Elliot’s words. Levelling 
  his knife, he dashed forward, stabbing at Elliot’s chest. Elliot’s arm 
  snapped down, catching the man by the forearm and turning the 
  blade out. His free hand grasped the handle of the knife and pulled it 
  close to his own stomach. Quickly he stepped forward, using his own 
  body to ram the knife under his attacker’s ribs. Lifting up, he drove 
  the blade into the man’s heart.
  “See? Now no one is happy.” Elliot laughed as the cultist dropped.
  “Glad you’re enjoying yourself,” William grunted, checking 
  his wounds.
  “What is life if not to be enjoyed, William?” Elliot retrieved his 
  cane-scythe.
  “I suppose I cannot argue that point,” William shrugged.
  “William, my friend, I’m speechless…” Elliot smiled warmly.
  The air about their deceased enemies began to swarm with the 
  rising souls of the cultists. Drifting just above their former bodies, 
  they cried as one after another was pulled violently through the 
  ground. Meredith struggled to maintain her demeanour despite the 
  welling sadness she felt within her. Her hand balled into a fist and 
  she turned away.
  “It had to be done. They would have only done more damage if left 
  alive.” William, always perceptive, understood.
  “The circumstances which led to this could have been avoided. 
  Even if they had to die, they could have been saved.” Meredith’s icy 
  façade cracked slightly.
  “They made their choices. They chose incorrectly.” Elliot shook 
  his head.
  Meredith did not respond. Her face melted back to one of stoicism 
  and the cold edge returned to her eyes. Turning, she stomped toward 
  the central cairn. William offered a shrug of his massive shoulders 
  and followed. Elliot fell in behind him, chuckling quietly to himself. 
  The group stalked through the ruined streets of the subterranean 
  realm, not pausing to inspect any of the strange imagery or 
  architecture that they passed along their route.
  As they approached the cairn, a great sense of malevolence 
  loomed over them. The broken walls and columns of numerous 
  buildings that comprised the structure were neatly stacked and 
  begged the question as to how such heavy objects had been moved. 
  The cairn was seven metres high at its tallest point and was close 
  to twenty metres in length. The whole structure, despite its dubious 
  construction, conveyed strength and sturdiness. Elliot could detect 
  the presence of malign sorcery holding the building together.
  The only entrance to the cairn was a squat and narrow hole 
  on its shortest side. The group stopped outside the entrance, and 
  each member stared into the abyssal darkness within. Even the 
  supernatural light of their lanterns could not penetrate the cairn 
  from the outside. Their eyes briefly met as each sought a method to 
  determine who would enter first. Swallowing the lump in his throat, 
  William ducked and passed over the threshold.
  William felt a strange sensation as he stepped into the cairn. It 
  was as if the outside world were pulling at him, begging him not to 
  enter the pile of rubble. He glanced around nervously as his eyes 
  adjusted to the dim light of the interior. As they did, his senses were 
  suddenly overwhelmed as if all triggered at once. His ears detected 
  the faint sounds of weeping, nearly drowned out by the buzzing of 
  a thousand flies. His face curled as his nostrils filled with the scent 
  of human blood and rotting meat. More disturbing than all the other 
  stimuli was the sight that awaited his adjusting eyes.
  The cairn’s interior was large; nearly three times the size that the 
  outside of the building had suggested. A high arched ceiling rose 
  above his head, supported by wooden crossbeams. From the beams 
  dangled countless chains ending in large hooks. Hanging from the 
  hooks, surrounded by thick clouds of bloated black flies, were the 
  remains of nearly twenty people; men, women, and children. Their 
  skin had been flayed from their flesh and their blood dripped down to 
  run along the angled floor to a circular drain. The floor was littered 
  with long wooden tables, soaked in blood and marred with the telltale 
  scars of a chopping block. Surrounding the tables, two-dozen men 
  and women clad in pig masks worked, callously chopping meat.
  In the back of the chamber, dug into the floor, were large pits, 
  sealed with thick iron bars. Within the earthen cells, the missing 
  citizens of Aeternum who had not yet met a grisly end on the killing 
  floor above awaited their grim fate. They sat in silence, bereft of 
  
  13
  hope. Vacant eyes gazed out of the cells at their would-be rescuers 
  without acknowledging the possibility of freedom. They leaned 
  weakly against the walls, emaciated and weakened. Not a single 
  person bothered rising.
  A solitary man stood at one of the tables, a meat cleaver in his 
  hand. He was tall, standing just over two metres. His gaunt face was 
  pallid. His eyes were dark and sunken. The man had thin papery 
  lips that seemed locked in a smile. His lanky arms hung nearly 
  down to his knees and ended in long thin fingers, each tipped by a 
  broken black nail. Strewn on the table before him were hunks of meat 
  crawling with flies. He inclined his head to regard William.
  “We should wait for your companions before we speak,” the man 
  said, holding up a spindly hand.
  As if on cue, Meredith stepped through the door, followed quickly 
  by Elliot. The thin man watched in obvious amusement as they took 
  in their surroundings. His delight in their revulsion was palpable. After 
  a few seconds, which felt like an eternity to William, the thin man 
  slammed his cleaver into the chopping block. The sound echoed 
  through the chamber. The masked cultists all ceased in their work, 
  and turned to watch the entrance of the Tethered with mild interest 
  in their dull eyes.
  Meredith’s eyes locked onto the captives held in the crudely-dug 
  pits and stuck fast. Flickering recognition wriggled through her brain, 
  crawling toward the surface. She tried with all of her considerable 
  will to pry her gaze from the forlorn prisoners, but was unable. Her 
  breath caught in her chest. Memories from long ago swelled in her 
  mind, overcoming her.
  “Welcome, esteemed members of the Order. I am unger,” the 
  man’s voice oozed. “Allow me to...”
  William lunged forward, cutting the man off mid-sentence. His 
  heavy mace dragged across the ground as he closed the distance 
  between himself and his foe. His biceps bulged as he brought the 
  bludgeon upward in a rising arc. Caught off guard, Hunger was unable 
  to protect himself as the mace made contact with his chest. The 
  Fiend was lifted into the air and thrown back like a rag doll to 
  crash through a series of gore-spattered tables. The pig-masked 
  cultists did not bother to scatter and merely watched as Hunger was 
  slammed into their midst.
  Hunger’s body lay in a pile of broken wood on the floor. His 
  muscles began to twitch and spasm. From across the room, the 
  Tethered could hear the sounds of popping cartilage and tearing 
  muscle. A low squeal escaped his waxy lips as his body convulsed. 
  Beneath the papery surface of his skin, his insides twisted and rolled.
  Rolling onto his stomach, Hunger crawled to his hands and 
  knees. His thin skin ripped as his size increased dramatically. His 
  stomach swelled and distended into an enormous potbelly covered 
  in thinly-stretched skin. His neck elongated as his face stretched 
  into a skull-like shape, curling and twisting into a rictus grin of 
  yellowed teeth. Hunger’s body continued to stretch and swell, his 
  already-impressive height nearly doubling in mere seconds. Clawed 
  fingers extended, as his skin ripped to reveal pink flabby flesh 
  beneath. The squeal grew in intensity.
  Rising from the ruined tables stood a bipedal beast of enormous 
  height. Its dark, beady eyes glared hatefully at the Tethered. Familiar 
  mocking laughter spilled from its gaping grin. Its long fingers, each 
  tipped with a black claw, curled tightly into fists. Hunger threw its head 
  back with glee before quickly snapping forward in a blood-curdling 
  roar. Clutched in its meaty fist, a cleaver of prodigious size sliced 
  through the air. A ripple flowed through the room, emanating from 
  the gigantic Fiend. Barely tangible shifts in the air struck out like 
  waves at the Tethered.
  William felt the disturbance first. His muscles tensed and went 
  rigid. The hairs on his neck stood on end, and cold sweat beaded on 
  his temples. The animal part of his brain told him something was 
  very wrong and instinct took over. He issued a low growl, hunching 
  forward in a bestial manner. He bared and gnashed his teeth as he 
  instinctively backed away from Hunger.
  Elliot wailed as the invisible wave struck him and sent searing 
  pain coursing through his veins. Spreading further up his arm, the 
  agonising energy crept up to his shoulder, working toward his heart. 
  Every nerve on Elliot’s right side screamed for relief, but the pain 
  never dulled or relented. Each second seemed worse than the one 
  which preceded it. So fierce was the pain that Elliot doubled over, 
  falling to his knees. His eyes took on a hard edge as they stared at 
  the source of his pain.
  Meredith continued to stare at the captives, almost compulsively, 
  her breath locked in her chest. Her eyes began to soften, their hard 
  edge dulling rapidly. She clasped her eyes shut tightly, but could 
  not shake the images of the imprisoned humans from her mind. The 
  hopelessness of their faces and the desperation in their eyes burned 
  through her eyelids. The image would not fade. She took a shaking 
  step toward the cages.
  “Delicious, isn’t it?” Hunger laughed in squealing delight. “Your 
  fear, pain, and need are delicacies to be savoured.”
  “What is it doing to us?” Elliot groaned in pain.
  “I merely taste what it is you have to offer,” Hunger snorted with 
  mocking laughter.
  “Enough!” William howled, throwing himself forward.
  The bladed mace crashed through the air, colliding with Hunger’s 
  side. A thud echoed through the chamber from the impact. William 
  roared ferociously, his face a mask of savagery. Hunger, unfazed 
  by the assault, brought his cleaver down with tremendous speed, 
  slamming it into William’s shoulder. The rusty edge of the massive 
  weapon bit down, parting muscle and bone, cleaving down to William’s 
  collarbone. The large man stared in disbelief as Hunger wrenched the 
  
  14
  cleaver free in a spray of blood. William stumbled back a single step 
  before Hunger raised a massive foot, kicking William in the chest and 
  sending his body crashing into the opposite wall. His body landed in 
  an unmoving heap.
  Gritting his teeth against the pain, Elliot raised his uninjured arm. He 
  traced intricate lines through the air and trails of energy followed 
  his fingertips, forming the sacred patterns of Aeternum which 
  hovered before him. A lance of blistering energy erupted 
  from the centre of the pattern, scorching through the air to 
  strike the massive Fiend in the chest. Tendrils of burning 
  emerald energy sprang from the point of impact to crawl over 
  Hunger’s bristly skin. They seared flesh where they touched, 
  leaving burn marks across the porcine Fiend’s body.
  “Meredith, strike while he’s distracted!” Elliot shouted, anguish 
  evident in his tone.
  Meredith couldn’t hear him. Her hesitant steps gained speed, 
  and she dashed past Hunger. Her sword lashed out in a rapid 
  blur, slaying every pig-masked cultist that stood between her and 
  the captive in the cells. The masked men and women dropped to 
  the bloodstained floor in wet heaps, but she did not stop. Her gaze 
  remained locked on the prisoners, the rest of the world seemingly 
  faded from existence.
  “What are you doing?!?” Elliot cried out in disbelief.
  Hunger laughed greedily; the pain and confusion of his foes thrilled 
  him. Lowering his porcine head, Hunger thundered forward. Swinging 
  his cleaver in a wide horizontal sweep, the Fiend lashed out at Elliot. 
  A snort of sheer glee dripped from Hunger’s slavering maw. Elliot 
  threw his arms out wide and leapt back to avoid the vicious slash. 
  The blade passed close, tearing easily through the thick leather of 
  Elliot’s coat, but failed to bite flesh.
  Elliot backed up, facing off against the large Fiend alone. He 
  didn’t have time to follow Meredith or to check on William. His 
  cane-blade snapped free. Suspending his hand over the weapon, he 
  offered whispered pleas to Aeternum. The eternal city granted his 
  request and tongues of emerald flame licked at the weapon’s edges, 
  adhering to the blade. Darting forward, Elliot slashed at Hunger with 
  the burning weapon. The cane’s edge tore into the meaty forearm of 
  the Fiend, leaving charred muscle in its wake.
  Hunger bellowed in pain, flailing out with a massive arm. The 
  swatting limb struck Elliot in the shoulder, spinning him in a full 
  circle as it lifted him into the air. The pain was far more intense than 
  Elliot would have anticipated, but it failed to compare to the seething 
  sting which flowed freely through his veins. Elliot pulled his legs in 
  and landed rolling. Quickly he was on his feet, backpedalling away 
  from the pursuing Hunger.
  Elliot’s heart sank as his back met with the cold stone of the wall. 
  Deep in the room, he could see Meredith slashing through a host of 
  the pig-faced cultists without regard for their Fiendish master. He 
  
  15
  held his cane defensively in front of himself and gritted his teeth.
  “I’m not going to make it easy on you, filth!” Elliot’s eyes burned 
  with hatred.
  “Easy? That would hardly be as sumptuous. No, demi-human, this 
  will be slow.” Saliva dripped from Hunger’s lips.
  A howl, primal enough to tear Hunger’s gaze from Elliot, blasted 
  through the room. Crawling up from a pool of blood, William rose 
  to his feet. Savage madness contorted his features. Beneath the 
  surface of his skin, bone and muscle shifted. The horrific wound 
  in William’s shoulder began to knit itself closed. Slithering tendrils 
  of muscle grasped one another, pulling the rent flesh together. 
  His shoulders groaned, cracked, and widened. His nails thickened, 
  splitting his fingers open at the tips. William’s canine teeth elongated 
  into curling fangs. His body swelled and grew, gaining nearly half 
  a metre in height. His lengthening frame filled out with bulky and 
  powerful muscle, shredding his vest. Elliot gasped in horror, pressing 
  against the wall.
  Grasping his mace in a single clawed hand, William leapt at Hunger. 
  His powerful legs lifted him nearly three metres into the air. He swept 
  the weapon out from behind in a 180 degree arc. The mace crashed 
  into the side of Hunger’s face as the Fiend turned toward the foe it 
  had thought defeated. Bone splintered in a thunderous crack, caving in 
  the side of Hunger’s face. Viscous black blood poured from the wound. 
  The Fiend’s eye burst free from its socket, dangling from thin, sinewy 
  cords. William landed heavily and roared, turning for another attack.
  From across the room, Meredith failed to notice Elliot’s pleas or 
  William’s rise. Her gaze remained on Hunger’s captives. Lashing out 
  with her sword at anything which presented itself before her, Meredith 
  waded through the hog-masked crowd toward the cells. She did not 
  bother to count how many men and women died on her blade. She 
  did not bother to think of their souls. She cut, stabbed, and hacked 
  through the throng without mercy.
  Such was her focus that Meredith failed to notice the numerous 
  minor wounds accrued as she cut through the cultists. Nearly a 
  dozen cleavers tore at her overcoat and into her skin, but she paid 
  them no heed. Meredith swayed and danced past the weapons of 
  her enemies, felling new foes with every step. The blood of the slain 
  stained her coat, torn to reveal an extravagant ball gown beneath. 
  Her pace slowed before she came to a sudden halt before the cages.
  The weight of their faces was crippling to Meredith. They stared 
  at her without the slightest hint of hope. Looking into their eyes, 
  Meredith saw nothing. She was held by the sight and oblivious to all 
  else. Something inside the Tethered snapped, and she gripped her 
  sword tightly. Unable to fathom what could completely sap the will 
  from a person, Meredith turned toward Hunger. As she turned, she 
  was met by a young man whose mask barely fit. His paring knife slid 
  effortlessly between her ribs.
  Meredith glanced down, barely able to comprehend the wound or the 
  wet red stain spreading over her coat. Her hand pressed to the wound 
  and she glanced down at her fingers which glistened crimson in the 
  dim light of the cairn. Insight into her situation filled her eyes and 
  she stumbled backward against the cage, sliding down the iron bars. 
  Meredith’s gasps for air came rapidly, but were quickly drowned out 
  by William’s roaring. She watched the savagely-transformed William 
  continue his onslaught against the massive Fiend as her eyes grew 
  dim. The prisoners watched the life fade from her body in silence.
  Elliot’s eyes raced across the room, holding to Meredith as she fell. 
  He felt no real attachment to the woman, especially after her recent 
  behaviour, but had enough respect for her to regret the ignobility of 
  her fall. Elliot watched the pulse of light rise in Meredith’s lantern as 
  her body began to dissolve. The process did not take long, and soon 
  her lantern was all that remained of the woman.
  Elliot felt his own hopes dashed. The writhing agony continued 
  to pulse within his body, blurring his vision. Gritting his teeth, 
  Elliot focused past the pain, sending stinging bolts of raw magic 
  streaking into the flank of the massive Fiend as it reeled from 
  William’s onslaught.
  William narrowed his feral eyes as the bright flashes of energy 
  exploded against Hunger. Snarling, he brought his mace crashing 
  against the outside of Hunger’s knee. With a crack, the Fiend’s 
  massive leg bent inward and it crashed down onto a single knee. 
  Bellowing, William followed the strike in a full circle, bringing the 
  mace slamming in once more.
  With astonishing quickness, Hunger caught the bladed weapon in 
  a single massive hand. Blood dripped from the porcine Fiend’s hand 
  as it gripped the mace’s head tightly. William’s muscles bulged 
  and he tried to hold onto the mace, but it was futile. Hunger ripped 
  the oversized weapon from William’s hand and effortlessly sent 
  it clattering across the floor. The Fiend’s cleaver followed with 
  incredible speed, chopping down at William.
  In his frenzied state, William was not aware enough to dodge. The 
  cleaver slashed downward and the transformed Tethered instinctively 
  raised an arm to ward off the blow. The metal wedge met with his 
  forearm, tearing through muscle and shattering bone. The cleaver’s 
  edge smashed into the floor, leaving William’s arm in ruin from the 
  elbow down. The appendage dangled lifelessly at his side, barely 
  attached to his body.
  The glow from Meredith’s lantern grew incrementally, starting 
  as a faint flicker and growing into a pulsing beacon. Wispy vapour 
  drifted from the lantern as if it were a censer. The misty material 
  shone faintly as it coalesced, forming the vague outline of a human. 
  The nondescript form continued to quickly take shape, features 
  forming on its surface. In a matter of only seconds, a phantasmal 
  version of Meredith stood beside the lantern. The semi-transparent 
  apparition somehow looked younger. Its ghostly dress, a garment of 
  extravagant make, flowed about it in a nonexistent wind. Gripped in 
  her transparent hand was a flickering blade of ghostly energy. She 
  exuded the same calm as she had in life. Pale eyes flared with weird 
  
  16
  energy as Meredith calmly glanced around the chamber.
  Ripples of soothing energy flowed out of the spectral woman, 
  colliding with the disturbance caused by Hunger. The dissonance 
  between the two auras grew with an audible hum. The room began to 
  vibrate as they warred against one another. The hum rose to a great 
  cacophony and suddenly died down. Hunger bellowed in rage as his 
  ruinous aura was drowned out.
  The gargantuan Fiend stumbled up to his full height, rising from 
  his knees, to stagger backward. The Fiend’s beady eye narrowed, 
  focusing on Meredith. Waves of soothing energy continued to flow 
  from the spectral woman. They washed over Elliot and William, 
  revitalising Meredith’s companions. William’s mangled arm began 
  to immediately mend, the flesh reknitting and pulling the severed 
  muscles together once more. Elliot felt the magical agony afflicting 
  him begin to fade. His connection to the raw magic of Aeternum 
  intensified as the agonising haze lifted.
  Arcane language poured freely from Elliot’s lips. As he traced 
  ancient symbols in the air, a single dot of boiling light appeared 
  on the ground behind Hunger. It began as a small tear in reality 
  and grew rapidly, spiralling out in a large circle. The spiral burned 
  brightly before leaving only dark scorch marks on the ground. Elliot 
  continued to focus on the spiral, chanting softly. Sweat beaded on 
  his temples and his hands balled into fists.
  Something in William’s frenzied brain took note of Elliot’s actions. 
  Growling, the feral Tethered bent his knee and lunged forward. He 
  lowered his shoulder, smashing it into the beast’s flabby stomach. 
  Gritting his sharp teeth, William pushed. The ground cracked beneath 
  his toes as he struggled to move the enormous Fiend.
  Hunger laughed mockingly as his much-smaller foe struggled 
  to move him. His clawed hands reached down, encircling William’s 
  chest. The Fiend’s grip tightened, compressing William’s ribs until 
  they begin to crack. William snarled, clawing ineffectually at Hunger 
  to break himself free.
  Meredith’s ghostly body knelt, gathering energy about her before 
  leaping forward. She shot through the air like a cannonball, her 
  sword leading the flight. The burning weapon sank deep into the 
  hog-Fiend’s knee. Hunger squealed in anguish, dropping William and 
  stumbling to the side as Meredith twisted her ghostly sword.
  The instant the Fiend’s grip relented, William roared fiercely, 
  pressing against the mammoth hog with all of his might. The muscles 
  in his neck and shoulders swelled with the strain. Stumbling on his 
  injured legs, Hunger toppled backwards and landed with a thunderous 
  crash in the centre of the arcane spiral.
  As the Fiend’s pink flabby body touched the scorched sigil, it 
  erupted with blazing energy. Searing heat poured upward in a pillar. 
  The blazing column crackled and roared, blackening the porcine 
  beast’s flesh. William, despite his fury, backed away from the burning 
  Fiend and raised a hand to shield his eyes.
  Hunger kicked and screamed, rolling out of the sigil hoping to cool 
  its burning flesh. Greasy black smoke filled the room accompanied 
  by the stink of charred meat. His claws carved deep gouges in the 
  floor as he struggled to rise. Collapsing heavily on his side, he failed 
  in the endeavour. A long pained sigh ripped from his lungs, which 
  soon turned to mocking laughter.
  William, seeing his enemy fall, lost grip on the rage driving him. 
  His body began to contract, painfully shifting back to his normal 
  state. Blood stained his lips and fingers, but the sheer savagery 
  drained from the man. He coughed a mouthful of blood onto the 
  ground, breathing heavily.
  “It is too late. She has heard their cries. She is very near, now. You 
  should...” Hunger wheezed.
  “Shut your mouth, Fiend,” Elliot hissed, sinking his scythe into the 
  Fiend’s brain.
  The laughter immediately stopped and was replaced by a faint 
  wheeze as the last of the life flowed from the Fiend’s infernal body. 
  Hunger ceased his wheezing and began to immediately dissolve into 
  a viscous black substance which seeped into the cracks of the floor. 
  Despite his size, Hunger’s body was little more than a puddle within 
  a matter of seconds. Elliot’s scythe clattered to the floor.
  “We need to restore Meredith quickly.” William gasped through 
  broken ribs.
  “First we need to get the prisoners out of…” The words caught in 
  Elliot’s throat.
  Something in the air changed suddenly. The room grew cold and 
  steam stuck to the breath of the Tethered. Even without preternatural 
  senses, they were all aware that something was very wrong. A feeling 
  of great malevolence washed over them. Something was watching 
  them: something ancient and evil. Of that fact they were all certain.
  Inky darkness flooded the room, drowning out even the celestial 
  light of their lanterns. The darkness smelled of brimstone, and Elliot 
  sensed a malicious intelligence at its core. A nebulous shape 
  coalesced at the centre of the dark mass. A physical form of living 
  shadow flowed out. Crimson eyes ripped open, covering the entirety 
  of its barely-defined body. Multiple misshapen pupils focused on 
  each of the Tethered, analysing them with passing interest.
  “What…” Elliot never finished his thought.
  The eyes narrowed, and tendrils of solid shadow ripped from the 
  inky mass. Each was as sharp and thick as a blade. The swarming 
  mass squirmed and lashed out at each of them. Elliot managed to 
  dodge more than a few of the incoming blades, but the sheer volume 
  caught up with him. His body was skewered nearly eight times and 
  slumped lifelessly to the floor. William, who was barely able to 
  move, was struck by enough of the incoming tendrils to rip his body 
  apart entirely.
  
  17
  Meredith’s spectral body began to fade, the strength of her lantern 
  fading. She watched in silent rage, unable to act, as the shadowy 
  being drifted through the room and out into the corridors of the 
  Undercity. Soon, a familiar darkness engulfed her.
  ***
  William sat up, unaware of how much time had passed since his 
  demise. Angrily, he glanced around the room. A massive lantern in 
  the centre of the chamber bathed the room in golden light. Lying 
  around the lantern were the awakening forms of Elliot and Meredith. 
  Groggily, his companions arose from their most recent demise.
  The lantern chamber was covered in thick dust, as if it had not 
  seen use in a very long time. While the layout of the room and the 
  style of the artistry was familiar to each of the awakening Tethered, 
  the fine details of the room were alien to them. The central lantern 
  was covered in unfamiliar runes which they could not read.
  three of you are enough?”
  Truthfully, he hadn’t a clue how many Tethered it took 
  to storm a haunted mansion. Twelve of his best guards had 
  vanished without a trace on the hunt for a murderer who’d 
  barricaded himself in the old house. He wasn’t stupid: magic 
  was at work here. As distasteful as the city watch found their 
  services, this was a job best left to the Tethered. Strictly 
  off-the-books, of course.
  The raven-haired woman pinned the contract down with 
  her palm and dragged it across the desk. Her eyes narrowed 
  as she scanned the brief document, then held it up for the 
  cloaked man to see. How he did so, the sergeant had no idea. 
  The bandages completely covered his eyes.
  “You should have come to us sooner,” the cloaked 
  Tethered said.
  “I’m coming to you now,” the sergeant responded, with as 
  much authority as he could muster. “Can you do it?”
  The raven-haired woman turned away. The cloaked man 
  held out a hand, which was covered in a clawed gauntlet. The 
  empty palm was soon burdened with a bag of coins, and he 
  bowed before motioning that it was time for them to leave.
  The sergeant exhaled and sank back into his chair as the 
  door shut, knowing that his chances of promotion lay in pieces. 
  And yet, the Tethered were the only option. As repugnant as 
  the thought was, he would not sacrifice the lives of his men 
  to protect his pride.
  The sergeant was acutely aware of his own breathing. The 
  clock on the wall seemed to be ticking with the volume of 
  a pistol shot. Even the quill in his hand sounded like he was 
  dragging a sword across stone with every stroke.
  His eyes flicked upwards, as if he needed confirmation that 
  the Tethered were still present. They were indeed; three of them 
  in total, not a single one bearing the slightest resemblance to 
  another. By the window of the sergeant’s office sat what looked 
  to be the youngest. His red hair was wild, his face angular, and 
  his eyes twinkled with merriment and mischief. He fed scraps 
  of bread to a tiny firebird perched on his finger.
  To his left, a raven-haired woman with cold eyes, dressed 
  in the garb of a blacksmith, albeit without any sleeves. Her 
  arms were strong and tightly folded as she sat back in her 
  chair. A hammer forged from black metal rested against the 
  wall beside her.
  And then, the man in the cloak. At least, the sergeant 
  assumed that he was a man. His face was wrapped in 
  bandages, his head concealed by a hood and his body swathed 
  in a dark purple cloak that seemed to shimmer and flow with 
  no outside influence.
  The senior officer swallowed as he finished the contract 
  by the light of the candle on his desk, clearing his throat. 
  The three Tethered all turned their heads towards him in 
  eerie unison.
  “Fifteen silver thalers now,” he announced, sliding the 
  contract across the desk. “Fifteen afterwards. You sure the 
  Composing themselves quickly, the trio headed out of the lantern 
  house and into the streets of Aeternum. When they reached the 
  fence line, William’s jaw dropped open. Clinging to the rooftops, 
  walls, and buildings surrounding Morholm were countless spindly, 
  pale creatures with no discernible features. The diminutive beings’ 
  heads all looking towards the centre of Morholm in a silent vigil.
  The pale creatures were the Architects; the Celestials tasked with 
  all construction in Aeternum. While the strange Celestials had no 
  faces, there was an aura of sorrow about them. Their silent vigil 
  seemed funerary to the Tethered. They could not help but share the 
  feelings of the strange creatures.
  “They’re downhearted because they know Morholm is doomed and 
  see no reason to rebuild it,” Meredith whispered.
  “We needed to rescue those people,” William hung his head in 
  shame. “This is our fault…”
  
  18
  
  1919
  Eridan paused as he stepped over the threshold of the abandoned 
  church. Immediately, his eyes were drawn to the same place as his 
  nose; the pungent, acrid veins that covered the ground, seemingly 
  growing out of the stone itself. The air was thick and stung the man’s 
  eyes, and he pulled his neckerchief over his mouth as he took steady 
  steps into the gloom.
  He tensed as he passed the dusty pews, listening for the barest hint 
  of movement. Corrupted targets always seemed to stow themselves 
  inside the gloomiest, most forsaken of hovels, but the emptiness 
  made Eridan’s job slightly easier. There was, after all, a reason that 
  he was one of the few Tethered who’d respond to the posted bounty 
  and liked to occasionally work solo. It made the thrill of the chase 
  all the sweeter, and it was a chance to hone his tracking skills. The 
  extra money didn’t hurt either.
  He reached back to where the handle of his axe jutted over his 
  shoulder, finding comfort in the grasp. The other hand held out in front 
  as he made his way along the aisle, listening for the slightest sound.
  A man-sized hole had been forcefully created behind the pulpit; 
  a new addition by the looks of things. He stepped out into the 
  church gardens, now an overgrown jungle. The nearest trees 
  gleamed in the starlight, and he noticed that they were coated 
  in pale green crystals. He also noted the green-tinged blood that 
  coated the wild, overgrown lawn.
  Charming, and after he’d just had new boots fitted. The Tethered 
  sighed as he pulled his giant axe out from where it was slung 
  across his back. After a moment of indecision, he slashed it through 
  the air in a perfect arc. A crescent wave of flame annihilated the 
  tangled undergrowth leaving only scorched bramble.
  Eridan strode over the newly-cleared space, whirling his axe 
  around so that it rested on his shoulder. His instincts told him that 
  this hunt was nearing its end. Disappointing… but it was now time to 
  greet his quarry.
  Setting
  
  20
  
  21
  
  22
  The Endless City of Aeternum
  “Aeternum is all we know. It is all we have ever known. In these 
  winding city streets beneath the gaslights, our lives run their 
  courses. Does this not trouble you my children? Do you not long for 
  something more? If we ever wish the world to be our own, Aeternum 
  must burn.”
  – Aaron Lykas, Prophet of Destruction.
  Aeternum is the name of both city and world to its inhabitants. 
  Impossibly large, Aeternum stretches out endlessly beyond each 
  horizon. It is so large that no person, apart from deranged madmen, 
  has claimed to reach its limits. Within the massive walls which 
  divide countless Districts, the people of Aeternum go through the 
  motions of their lives. Scholars, philosophers and theologians have 
  long debated the existence of a world outside Aeternum but 
  such speculation is dismissed by the population at 
  large. The average citizen has enough worries without 
  time for idle conjecture on theoretic lands 
  outside the only world they know.
  The city is a marvel of gothic 
  architecture. High angled 
  roofs and pointed arches 
  adorn nearly every building. 
  Towering spires loom high above 
  the cityscape, connected by massive 
  lengths of chain. The structures of 
  Aeternum are almost exclusively 
  constructed 
  of 
  austere 
  coloured stone. Buildings 
  are 
  heavily 
  adorned 
  with 
  thick 
  columns, 
  leering 
  gargoyles, 
  and 
  angelic statues.
  From the spires one can get a 
  glimpse of exactly how large Aeternum is. 
  From even the highest vantage point the city 
  stretches out infinitely in all directions. From 
  above the city appears as a giant puzzle, its pieces divided by the 
  massive walls that separate the many Districts of Aeternum. The 
  walls are topped with ancient gargoyles who keep a silent vigil over 
  the people below. Wide streets feed into huge gates; the only points 
  of passage through the walls.
  Aeternum is ancient. No one knows the exact age of the city, but 
  since humanity first recorded time it has inhabited Aeternum. All 
  historians agree that the city was constructed by the Celestials long 
  before mankind’s arrival, as it is they that maintain the bulk of its 
  construction. The few expeditions launched into the Undercity have 
  revealed the ruins of countless centuries beneath the surface, with 
  each new layer of city built atop the ruins of the previous, although 
  these reports are tenuous at best.
  By day, crowds fill Aeternum’s cobblestone streets. Pedestrian travel 
  flows around the horse-drawn buggies of those who can afford them. 
  Small shops display their wares in oversized windows and the majority of 
  people go about their lives without concern for the mysteries of Aeternum.
  By night the streets of Aeternum are very different. When the sun 
  sets and the gaslights spring to life dangerous gangs, drifters and 
  prostitutes take to the streets. It is a world not often discussed by the 
  polite people of Aeternum, but it remains a thriving part of life for many 
  of the eternal city’s residents. Mirroring the cosmopolitan day life of 
  the city, Aeternum’s nightlife provides no shortage of unbelievable 
  stories. It also provides more than a few freshly deceased bodies for 
  the street cleaners, and the desperately hungry, to attend to.
  Population, Philosophy & Politics
  Aeternum’s countless Districts are divided by great 
  walls. Each District is entirely autonomous 
  and functions at the will of its rulers and 
  residents. Many Districts are overseen 
  by local watches and councils of 
  elected officials. Others have had 
  control seized by families or 
  individuals with vast amounts of 
  resources, turning these Districts 
  into feudal societies. This has created 
  a huge variation in local culture from 
  District to District. It is not uncommon 
  for groups living within a few hundred 
  metres of each other to know almost 
  nothing about the habits of 
  their neighbours.
  The people of each District 
  live according to traditional 
  ways. Worker’s children take 
  over their family’s trade, and 
  their children take over in turn. Marriages are 
  usually arranged with other Districts in order to 
  add new blood to each District. However, there are 
  occasions in which the people of a District refuse to allow outside 
  marriage. Some Districts are so insular that they refuse to allow their 
  citizens to leave at all.
  The strange nature of souls in Aeternum has created a single 
  factor capable of unifying multiple Districts. The visible posthumous 
  movement of souls has given rise to numerous theories as to how 
  one’s soul can ascend. Numerous religions thrive in Aeternum, each 
  offering its followers a methodology for living their lives in order for 
  their souls to ascend after death.
  Not all faiths are benevolent. Many people have seen the descent 
  of devout souls as a clear indicator that there is no surefire way 
  for a soul to ascend. Numerous desperate individuals have turned 
  to alternative beliefs in order to explain the mysteries of Aeternum. 
  Groups have formed practising all manner of strange ritual, from 
  
  23
  worshipping the horrific Fiends, to indulging in nonstop hedonism. 
  Most of these groups are cast in an unfavourable light by the more 
  traditional residents of Aeternum.
  Strigham, Shadows & the Seven
  Few Districts stand out in the history of Aeternum as much 
  as Strigham. Strigham derives its fame from a series of ancient 
  landmarks that arguably predate every other standing structure in 
  Aeternum. This has led many scholars to claim that Strigham is the 
  oldest of all Districts in the eternal city; a claim that has caused 
  numerous studies, debates, and even bloodshed.
  Strigham is overseen by a council of seven members 
  selected from the most influential religious and 
  political leaders in the District. The Seven meet 
  monthly to discuss important changes to be 
  made in the District, but each is responsible 
  for a specific facet of government. 
  Changes in the council have often 
  caused shifts in laws, making the 
  rules one must abide by within 
  the District a nebulous and 
  confusing concept.
  Enforcing the will of the 
  Seven is a small group 
  of individuals known as 
  “Shadows”. Shadows work 
  as secret police, gathering 
  information discreetly in 
  order to protect Strigham 
  and its interests. They are a grim 
  group selected primarily from orphans 
  with no ties to complicate their duties. No 
  one in Strigham is beyond the reach of the 
  Shadows. Militia leaders, affluent merchants, 
  pious theologians, Tethered, and even one member 
  of the Seven have quietly disappeared while under the 
  secret organisation’s scrutiny.
  Economy, Exchange & Employment
  Resources are scarce in Aeternum and mostly dependent on 
  the whims of the Celestial Architects. Food is provided when the 
  Architects clear areas for farming or the raising of livestock. These 
  areas are often a hotspot for trouble as Aeternum’s people struggle 
  to control the flow of food. Ore and minerals are mined from the 
  ruins of the Undercity, but quality metals are becoming harder to 
  find as each year passes.
  Each District in Aeternum mints its own currency. It is not 
  uncommon for individuals who travel between Districts to have silver 
  coins in their pouch with countless different emblems stamped 
  on them. While the stamps on each coin may differ, each silver 
  thaler holds the same value regardless of its District of origin. The 
  distribution and storage of currency is handled differently in every 
  District. More than one District has devoted itself toward the storage, 
  loaning, and exchange of coins leading to powerful banking Districts.
  While silver coins are the legal currency of the land, the scarcity 
  of silver has created a need for a more realistic system of exchange. 
  Bartering is far more common among the lower classes of Aeternum, 
  and it is likely that many families live their entire lives without 
  ever possessing a single coin. The exchange of goods and services 
  provides a very real system of trade in the absence of currency.
  Rarity of materials and coins has led to many creative systems 
  for compensation. Workers often apprentice to others for a term 
  of indentured servitude in which they learn a trade before they 
  begin to see any real exchange for their efforts. The terms of 
  apprenticeship are always set by the tradesman, 
  with a five year period being common 
  in Stringham.
  Ruin, Regrowth & the 
  Realm Beneath
  Whenever 
  a 
  building 
  in 
  Aeternum is ruined it will 
  inevitably be replaced by the 
  Celestial Architects. While this 
  saves the people of Aeternum a 
  lot of effort, the Architects are not 
  beholden or mindful of the plans 
  of people, and will often replace 
  a building with a structure of 
  entirely different design. This often 
  creates problems with surrounding 
  roads that may not align with existing 
  ones. It is not uncommon for multiple 
  families to live in cathedral-like buildings 
  due to the destruction of their previous residences and 
  subsequent mismatching reconstruction.
  When a building is destroyed, the Architects will build on top 
  of the rubble. Centuries of this practice have pushed the remains of 
  ancient Aeternum lower as newer structures rise atop the old. No one 
  knows how deep the Undercity, a vast network of ruined tunnels and 
  buildings beneath the streets of Aeternum, goes. There have been 
  few efforts to venture into the Undercity, although scarce resources 
  and the discovery of important materials have recently made such 
  expeditions a necessity.
  Many historians and scholars maintain that if one were to go 
  deep enough into the Undercity, the ruins of the very first buildings 
  of Aeternum could be discovered. Many theological and scholarly 
  expeditions have been sent beneath the city streets in hopes of 
  unravelling the mysteries of Aeternum. These ventures are almost 
  never seen again, and those that do return with their minds broken 
  as they rant about unimaginable horror.
  
  24
  Example Locations
   
  1) Stranglehorn Keep
  Sitting atop a grand hill overlooking Strigham’s noble sector and 
  surrounded by thick walls is Stranglehorn Keep. Stranglehorn is a 
  landmark so cursed that no noble or ruler has desired to occupy 
  it in centuries. At the height of the Rhun Empire the keep was 
  surrounded by a detachment of golems. Whether they were there to 
  keep intruders out or to keep something in is a matter of speculation. 
  Stranglehorn’s massive towers loom above the surrounding District, 
  a grim reminder that even the greatest of Districts can fall.
  Long ago before even the rule of Rhun, Strigham was controlled 
  by a secret society of Fiend worshipping cultists that caused 
  Stranglehorn to become the epicentre for the worst Fiend incursion 
  in the District’s recorded history. A bizarre summoning ritual caused 
  innumerable Fiends to spill into Stranglehorn and the surrounding 
  regions. The Fiends tortured and slaughtered everyone within the 
  Keep for days before the Tethered, with the assistance of a single 
  Celestial, were able to finally cleanse the Keep.
  Stranglethorn Keep is a cursed building that carries the stigma of 
  a thousand tyrants and failed leaders. Disembodied souls, lost and 
  unable to meet their final fate, wander the halls wailing in misery 
  as dark spectres hunt those foolish enough to enter their lair. The 
  very air of the Keep has a tangible weight to it that stifles those who 
  walk its charred walls. With its unsettling nature, no one has stepped 
  forward to claim Stranglehorn Keep. The building is instead used 
  by the Seven to train (and possibly house) their elite Shadows, the 
  enforcers of their will. Within the nightmarish halls of Stranglehorn, 
  the grim Shadows train generations of new recruits; inuring them to 
  the horrors of Aeternum at a young age, and weeding out the weak.
  2) Darkstone Mansion
  Hidden within the depths of the massive Spokenburgh Forest, 
  concealed by overgrowth and cathedral-sized trees, sits an ancient 
  manor. The Darkstone Mansion is a monument to former opulence 
  fallen to ruin. Strangled by vines which twist through the vast stone 
  complex like thorny parasites, Darkstone and its secrets are sought 
  by many throughout Aeternum.
  Long ago the mansion belonged to the recluse Merius Darkstone 
  who, after nearly a century of service to the Order, found the Tethered 
  to be misguided and sought to rebuild the Order according to his own 
  ideals. After decades of toil, Merius built a massive complex in which 
  to train new acolytes. This revised vision of the Order was never fully 
  realised and Merius faded into further obscurity. No one knows what 
  befell Darkstone, but the mansion was left abandoned with no trace 
  of its owner to be found.
  Darkstone Mansion is now home to a powerful sorcerer, who 
  laid claim to the abandoned manor countless years ago. Using the 
  mansion as a place to conduct strange experiments and rituals away 
  from the prying eyes of the city, the current resident is the source 
  of much gossip and supposition. Concrete answers are hard to come 
  by as the sorcerer is fiercely protective of his territory and plans.
  The Order has a vested interest in Darkstone Mansion as the 
  Tethered have reason to believe that Merius Darkstone had a Great 
  Tethered Lantern installed within its walls. The Order would stop at 
  almost nothing to claim and relight the lost Lantern if anyone could 
  prove it to be true. Numerous Tethered reconnaissance efforts have 
  been made to reconnoitre Darkstone, but with little effect.
  3) Heavenspire Tower
  Strigham’s most famous landmark is a pale white tower that can 
  be seen from any point within the District. Many governing leaders 
  have their homes and offices on the tower’s higher floors, making 
  Heavenspire the de facto seat of leadership for Strigham. The highest 
  levels, however, are sealed and no person on record has ever accessed 
  them. Many historians believe that the keys to these mysterious upper 
  levels must lie somewhere in the ruins of the Undercity, as that is 
  where the keys to the current open floors were found.
  Heavenspire has gained major significance to many religions 
  venerating the Celestials, and it is common to see Architects resting 
  within the windows of the upper floors. Strange visions have been 
  attributed to those who fast and pray within the shadow of the great 
  tower and numerous penitents have claimed to see mighty Celestials 
  in the sky around its apex.
  Strigham University
  Aeternum is a place of superstition and folklore. Unanswered 
  questions about existence, the soul, and the world around them 
  plague its citizens. The vast number of religions practised 
  within the eternal city have done their best to answer these 
  questions and direct the populace, but they all lack concrete 
  evidence to explain why they believe the things they believe. 
  Without evidence, many noble sons and daughters have turned 
  to more formal methods of education. Casting aside the strange 
  tales and legends of their families, they have sought to better 
  understand the mysteries of Aeternum.
  Colleges can be found in numerous Districts with a population 
  possessing both the desire and resources to pursue education. 
  They are often great mansions, fortresses, or temples left behind 
  by the Architects and converted by the populace. Within their 
  halls, numerous students study history, medicine, and even the 
  strange workings of Aeternum’s magic.
  Strigham University is a massive cathedral complex boasting 
  hundreds of rooms. Situated between Heavenspire Tower and 
  the Spokenburgh Forest the University houses dozens of the 
  wealthiest children of Strigham and the surrounding Districts. 
  Tuition for noble children to attend the University is exceedingly 
  high, but the school remains the best place in the District to 
  form connections with other wealthy families.
  Students of the university are free to study numerous disciplines, 
  although a few classes and areas of study are only attended 
  with with invitation of the instructor. These classes are secretive 
  
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  and often deal with magic, from a theoretic rather than practical 
  standpoint, and history. While there are countless lessons to be 
  learned from normal history professors the secretive historians, 
  called Archivists, delve into many events forgotten by the city’s 
  people. They fund expeditions into the undercity, study ancient 
  relics, and seek any connection to Aeternum’s hidden past.
  4) Greyburgh Market
  Spanning a massive area, the Greyburgh Market is the largest 
  of Strigham’s markets. The Greyburgh Great Market is a labyrinth 
  of stalls, tents, and makeshift shops. Countless merchants and 
  craftsman vie for a place among the ever-growing throng of stalls 
  and river wharfs. The limited space, despite the sheer size of the 
  market, has led to numerous trade vendettas and outright violence 
  on more than one occasion.
  Its position along the Scarsbourne river has allowed the Greyburgh 
  Market to boast many goods from distant and exotic Districts. It is not 
  uncommon for those shopping the market to encounter merchants 
  from areas they have never heard of before. Not only does the river 
  bring in a large assortment of goods, it also allows for the travel of 
  news throughout the Eternal City. Boats crowd the docks around the 
  market and many merchants sell directly from their vessels while 
  customers line up on narrow and rickety jetties.
  All manner of goods, both legal and contraband, can be found 
  by those willing to trek through the muddy thoroughfare of the 
  market. The weight of commerce has drawn a near endless supply 
  of ne’er-do-wells, pickpockets, and muggers all looking to make 
  some easy coin at the expense of their fellow citizens.
  Rumours exist of a secret market hidden among the normal shops 
  of the Greyburgh Market which caters exclusively to magic users. 
  All manner of rarities and ritual components are said to be found 
  among the secret stalls run by shady vendors, disgraced scholars, 
  and hedge witches. The Witch-Finders of the Host of Purity have long 
  sought this hidden market, but to no avail.
  Birch Street
  Throughout Strigham neighbourhoods are viewed in a 
  stereotypical and sometimes callous fashion.  Areas with higher 
  crime rates are considered dens of wickedness and are offered 
  no protection or assistance from the Seven. These areas quickly 
  fall to chaos and disrepair without the local law protecting the 
  citizens from each other. Even if the reputation of an area is 
  false, it can often be cast in a nefarious light.
  Birch Street, a small winding street which runs the length of 
  Greyburgh Market’s eastern edge, is one such example although 
  its reputation is chillingly accurate. Birch Street is known to be a 
  thief’s paradise. Anything and everything stolen can be found in 
  the hollowed-out warehouses and dismal taverns that line either 
  side of the narrow road. Here fences, street gangs, pickpockets, 
  pimps, and murderers all meet to sell their nefarious wares. It 
  is a place no upright citizen finds themselves in.
  For those with illegal intent, Birch Street offers a veritable 
  bounty. A few coins in the right hands can arrange nearly 
  anything for those willing to risk the dangers of the street. 
  Information of the most secretive nature is sold to the highest 
  bidder, assassinations can be arranged, and stolen items can 
  be purchased. If rumours are to be believed, and on Birch Street 
  they are always true, one can even attract the attention of 
  Fiends offering contracts.
  Gangs rule the street itself, each controlling who operates on their 
  block. Struggles between gangs seeking to expand are frequent, 
  but never disrupt the flow of business on the dark street. Each 
  group is responsible for protecting its territory along the street. 
  This has led to a few fights with local authorities, but no real effort 
  has been made to clean up the area. It is even rumoured that a 
  certain member of the Seven protects Birch Street, using its spies 
  and killers as payment for allowing them to operate there.
  The Deviant Septum
  Hidden in the shadow of the great bridge separating the Strigham 
  and Kenwick sides of the Greyburgh Market is a rickety tavern. 
  A sign featuring a broken and bloody nose hangs loosely on a 
  chain over the door, swaying in the wind. No passerby stops by 
  the Deviant Septum for a drink or a meal. No traveller seeks rest 
  within its walls. The Septum is a place for brawlers and ruffians to 
  vent their anger and perhaps earn a little coin. Inside the tavern 
  nightly bouts of bare-knuckle boxing and wrestling are held. It is a 
  place where a small fortune can be gained and lost within a single 
  evening. It is a place where blood has a calculable value.
  Owned by the gruff Claude Vincent the Deviant Septum is only 
  a semi-functional tavern by day. While the business takes in 
  considerable profits, very little is put into its thin façade. The 
  food is terrible and the drinks are watered down. A layer of filth 
  covers every surface within the common room, which constantly 
  smells of smoke, sweat, and blood. Anyone uninformed of the 
  Septum’s true purpose would immediately seek another location 
  to meet any need that would cause them to stop by. 
  The basement of the Deviant Septum is the true draw of the 
  place. Crowds gather to watch local champions pummel one 
  another into unconsciousness, and sometimes further, on a 
  nightly basis. Bets are placed and tracked by Vincent himself. 
  The contests held within the basement are not limited to human 
  conflicts, and animals gathered from throughout Aeternum 
  are brought beneath the Deviant Septum to battle to the death 
  before a cheering crowd.
  Rumors circulate among the Septum’s patrons of even more 
  secret events involving powerful and monstrous combatants 
  of supernatural nature. Some whisper that Claude Vincent has 
  found a way to capture lesser Fiends for exhibition matches. 
  
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  There are other rumours that he has captured and magically 
  bound a Tethered to feature in his bouts.
  5) Sleepless Market
  Functioning on a nonstop cycle, the aptly named Sleepless Market 
  handles the foodstuffs for the entirety of the Strigham District. Meat, 
  vegetables, and grains are brought in from the numerous farms 
  surrounding the Spokenburgh Forest and the Greyburgh Market to be 
  sold at all hours. Vendor licensing for the Sleepless Market is handled 
  exclusively by the Seven, who receive generous contributions from 
  merchants wishing to sell their wares to the District’s most wealthy 
  families and distributors. The licenses rotate yearly and competition 
  for the chance to do business is fierce.
  It is not uncommon for many to visit the market in the middle of 
  the night in order to meet their family’s needs and to avoid the day’s 
  crushing traffic. This has led to a criminal element surrounding the 
  market in the later hours of the day and throughout the night. The 
  Strigham militia is utilised to defend the market itself, but has little 
  protection to offer travellers after they leave the market.
  6) Charnham Park
  An oasis of green in the middle of the dreary grey stone of 
  Strigham, Charnham Park is one of the grandest parklands in the 
  Eternal City. The rulers of Strigham go to great lengths to keep 
  Charnham Park fenced off and in pristine condition, and during the 
  daylight hours it is one of the most popular places for affluent 
  families to spend leisure time.
  Charnham Park is a small forest neatly pruned and divided into 
  sections by clean cobblestone paths. The park boasts numerous 
  clear water fountains surrounded by white marble cherubs, beautiful 
  gazeebos, and various wildlife brought in by Strigham’s nobility. A 
  large housing complex, set aside for groundskeepers and guardsmen 
  stationed within the park, rests in the western section of Charnham 
  in order to keep the park running seamlessly. An ancient crypt filled 
  graveyard occupies the southern section, surrounded by grand oak 
  trees that pre-date the founding of the District.
  By night Charnham changes dramatically. The natural beauty 
  of the park becomes sinister. Strutting peacocks take refuge as 
  strange carrion birds perch in the trees. Cloaked individuals meet 
  clandestinely by moonlight. Disappearances of those wandering the 
  park by evening are common and even the staff stationed there 
  refuse to leave their dwellings before dawn.
  7) Spokenburgh Forest
  The Spokenburgh Forest is somewhat of a mystery to the residents 
  of Aeternum. Despite the constant efforts of the vast and highly 
  productive farms surrounding the forest, it continues to grow into 
  their land. Upon numerous occasions a farmer has spent the entirety 
  of a day hacking back the encroaching Spokenburgh only to awake 
  to the forest reaching farther into their land than the day before.
  The forest is a realm separate from the rest of city. The verdant 
  land is a strange and magical place that the citizens of Aeternum 
  prefer to avoid entirely. Spokenburgh seems much larger from inside 
  than its confines would appear. So large and strange is the forest 
  that no effort to measure it from inside has been successful, with 
  numerous expeditions becoming lost. The Spokenburgh Forest seems 
  to actively confound those seeking to explore it. Pathways through 
  the wood change abruptly and the dense forest canopy makes 
  conventional navigation impossible.
  The forest is home to all manner of strange creatures. Fabled 
  beasts straight out of legend who seek to avoid interaction with 
  humanity call the forest their home. The expeditions that do return 
  always do so with wild tales about fantastical animals and fey folk.
  Despite the overwhelming and obviously magical nature of the 
  forest, there is no trace of Fiendish influence within Spokenburgh. 
  Many believe this is due to the fact that few humans inhabit the forest. 
  Others tell tales of a Verdant Mother; a powerful being who protects 
  the forest and creatures within. The few humans who do inhabit the 
  forest are a strange breed who rarely leave and universally revere 
  the Verdant Mother with religious fervour.
  8) Scarsbourne River
  Cutting through the city like a fresh and seeping wound is the 
  Scarsbourne River. The wide and slow-moving waterway’s foul, 
  greenish and malodorous waters are regularly filled with debris. The 
  waters of the Scarsbourne are also surprisingly deep. Boats and 
  barges constantly travel across its filthy surface, ferrying goods from 
  one shore to the other. Long docks stick out into the water from both 
  shores allowing dockworkers to load and unload cargo at all hours.
  Boats are a necessity for travel due to the sheer volume of people 
  and goods needing transport across the river. Bridges crossing the 
  Scarsbourne are rare and usually controlled by noble families and 
  tolls are extremely common. The few smaller bridges beyond the 
  notice of Aeternum’s great families are havens for thieves and bandits.
  Deep beneath its slow-moving surface, one can see water-worn 
  structures long lost beneath the murky Scarsbourne. Architects 
  appear to make no distinction between the surface and the river 
  bed, building grand and minor structures, despite the lack of need 
  or occupancy. Amidst the sunken buildings is the wreckage of 
  numerous ships that have been lost over countless years. Soaked 
  pieces of scrap and the waterlogged remains of boatmen line the 
  floor of the ancient underwater city. Dancing with the gentle current 
  of the Scarsbourne many boatmen have claimed to see numerous 
  vaguely humanoid shapes swaying. When focused upon, the wispy 
  figures instantly dissipate.
  9) Stratholm Island
  Stratholm Island is more a glorified tenement than anything else. 
  The island was formerly a large temple dedicated to the worship of 
  the Celestials. Now the temple has fallen from its former glory and 
  is filled with the carrion who feed on society. Numerous criminal 
  syndicates, gangs, and black market merchants have claimed 
  Stratholm. All traces of the once-divine nature have been washed 
  away by tides of blood and buried under mountains of ill-gotten coin.
  
  27
  Stratholm is a sprawling tenement in which the buildings are 
  piled atop each other. Shanties stretch out from the temple and into 
  the Scarsbourne River where they rest on rickety stilts. Walkways 
  of wooden planks connect these unstable structures and allow for 
  their impoverished residents to secretly move about. When the 
  residents could no longer build outward to accommodate the growing 
  population, they began to build structures atop one another. From 
  the opposite banks of the Scarsbourne, Stratholm Island looks like 
  a strange insect hive.
  Stratholm is in a constant state of flux. Numerous gangs vie for 
  control of the island and the river shipping lanes. Many of these gangs 
  will travel out onto the Scarsbourne in crude boats to raid cargo 
  vessels, only to later sell the goods back to their original owners. The 
  strongest gangs oversee large portions of the island and challenges 
  for control are frequently issued. These power struggles are short and 
  extremely violent, often drawing the attention of the Tethered.
  Court of the Charred Prince
  On the eastern edge of Stratholm Island looms an ancient and 
  blackened structure. Surrounded by high walls of dark stone, the 
  ruined castle sits amidst Stratholm’s many slums; an eyesore 
  even when compared to the shabby buildings and unlit streets 
  which surround it. Locals do not approach the castle. The few 
  outsiders to venture within and return have found nothing of 
  value. No one wishes to lay claim to the compound. Yet for a 
  rare few the castle utters an irresistible call. Those who hear it 
  venture blindly within, never to be seen again.
  The story of the castle is unknown; lost to the annals of time. 
  Whatever did transpire within its dark walls has been long 
  forgotten or deliberately omitted from recorded history. Local 
  legends of a once opulent manor destroyed by the Celestials 
  are the most commonly spoken, but no one truly knows the sad 
  tale of the estate.
  Even from a distance, part of the estate’s story is obvious. There 
  was once a great fire. Scorch marks and soot mar the stone of 
  the walls and buildings unable to be removed even by the most 
  torrential rain. It radiates heat even from a distance and ash 
  falls around it like a faint snow. The surrounding air is filled with 
  the scents of smoke. The entirety of the compound smoulders 
  without a flame in sight.
  Upon rare occasions, individuals will dream of the palace as 
  it was at the height of its decadence. The dreams become 
  “I’ve watched hundreds of Tethered dance with evil and 
  court madness, these are the ultimate weapons against 
  us. We must die, or become what we once hunted.”
  - Former words of Carlaine Volkhvy,
  Tethered Dread Druid of Spokenburgh Forest.
  “In a world of Fiends and Celestials how can a mere 
  human or Tethered ever make a difference?”
  - Sir Garret Forester.
  vivid and often the dreamer is unable to wake. Before long 
  the sleepers are unable to resist. They travel, while asleep, 
  toward the ancient structure. As they approach the blackened 
  iron gates open for them by some unseen hand. The dreamers 
  pass through the gate with a smile, never to return.
  10) Candlewick Enclave
  Beginning as a territorial dispute between the surrounding Strigham, 
  Algerburgh and Morholm Districts, the enigmatic Candlewick Enclave 
  is now home to a wide array of outcasts and nomads seeking refuge.
  In an effort to destabilise the area and uproot the local population 
  without sparking open conflict, both Algerburgh and Strigham 
  regularly exile violent criminals into the area. This has forced the 
  residents of Candlewick to sever all ties to the surrounding Districts, 
  going so far as to publicly execute those sent to reclaim the territory.
  Candlewick has become a haven for the disenfranchised; a home 
  for exiles and pariahs, free of influence from the outside world. 
  Without trade or resources the people of the Candlewick Enclave 
  rely on theft and scavenging to survive. On dark moonless nights 
  skilled ‘Wallrunners’ are sent out to scale the massive District walls 
  to bring back food and other supplies. These skilled thieves go to 
  great lengths to not harm the wall guards and city watches of their 
  neighbours, as they do not wish to be considered anything more than 
  a mild nuisance.
  11) Walderburgh Temple
  Formed of seamless brilliant marble, the Walderburgh Temple, or 
  the Cathedral of the Dawn as it is known by some, is one of the most 
  ancient religious structures in Strigham. Iron braziers burn at each of 
  the temple’s four corners in an incessant vigil. Statues of Celestials 
  line the main walk into the temple, watching passersby silently, 
  and above ancient gargoyles peer out into the city. The cathedral 
  is clean, bright, and pristine. Most notably, however, it is abandoned.
  Throughout history the people of Strigham have tried to occupy 
  the temple for one reason or another. Throughout history only a 
  handful of individuals have made it through the iron-banded doors 
  without uncontrollably falling to their knees, wailing, and fleeing in 
  terror. Those few who have entered leave quickly after, and none talk 
  about what they witnessed within.
  It is whispered that only those touched by a Celestial may enter 
  the Cathedral, and all others are strictly forbidden. Stories tell of 
  willful trespassers trying to force their way through the obvious 
  
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  barriers burning to piles of smouldering ash on the cathedral’s steps. 
  The chosen few who are allowed entry all come and go without 
  harassment or harm.
  Entering the temple and looting its rumoured riches has become 
  the dream of many thieves. To be able to set foot inside would alone 
  cement a legend for the shifty few who would dare attempt such a 
  feat. To date, none have succeeded.
  The Great Cemetery
  Ringed by wrought iron fences and tended by a host of custodial 
  and security staff, Strigham’s Great Cemetery sprawls over a large 
  area behind Walderburgh Temple. Tombstones, mausoleums, and 
  less expensive grave markers stretch out over the gentle green 
  and grey landscape. Gargoyles, carved in the image of fierce 
  Celestials, line the perimeter of the cemetery in an eternal vigil. 
  The Great Cemetery provides hope to the families of the dead 
  that the physical remains of their loved ones will not be misused 
  by any of the nefarious forces lurking within Strigham.
  Keepers, men and women in service to the Seven, oversee the 
  cemetery. They are a humourless lot clad in drab grey clothing. 
  The Keepers dedicate their lives to presiding over the preparation 
  of bodies, funerary rites, and an everlasting vigil over the dead. 
  Their strange rituals appear to appease the Architects, who 
  expand the bounds of the Great Cemetery with each passing 
  year to accommodate new residents to the eternal rest offered 
  within its boundaries. Despite the expansion and its massive 
  crypts, the Cemetery is crowded.
  Other burial sites litter Aeternum, but few offer the protection 
  of the Keepers and the promise of undisturbed rest for the 
  deceased. Grave robbers, necromancers, and wayward undead 
  creatures haunt other grave sites preying not only upon the dead 
  but upon the living who visit them. The Keepers utilise strange 
  religious magic to protect their charges and are ever vigilant. The 
  few villains able to slip unnoticed into the Great Cemetery and 
  steal anything are hunted with relentless determination. Often 
  the Keepers will turn to the Tethered to aid in these pursuits, 
  forging a strong relationship between the two organisations.
  12) Blightham Ward
  No area in Morholm holds as much power over its surroundings as 
  the affluent and well-guarded Blightham Ward. Situated at the centre 
  of the Scarsbourne River, the small island serves as a control point 
  for all goods entering and leaving Morholm. The island also functions 
  as a major connection between North and East Morholm. With its 
  unique location, Blightham holds influence over the area around it 
  disproportionate to its relatively small size.
  Blightham is owned and ruled by the aristocratic Abberton family; 
  a line of nobles so old that no known historical records of Morholm 
  predate the Abberton line. Though many families may be able to 
  rival their resources, few can rival their long-reaching influence. The 
  Abbertons are universally reviled by the common people of Morholm 
  for their vicious business practices and hoarding of wealth. Countless 
  citizens have starved due to the Abberton’s stranglehold on trade 
  through Blightham.
  Blightham and its shores are dangerous even when disregarding 
  the cruelty of its owners. A trio of strange Fiends lurks along the 
  shoreline of the Scarsbourne River, attacking small vessels and large 
  shipping barges alike. Appearing as a mixture of beautiful women 
  and giant eels, the Fiends have eluded the Tethered for decades.
  Tethered Great Lantern, North West Strigham
  (Recommended Starting Location)
  Strigham’s most famous Great Lantern lies amidst a decrepit 
  training facility once maintained by the Tethered. The massive Order 
  House has fallen to disrepair after nearly a century of neglect. 
  Overgrown with vines and filled with ancient statues, their faces worn 
  away by the weather, the facility is visited only by people seeking to 
  join the Order and by Tethered seeking a safe place to rest.
  There is life in the dusty halls of this ancient building. A small 
  staff of Tethered trained caretakers maintain the lower levels of 
  the facility and guard its Great Lantern. Key among the Lantern’s 
  custodians is the enigmatic Grave Robber. The ostensibly insane 
  caretaker has inducted countless individuals into the ranks of the 
  Order; although none know who initiated him. Grave Robber is ancient 
  even by Tethered standards, and has never been seen outside 
  the facility.
  Deep in the bowels of the facility lays an ancient library, which 
  some say holds the truth of the Order’s origins. It is whispered to 
  dwarf all other collections of lore within the city, but none have been 
  brave enough to seek it out. The few Tethered who have gathered the 
  courage to ask the custodians about the possible trove of knowledge 
  are met with denial of the library’s existence.
  Gravehurst Prison
  The Seven of Strigham are not known for leniency to criminals. 
  Hangings are a common occurrence for even minor crimes. Small 
  prisons hold lesser criminals where they can confess before a 
  judge, pay the fine associated with their crimes, or simply be 
  executed. Harsh sentences make for an efficient legal system. 
  However there are some criminals who will never see a trial or 
  even be given the mercy of a public execution. These criminals, 
  whom the Seven want to disappear and be forgotten, are sent to 
  Gravehurst.
  From the outside, Gravehurst appears like any other militia 
  compound within Strigham. Its walls are higher and its guards 
  more grim, but due to the violent nature of the surrounding 
  slums its unique soldiers are often dismissed. A single tower, 
  wide and square, sits within the centre of the prison. It looms 
  over the surrounding slums like an ever vigilant sentinel. Many 
  citizens walking within sight of the tower will claim to feel the 
  structure itself watching their every movement. Some say that 
  this tower was originally built by the Tethered Order to house 
  otherworldly prisoners, which would help to explain the Sevens 
  attachment to it.
  
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  29
  The inmates of Gravehurst are a strange lot. Often the Seven 
  cannot execute their political rivals for fear of creating martyrs 
  and spreading their enemies’ ideologies. Instead, they lock 
  those they see as dangerous to public order within Gravehurst’s 
  imposing walls. Not all inmates are political prisoners, some 
  have committed crimes so horrendous that the Seven fear 
  them coming to public light. Some of the most insane and vile 
  examples of humanity ever to have lived within Aeternum haunt 
  dank cells waiting for the day they can escape.
  There is no term for prisoners within Gravehurst. Every man and 
  woman within its walls will maintain residence in the prison 
  until the moment they expire. The moment they are discovered 
  their bodies are burned without ceremony. No one remembers 
  the inhabitants of Gravehurst. Only a select few know of its 
  existence at all.
  Tethered Great Lantern, South East Strigham
  Surrounded by the twisting alleys and the endless stalls of 
  the Greyburgh Market hides an unassuming complex of ancient 
  structures, untouched by damage from Fiends. Filled with stored 
  goods from the market and overseen by a consortium of wealthy 
  merchants, none would assume the complex to be anything more 
  than a simple warehouse. Buried in trade goods and guarded by the 
  consortium’s soldiers sits one of the Tethered’s lost lanterns.
  The warehouse complex is owned by the Order, although no 
  Tethered presence has been present in centuries. Without the 
  protection of its rightful owners, the lantern house was taken 
  over and put to profitable use by the consortium. The 
  location has proven invaluable to the merchants who 
  are able to use the vast storage space to triple the 
  amount of goods they can sell at Greyburgh.
  Many Tethered know of the Lantern, although none 
  claim to know how its flame died out. Despite the common 
  knowledge of the Great Lantern’s existence amongst the Order, 
  any effort to reclaim the complex and the prize within would 
  take great effort. In their current state the Order is too fractured to 
  make any real reclamation effort, but among the newly inducted and 
  ambitious members of the Tethered Order there has been talk of 
  reclaiming the structure and relight its golden flame.
  Tethered Great Lantern, North East Morholm
  Morholm’s sole Great Lantern lies in the Northeast of the District. 
  Surrounded by poverty-stricken and desperate citizens seeking protection, 
  the Lantern offers hope to those who take shelter near its light. Despite the 
  lack of attending Tethered, the still-lit Lantern has become a faint beacon 
  of hope and a symbol of protection. The ancient facility surrounding the 
  Lantern is crowded with homeless vagabonds and nomads, but none dare 
  sleep in the tower containing the Lantern  tself.
  Rumours among the few Morholm Tethered speak of a great 
  doom looming over the District; a call for assistance has gone out 
  to allies in neighbouring Districts. If the people of Morholm remain 
  neglected then the entire District will surely fall.
  
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  Eternity, the Soul & Faith
  “The cultivation of one’s soul is the great mystery of our world. 
  The descent of so many souls is harrowing, but we have almost 
  no knowledge of what that descent means. Popular theory dictates 
  that ascension is the fortunate outcome. How can we be certain that 
  this is true? If it is true, what does that mean for all the souls that 
  descend? Questions such as these galvanise the people of Aeternum 
  into ignoring the entire phenomenon. I cannot help but think that 
  ignoring the problem only makes it worse.”
  – Roland Carter, Theologian.
  If any one aspect most influences the flow of life and history 
  in Aeternum, it is the soul. When an individual dies their soul will 
  visibly rise from their body. These souls are ghostly reflections of 
  a person’s former appearance, and after a moment the soul will 
  slowly rise into the sky or be pulled violently beneath the ground. 
  This posthumous movement of souls presents multiple dilemmas 
  for humanity.
  First, the existence of a soul is a troubling notion which carries 
  implications of an existence separate from the physical life people 
  know. The nature of souls in Aeternum, primarily their gravitation in 
  one of two directions, raises the probability of an afterlife existence. 
  Knowledge of a preferable afterlife brings about debate on how 
  one should live in order to reach it. Without a clearly set path, it 
  is a debate that will never be solved. Centuries of trial and error 
  have provided no roadmap to an ascended soul, and the people of 
  Aeternum have tired of trying.
  Religious organisations have risen to great prominence throughout 
  Aeternum by offering a method through which a soul can ascend. 
  Great and prosperous churches gather power and influence in 
  exchange for their offer of a pathway to ascension. Many of these 
  organisations live by creeds of benevolence and altruism, but that 
  is not always the case.
  Many religions preach the destruction of those who threaten 
  the souls of humanity. Doom prophets and witch hunters stalk the 
  streets of Aeternum seeking their salvation through the demise of 
  others. In many Districts where particularly aggressive religions hold 
  sway, it is not uncommon for neighbours to accuse one another of 
  unforgivable sins only to take their neighbour’s land or possessions.
  The Eternal Scale
  The rise and fall of souls without a clear indicator as to logic 
  behind it has spawned numerous altruistic methodologies seeking to 
  better the soul through acts of kindness and charity. These methods 
  do not always result in the ascension of one’s soul which often leads 
  to disenchantment with the method. In order to account for failed 
  occurrences the Eternal Scale was created.
  The Eternal Scale seeks to balance the weight of the soul. Their 
  philosophy remains rooted in both the material and spiritual, seeking 
  to enrich life and cultivate ascended souls. Adherents to the Eternal 
  Scale follow a very strict tier system in which any member can rise 
  to prominence within the church. This alone has made the Eternal 
  Scale incredibly popular with the common and poor alike.
  Those first entering the faith are known as Penitents. Penitents 
  live lives of charity and poverty, performing tasks and giving away 
  all but the most necessary personal possessions to those of higher 
  tiers within the Eternal Scale. They struggle against material need 
  and seek only spiritual benefit in pursuit of cleansing their souls of 
  impure connections to the world.
  As the Penitent’s soul is cleansed of material need, they progress 
  into higher tiers until they are gradually allowed more comforts. At 
  the highest tiers of the Eternal Scale are the counterweight to the 
  poor masses; the Enlightened.
  The Enlightened live lavishly in donated mansions, surrounded 
  by the possessions provided by Penitents. Free of material need, 
  they are allowed to indulge in the physical pleasures of the world. 
  The opulence of the Enlightened is a thing of renown throughout 
  Aeternum. With incredible material wealth at their disposal, it is 
  common for Enlightened to become influential political figures 
  overseeing entire Districts.
  Wet Nurse Saviours
  Strangely not all souls are affected by the rules of Aeternum. 
  The souls of children under a year old neither rise nor sink and 
  simply dissipate into thin air. Many theologians tie this to the fact 
  that babies have no inherent weight to their soul, and there are no 
  rules governing them. While widely ignored, this phenomenon has 
  garnered the attention of a disturbing ideology.
  The Wet Nurse Saviours are a religious group who base their entire 
  belief system on the lack of weight to infant souls. While they see 
  themselves as kind angels of deliverance, their grim practices have 
  shocked the residents of Aeternum. Seeing the descent of so many 
  souls, the Wet Nurses seek to spare children from the horrible end 
  
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  that statistically awaits them. Moving quietly through the night, the 
  Wet Nurses abduct children and sacrifice them in order to ensure 
  their soul does not descend. Through ritual sacrifice, the Wet Nurse 
  Saviours believe they are capable of borrowing the neutral state of 
  the infant’s soul and avoiding the descent of their own.
  The Wet Nurse Saviours follow a strict matriarchal structure. At 
  the top of the faith is a single woman known as the Great Mother. 
  Chosen from the lower ranks of the faith, the Great Mother personally 
  chooses the middle tier leadership of the faith. Sister Superiors, 
  those beneath the Great Mother, oversee the operations of the 
  faith. They are responsible for choosing the sacrifices and leading 
  sacrificial rituals. The majority of the faith is made up of Sisters, 
  women who carry out the orders of the Sisters Superior and scout 
  for potential sacrifices.
  Wet Nurse Reapers
  An even darker splinter group from the Wet Nurse Saviours are 
  the Wet Nurse Reapers. These dark individuals see the lack of 
  infant descension as a result of their innocence, not their soul’s 
  weight. They have accepted their own eventual downward fate 
  and seek to spare as many young lives from a similar fate as 
  they can, by killing as many as they can.
  The Host of Purity
  While it has neither the political power of the Eternal Scale nor 
  the vast following of other larger faiths, the members of the Host 
  of Purity possess zeal unmatched in the other major religions. The 
  Host seeks to root out any element capable of corrupting mankind’s 
  souls and cleanse it. Members of the Host of Purity terrify members 
  of other religions due to their extremely liberal definition of evil.
  The Host sees the incursions of Fiends as divine punishment and 
  willingly wages a war against the horrific monsters. They are quick 
  to purge any behaviour the Host feels is a benefiting the Fiends. The 
  Host believes that once mankind is free of the Fiends and all their 
  influence, all souls will ascend. They view their actions as being for 
  the good of all humanity and pursue their goals without hesitation 
  or mercy.
  Unlike other religious organisations, the Host of Purity has a standing 
  militant force. Exceptional members of the church are selected in 
  their youth and taken from their families to be raised as weapons of 
  the Host. These divine weapons are known as Inquisitors. They are 
  raised to disregard all attachment outside the church. Educated and 
  trained to slaughter the enemies of the Host, Inquisitors stalk the 
  streets of Aeternum by night, eager to eradicate evil in all its forms.
  The Host of Purity follows a strict hierarchal organisation. Each 
  church is overseen by a Vicar, a leader embodying the zeal of 
  the Host. Beneath the Vicars are the Deacons who serve as their 
  retainers. Above the Vicars are Bishops, selected from the holiest 
  Vicars to maintain order across multiple Districts and churches. At 
  the top of the religious structure sits the Pure, the single most 
  influential Bishop in Aeternum who casts aside their personal identity 
  to oversee the entirety of the Host. The Pure travels throughout the 
  city, from one congregation to another, ensuring that all the faithful 
  are prepared for action. The nature of this preparation terrifies the 
  other religions, who the Host sees as misguided evil doers.
  Many a Tethered has emerged from the ranks of the Host.
  Cults, Charlatans & Crusaders
  There can be no exact count to the number of beliefs in Aeternum, 
  as new organisations rise and fall daily. The major religions maintain 
  their hold on the majority of the populace, but countless splinter 
  groups exist outside their influence. Many individuals seek to prey on 
  the uncertain people of Aeternum and often religions will be founded 
  to suit the needs of a few at the expense of many. Charlatans and 
  false prophets walk the streets seeking to expand their influence and 
  convert others to their way of thinking.
  Fiend cults are a rising threat to the population of Aeternum. 
  Faced with seemingly unending desperation, many citizens take up 
  the banner of the Fiends in order to find some comfort in their lives. 
  The worship of Fiends is forbidden in most Districts, and in those 
  with a strong Host of Purity presence it is usually a death sentence. 
  Cultists seek to blend in with the rest of the population and many 
  join other religions to disguise their true beliefs. At the whims of 
  their Fiendish masters, these cults seek only to corrupt and destroy.
  While it is a rare occurrence, upon occasion a mortal will be 
  endowed with Celestial power. These individuals are often given 
  specific tasks to accomplish before their power fades. It is not 
  uncommon for throngs of followers to flock to those bestowed with 
  Celestial potency. These rare gatherings are often referred to as 
  Crusades. Every religion views Crusades on a case-to-case basis. 
  If the goals of the Crusade align with their own, they often openly 
  support it. In some cases, they see the Crusade as a threat, and 
  ideological violence soon follows.
  “Is there an ultimate god? My guilt hopes not and my 
  heart hopes so.”
  - Montana Cliff, Deacon of the White Way.
  
  32
  The Tethered (The PCs)
  “Oh ho, look here, a new recruit! Let us get a look at you! Yes, you 
  have the right eyes. We can see the fear in them. You understand 
  hopelessness. You know what it is to see the world crumble around 
  you. That’s good! But are you willing to move forward; to shoulder 
  hopelessness and fight anyway? We’ll see for ourselves, if you 
  survive the final trial.”
   – The Grave Robber.
  The Tethered, referred to from within as ‘The Order’, consider 
  protecting the souls of Aeternum’s people their sacred charge. The 
  Order seeks to accomplish this by doing all within their power to 
  provide more time to the city’s people to cultivate souls capable of 
  ascension. This has become the sole preoccupation for the Tethered 
  who throw themselves into an eternal struggle against the nature of 
  mankind and the hellish Fiends.
  The origins of the Tethered are shrouded in 
  mystery. Even within the Order there are 
  few historians who can reliably discuss 
  the first Tethered. It is widely accepted 
  that the Order stems from a husband 
  and wife, the very first Tethered, 
  who witnessed the descent of their 
  young son’s soul. The couple was so 
  distraught by the thought that even a 
  young soul could be drawn below, that 
  they desperately searched for any 
  method to correct the tragedy and 
  prevent it from happening to others. 
  Some tales tell of the couple finding 
  a method of using strange lanterns 
  discovered deep beneath Aeternum 
  as receptacles for their souls, allowing them to extend 
  their physical lives indefinitely. Others tell of them being 
  personally gifted a golden flame from a mighty Celestial, 
  which must be kept within a specially made lantern and would 
  prevent ones soul from going neither up nor down, binding them 
  to the now. These tales are dismissed by many Tethered as wild 
  storytelling, an idea made stronger by the fact that no evidence of 
  the couple’s existence has been discovered.
  By fusing their souls to the Great Lanterns, the Tethered are capable 
  of cheating death. This has created chapter houses around Aeternum, 
  each guarding one of these Great Lanterns. The flow of a person’s soul 
  into the lantern slowly changes the Tethered. Their bodies become 
  stronger and faster than ordinary humans. Muscle memory is greatly 
  enhanced, allowing most members of the Order to quickly learn 
  complex physical skills. In a manner of months, the Tethered can 
  perfect a skill which would take an ordinary human a lifetime to 
  master. Other changes accompany the fusion, but these vary from 
  one member of the Order to the next. It is not unknown for a Tethered 
  to possess strange and unique abilities beyond the ken of mortals.
  To join the Order an applicant must go through a rigorous series of 
  trials in order to determine their mental and physical ability. These 
  tests exist primarily to weed out those without the will to endure 
  hardship. After weeks of having their limits pushed, an applicant is 
  invited to partake in the final ritual; the binding of their soul to one 
  of the Order’s Great Lanterns. Fewer than one in twenty survive the 
  process of fusion. Those that do not are unceremoniously dumped on 
  the streets, for the undying Tethered have no graveyards.
  Mandate, Morals & Motivation
  Most Tethered share a single vision; to see all souls ascend. 
  However, there are many differing theories on the best approach 
  to this goal. While all members of the Order agree that humanity 
  needs more time and protection from senseless death to find the 
  proper path, the nature of that path is a matter of great debate. Upon 
  rare occasions, Tethered will find themselves directly opposed to 
  one another. Despite each seeking to do what they think is best for 
  humanity they may see a fellow Tethered as an enemy. In these 
  cases, if an amicable compromise cannot be reached, the 
  Tethered will often fight each other, or enact political 
  manoeuvrings to gain support from other Tethered. 
  Rivalries between Tethered can be long and brutal.
  While many join the Order for altruistic reasons, 
  a larger number join out of fear. It is no secret 
  that the vast majority of souls in Aeternum do 
  not ascend. This has created a fundamental 
  fear of death in the city’s population that 
  can outweigh natural survival instincts. 
  Such is the drive to cheat death that a 
  large number of the Order’s members 
  join to prolong their lives. Murderers, 
  thieves, and other ne’er do wells have 
  sought to join the ranks of the Tethered 
  seeking a reprieve from death. While 
  traditionally the Order has had very strict 
  entry requirements, these have been relaxed 
  in recent decades due to declining resources 
  and a rise in the philosophy that even the worse 
  examples of humanity have the right to more time to seek ascension. 
  Many skilled Tethered have joined the Order for selfish reasons, only 
  to later grow into their new vocation, and if their membership is 
  beneficial to humanity there are few complaints.
  The daily struggle for the souls of Aeternum does not relent. Many 
  Tethered become disenchanted with the pairing of constant hardship 
  and lack of reward. While cases of desertion are rare, they do exist 
  within the Order. These deserters quickly become outcasts and are 
  hunted by their former comrades who seek to capture and retrieve 
  them at all costs. What happens to the retrieved betrayers is pure 
  supposition, but rumours that the fusing ritual can be undone gives 
  would be defectors significant pause.
  Ash, Arising & the Awakened Soul
  Tethered do not fear death as normal people do. Their bodies 
  
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  age at a rapidly reduced rate, and so long is their lifespan that no 
  Tethered has ever been recorded as dying from their bodies breaking 
  down. The fusion of their soul and bodies to the Order’s Great 
  Lanterns make true death, from 
  normal means, impossible. When 
  external sources would kill a 
  Tethered their bond with the Great 
  Lanterns causes a miraculous 
  and frightening reaction.
  As a Tethered’s body falls 
  dead, their soul rises from the 
  apparent corpse. Each person’s 
  soul is different in appearance 
  and is a reflection of their true 
  nature. Without the fetters of 
  flesh, a Tethered soul is a 
  terrifying opponent capable of 
  unbelievable destruction.
  After a short time, 
  heavy 
  phantasmal 
  chains will erupt from the 
  surface of a Tethered’s 
  personal lantern. These 
  chains will seek out 
  the errant soul, ensnaring 
  and violently pulling it 
  into the lantern. As 
  soon as the soul is 
  returned, the lantern, 
  as well as the body 
  of the Tethered, will 
  disintegrate into a pile of 
  ash leaving little evidence 
  that it was ever really there. 
  This state of pseudo-death lasts 
  until the next night. The following evening, 
  when the gaslights of Aeternum are lit, the 
  Tethered will rise from a Great Lantern and be 
  reborn to continue the eternal struggle.
  A 
  strange 
  power 
  exhibited by all Tethered 
  from the connection to 
  their own lanterns is 
  the ability to return their 
  destroyed colleagues to life. 
  This power places great strain on the 
  Tethered utilising it and will often form a 
  bond between them and the Tethered they are resurrecting. As 
  long as the Tethered remains in their corporeal form they are 
  capable of bringing their ghostly colleagues back.
  Unknown to most of the Order, the struggle of eternal life does 
  not last forever. At some stage in their life, a Tethered will feel 
  compelled to return to the lantern which gave them their power. This 
  span of time is variable, and many Tethered have lived for close to 
  a century without hearing the call. This choice is incredibly private 
  and often very sudden. The final fate of a Tethered’s soul is only 
  known by very few, most speculate that it simply vanishes, going 
  neither up nor down.
  Blades, Bonds & Brilliance
  The equipment of each Tethered varies greatly and is 
  always based on personal taste. The Order provides all 
  manner of personal arms and armour to the Tethered. 
  Each piece of equipment is marked with sacred sigils 
  tying it to the soul of the Tethered. This bond ensures 
  that when a Tethered is killed and reborn, their regular 
  equipment is reborn with them; intact. While the 
  weapons and armour of the Tethered can be 
  destroyed, the same process which repairs their 
  bodies also reconstructs the bonded tools of 
  their trade.
  Despite the variance in equipment, 
  all Tethered carry a single unifying 
  item, a small lantern. These lanterns 
  serve as not only a source of light, 
  but a link between the Tethered 
  and the Great Lanterns. The style 
  of each lantern differs from 
  ornate ancient looking lamps to 
  handheld hooded lanterns worn 
  on the belt.
  Allegiance, Association 
  & Agendas
  While the mandate of the 
  Tethered is clear, the method 
  best utilised to achieve their goals 
  remains a matter of some debate among 
  the Order. Without a clear methodology 
  to follow, numerous splinter groups have 
  formed. Each faction or fraternity has 
  its own theories on how to pursue 
  the daunting task set before all 
  Tethered. Ideological clashes 
  are common between 
  factions often leading 
  to arguments, and 
  on rare occasions, 
  bloodshed. More often 
  than not, the various 
  factions do their utmost 
  to accommodate their fellow Tethered, despite seeing differing 
  ideologies as misguided.
  
  34
  Wardens of the Pyre
  “Laugh while you can, Fiend. You will burn just like all the rest.”
  – Sister Floria Issak.
  “Fight fire with fire” is a common expression among many of 
  the Tethered who seek to use the malign powers of the Fiends 
  against their ancient enemies, however the Wardens of the Pyre fight 
  everything with fire. Adherents to the Wardens of the Pyre commonly 
  have a religious disposition that reveres the light and heat of the 
  Great Lanterns, and seeks to purify all of Aeternum with their light.
  Strange rites and devotions surround the Wardens of the Pyre. The 
  sect has taken on the mission of guarding the Great Lanterns as 
  their personal quest. Finding and rekindling all lost Great Lanterns 
  is a vital part of their ultimate goal. The Wardens of the Pyre see 
  themselves foremost as light bringers and guardians who utilise 
  holy flame to scour evil from the Eternal City. The strange sect 
  boasts numerous Tethered imbued with Celestial magic, making the 
  Wardens one of the most respected factions within the Order. 
  The Wardens of the Pyre distinguish themselves by the lanterns 
  they carry. Despite the personal nature of each Tethered’s link to 
  the Great Lantern, the Wardens use ancient brass lanterns depicting 
  hosts of Celestials. These lanterns have become infamous amongst 
  Fiends, who have real cause to fear the Wardens. But, while many 
  a Fiend has met its end burned to nothingness in the holy flames 
  of the Pyrites, many Pyrites have fallen prey to the Fiendish powers 
  they wished to turn on their enemy.
  The Wardens of the Pyre meet infrequently. These meetings are 
  always held around a Great Lantern, and Tethered from any other 
  faction are welcome to witness. The rites and prayers performed 
  are beautiful, but make little sense to outsiders. In these meetings 
  the Wardens discuss and plan quests to rekindle lost Great Lanterns.
  The Wardens respect other factions among the Tethered, but pay 
  them little heed. Their personal goals are of the utmost importance to 
  them and the Wardens have little time to contemplate the methods of 
  others. They meet differing ideologies with condescending politeness. 
  They are not eager to make enemies of the other factions, but show 
  no real interest in endearing themselves to outsiders.
  The Masked
  “Faces can show sadness, anger, or pity. We wear masks because 
  we cannot allow any such emotion to sway our course.”
  - Edbert Gallows, Masked Tethered.
  The Masked are a network of Tethered who believe that humanity 
  must be watched and guided. While they’re not opposed to open 
  battle with Fiends, the Masked prefer more preventative methods. 
  They believe that by secretly policing Aeternum, they can find and 
  eliminate potential horrors before they have the chance to become 
  a real threat.
  Symbolic acts are the primary method of the Masked. While 
  they’re a secretive sect, they publicly display their work to 
  galvanise the people of Aeternum into staying on the proper 
  path. On numerous occasions the people of a District have 
  awoken to criminals and/or members of their nobility, 
  suspected of corruption and vile sorcery, hanging from 
  nooses in the District centre. The majority of the sect 
  takes no joy in these displays, but sees them as a 
  necessary method to guide the masses.
  The Masked live a double life. They go to 
  great lengths to conceal their nature as 
  Tethered, blending in with civilian society. 
  Each carries a full, or half, mask which 
  serves to conceal their identity and mark 
  them as members of the Order. By night, the Masked shed their 
  disguises and don their masks. Grimly they stalk the streets of 
  Aeternum, rooting out crime and corruption in order to save the 
  souls of the city.
  The Masked have an informal affiliation with one another. They 
  communicate through a series of intricate hand gestures and coded 
  speech. Two members of the faction being in the same location are 
  very rare, but when it does occur the situation is often dire.
  The Masked watch the other factions, and the rest of the Order, 
  closely. They do not see any as being above corruption, and remain 
  poised to strike down Fiendish corruption wherever it may be found, 
  and display it publicly as a warning to all others with wicked intent.
  
  35
  35
  Scions of the Sage
  “Any brute can swing a sword around. Any man, 
  woman, or child may pull a trigger. We arm the 
  righteous brute. We aim the barrel for the helpless 
  child. We prepare them for battle and illuminate 
  their targets. Their victory is ours as well.”
  – Scion’s Creed.
  Among the numerous legends of famous Tethered, 
  Talia Sage often stands out. While not the martial 
  or magical equal to many of her contemporaries, 
  she sought knowledge in all its forms. Foregoing 
  direct battle, Sage preferred to arm her allies with 
  her knowledge. Countless heroes owe their victories 
  to her aid, earning her a place among the most 
  venerated of the Tethered.
  The Scions of the Sage have continued their 
  forbearer’s mission, seeking to arm their brethren with 
  knowledge to stand against the darkness. With vast 
  libraries at their disposal, the Scions possess more 
  lore and history than almost any other organisation in 
  Aeternum. Throughout the past century the Scions of 
  Strigham have found a new discipline to add to their arsenal. 
  The rise of scientific knowledge and its accompanying 
  advances in technology to arm their allies.
  The Scions of the Sage toil endlessly in libraries, laboratories, 
  and workshops in order to discover new information. The faction has 
  produced many new spells and weapons which they freely give to 
  the other factions. The Scions are known to blur the line between 
  magic and technology, and those utilising their arsenals are often 
  confused as to the true nature of the weapons they carry.
  The Scions of the Sage from across many Districts meet frequently 
  to discuss new ideas and projects among their peers. The locations 
  for these meetings are always great libraries or college conference 
  halls. The academic nature of the faction has granted them more 
  peers among the mortal population than any other faction. They are 
  not above harnessing the knowledge of normal men and women to 
  advance their goals.
  The Scions make great efforts to include other Tethered. They 
  enjoy the goodwill of the Order as a whole, and are often consulted 
  before any large undertaking. Other factions will often visit members 
  of the Scions in search of advice or specialised equipment to aid in 
  their endeavours.
  
  36
  36
  Fiends
  “They are corrupt deceivers, all. They prey upon our weaknesses 
  and desires like parasites. Their schemes are endless and often 
  without any discernible goal beyond their own pleasure in our 
  suffering. We struggle and they laugh, stopping only to bait us. The 
  only ironclad rule when dealing with Fiends is that one should never 
  deal with Fiends.”
  – Merlinda Dramis, Aeternum Historian.
  Fiends present the most overt and immediate threat to the people of 
  Aeternum. Horrific creatures crafted from the raw stuff of nightmares, 
  Fiends seemingly exist only to torment and corrupt humanity. 
  Aeternum’s history is filled with stories of monstrous creatures 
  manifesting out of nowhere and laying waste to entire Districts before 
  disappearing or being destroyed by the Order. The only certainty 
  involving Fiends is that they will cause pain, suffering, and death.
  Fiends originate from a world below Aeternum and the hearts of 
  mankind. The general consensus among the people of Aeternum 
  is that they come from the destination of all souls pulled beneath 
  the surface. Few scholars and theologians have painted them as 
  anything but pure evil. Those scholars who do attempt to categorise 
  and understand Fiends are quickly discredited and cast out by 
  their colleagues, as they often lose their sanity in pursuit of their 
  knowledge. Fiends have been known to manifest from thin air in areas 
  rife with turmoil and suffering, crawl from the ground itself, tearing 
  their way to the surface and ripping into the world of man with 
  unmatched fury, or slither out of shadows and corpses to torment 
  and corrupt all they encounter.
  There is no standard ascribed to the physical properties 
  of Fiends. They are nightmarish beings whose bodies 
  are horrid reflections of mankind’s darkest desires and 
  fears, with few Fiends possessing identical physical 
  properties. The most commonly occurring themes in 
  a Fiend’s physical makeup are mixtures of animal 
  and human components. Often they bear seeping 
  wounds, are surrounded by clouds of buzzing 
  insects, or appear rotted through. No matter the 
  combination of features that make up a Fiend, 
  they are universally terrifying. While the bulk 
  of Fiends are monstrous beings, there are a 
  large number of more insidious Fiends who 
  assume the guise of humans.
  Perhaps the most disturbing fact known about 
  Fiends is that they are capable of originating from 
  within humanity itself. In times of great evil, emotional 
  bonds can be forged between man and Fiend. The phenomenon is 
  known by many different names; possession or infestation being the 
  most common. The cycle begins when a human becomes absorbed in 
  an emotion that Fiends find appealing. The infestation grows as the host 
  becomes more indulgent in behaviour associated with that negative 
  emotion. Before long a Fiend in the shape of its host will begin to sprout, 
  rising from its host like an escaping soul. Soon it will separate entirely 
  
  37
  from its host. Many Fiends view the host as their link to the world and 
  will continue to feed on the emotions of their unfortunate parent. Others 
  view their host as nothing more than an egg from which they hatched 
  and are quick to dispatch the human that spawned them.
  While the most common encounters with Fiends take the form 
  of physical incursions, there are rumours of ancient Fiends lurking 
  in the Undercity beneath Aeternum. In subterranean lairs long 
  abandoned, these powerful creatures lurk. They watch humanity 
  above and exert their influence subtly so as not to provoke the wrath 
  of the Celestials.
  Incursions, Intent & Insidiousness
  The most notable tragedies involving Fiends come in the 
  phenomenon known as incursions, in which a Fiend materialises, 
  seemingly from nowhere, to wreak havoc on the surrounding area. 
  These attacks appear random and without purpose other than to 
  terrorise and destroy. Despite the short length of most incursions, the 
  scars they leave on Aeternum and its people can last for decades. 
  Survivors live the rest of their lives without knowing what caused the 
  attack and unable to shake the feeling that it could happen again 
  at any moment.
  Fiends appear to be drawn to, or at least are more visible in, areas 
  where people suffer the most. When food is scarce or violence is 
  prevalent, Fiends are never far behind. They thrive on the worst 
  emotions and actions humanity has to offer. The scarcity, harshness, 
  and terrifying mysteries of Aeternum have provided Fiends with more 
  food than they could ever hope to consume. However, Fiends are 
  greedy and indulgent creatures.
  Fiends spawned from mankind are particularly clever and have 
  developed methods far more insidious than their raging brethren. 
  Their birth from a human host has given these Fiends an intimate 
  knowledge of humanity, its wants, and its weaknesses. Often they 
  will go before the desperate and disenfranchised as saviours, offering 
  simple solutions to the complex problems facing the residents of 
  Aeternum. Starving people are offered the means to feed themselves. 
  People living in Districts ruled by tyrants are given promises of 
  freedom. Fiends of man specialise in manipulation and know exactly 
  what words to use to draw the downtrodden to them.
  Many Fiend worshipping cults have been founded by Fiends of 
  man. They begin as small, usually benevolent, organisations seeking 
  to aid the needy. As their numbers grow and their members become 
  more corrupt, the true nature of the Fiend is inevitably revealed. 
  When weighed against the wanton destruction of larger Fiends, such 
  groups pose a much greater threat to the souls of Aeternum’s people.
  Witchery, Wisdom & Weakness
  Fiends are supernaturally powerful creatures capable of 
  slaughtering humans with little effort. Possessing potent natural 
  weapons and incredibly thick skin, they are considered to be nearly 
  invulnerable to all of humanity’s weapons. Whole ranges of powers 
  have been attributed to Fiends throughout Aeternum’s history and 
  anyone who has ever encountered such beasts will not be quick to 
  dismiss these rumours.
   
  More hazardous than raw physical potency, many Fiends have 
  acquired ancient knowledge. Numerous Fiends possess knowledge of 
  sorcery and are able to warp reality as they see fit. Paired with their 
  impressive physical presence, the sorcerous knowledge of Fiends 
  makes them some of the most powerful beings in existence; second 
  only to the Celestials.
  Rather than struggle against the Fiends, many humans have sought 
  to bargain with these creatures. Poor souls with no other option, or 
  madmen hungry for power, have gone before Fiendish masters and 
  pledged their souls and service in exchange for the ability to alter 
  their lives. These humans are taught ancient sorcerous rites and 
  rituals for their fealty.
  Despite their fearsome prowess Fiends can be killed, or at least 
  temporarily destroyed. It takes a great concentration of force and 
  multiple grievous wounds, but felling a Fiend lies within the realm 
  of mortal possibility. The sigil marked weapons of the Order have 
  the most effect against Fiends. While Fiends only fear the awesome 
  might of Celestials, they know well the power of the Tethered and will 
  show their ancient enemies no mercy.
  Enmity, Eternity & Enemies
  If there is one thing the Fiends truly fear, it is the Celestials. 
  While mankind has no knowledge of whatever struggle is waged 
  between the two supernatural factions, buildings constructed by the 
  Architects often contain mosaics, tapestries, and frescoes depicting 
  ancient struggles between Humanity, Fiend and Celestial.
  The very approach of a Celestial is enough to stop even the most 
  ferocious Fiend in its tracks. Such is their aversion to the presence of 
  Celestials that Fiends will retreat even when they greatly outnumber 
  their ancient foes. Fortunately for the horrid creatures, Celestials 
  rarely appear within Aeternum and appear to be intent on letting 
  humanity struggle against the Fiends, or they are fighting this great 
  war in a way that people cannot see.
  Fiends are not natural creatures and carry none of the limitations 
  that life brings with it. Undying and ancient, Fiends are content to 
  wage a long war against their Celestial enemies. The few theories to 
  the motives of Fiends agree that the souls of humanity play some 
  important part in their war with the Celestials. If this is truly the case, 
  despite the power of Celestials, the Fiends appear to be winning.
  “Never trust a Fiend, especially when they speak truth.”
  - Ben Golg, the pure.
  
  38
  Celestials
  “It is interesting to note that when confronted with a Celestial there 
  is no mistake as to what we are witnessing. An equal mixture of awe 
  and terror washes over us in their presence. Even if having never seen 
  one before, we know exactly what the being before us really is. In 
  our fascination it is important to stop and wonder whether it comes 
  before us to aid or destroy. The odds of either are nearly equal.”
   – Horatio Wilcumber, Discredited Theologian.
  Celestials are immensely powerful beings that descend from the 
  skies above Aeternum. The appearance of a Celestial is often viewed 
  as an auspicious occasion. However, their agenda appears to take no 
  notice of mankind’s wishes, as whole Districts have been reduced 
  to ash by the unfathomable power of the Celestials just as often 
  as they have descended for the sole purpose of destroying a great 
  Fiend. While they have little personal interaction with the people of 
  the city, no other beings have had a greater impact on Aeternum or 
  its people.
  Celestials appear in many different forms, changing with surprising 
  fluidity to whatever form suits their purpose. Often they appear 
  as nothing more than nebulous bursts of light, bathing all who 
  witness them in luminescence. Other times, they show themselves 
  as amalgamations of great beasts shrouded in the same tell-tale 
  light. The most common form taken by the Celestials is the shape 
  of human women with fierce features, long flowing hair and wings 
  made of golden fire. Their ability to change appearances has made 
  any attempt to categorise Celestials a futile effort. Only one type of 
  Celestial stands out from its peers. Of all encountered Celestials, the 
  Architects stand out as unique and most commonly seen.
  Differing from their awe-inspiring brethren, the Architects are the 
  least overt of all Celestials. Quiet and small, the pale Architects 
  scurry over the remains of ruined or crumbling buildings. They 
  are short lanky creatures with abnormally large hands and feet. 
  Their bodies are chalk-white and their faces lack any features 
  whatsoever. The Architects are very sombre in contrast to their 
  Celestial brethren. Many scholars doubt that Architects are Celestials 
  at all, but they share the same invulnerability and unspoken goals. 
  These similarities are more than enough to convince the majority of 
  Aeternum’s citizens of their Celestial nature.
  No matter their physical characteristics, all Celestials share a 
  common goal. Unlike the squabbling of Fiends, there has never been 
  a recorded incident of Celestials working against each other. Whether 
  rebuilding a ruined section of the city or destroying a pristine park in 
  a rain of fire, Celestials never waiver in their task. Relentless pursuit 
  of their goals is a defining trait of all Celestials.
  Much to the dismay of mankind, the goals of Celestials are 
  secretive at best. The agenda of the Celestials remains shrouded 
  in mystery. The immortal beings appear to make little effort to 
  accommodate mankind in their strategies, and often their actions 
  seem at odds with the well-being of humanity. On rare occasions, 
  special individuals will be chosen by the Celestials to participate in 
  their grand plan. Even in these infrequent occurrences, the chosen 
  are given tasks and very little information as to why they must 
  be accomplished.
  Celestials bear the burden of humanity’s survival in Aeternum. 
  This task is carried out openly by the Architects who are responsible 
  for the construction of nearly all structures within the city. The 
  Architects are so dedicated to this task that they have been known 
  to disassemble manmade structures and replace them with those of 
  their own design.
  Architects also clear large swathes of land for farming and 
  livestock. Where the seeds they sow and the animals they deliver 
  come from is a mystery to all Aeternum’s inhabitants. When farms 
  are created, the District in which they are located experiences a great 
  boost in trading power with their neighbours. Wars have been waged 
  between Districts and local rulers have been created from the ability 
  to control the fast-growing food the Architects provide.
  Perfection, Potency & Patience
  Celestials appear as perfect beings; immortal, invulnerable to all 
  known harm, and powerful enough to destroy entire Districts with 
  little more than a whisper. The awe-inspiring might of Celestials 
  is the stuff of many Aeternum legends, as well as the founding of 
  many major religions. While many religions revere the Celestials, they 
  adamantly refuse to be deified and have destroyed many churches 
  that venerated them as gods. They are a power without rival.
  From the quiet labours of the Architects to the spectacular 
  displays of might from other Celestials, the amazing potency of 
  Celestial beings is well known. The depth of their power, however, 
  is unknown. They seem to be beings without limitations. Tales of 
  Celestials reviving the dead, destroying gigantic Fiends with a single 
  blow, and endowing mortals with superhuman abilities surround the 
  Celestials. Without parameters to gauge their power, the legends 
  surrounding the Celestials grow wilder with every retelling.
  Despite their limitless power, Celestials are never quick with its 
  application. They never act without cause or reason, even though no 
  mortal is ever aware of their reasoning. Celestial actions are always 
  contained, never expending effort in pursuit of anything outside 
  their goals.
  Edifice, Engineers, and Encounters
  Encounters with Celestials are extremely rare. The only exception 
  to their infrequent appearance is the Architects. These diminutive 
  builders are a common sight in Aeternum as they work tirelessly 
  to build over ruined buildings. Morning through evening they can be 
  seen crawling over a building in progress, materialising what supplies 
  they need from thin air.
  The Architects work with surprising quickness, although when 
  observed directly their pace seems normal. The majority of the 
  work appears to be done when the observer blinks or looks away, if 
  
  39
  39
  only for a second. The Architects never interact directly 
  with people, and will often vanish when faced with 
  direct contact.
  The buildings constructed by the Architects 
  often defy conventional logic. The Architects 
  do not construct the buildings the people of 
  Aeternum want them to. They build everything 
  according to their own baffling plan. New 
  buildings are constructed atop the ruins of the 
  old, and never share the same design as their 
  predecessors. The citizens of Aeternum have 
  learned to adapt to these constant changes and 
  are more accepting of the Architects than other 
  Celestials, as they never bring destruction.
  War, Wrath & Weaponry
  Celestial intervention in human affairs is 
  extremely rare. When they are forced to alter 
  their plans and become involved, the Celestials 
  display a wrath that makes the most ferocious 
  Fiend seem tame. When a District becomes 
  too saturated with suffering and evil, it is a 
  prime target for a Fiend incursion. In order to 
  stop major incursions that could become capable 
  of threatening multiple Districts, a single Celestial 
  will often appear as a warning to the citizens of the 
  District.
  If this initial warning is ignored, the Celestial 
  will return. The second appearance of a Celestial 
  is a death knell for the District. With minimal effort 
  the Celestial will burn the entirety of the District, 
  reducing it to ash. Occasionally, the Celestial 
  will spare a few residents of the District. These 
  rare individuals spared often go on to lead 
  remarkable lives and are viewed as models 
  for the ascension of the soul. Nothing forces 
  the Tethered into action like the appearance 
  of a Celestial. The Order will do all within 
  their power to spare a District the grizzly 
  fate of failing to heed the warning of 
  the Celestials.
  When the Celestials are forced to act 
  aggressively, they wield an impressive array 
  of weapons and magic. Weapons of pure light or 
  golden flame are most common. These strange 
  weapons shriek as they cut through any solid 
  material as easily as the air itself.
  
  40
  40
  Technology
  “They say the Architects are strange. They say the 
  Fiends are terrifying. If you ask me, they don’t hold 
  a candle to the unending machinations of the 
  human brain. In this city we bend gears, 
  steam, science and sorcery to our whims 
  to fill a chasm deep within us. The 
  need to create, even if our creations 
  are monstrous. Self-deception 
  and grasping beyond our sight lie 
  hidden in our core.”
  – Gabriella Vance, Alienist.
  Aeternum is often an oppressive 
  city. The vast majority of its people 
  struggle daily for even their basest 
  needs. In order to ease daily life, 
  much of the city has turned to 
  technology in order to provide 
  for their needs. Science is a 
  curiosity of the social elite who 
  can afford to spend their days 
  pursuing intellectual inquiry, or 
  the pursuit of secretive lunatics 
  or social pariahs. For most of 
  Aeternum’s people, the many great 
  advances made technologically are 
  never seen and have little impact on 
  their daily lives, more often than not they 
  must settle for the old ways that have been 
  perpetuated for countless generations.
  The level of commonly-used technology 
  in Aeternum has been stagnant for as far 
  back as historians can trace. With limited 
  means of constructing their own manufacturing 
  facilities, the people of Aeternum must make do 
  with the types of production structures provided 
  by the Architects. Many Districts benefit from 
  more advanced technologies because of natural 
  resources found in or beneath the District. Strigham, 
  for instance, has large gas reserves in the higher 
  levels of the Undercity beneath it. This allows For 
  Strigham to boast streets lined entirely with gaslights 
  making it shine more than its neighbours. Residential 
  advancements like indoor plumbing, home gaslights, 
  and fire extinguishers are the purview of the wealthy. 
  Less affluent households make do with whatever they 
  can scrape together in order to survive.
  Creation, Commerce & Craftsmen
  With limited access to large-scale production facilities, Aeternum, 
  and especially Strigham, has become a city of craftsmen. Without 
  machines to mass produce objects, crafters hold a special and unique 
  place in society. Tailors, blacksmiths, wainwrights, clockmakers, 
  
  41
  carpenters, and shoemakers hold important positions in society and 
  to be apprenticed to any craftsman is a noble pursuit. Their shops 
  keep the flow of currency moving throughout the many Districts, and 
  without the numerous tradesmen operating throughout the city, there 
  would be almost nowhere for the average citizen to spend what few 
  coins they are able to scrape together.
  Cogs, Clocks & Conveyance
  The average citizen of Aeternum often views technology as a 
  luxury in which they cannot partake. Great clocks rest in the upper 
  levels of ancient Aeternum structures, where only the affluent can 
  go. Grand carriages, each unique and designed by a master, hurry 
  through the streets; forcing the common people to step aside.
  Clockmakers are the rarest of all craftsmen in Aeternum and 
  often live lavish lifestyles. Often clockmakers are approached by the 
  wealthier citizens of Aeternum and commissioned to build all sorts 
  of mechanical devices. Many noble children play with expensive 
  clockwork toys, which dance around powered by tiny gears.
  Bricks, Bats & Blood
  Weapons are not regularly carried by the people of Aeternum. 
  While flintlock pistols and muskets are available, they are rare. With 
  few organised efforts to manufacture and sell these weapons, they 
  are the purview of craftsmen alone. Each weapon found on the streets 
  of Aeternum is unique and proudly bears the mark of its creator.
  The most common true weapons are found in the hands of District 
  militias, city watch and the guardsmen of powerful nobles. While 
  firearms are available, they are rare and take a large degree of 
  training to quickly load and fire. Instead, the crossbow has become 
  the most popular weapon among guards and private armies. Pikes 
  and halberds are equally common in the hands of private guards due 
  to their effectiveness when dealing with crowds and their relatively 
  low cost to produce and maintain.
  A lack of advanced weaponry has not left the people of Aeternum 
  without means of harming one another. Clubs, knives, pitchforks, 
  scythes, hammers, and other tools are used excessively in gang 
  warfare. The most common implements of violence on the streets of 
  Aeternum are designed for other, more mundane, uses.
  Machinery, Madness & Monstrosity
  Science is a foreign concept to the average Aeternum citizen, 
  and seen as more akin to magic than logic. Commoners tend to 
  view scientists in the same disdainful manner in which they view 
  witchcraft. All new ideas are strange and threatening to the general 
  population. Many scientists are forced to work in secret because of 
  the societal stigma placed upon them.
  Working in secret, there are a handful of scientists whose work 
  presents a true danger to society. The dangerous nature of magic 
  and the bargaining that accompanies it means that many are forced 
  to seek scientific methods for achieving magical results, or the 
  reverse. The outcomes of many such experiments only reinforce the 
  negative view the general populace places on science.
  When pursuing darker agendas scientists will often go mad in their 
  isolation. Even altruistic experimentation like raising the dead, curing 
  disease, and augmenting food supplies to feed the masses have led 
  to disastrous results. The people of Aeternum have many stories of 
  strange abominations wandering the streets of Aeternum until they 
  are put down by a mob or the Tethered.
  Gears, Golems & Genocide
  While clockwork automatons are rare, they are not unknown in 
  Aeternum. Golems are complex creatures of iron, gears, steam and 
  magic. Some are crude with heavy lumbering bodies and others are 
  finely crafted and sculpted works of art. While building a golem 
  requires a skilled craftsman, it takes powerful and outlawed magic 
  to give the automaton even a simple level of consciousness. Only a 
  few mages specialise in such magic and their services can come at 
  incredibly high prices.
  Many of the citizens of Aeternum, and all of its leaders, fear the 
  very notion of creating a golem, and their apprehension is well 
  justified. Long ago the powerful Rhun District used their vast wealth 
  to build an army of golems. Calling mages and craftsmen from all 
  over the Eternal City, Rhun used strange rituals to bond the army to 
  the will of their ruling family, the Rhuns. Thousands of massive iron 
  soldiers followed the commands of Rhun leaders to subjugate the 
  surrounding Districts. They crushed all opposition, destroying any 
  who stood in the way of their ambitions. Through a long and bloody 
  campaign Rhun conquered two dozen Districts, including Strigham. 
  The empire persisted for nearly four hundred years, with control of 
  the golems passing from one family head to the next.
  The dynasty continued for many generations, but like all human 
  power in the Eternal City it did not last. Despite her significant 
  power, Queen Annalise Rhun II feared her own mortality and knew 
  that no amount of wealth would save her soul from its inevitable 
  descent. Desperate for an escape, she joined the Tethered Order, 
  but her soul was consumed by the Great Lantern; leaving her body 
  a smoking husk.
  Everyone expected command of the golem army to pass to 
  Annalise’s daughter, but the destruction of the Queen’s soul caused 
  a fracture in the magic binding the iron automatons to the Rhun 
  family. Some of the golem force crumbled to dust, while the majority 
  of the constructs went mad. They rampaged indiscriminately through 
  the streets of the vast Rhun Empire, killing millions before they 
  were eventually stopped. While most of the golems were eventually 
  destroyed, many retreated into the Undercity. The aftermath of 
  the golem assault left the Rhun Empire fractured as the Districts 
  separated themselves.
  
  42
  Magic
  See pg: 65 for full Arcane Skill Roll rules.
  “Witches are the most loathsome of all beings. Their infernal dealings 
  have wrought disaster upon all of Aeternum, leaving only broken souls 
  in their wake. They wear the skins of men and women, but make no 
  mistake, they are as hideous as any Fiend. Break their minds and burn 
  their bodies. It is the only way to truly end their threat.”
  – Merius Olanthorpe, Host of Purity Inquisitor.
  The limitations of humanity are made apparent in contrast to the 
  unchallengeable power of Celestials and the overwhelming might of 
  Fiends. When compared to such powerful entities, humanity feels 
  frail and weak. They know full well that they are amongst the least 
  powerful beings in Aeternum, and many struggle with that knowledge. 
  It is not surprising that when a person’s limitations and ambition are 
  at odds, many have learned to borrow the power of greater beings to 
  use for their own ends.
  Magic is obscure in a city of oddities. For a human to harness 
  magic, reality warping power must be bestowed upon them by a 
  more powerful being. The source of this endowment comes in many 
  different forms. Power is often bestowed upon individuals by Fiends 
  who will trade some of their essence in exchange for service. Rarer 
  still are those who utilise the power of the Celestials, a power that 
  can only ever be gifted. Aeternum itself is steeped in ancient magic. 
  Long ago, scholars learned to tap into the inherent magic of the 
  city and use it to shape the world around them to their wills. These 
  magicians use the power of Aeternum’s streets, sewers, parks, and 
  other locales, often specialising in a particular type of environment.
  The people of Aeternum fear magic, regardless of its source. 
  There is no acceptance of sorcerous power, despite its intention. 
  Many Districts and religions maintain constant vigilance over the 
  population in order to prevent fledgeling magic users from becoming 
  a threat. The punishment for sorcery is often brutal, and dangerous 
  mobs rarely wait for a trial. In many cases, a simple accusation is 
  enough to end lives.
  Mages, Magicians & Monikers
  The terminology used for those who use magic differs greatly 
  throughout Aeternum. In some Districts they are referred to as 
  Sorcerers or Warlocks. Mage is the kindest term used to describe 
  those who harness magical power. The Host of Purity makes 
  excessive use of the phrase Witch. The fervour for naming magic 
  users witches has spread beyond the Host and is now common slang 
  for wizards. Very few distinguish between the sources of a mage’s 
  power when attributing names to them.
  Rites, Rituals & Reality
  The use of magic takes many different forms. The most obvious 
  is when a sorcerer takes the raw fabric of reality and twists it in 
  an obvious manner. This is referred to in the magic community 
  as “weaving”. Weaving results in spectacular, and often destructive, 
  effects which change the very laws of nature. Hurling fire, turning 
  invisible, and cloaking oneself in a magical shield are all examples 
  of this obvious variety of spellcasting. This form of magic terrifies 
  and awes the people of Aeternum. It is fast, loud, and dangerous. 
  While many consider weaving the most terrifying form of magic, 
  there are others capable of causing far more damage.
  Ritual magic is perceived by the Host of Purity as the most 
  contemptible and insidious form of magic. Through ancient rites 
  and rituals, mages have exerted their power over reality in the most 
  subtle and widespread way. Witches have used rituals to control 
  the minds of influential citizens and bring ruin to entire Districts. 
  Hexes and curses have spread sickness and ruined what little food is 
  available on more than one occasion. Often rituals will be blamed for 
  even naturally occurring dilemmas. It is not uncommon in times of 
  extreme scarcity for the people of a District to turn on one another 
  with claims of witchcraft and subsequent executions.
  Contracts, Casting & Cost
  Arcane power does not come easy; or cheap. Deals struck with 
  otherworldly patrons are never a simple matter. In order to harness 
  strange energies a mage must adhere to the terms of their patron. Each 
  entity requires something specific, and there is no standard method of 
  deciding what a sorcerer must do in order to maintain or gain power.
  Fiends are particularly fond of soul bonds when offering their 
  power to mortals. In most cases, the mortal is able to utilise the 
  Fiend’s power in exchange for the Fiend gaining possession of that 
  mortal’s soul upon their death. Many Fiends require regular sacrifices 
  in their name or general service to their specific cause. Fiendish 
  magic is a corruptive source which inevitably brings ruin upon its 
  user. By design, Fiends seek only to despoil the souls of those they 
  grant power to and are eager to strike up bargains with mortals. 
  These deals are honoured at the discretion of the Fiend, for they 
  are bound to contracts just as tightly as man. Often these bargains 
  are faulty or twisted, leaving the magic user broken and powerless 
  in their moment of greatest need. Despite the danger of association 
  with Fiends, there never seems to be a shortage of would-be witches 
  and warlocks willing to offer themselves for deceptively easy power.
  Celestial magicians must abide by a code. There is no binding 
  contractual agreement stating the necessity of adherence, but few 
  are willing to betray the Celestials. Celestial bestowment is rare, and 
  becomes rarer with each passing year as fewer individuals are found 
  worthy. When power is granted to a mortal, it always plays into the 
  Celestial’s unfathomable design. Inevitably the Miracler, as Celestial 
  magic users are often known, becomes an example for others to follow. 
  In the end nearly all Celestial mages see their souls ascend to the sky.
  A mage who learns the ancient intricacies of magic harnessing the 
  power of Aeternum itself are beholden only to the city. There are very 
  few restraints placed on such magic users, but their power is the most 
  difficult to harness and requires more effort and skill than other forms 
  of magic. A miscast spell will often have disastrous and unforeseen 
  consequences, as taking personal control of reality is no small task.
  
  43
  43
  Ghosts, Ghouls & Grotesques
  Of all magic practised in Aeternum, Necromancy holds a 
  place of particular dread in the hearts of both the public and 
  the Order. The Tethered have no tolerance for the practice of 
  Necromancy, and even dabbling in it warrants an immediate 
  death sentence. For while many fear the uncertain eternal fate 
  of their souls, all fear the inevitable suffering that results from 
  the capture of their soul by a Necromancer.
  Necromancers are powerful individuals capable of 
  directly disrupting the flow of souls, capturing them in 
  strange apparatuses to fuel for their obscene sorceries. 
  While all souls serve to power necromantic spells, many 
  vile rituals require unique souls of a specific nature. 
  The most common ability possessed by Necromancers 
  is the ability to communicate with the echoes of the 
  deceased, to glimpses their past experiences or to 
  learn long-forgotten knowledge, but this power gives 
  them no insight into the current state of a deceased’s 
  soul once it has ascended or descended. Well-practiced 
  Necromancers are also able to reanimate corpses to carry 
  out their wishes. Rare practitioners have even successfully 
  mimicked the rituals of the Tethered, linking their own souls 
  to Aeternum itself. Such immortality rituals are extremely 
  rare and require hundreds of captured souls; among them the 
  soul of at least one Tethered.
  In the past, Necromancers have caused massive amounts of 
  death and suffering, heading up massive hosts of reanimated 
  corpses. But even without their masters to guide them, 
  their horrific creations linger on. The most common undead 
  encountered in Aeternum are walking corpses. Animated 
  cadavers, be they skeletal or fresh, that keenly feel the absence 
  of their souls and hunger for the attachment. While many of these 
  beings are slow and simple, all are incredibly hard to destroy, 
  and some, like the vampires, possess truly horrific powers. In the 
  absence of their master’s command these animated corpses will 
  seek out the living in a fruitless attempt to devour their soul.
  The undead in Aeternum do not require physical bodies in 
  order to terrorise the living. Spectral dead, little more than 
  disembodied souls, haunt ancient places of trauma and strife. 
  Many go through the motions of their former lives without 
  the slightest realisation they are no longer living. Others have 
  realised their fate and seek only to torment the living. While 
  these ethereal undead possess no physical form, they’re capable 
  of briefly affecting the physical world. The merest graze of their 
  phantasmal touch can rot living tissue and their voice can bring 
  about terrible agony and madness.
  There is no standard for measuring the 
  undead as the specifics of every encountered 
  being will be dependent on the nature of the 
  Necromancer who created them.
  
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  Flora & Fauna
  “Claude prowled the grounds of the menagerie. The twisted 
  metal of broken bars and smashed cages groaned in the powerful 
  wind whipping through the zoo. A howl erupted into the night from 
  somewhere deep within the park, drawing his hand to the grip of his 
  pistol. Eyes surrounded him in the darkness, reflecting the yellow 
  flame of his lantern. They watched in silence, a strange intelligence 
  burning behind each pair. A sound, like mad laughter, ripped from 
  the obfuscated creatures. They charged, ravenous mouths eager for 
  the taste of flesh.”
  - Cloude Vondirk, Green Shrine Zoo.
  Aeternum boasts a plethora of plants and animals, despite its 
  metropolitan nature. The Architects maintain a careful balance 
  between natural and constructed environments. The strange pale 
  Celestials plant massive parks, build around ancient forests, and 
  provide the wilderness a place to thrive within the Eternal City.
  Massive cats stalk rooftops in abandoned Districts feeding on 
  oversized rats and those foolish enough to wander into their 
  hunting grounds. Ivy grows and curls around buildings with 
  a seeming sentience. Livestock and beasts of burden graze 
  on green pastures set aside for them by the Architects. The 
  signs of flora and fauna are clear to those who know how 
  to look for them.
  There are few life forms more important to Aeternum than 
  its plants and animals. Without the hardy edible plants that 
  grow in the adverse city conditions the people of the Eternal 
  City would starve. Without the small and thick-furred city 
  cows and overly aggressive pigs there would be no meat or 
  leather. Even the city’s strange species of large rat provides 
  an invaluable service by devouring the carrion which 
  threatens to choke the gutters of the Eternal City.
  Farms, Fish & Foliage
  Natural creatures face severe adversity within Aeternum. Nature is 
  often pushed back as mankind seeks new spaces to fill. Once lush 
  parks recede with every passing year, dedicated farmland grows 
  scarce, and the governing bodies of the Districts seek to purge their 
  lands of every creature they see as potentially dangerous. 
  Due to this adversity the production of food has become an 
  imperative focus as well as a source of great wealth for many 
  Districts. Croplands are guarded more heavily than any bank and the 
  penalty for stealing food can carry a harsher sentence than murder 
  in some areas. Attempting to harm or steal livestock often leads to 
  public execution.
  Alongside the hardy grains and vegetables grown on Aeternum’s 
  few farms lives the city’s livestock. Short stocky cows with thick 
  shaggy fur, bred to provide milk and beef while occupying little 
  space, graze absently guarded by armed men. Aeternum’s pigs, 
  particularly aggressive creatures, are kept behind heavy fences. 
  Numerous criminal syndicates have become fond of the Eternal 
  
  45
  City’s pigs, knowing that for a small pittance farmers will look away 
  while they feed their enemies bodies to a surly sow.
  The rivers and seas created by the Celestials are heavily fished, 
  and what can be caught is sold at extravagant prices. The waters of 
  Aeternum are home to numerous species of fish and water-dwelling 
  animals. Darting among the fish are the ever hungry river sharks, 
  a species known for its tendency to breach the water and capsize 
  small fishing boats. Many a lucky fisherman bears the scars of 
  an attack by a river shark. The less lucky are mourned, but it is 
  accepted as an inherent danger of the profession.
  Some food can be gathered growing wild in the forested parks 
  scattered across Aeternum, but this often leads to direct conflict 
  with the wildlife of the parks as well as encounters with other less 
  mundane denizens of the uninhabited places of the Eternal City. 
  Strange plants, many carnivorous and aggressive, creep from the 
  wooded lands of the city to take root in populated areas. Strangling 
  vines, man-eating blooms, and even strange flowers who’s pollen 
  drives men to insanity have been recorded.
  Predators, Prey & Pets
  Numerous species of wildlife have made their way into the 
  populated areas of Aeternum and learned to thrive in the sprawling 
  buildings of the city. Many naturalists believe that these creatures 
  have been fundamentally changed by the magic flowing through the 
  city and are now distant relatives to the creatures they once were. The 
  wild animals of Aeternum, particularly the predators, often display 
  a cunning which sets them apart from their domestic counterparts.
  Large black furred cats, standing just shy of two metres at the 
  shoulder and weighing close to 270 kilograms, hunt for prey through 
  the city streets. Called Hellcats, the massive felines have forgotten 
  how to exist without the easy prey offered within the city. Many hunts 
  have been organised to eliminate the creatures, but they show a 
  peculiar intelligence, retreating into the Undercity when outmatched.
  The fear of spiders is common among humanity, but fear of the 
  Red Faced Rat Spider is universal. The size of a small dog, the 
  Rat Spider gets its name from its primary prey. A highly social 
  creature, the Rat Spiders live in giant colonies, infesting sewers and 
  abandoned buildings. The spider’s venom induces a state of extreme 
  euphoria in its prey, making their meal enjoy the experience of being 
  devoured. Left unchecked these colonies can overtake entire areas of 
  the city, for the Rat Spider has no qualms about attacking humans 
  and dragging them back to the colony.
  Not all beasts living alongside mankind are predatory threats. 
  Countless breeds of canine are utilised by the people of Aeternum. 
  Useful as guards, hunters, and herding livestock the dogs of the 
  Eternal City occupy an important place in society. But their familiarity 
  with man is not always beneficial. Packs of wild and escaped dogs 
  wander the streets of poor regions, scavenging what they can.
  Medicine, Menageries & Magic
  The strange animals inhabiting the city and its pockets of wilderness 
  are often captured for study at the College of Naturalism in Strigham. 
  Live spiders and serpents fetch a high price at the college and are 
  used to create antivenoms. Scientists study the numerous species 
  to better understand the strange world in which they live. Among its 
  most famous discoveries, the College of Naturalism is famous for its 
  public announcement not to eat Aeternum’s rats; advice many now 
  deranged men fail to heed.
  Schools throughout Aeternum often create menageries or zoos in 
  order to study living specimens. The public is often allowed to visit 
  for a small fee which goes directly to the college. There, behind 
  thick iron bars, regular folk can catch a glimpse of both common 
  and wondrous beasts they would never have a chance to view safely. 
  From their cages, the residents of these zoos watch the humans who 
  come to gawk at them, waiting for a chance at freedom.
  Colleges and wealthy collectors are not the only ones who 
  seek to capture the wildlife of Aeternum. Outcast sorcerers and 
  necromancers often use beasts and exotic plants in their studies. 
  Missing people often draw attention, but few adults go looking for a 
  missing dog. These strange experimentations have led to the birth 
  of countless bizarre creatures. Living amalgamations of two or more 
  beasts, animals with sorcerous abilities, and even a herd of undead 
  pigs have all threatened the city at least once.
  Strange, Subterranean & Savage
  The Undercity, as in all other ways, is a strange and horrific mirror 
  to the crowded city above. Beasts of numerous and unrecorded 
  varieties slink through ancient caverns, prowling the lightless world. 
  Amidst the rubble of ruined buildings one can find entire eerie 
  ecosystems entirely separate from the world around them. The tales 
  of such places are wild and often considered delusion, for no sane 
  person enters the Undercity.
  The creatures of the Undercity are too bizarre to clearly define. 
  Twisted creatures, warped by the madness beneath Aeternum’s 
  streets, are often horrific versions of beasts found on the surface. 
  Often the creatures encountered are amalgamations of existing 
  creatures, like the pale crows that haunt massive caverns of the 
  Undercity; large birds with greyish black feathers and glowing 
  multifaceted eyes like those of a fly.
  Many of the Undercities tunnels lead so deep that entire forgotten 
  biomes can be found amidst the rubble of ancient Aeternum. Vast 
  caverns have been glimpsed, filled with glowing fungus and bizarre 
  prehistoric creatures. Entire ecosystems, unknown anywhere else, 
  have been recounted in the tales of the few who have ventured deep 
  beneath the city and returned to speak of it.
  A ravenous and savage world awaits any who venture into the 
  lightless depths beneath Aeternum. Its creatures hunger eternally 
  and welcome all would be explorers.
  
  46
  
  47
  47
  Audric didn’t know what was about to give way first; his legs, or 
  his aura. Franz lay a few feet away, hand clamped over the stump of 
  leg that still remained. The axe blade of the golem pressed down on 
  Audric’s magical shield with what felt like the weight of a mountain. He 
  grasped the handle of his sword in one trembling hand and his other 
  outstretched towards Franz, gritting his teeth as the great axe pushed 
  against the barrier. Audric’s arms felt leaden. The barrier began to crack.
  Then Hilda uncloaked atop the golem’s great stone head, her 
  scythe infused with Celestial magic. With a cry, she slashed across 
  its neck. The pressure of the axe lifted and the golem straightened, 
  reaching back in a vain attempt to grab the agile Tethered woman.
  Audric sank to his knees, gasping for air. He had only a moment of 
  respite before he was hoisted to his feet, a potion shoved into his hand.
  “No time,” Quentin snapped, before once again raising his crossbow 
  and taking aim at the golem’s head. Ensorcelled as they were with 
  incendiary bolts, they had little impact.
  Audric downed the potion, feeling artificial life flood through his 
  limbs. Behind him, Franz dragged himself across the ground with 
  his one good leg, propped up on his staff.
  “It’s powered by an arcane furnace,” the sorcerer breathed, his 
  face ashen. “Ice magic might…”
  “I can’t shield you again,” Audric cut in. “Get clear.”
  Damn… Ice magic. They weren’t prepared for this fight.
  The axe swung, swifter than expected, and Audric was barely able 
  to dive out of the way. Franz wasn’t so lucky, his body a bloody 
  smudge on the causeway. Audric’s sword blazed with a sudden 
  icy light. He whirled round to see Franz’s spectral form hovering 
  over him, channelling what power he could into Audric’s blade. The 
  golem’s burning gaze locked onto its new target.
  Audric charged, leaping to meet his foe, the tip of his blade aimed 
  straight at the heart of the blazing furnace, and both heat and cold 
  met in an almighty clash.
  Rules
  
  48
  Overview
   
  Fragged Aeternum places you in the dark fantasy world of 
  Aeternum; a place of strife and endless mystery. It’s a metropolis 
  that spans the entirety of known existence: its buildings, parks and 
  streets stretch from horizon to horizon without end.
  The default assumption of this book is that the party of player 
  characters (PCs) are immortal and powerful humans known as 
  the Tethered.
  Fragged Empire Core Rule Book
  This rule book is an adaption of the Fragged Empire rule system. 
  All rules in this book are assumed to be the same as they are in 
  the Core Rule Book unless stated otherwise. You will need the CRB to 
  make use of the rules within this book.
  The Core Rule Book can be purchased from our website:
  www.fraggedempire.com
  You’re Immortal and will Die a LOT
  See pg: 92 for full Death and Healing Roll rules.
  When you die (by having any Attribute reduced to -2) you will 
  turn into a Spectre as your soul leaves your body. As a Spectre, you 
  will gain a sudden burst of power (+1 Armour and Damage) but will 
  quickly fade, only to be returned to life by one of your companions 
  or at one of the Great Lanterns at a Tethered guild hall.
  Simplified Rules
  Fragged Aeternum does not use large chunks of the Fragged 
  Empire rule system (eg: no Trade Goods or ships), and has many 
  rules simplified (eg: no Ammo, no RoF, easier Healing, fewer Actions, 
  etc...). The goal of this is to create a more narrative driven, and 
  flexible game.
  Limited Resources, pg: 53
  Each character in Fragged Aeternum will have fewer Resources 
  (4 +1 per 5 Levels), but each spent point will have a greater impact.
  Momentum Points, pg: 94
  There is no Strong Hit: Critical Boost in Fragged Aeternum, 
  rather you gain Build Momentum which grants a Momentum Point. 
  Momentum Points can be spent to boost a character’s Damage.
  Short List of Changes
   » Race = Nature.
   » Different Attributes.
  Might = How much damage you do.
  Agility = How accurate your attacks are.
  Speed = Movement.
  Conviction = How many Momentum Points you can have.
  Empathy = How good you are at Healing (or how terrifying you 
  are if you’re an NPC).
  Understanding = Your ability to make use of Cover.
  There is no Fate.
   » Limited Resources.
  You always have Max Resources.
  Your Resources = 4 (+1 per 5 Levels).
   » Research = Study.
   » Secret Knowledge = Knowledge.
  And is gained far more frequently.
   » Different Skills.
   » You Don’t Become Trained in Combat Skills.
   » Outfit = Stance.
  Defence Stats are completely defined by your Stance.
   » Understanding Determines your Defence Bonus from Cover.
   » All characters have 6 Slots.
   » All Items have a Spare Time Acquisition Cost.
   » No Rate of Fire (RoF) Rules.
  All Weapons have a pre-defined number of To Hit Dice.
   » All new Actions.
   » Strong Hit: Critical Boost has been changed to Momentum.
  Momentum Points are used to increase your Damage.
   » Some Healing may be performed mid-Combat.
   » New NPC Types.
  Power Group, equal in power to 1 PC.
  Immense NPC, equal in power to 4 PCs.
   » NPCs die when any Attribute is reduced to -2, not 0.
  Getting Started
  
  49
  What’s Different?
  A quick summary of some major changes.
  Most rules are the same as the Core Rule Book.
  Personal Combat
  Greater emphasis on timing your Attacks (knowing when and how to 
  spend your Momentum Points) and managing your powers.
  Most Healing is done during Combat.
  Combats can be more difficult.
  Death
  You will die often. TPKs will happen.
  When you die, you will turn into a Spectre. As a Spectre, you can 
  keep fighting for a short time before you fade, only to be reborn.
  Your Level
  Your character’s Level plays a more significant role, as your 
  Resources, Perks and Complications are all based off your Level.
  Simplified Rules
  No Ammo, reloading, RoF, Influence, Trade Goods, Utility Items or Ships.
  Fewer Actions and Weapons.
  Fewer Resources.
  
  50
  Character Creation
   
  Works just like it does in the Core Rule Book (pg: 30), but with 
  some changes (highlighted in black).
   » The Game Master defines your starting Level (usually Level 1).
   » Select a Nature.
   » Answer the question; “Do you think your soul is going up?”
   » Yes, No or Unsure.
   » Gain 3 familiar Languages (Strigham, Morholm and Kenwick).
   » The GM may change these languages.
   » Gain 1 familiar Culture (Strigham).
   » Distribute 18 Attribute Points.
   » Amongst your 6 Attributes (0-5 points each).
   » Select your Trained Skills.
   » 6 Primary (Everyday and/or City) Skills.
   » You are automatically Trained in the 2 Combat Skills.
   » Select your Traits, 1 per Level.
   » You may have up to 1 Trait per area: Level, Resources, each 
  Attribute, each Trained Primary Skill and up to 3 Traits per 
  Trained Combat Skill.
   » Resources = 4 +1 per 5 Levels.
   » You are always at your Max Resources.
   » Allot your Resources.
   » Select a Perk.
   » Select a Complication.
   » Starting Spare Time Points = Your Level +2.
   » Starting Knowledge = 3.
   » Spend Spare Time Points (you may automatically gain any item or 
  service that costs 16t or less, no roll required)
   » You start with Tools for all of your Trained Skills and a Tethered Lantern 
  (used to bring other Tethered back to life). These require no Slots.
  What is a Tethered?
   
   » Tethered are blessed (or cursed) individuals who applied to 
  join The Order, were killed by the golden fire of a Great 
  Lantern, and were then brought back to life. No one knows for 
  sure why some are brought back and some are not.
   » Each Tethered is an amazingly powerful individual (but still 
  far less powerful than many Fiends and many other powerful 
  individuals across Aeternum).
   » Each Tethered character can cast spells (see pg: 42 and 
  65) and most channel their personal power through a 
  prominent weapon.
   » When a Tethered dies, they will turn into a Spectre for a short 
  time before vanishing (unless no other living Tethered is nearby; 
  then their Spectre will vanish straight away). Tethered are more 
  powerful as a Spectre and can be raised back to life by another 
  Tethered, or by a Great Lantern once the sun goes down.
   » All Tethered can Heal other Tethered.
   » Most Tethered appear to age at one-tenth the speed of a 
  normal human and they do not die of old age.
   » Many Tethered become insane or corrupted in their old age 
  (as the slow walk of time and the whispers of Fiends wear 
  them down), leading many to permanently end their own lives 
  once they feel the time is right.
   » It is not known if Tethered souls go up, down or merely cease 
  to exist when they permanently die.
   » The Tethered Order’s primary goal is to save human lives so 
  that may find a way for their human souls to ascend.
   » The greatest sin that a Tethered can commit is to cause a 
  human soul to become irreversibly corrupted by a Fiend.
   » The second-greatest sin a Tethered can commit is to murder 
  an uncorrupted human.
   » It is rumoured that if a Tethered strays too far from the Order’s 
  laws they will be imprisoned, stripped of some power (reducing 
  their Resources) or not allowed to be raised from the dead.
   » The Tethered Order has no firm political power in most Districts 
  (though they may in some). Tethered must navigate their 
  geo-political, legal and economic landscapes like all others.
   » Most people don’t know about the Tethered, or dismiss them 
  as fairy tales.
   » The Tethered Order have guild halls and Great Lanterns in most 
  Districts, though most are run-down and poorly maintained.
  Do you think Your Soul is Going Up?
   
  All PCs must answer the question of where they believe their soul 
  is going once they finally die for good. Answering this question is 
  mostly connected to developing your character’s personality, but 
  some Traits may only be taken by characters that have a specific 
  answer to this question.
  You may change your answer after character creation, but this 
  should be an important life-changing event for your character.
  Yes
  You believe you have the answer for why some souls go up, and 
  your character believes they’re one of these.
  No
  While you may have some thoughts on why some souls go up, 
  you’re confident that you will not be one of them.
  Maybe
  Through lack of confidence, guilt or intellectual apathy, you’re 
  not sure where your soul will go once you finally die.
  
  51
  Select Your Nature
  Do you Think your Soul is Going Up?
  Distribute 18 Attribute Points
  You have 18 points to distribute amongst 6 Attributes.
  Each Attribute may be set from 0 to 5.
  An average person has 1 point in each Attribute.
  Select Your Trained Skills
  A Trained Skill grants a +1 bonus to their rolls.
  An Untrained Skill has a -2 penalty to their rolls. 
  Select 6 Primary Skills.
  You are always Trained in your 2 Personal Combat Skills.
  You Gain 1 Trait per Level
  You may have up to 1 Trait per area: Level, Wealth, Resources, each 
  Attribute, Trained Primary Skill, and up to 3 Traits per Personal 
  Combat Skill,
  Allot Resources, Spend Spare Time Points and Knowledge
  Your Resources equals 4 (+1 per 5 Levels).
  Your starting Spare Time Points equals your Level +2.
  Your starting Knowledge equals 3.
  You may start with any item or service that requires a Spare Time 
  Roll of 16t or less without needing to roll. Each item or service 
  costs 1 Spare Time Point to acquire.
  Making a Character
  Best done alongside your GM and fellow players.
  Start with a character concept before you start building.
  1
  +
  
  52
  Fly
  You may spend your Movement to Fly higher (or lower), increasing 
  the Range of all Attacks made against you, and by you. This may 
  also reduce the Range between you and another Flyer (eg: by 
  flying closer to them). Flying lower will reduce any gained Range.
  Incorporeal
  You can move through any terrain or character without penalty. 
  Terrain that you can’t move ‘through’ (eg: a pit) still inhibits you.
  Teleport
  You may ignore all terrain and characters when you move via 
  teleportation. Other characters cannot automatically perceive 
  where you have moved to and you do not need to see where 
  you are going.
  Conviction (Con)
  Your mental commitment to your chosen task, ability to focus your 
  thoughts and clarity of mind.
   » This Attribute is primarily used to determine how many 
  unspent Momentum Points (pg: 94) you can have at one time.
   » Momentum Points are primarily used to give you a sudden 
  boost in Damage.
  Empathy (Emp)
  Your ability to understand and connect with other people and their 
  sufferings. A high value does not make you more compassionate, 
  just able to understand other people’s problems and how to exploit 
  or heal them.
   » This Attribute is primarily used to determine how effective 
  Healing is on you (pg: 92). It will also make you more resistant 
  to fear when adjacent to an ally.
   » This Attribute is used by NPCs to determine how effective 
  their Fear Weapons are (pg: 156).
  Understanding (Und)
  Your ability to use your senses, perceive, understand and make 
  use of your environment.
   » Primarily used for determining who acts first in combat, and 
  how much benefit Cover grants you.
  Attributes
  Attributes are an abstract representation of your character’s raw 
  power and the quality of their mind.
  An average person has every Attribute at 1. A rating of 0 is 
  impaired, and 3 or more is amazingly gifted.
  All Tethered are Powerful Individuals
  Capable of physical, intellectual and arcane powers far beyond
  what most people can do.
  No Fate
  There is no Fate Attribute. A similar re-roll ability can be gained 
  through the Deranged Nature (pg: 142).
  Skill Rolls
  See pg: 64 for full Skill rules.
  Attributes don’t grant Description bonuses to Skill Rolls. Some Skills 
  gain a bonus of +1 if you have 4 or more in a specific Attribute, while 
  others give a -1 penalty if you have 1 or less in that specific Attribute.
  Might (Mig)
  Your ability to cause harm and destruction. This Attribute may be 
  a representation of your character’s physical strength, arcane power 
  or ability to exploit a character’s weaknesses.
   » This Attribute is primarily used to determine how much 
  damage your attacks do.
  Agility (Agi)
  Your ability to physical interact with your environment, either 
  through your swiftness, reflexes or keen senses.
   » This Attribute is primarily used determine the accuracy of 
  your Attacks and may be used to make you harder to hit.
   » Works like Perception.
  Speed (Spe)
  Your speed of movement and action.
   » Works just like Movement.
  
  53
  Overview
   
  Level
  Your Level plays a more important role in Fragged Aeternum than 
  Fragged Empire as so much of your personal ability, power and 
  social standing is tied to it.
  You Gain:
   » +1 Perk every 2 Levels.
   » +1 Complication every 3rd Level.
   » +1 Resource every 5th Level.
  Resources
  Represent your ability to use powerful weapons, and the amount of 
  trust that the Tethered Order places in you.
  You do not gain Resources through your in-game actions; you gain 
  them by increasing your Level. Your Max and Current Resources are 
  always the same. You may only lose Resources if you are found to 
  be working against the Tethered Order.
   » Your Resources always equals 4, +1 per 5 Levels.
  Influence
  You do not gain Influence in Fragged Aeternum. Your social 
  standing is reflected through your Perk choices.
  Spare Time Points
  You gain 2 Spare Time Points per Session (not 1).
  Trade Goods
  You do not gain Trade Goods in Fragged Aeternum.
  Valuable physical commodities are Miscellaneous Items, see pg: 160.
  Research = Study, pg: 55
  Miscellaneous Items, Tasks and Services
  See pg: 160-163 for a full list of example Items, Tasks and Services.
  These minor items, services and tasks play a more prominent role 
  in Fragged Aeternum.
  Advancement
  Gaining
  Level
  Same as the Core Rule Book: each character’s Level is increased 
  by one at the end of every third session.
  GMs should feel free to alter this progression rate.
  Resources
   » Your Resources always equals 4 +1 per 5 Levels.
  Spare Time Points
  You gain two Spare Time Points at the start of each game session. 
  Additional Points may be gained as a reward for good role playing.
  Study Units
  Can be acquired through your in-game actions;
  such as by finding secret tombs, scrolls or skilled teachers.
  Knowledge
  Gained by acquiring Study Units (pg: 55).
  Minor Items and Services, pg: 160-163
  Usually acquired by making a Spare Time Roll, found in-game, or 
  given as a reward from NPCs.
  Equipment
  Some Items and Modifications can only be gained through in-game 
  actions (ie: those with the Acquire cost: Loot). Items that are looted or 
  found during play should rarely cost Spare Time Points.
  “The small girl watched in horror as the knife rose 
  into the air. Its gleaming edges reflected the flickering 
  candlelight as the silver blade was held aloft. The throng 
  of black-robed women chanted, nearly drowning out the 
  piercing cry of the child. Then, the knife descended.
  The crying ceased, and the real horror began.”
  - Victoria Sill, A Night with the Wet Nurse Reapers.
  
  54
  Spare Time Points
   
  PCs gain 2 Spare Time Points per Session, not 1.
  Healing Rolls
  See pg: 92 for full Healing Roll rules.
  Insight, Resolve, Infernal and Celestial Skills are the most 
  appropriate Skills for making Healing Spare Time Rolls.
  Traits
   
  You may have up to 1 Trait per area: Level, Resources, each Attribute, 
  each Trained Primary Skill and up to 3 Traits per Personal Combat Skill.
  Requirements
  Cor X
  You must have at least Corruption X.
  Familiar Language or Culture
  You must have the listed Familiar Language or Familiar Culture 
  to gain this Trait.
  Mad X
  You must have at least Madness X.
  Nature, Trait, Perk, Complication or Condition
  You must have the listed Nature, Trait, Perk, Complication or 
  Condition to gain this Trait.
  Yes/No/Maybe
  You have answered the question “Do you think Your Soul is Going 
  Up?” in a specific way. If your answer changes you must Retro 
  this Trait when you gain your next Level.
  X Kn (Knowledge)
  You must spend X Knowledge to gain this Trait.
  You may spend Forbidden Knowledge.
  If you Retro this Trait you do not gain your Knowledge back.
  X F Kn (Forbidden Knowledge)
  You must spend X Forbidden Knowledge to gain this Trait.
  If you Retro this Trait you do not gain your Knowledge back.
  Example Loot / NPC Payment
   
  Items that are given, looted or found during play should never (or 
  rarely) cost Spare Time Points.
  Money/Valuables
  See pg: 160 for a full list of Commodities Minor Items.
  If PCs obtain money or valuables they should be given Commodity 
  Minor Items such as: Small Bag of Money, Treasure Chest or Box of 
  Trade Goods.
  Knowledge
  See pg: 55 for full Study Unit rules.
  If players obtain rare knowledge, eg: from a book, scroll or 
  teacher, they should be given free Study Units of a specific type or 
  a Description Bonus to a Study Roll.
  Rare Equipment
  Certain Modifications or Minor Items (with the “Loot” Acquire cost) 
  may only be found through a character’s in-game actions.
  Modifications with a Knowledge Acquire cost are commonly 
  discarded as they’re learnt abilities.
  Note to GMs
  Items in the hands of NPCs may have different stats
  and abilities when in the hands of PCs.
  The Snatcher, Loot Example
  A teleporting Fiend known as the Snatcher has been kidnapping 
  people and taking their valuables. In combat it is able to channel its 
  teleportation powers into a long black dagger, making it disappear 
  and reappear above people’s heads.
  To reflect this ability, the GM gives the Fiend a Hefty Ranged 
  Weapon with the Throwing Blade Variation and the Fiendish and 
  Tricky Ranged Modifications.
  After being killed, the PCs open the Snatcher’s sack to find a 
  large amount of gold coins and other valuables. The GM says this 
  counts as a Treasure Chest, which can grant +4 to a failed Wealth 
  Skill Roll OR be split up into 4 Large Bags of Money (+2 to a failed 
  Wealth Skill Roll).
  Bereft of its master’s powers, the black dagger counts as a 
  Short Melee Weapon with the Blade Variation and the Precise 
  Melee Modification.
  “Why is it that the Fiends are ever eager to answer 
  our prayers but the Celestials are not?
  This question makes me suspicious not only of the 
  righteousness of our prayers, but also of how we require 
  things to be answered on our terms.”
  - Heilwig Guast. 
  
  55
  Study
   
  Study works just like Research (Core Rule Book, pg: 68) except 
  as noted below.
  Tools
  Study Spare Time Rolls do not require you to have access to 
  specific Tools, but GMs should require characters to have access to 
  in-game objects (eg: books, a rare artefact, etc...) or experiences to 
  justify their study.
  Acquiring Study Units
  You need to describe in character how you’re acquiring your Study 
  Units, usually through studying a notable object or situation within 
  your game (eg: a rare artefact, event or Fiend),
  Study Units can also be found through your in-game actions,
  such as by finding secret tombs, scrolls or skilled teachers.
   » 1 Study Unit requires a Spare Time Roll of 12.
   » 1 Study Unit that would grant you Forbidden Knowledge 
  requires a Spare Time Roll of 16.
  Knowledge
  Acquiring 4, 8, 12, 16, 18 and 20 Study Units grants your character 
  1 Knowledge. Acquiring 21, 22, 23, 24, 25, 26, 27 and 28 Study Units 
  grants your character 1 Forbidden Knowledge.
  Knowledge is spent to acquire some Traits and to gain some 
  Weapons or Stances. Once Knowledge is spent it can never 
  be regained.
  Forbidden Knowledge
  This Knowledge is either forbidden by the Tethered Order and/or 
  incredibly dangerous to know or acquire. Forbidden knowledge 
  is not always, but often, related to Fiends.
  When you gain Forbidden Knowledge something bad
  WILL happen (to you, or to others). The more Forbidden 
  Knowledge you have the worse this will be.
  Eg: You gain Corruption +1 per Forbidden Knowledge.
  Study Variations
  There are no Study Variations.
  Publish
  You don’t Publish Study units.
  Perks
  Study Units do not grant Perks.
  Familiar Languages & Cultures
   
  Learning a people’s language and culture is vital to good 
  communication and understanding of those who are different to you.
  Languages are purchased by spending Knowledge and are not 
  gained through Perks.
   » Purchasing a familiar Language or Culture costs 2 Knowledge.
  Languages
   
   » Each character starts with 3 familiar Languages: Strigham, 
  Morholm and Kenwick. The GM may change these.
   » If you’re speaking to a character and you don’t share a 
  common language, you both suffer a -4 penalty to all Skill 
  Rolls to communicate with each other (ie: using Persuasion 
  or Leadership).
   » This penalty is reduced to -2 if you share languages from 
  adjacent Districts (as you’re able to find common words).
  Cultures
   
   » Each character starts with 1 familiar culture; Strigham. The 
  GM may change this.
   » When trying to understand a culture that you’re not familiar 
  with, you suffer a -2 penalty to all Skill Rolls to understand 
  that culture (ie: using Insight or most City Skills).
   » This penalty is reduced to -1 if you’re familiar with a culture 
  that’s adjacent to a culture that they’re familiar with.
  Marita’s body shook in terror as the massive Fiend 
  opened its triple-jointed jaws to reveal rows of deadly 
  teeth, each as large as her head and dripping with 
  eldritch poison.
  Her heart pounded as the monstrosity of death 
  effortlessly walked through the keep’s stone wall 
  towards her group, brushing aside the massive bricks as 
  if they were but leaves on a bush.
  In her head she knew they had a shot at killing it, 
  but her body still acted as if it were mortal. She felt 
  the telltale signs of the heart attack before it killed her: 
  pressure in her chest, shortness of breath, nausea and 
  then jaw pain.
  ‘Damn,’ she thought moments before her death. ‘I’ll 
  have to kill it as a spectre.’
  - Marita Blackthorn, victory at Briar Keep 
  
  56
  Example Perks
   
  The example Perks listed here are intended to inspire GMs and PCs. 
  GMs should feel free to create new Perks.
  Access
  You have been trusted with access to a helpful non-public space 
  such as a private library, barracks, workshop, manor or safe house.
   » This location may give you a +1 Description bonus to your rolls.
  Major Access
  You have been trusted with access to an important non-public 
  space such as a secret library or keep.
   » Required Perk: Access.
   » May only be gained through Traits.
   » This location may give you a +2 Description bonus to your rolls.
  Broad Access
  You have been trusted with access to a number of connected 
  non-public spaces across multiple Districts such as guild halls, 
  or to a range of similar events such as high society parties.
   » Required Perk: Access or Prestige.
   » This location may give you a +1 Description bonus to your rolls.
   » This location is available in multiple locations.
  Anonymity
  While many may have heard of you, and you may have many 
  friends, few know your past or your day-to-day actions.
   » NPCs find it hard to find information about you.
   » Only a select few people have heard of you if you have the 
  Prestige Perk or Reputation Complication.
  Deep Anonymity
  Other people don’t contact you... you contact them.
   » NPCs are far less likely to remember you.
   » People find it nearly impossible to find you, or find information 
  about you if you do not want them to.
  Contact
  You’re friends or connected with someone who is willing to help 
  you out. This contact is often restricted to a limited geographical 
  area. This relationship goes both ways,
   » This person may give you a +1 Description bonus to your rolls.
  Useful Contact
  You have access to a person of power, such as high priest, lady, 
  gang leader or head guard.
   » Required Perk: Contact.
   » May only be gained through Traits.
   » This person may give you a +2 Description bonus to your rolls.
  Contact Network
  You have a large number of contacts in a number of locations.
   » Required Perk: Contact.
   » This contact may give you a +1 Description bonus to your rolls.
   » This contact is available in multiple locations.
  Prestige
  You have gained a helpful reputation for yourself amongst a limited 
  geographical area or social group.
   » You may have a +1 Description bonus when interacting with 
  someone who is aware of, and likes, your reputation.
   » You may have a -1 Description penalty when interacting with 
  someone who is aware of, and dislikes, your reputation.
  Widespread Prestige
  Your reputation has spread far across multiple Districts.
   » Required Perk: Prestige.
   » Your Prestige Perk happens in a wider variety of locations.
  Membership
  You have earned your place in an organisation. While you have very 
  little authority to order others around, your superiors acknowledge 
  you as someone to be respected and trusted.
  Increased influence/rank is gained through your in-game actions.
   » Your organisation may require things of you.
   » Once per session you may gain the Access or Contact Perk.
   » Gain Corruption +1.
  Large Faction
  Your faction is spread across multiple Districts.
   » Required Perk: Membership.
   » You may make use of your Membership and/or Rank Perk far 
  more frequently and in a wider variety of locations.
  Perks
   
  The following rules replace those in the Core Rule Book (pg: 76).
  The same Perk may be chosen multiple times, but their bonuses 
  do not Stack. Perks may be lost. If they are, you may choose a 
  new one.
  You start with 1 Perk and
  gain an additional one every 2nd Level.
  
  57
  Example Complications
   
  The example Complications listed here are intended to inspire GMs 
  and PCs. GMs should feel free to create new Complications.
  Addiction
  You need to perform a certain action or consume a specific 
  substance on a regular basis. Your addiction regularly interferes with 
  your everyday life and responsibilities.
   » You must make a Resolve Skill Roll to resist your Addiction 
  when it tempts you.
  Corruption +X
  Your own body, mind or social group are corrupting you, turning 
  you towards evil.
   » The GM may add X Henchmen or Power Bodies to any Combat.
   » Does not grant Fate Points.
   » If you gain Corruption 21 you become an NPC.
   » After you gain 5, 10, 15 or 20 Corruption you gain a Complication.
   » After you gain 6, 11 or 16 Corruption you gain a Perk.
   » GMs may give you Corruption for your in-game actions.
  Dependent NPC
  One or more weak NPCs are dependent on you for their safety.
  Endless Debt
  You owe a debt that can never be repaid, but you will try.
   » You may never have more than 4 unspent Spare Time Points.
  Guilt
  Your dark past hangs over you like a cloud.
   » You must make a Resolve Skill Roll to resist your Guilt.
   » If you further your guilt, you lose 1 Spare Time Point.
  Moral Code
  You live by a set of rules. They give you strength and clarity in 
  times of darkness and confusion. But they may also keep you from 
  opportunity and power.
   » You must make a Resolve Skill Roll to act against your 
  Moral Code.
   » If you act against your Moral Code, you take 2 points of 
  Conviction Damage (no Armour).
  Obsession
  Your thoughts are continuously on one thing. While this may give 
  your life focus and direction, it’s often at the expense of all else.
   » You must make a Resolve Skill Roll to resist your Obsession.
   » -2 to all Spare Time Rolls not connected to your Obsession.
  Prejudice
  You are prejudiced against a group of people, object or subject.
   » You have a -2 Description penalty when making any Skill Roll 
  connected to the subject of your prejudice.
  Reputation
  A group of people are prejudiced against you; whether a faction, 
  race, organisation or other social grouping. Individuals within this 
  group may not hold this prejudice at the GM’s discretion.
   » You may have a -2 Description penalty when interacting with 
  someone who dislikes your Reputation.
  Rival/Enemy
  You have a dangerous rival who holds ill-intent towards you. This 
  enemy is often from within your own social circle, or might be a 
  (possibly indirect) victim of your actions. Your rival is skilled and 
  cunning, with well-defined motivations, but they are not suicidal 
  or reckless.
   » Your rival is aware of all of your strengths and weaknesses 
  and will try to exploit them.
  Watched
  You’re being carefully watched by a group that has authority over 
  you (possibly the Tethered Order) for signs that you might be acting 
  against their wishes.
   » You will often have a -2 Description penalty when trying 
  to secretly perform an action that your watcher may 
  disapprove of.
   » If your Watcher catches you acting against their wishes you 
  lose 1 Spare Time Point.
  Complications & Conditions
   
  The following rules replace those in the Core Rule Book (pg: 76).
  The same Complications and Conditions may be chosen multiple 
  times, and their penalties Stack. Complications may be lost. If they 
  are, you must choose a new one.
  You start with 1 Complication and
  gain an additional one every 3rd Level.
  Fate Points
  Even though there is no Fate Attribute Stat in Fragged Aeternum, 
  you still gain a Fate point for that session when a Complication 
  impairs you in a significant way (ie: losing a Spare Time Point).
  
  58
  58
  Optional Rule: Drive Complications
  These optional Complications may help you to define your 
  character’s core motives.
  Drive Complications are
  designed to be a reward for proactive roleplaying,
  not compensation for additional difficulties.
  The example Complications listed here are intended to inspire GMs 
  and PCs. GMs should feel free to create new Complications.
  GMs are encouraged to slightly alter the rewards given by these 
  Complications. Easily-completed tasks should grant no rewards and 
  difficult tasks should grant more.
   » You may take only one Drive Complication.
   » Your Drive Complication choice may be kept secret from the 
  other PCs.
   » Drive Complications do not automatically grant you Fate 
  points when they inhibit you.
  Adoration
  You seek the adoration and approval of others, always 
  wanting to be the centre of attention.
  Performance artists, gang leaders, heroes and the like may have 
  this Drive. Tethered with this Drive will often seek public approval for 
  destroying Fiends and other threats to society. They may also seek 
  political influence and they like to show off their powers.
   » If you lose the respect of a group, or a powerful individual: you 
  suffer 1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you impress a group or a powerful individual: gain a 
  Fate point.
   » If you gain the respect of a group or a powerful individual who 
  once disliked you: gain a Spare Time Point.
  Caring
  You genuinely care for the well-being of others.
  Healers, parents, philanthropists and the like may have 
  this Drive. Tethered with this Drive are keenly aware of the 
  suffering caused by Fiends and the plight of lost souls.
   » If you fail to protect another person: you suffer 1 point 
  of Attribute Damage (no Armour) to a random (1d3+3) 
  Attribute (may only happen twice per Session).
   » If you successfully protect or significantly improve the life of 
  someone else: gain a Fate point.
   » If you successfully prevent the corruption of another person’s 
  soul: gain a Spare Time Point.
  
  59
  Cause
  You have a purpose and a belief that consumes your life.
  Prophets, cultists, revolutionaries and the like may have this Drive. 
  Tethered with this Drive are often dedicated to a particular religious 
  message or an ideal about the Celestials’ (or Fiends’) true plans.
   » If you’re prevented from furthering your cause: you suffer 
  1 point of Attribute Damage (no Armour) to a random 
  (1d3+3) Attribute.
   » If you further your cause: gain a Fate point.
   » If you convince another person to further your cause against 
  their own self-interests: gain a Spare Time Point.
  Collector
  You like to collect rare objects of a particular type.
  Archaeologists, gallery owners, wealthy collectors and the like 
  may have this Drive. Tethered with this Drive may collect trophies 
  from great kills, ancient Tethered artefacts or arcane books.
   » If you lose, fail to obtain, or witness the destruction of a rare 
  object that you desire: you suffer 1 point of Attribute Damage 
  (no Armour) to 2 random (2d3+3) Attributes.
   » If you discover information about, or the location of, a rare 
  object that you desire: gain a Fate point.
   » If you acquire a rare object that you have been seeking for 
  some time: gain a Spare Time Point.
  Competition
  You thrive on overcoming trials, especially involving other people.
  Athletes, gladiators, merchants and the like may have this Drive. 
  Tethered with this Drive may feel the need to prove themselves to 
  their peers and continually push their skills to new heights.
   » If you fail a roll by 4 or more: you suffer 1 point of Attribute 
  Damage (no Armour) to a random (1d3+3) Attribute.
   » If you overcome an obstacle or challenge: gain a Fate point.
   » If you best a rival in a direct contest of skill without outside 
  assistance: gain a Spare Time Point.
  Discovery
  You’re driven to uncover secrets and break new intellectual ground.
  Scientists, magicians, professors and the like may have this Drive. 
  Tethered with this Drive will often strive to uncover Aeternum’s 
  innumerable secrets.
   » If you did not gain a Study Point during your previous session: 
  you suffer -1 to all Skill, Spare Time and Attack Rolls this 
  session (Stacks up to -2).
   » When you gain Knowledge you also gain a Fate point.
   » If you discover a great secret: gain a Spare Time Point.
  Domination
  You seek to exert control over others through force or intimidation. 
  This may be through physical force, social pressure or other brazen 
  forms of intimidation.
  Street thugs, lords, headmasters and the like may have this Drive.
   » If you ever take 2 or more points of Attribute Damage from a 
  single Fear Attack: you become Suppressed.
   » If you successfully achieve your agenda through intimidation: 
  gain a Fate point.
   » If you successfully intimidate a large group of people or 
  an individual that is more powerful than you: gain a Spare 
  Time Point.
  Rule Keeper
  You live by a set of rules. These may be strict religious texts, 
  traditions or a personal moral code.
  Priests, knights, elderly people and the like may have this Drive.
   » Gain the Moral Code Complication. This Complication does not 
  grant you Fate points.
   » If your code proves to be the correct course of action in spite 
  of others’ objections: gain a Fate point.
   » You gain +1 to all Skill, Spare Time and Attack Rolls directly 
  connected to your moral code.
  Liberty
  You seek freedom from a specific group, belief or social convention 
  that holds power over you.
  Teenagers, insurrectionists, slaves and the like may have this Drive. 
  Many Tethered have grown to resent the world of Aeternum, and many 
  have entered into their new lives as a means to escape their past.
   » Gain the Rival/Enemy or Watched Complication. This 
  Complication does not grant you Fate points.
   » If you make progress towards your freedom: gain a Fate point.
   » If you gain ultimate freedom from your oppressor; gain 2 Spare 
  Time Points and you may choose a new Drive Complication.
  Monument
  You strive to create something bigger than yourself.
  Inventors, guild founders, entrepreneurs and the like may have 
  this Drive. Tethered with this Drive might seek to found a new Order 
  facility, social movement against Fiendish magic or establish a witch 
  hunters’ guild.
   » If you did not make any progress towards creating something 
  of great importance and lasting value during your previous 
  session: you suffer -1 to all Skill, Spare Time and Attack Rolls 
  this session (Stacks up to -2).
  
  60
   » If you make significant progress towards creating something 
  of great importance or lasting value: gain a Fate point.
   » If you create something of great importance or lasting value; 
  gain a Spare Time Point.
  Mysterious
  You’re a person who likes their secrets or you may derive 
  satisfaction from confounding others.
  Assassins, gurus, rangers and the like may have this Drive. Many 
  Tethered have grown cautious and suspicious during their long lives 
  and have learned the benefits of fighting from the shadows and out 
  of sight.
   » If a person sees through one of your deceptions, misdirections 
  or attempts at stealth: you suffer 1 point of Attribute Damage 
  (no Armour) to a random (1d3+3) Attribute.
   » If you achieve your goals through deceptions, misdirections or 
  stealth: gain a Fate point.
   » If you secretly achieve a significant goal that benefits your 
  group without them knowing about it: gain a Spare Time Point.
  Needy
  Through your own immaturity, innocence, weakness or naiveté, you 
  have come to be greatly dependent on others.
  Children, spoilt people, the infirm, and the like may have this Drive. 
  Many Tethered begin their new lives in ignorance of the threats that 
  they face. Many who do not rise to the challenge will find themselves 
  forming co-dependant relationships with other, stronger, Tethered.
   » If you take on the suffering of another person: you suffer 
  1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you convince another person to help you for no self-benefit: 
  gain a Fate point.
   » If another person suffers so that you don’t: gain a Spare 
  Time Point.
  Overlooked
  Either through careful scheming or timidity, you prefer not to be 
  the centre of attention. You may be easily seen, but most would not 
  give you a second glance.
  Thieves, urchins, criminal masterminds and the like may have this 
  Drive. The shrewdest of Tethered go to great lengths to hide their 
  abilities from their foes, and possibly even their immortal nature if 
  it can be done.
   » When a group perceives you as powerful for the first time: you 
  suffer 1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you’re mistakenly perceived as insignificant by a group or 
  powerful individual: gain a Fate point.
   » If you overpower a person who thought you were weak: gain 
  a Spare Time Point.
  Proselytiser
  You wish to convert others to your cause.
  Street preachers, fanatics, revolutionaries and the like may have 
  this Drive. Tethered with this Drive may be attempting to recruit 
  people into the Order, a religious belief or political system.
   » If a person strongly rejects your cause: you suffer 1 point of 
  Attribute Damage (no Armour) to a random (1d3+3) Attribute.
   » If you teach a willing listener about your cause: gain a 
  Fate point.
   » If you convert a person to your cause despite risk to 
  themselves: gain a Spare Time Point.
  Puppet Master
  You seek to secretly control other people’s choices. Your actions 
  may be self-serving, or you may believe that other people don’t 
  know what’s best for them.
  Con artists, salesmen, many leaders and the like may have this Drive. 
   » If a person or group strongly resists your wishes: you suffer 
  1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you’re able to guide another person’s actions to further your 
  goals despite risk to themselves: gain a Fate point.
   » If you’re able to secretly guide a group or a powerful individual’s 
  actions to further your goals: gain a Spare Time Point.
  Redemption
  You wish to atone for past failings.
  Penitent religious people, remorseful criminals and the like may 
  have this Drive. Many Tethered chose their new life as a means to 
  escape their past, or buy time to make amends for it.
   » Gain the Guilt Complication. This Complication does not grant 
  you Fate points.
   » If you suffer harm while attempting to gain atonement for 
  your guilt: gain a Fate point.
   » If you achieve redemption: gain 2 Spare Time Points and you 
  may choose a new Drive Complication.
  Retribution
  You seek to harm a hated group, powerful individual or social 
  system that has caused you harm.
  Teenagers, insurrectionists, victims and the like may have this 
  Drive. While many Tethered join their new life for noble reasons, some 
  embrace immortality as means to exact a more fully realised revenge.
   » If the focus of your retribution causes you significant trouble: 
  you suffer 1 point of Attribute Damage (no Armour) to a 
  random (1d3+3) Attribute.
   » If you cause harm to the focus of your retribution: gain a 
  Fate point.
  
  61
   » If you cause lasting harm to the focus of your retribution: gain 
  a Spare Time Point.
   » If you achieve retribution; gain a Spare Time Point and you 
  may choose a new Drive Complication.
  Service
  While you may aspire to command someday, for now you adhere to 
  an established hierarchy and you see value (and possibly security) 
  in furthering the goals of your chosen organisation.
  Soldiers, common workers, monks and the like may have this 
  Drive. Many Tethered see great value in the Order and wish to see 
  it function efficiently and effectively. Other Tethered prefer to follow 
  charismatic leaders or their chosen social group, as they see more 
  value in these direct relationships than the crumbling systems and 
  buildings of the Order.
   » When the object of your service suffers loss due to your 
  actions or in-actions: you suffer 1 point of Attribute Damage 
  (no Armour) to 2 random (2d3+3) Attributes.
   » If the object of your service completes a goal due to your 
  assistance: gain a Fate point.
   » If the object of your service gains substantial power or 
  influence due to your service: gain a Spare Time Point.
  Tenacity
  Once you set your mind to something, you rarely give it up. Things 
  of value only come through great sacrifice and endurance.
  Reformists, dedicated charity workers, old and active Tethered 
  and the like may have this Drive. Nearly all Tethered understand the 
  insurmountable odds of their impossible mission, but they push on; 
  not towards final victory, but to win as many battles as they can.
   » If you ever give up or retreat further after suffering defeat: you 
  suffer 1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you suffer harm while achieving your goals: gain a Fate point.
   » If you convince others to persist after a great defeat: gain a 
  Spare Time Point.
  Thrill Seeker
  You thrive on adventure, novelty and the emotional high that comes 
  through success. While many may perceive you as irresponsible, you 
  know that you’re simply aspiring to live life to its fullest.
  Explorers, duellists, teenagers and the like may have this Drive.
   » If you embarrass yourself: you suffer 1 point of Attribute 
  Damage (no Armour) to a random (1d3+3) Attribute.
   » If you put yourself at risk for little/no added benefit: gain a 
  Fate point.
   » If you contribute to, and survive, a great battle without taking 
  Attribute Damage or being reduced to 0 Endurance: gain a 
  Spare Time Point.
  
  62
  
  63
  Example Conditions
   
  The example Conditions listed here are intended to inspire GMs 
  and PCs. GMs should feel free to create new Conditions.
  Healing Roll: Revive
  See pg: 92 for full Healing Roll rules.
  At the GM’s discretion the Revive Healing Roll may heal 
  recently-acquired physical Conditions (eg: a lost limb). GMs 
  should make it clear right from the start of the game what 
  Conditions can be healed by Revive (the game designer 
  recommends all physical conditions gained from non-Celestial 
  sources after their last Revive).
  Optional Rule: Start with a Condition
  With the GM’s permission a character may start with a Condition. 
  If they do they do not gain a Complication at Level 3.
  Conditions DO NOT grant Fate points.
  Disfigured
  Your flesh has suffered greatly,
   » NPCs will find it difficult to be romantically interested in you.
   » NPCs are prone to staring at you.
   » +1 Stealth.
   » -2 Persuasion.
  Ignorance
  Being unaware, or lacking understanding is not bliss; it’s dangerous.
   » Any single Ignorance can be removed by paying 1 Knowledge.
  Pick one of the following:
   » You have 1 familiar Language (normally 3).
   » You can’t read or write.
   » You can’t swim.
   » You have no familiar Cultures (normally 1), it’s for a VERY 
  specific culture (a single people group within a District) or it’s 
  for a culture that is very far away.
   » You may not use any Arcane equipment or make any Ritual 
  Skill Rolls. +2 Defence vs Fear.
  Madness +x
  Your mind is distorting reality... or is it finally showing you the truth?
   » The GM may add X Henchmen or Power Bodies to any Combat.
   » As you gain more Madness your personality should change.
   » If you gain Madness 21; you become an NPC.
   » If you gain 5, 10, 15 or 20 Madness; you gain a Complication.
   » If you gain 6, 11 or 16 Madness; you gain 1 Knowledge.
   » GMs may give you Madness for your in-game actions.
  Optional Rule: Severe Injury
   
  NPCs gain the Following Ability:
  Momentum 2: All characters who take 2 more Attribute Damage 
  from your next Attack gain a Wounded Condition (GM’s choice).
  PCs gain the Following Momentum Ability:
  Momentum 2: All characters who take 2 more Attribute Damage 
  from your next Attack lose a limb (GM’s choice).
  Wounded
  You have suffered severe damage to your body.
  Head
  Pick one of the following:
   » All of your non-melee Attacks suffer -2 Range.
   » -4 Defence vs Fear.
   » -2 Conviction, Empathy or Understanding, +6 Defence vs Fear.
   » You may perform only 1 Think Action per combat.
   » Gain Madness +3.
  Arm/Hand
  Pick one of the following:
   » All Attacks beyond your first Action each Turn suffer -1d6 Hit.
   » You have 1 hand.
  Body
  Pick one of the following:
   » The Get Ready Action may grant you only 1 Momentum Point 
  per combat.
   » You may perform only 1 Rush Action per combat.
  Leg/Foot
  Pick one of the following:
   » All (non-Flight or Teleport) Movements beyond your first 
  Action each Turn suffer -2 Movement.
   » You may only perform 1 Dodge Action per combat.
  Sicknesses, Psychological Disorders, Curses, and More
  The inhabitants of Aeternum suffer from a myriad of sicknesses, 
  curses, psychological conditions and other ailments. Many more than 
  what can be listed here.
  GMs are encouraged to create their own rules for new ailments to 
  inflict upon their players.
  
  64
  Skills
  Strong Hits (Primary Skills)
   
  Effort; Requirements Changed to:
   » Does not Req Hit or Success.
  Strong Hit: Effort can be used with any roll, even Attack and Spare 
  Time Rolls.
  Tools
   
  Tools are treated far more loosely in Fragged Aeternum 
  in comparison to the Core Rule Books. All PCs are assumed to 
  have basic tools for all of their Trained Skills (and these do not 
  grant you any bonuses to your Skill Rolls). But GMs may require 
  characters to perform in-game actions to gain access to Workshops 
  or specialised tools.
  Arcane Skill Rolls (See Opposite Page)
  See pg: 161 for a full list of available Arcane Tools.
  The primary exception to this rule is that all Ritual Arcane 
  Skill Rolls require Tools. GMs decide what tools are required; 
  generally the more powerful the Ritual, the higher the quality of 
  the needed tools.
  Bulky Arcane Tools: Used for low-powered Rituals that can be 
  performed more regularly.
  Quality Arcane Tools: Used for powerful Rituals.
  Exotic Arcane Tools: Used for very powerful and very specific 
  Rituals (eg: kill a specific person).
  Arcane Apparatus: Variable size and complexity, used for very 
  powerful Rituals, often with ongoing/permanent effects.
  Overview
   
  Study or Skill Roll
  As with Research, Study may be used in place of a single Skill 
  Roll, see Core Rule Book pg: 40.
  Attributes
  Attributes don’t grant Description bonuses to Skill Rolls. All Skills 
  gain a bonus of +1 if you have 4 or more in a specific Attribute, and 
  have a -1 penalty if you have 1 or less in that Attribute.
  If a Skill could make use of multiple Attributes (eg: Physical), the 
  GM decides which Attribute grants a bonus or penalty for each roll.
   » Wealth (Understanding).
   » Persuasion (Empathy).
   » Leadership (Conviction).
   » Insight (Empathy).
   » Awareness (Understanding).
   » Resolve (Conviction or Empathy).
   » Physical (Might, Agility or Speed).
   » Stealth (Agility or Speed).
   » Nature (Understanding).
   » Underworld (Understanding).
   » Impoverished (Empathy).
   » Commoners (Conviction).
   » High Society (Understanding).
   » Production (Understanding).
   » Infernal (Empathy).
   » Celestial (Conviction).
  Personal Combat Skills
  Your ability to attack with different kinds of weapons.
   » You’re always Trained in these Skills (granting +1 To Hit).
   » Melee
   » Range
  Skill Rolls during Combat
   
  See pg: 105 for the full GM guide on Combat Skill Rolls.
  Skill Rolls during Combat play a larger role in Fragged Aeternum 
  as some Effects (ie: Tackle, Trip, Push or Stealth) are applied through 
  Skill Rolls. To use or apply these Effects you must perform an Action 
  with Minor Effect: Skill Roll, such as the Action Think (see pg: 97).
   Moving through some Difficult Terrains may also require a Skill 
  Roll (eg: climbing a cliff, or jumping over a hole). To make these 
  movement-based Skill Rolls, you DO NOT need Minor Effect: Skill Roll, 
  
  65
  Arcane Skill Rolls
   
  See pg: 42 for a full setting write-up on magic.
  There is no single ‘Arcane Skill’ as magic is a force that weaves 
  itself throughout all facets of existence in so many different ways 
  that it cannot be contained to a single field of study. If a character 
  wishes to know about magic in a specific context, they should make 
  a Skill Roll for that specific field (eg: to know about Fiendish magic 
  you should make an Infernal Skill Roll).
  All Tethered may attempt to perform minor arcane acts (See 
  Ritual Magic below) with any Skill that they’re Trained in.
  Three Types of Spell Casting
  Magic in Aeternum comes in three different forms; Weaving (quick, 
  often combat-focused, abilities), object creation (one use potions, 
  etc...), and Rituals (everything else).
  Weaving
  These are the flashy, commonly-used powers that a Tethered 
  may perform. These are your Weapons, Stances and abilities 
  from Traits that require no Skill Roll (but often have some other 
  cost, like a roll of a Strong Hit, spending a Momentum Point or 
  Attribute Damage).
  Object Creation
  See pg: 162 for a list of Example Arcane Consumables.
  Player created arcane objects should nearly always be limited 
  to a single use. Creation of these objects may be quite difficult 
  and time-consuming (ie: requiring a Spare Time Roll), but using/
  activating the object should be quite easy (ie: a simple Skill Roll).
  Ritual
  See pg: 163 for a list of Example Arcane Rituals.
  This type of magic covers everything else. The time, cost, 
  limitations, effects and difficulty is defined by the GM, and will 
  largely be defined by the source of power that a character is 
  drawing upon (see below). Attempting a Ritual requires a Skill 
  Roll, tools, and time.
  All Ritual Skill Rolls require Arcane Tools, see pg: 161.
  Source of Power
   
  The source of power that a character draws upon to enact their 
  Ritual or to create their arcane object will have a massive impact on 
  the nature of their arcane power.
  Aeternum
  Power may be drawn directly from Aeternum itself. Magic drawn 
  in this way always requires a Skill Roll and a physical or mental 
  sacrifice (ie: Attribute Damage).
  Aeternum magic is resoundingly neutral, and relies on the skill 
  of the user. A failed Arcane Skill Roll will usually result in an 
  unintended outcome based on the caster’s lack of knowledge/skill.
   » Requires a sacrifice (ie: Attribute Damage) to use.
   » A failed Arcane Skill Roll will have unintended results.
  Celestials
  Gaining access to Celestial magic is normally done through a prayer. 
  Celestials rarely give their powers to humans, but when they do, it’s incredibly 
  effective and often given in such a way that it keeps the user humble.
  GMs have complete control over Celestial magic. A high Arcane 
  Skill Roll may give knowledge/insight, but never full control.
   » Must humbly pray for this power.
   » The nature of this power is defined by the Celestial giving it.
  Fiends
  Fiends are often eager to lend their powers to influential or 
  desperate humans, but they will ALWAYS try to do so in a way that 
  will further their personal agenda (ie: the corruption of human souls).
  Fiendish magic is innately dangerous and incredibly deceptive. It’s 
  not a force to be trusted or taken lightly. If a character fails an Arcane 
  Skill Roll to perform a Fiendish arcane act, the GM should enact some 
  kind of horrible consequence that furthers the Fiend’s agenda.
  If a character passes an Arcane Skill Roll to know about or 
  understand a Fiendish power, the GM should still feel free to deceive 
  and/or mislead the PC in some way. A Skill Roll is never enough.
   » Easy to access this power.
   » Will commonly further a Fiend’s agenda.
  
  66
  Insight
  This skill is similar to Psychology, see Core Rule Book pg: 50.
  Areas of Knowledge
   » Understanding motives.
   » Understanding emotions.
   » Seeing through lies.
   » Reading body language.
   » Linguistics.
  Example Uses
   » Know if an interrogation is yielding true answers.
   » Recognise when you are being lied to.
   » Determine the motivations of a person.
   » Identify a cultural affiliation (e.g. secretly a noble).
   » Know a character’s hidden emotions.
  Example Arcane Uses
   » Detect Fiendish possession.
   » Detect mental manipulation.
   » Find hidden messages.
   » See through illusions.
  Example Combat Uses
   » Anticipate an opponent’s actions.
   » Anticipate an opponent’s unused abilities. 
   » Spot an opponent’s psychological weakness.
   » Time your attack to match an ally.
  Awareness
  This skill is the same as in the Core Rule Book pg: 47.
  Example Arcane Uses
   » Clairvoyance.
   » See through magical invisibility.
   » Create light.
   » Locate a lost object.
  Example Combat Uses
   » Detect a hidden character or trap.
   » Spot an opponent’s physical weakness.
   » Wealth
   » Persuasion
   » Leadership
   » Insight
   » Awareness
   » Resolve
   » Physical
   » Stealth
  Everyday Skills
  Wealth
  This skill is the same as in the Core Rule Book pg: 43.
  Example Arcane Uses
  Wealth cannot be used to make Arcane Skill Rolls.
  Example Combat Uses
  Wealth cannot be used to make Combat Skill Rolls.
  Persuasion
  This skill is the same as Conversation, see Core Rule Book pg: 44.
  Example Arcane Uses
   » Create a love potion.
   » Create a truth potion.
   » Subtly manipulate a person’s perceptions.
   » Create a telepathic link with a person.
  Example Combat Uses
   » Distract an opponent through the use of your words.
   » Goad a person into attacking you.
   » Speak in code to an ally.
   » Act like you’re about to do something.
  Leadership
  This skill is the same as in the Core Rule Book pg: 44.
  Example Arcane Uses
   » Control a person’s mind.
   » Instill fear in a person.
   » Instill hope in a group of people.
   » Amplify the sound of your voice.
  Example Combat Uses
   » Intimidate an opponent.
   » Get an opponent’s attention.
   » Command neutral bystanders.
  “In my mind, there are only two types of fallen 
  Tethered: the broken and the breakers.
  The broken need compassion and care.
  The breakers need a final blade to the heart.”
  - Edward Tailor, Hunter of the Hunters.
  “They see without eyes, they hear without ears and 
  they chew without teeth. We’re doomed.”
  – Painted on the side of Hangman’s Bridge.
  
  67
  Grabbing the Thief, Tackle Example
  Jack Moon has just stolen a golden idol from a dark temple and is 
  now fighting his way through a dozen cultists in his attempt to escape.
  During the ensuing combat, the cultist leader performs the Think 
  Action, allowing her to make a Skill Roll. She declares that she is 
  attempting to grab Jack.
  Despite having a higher Might Attribute, she has not been described 
  as being physically strong. This, combined with Jack’s high Agility, 
  makes this a difficult Skill Roll. The GM declares that she needs to 
  make a Physical Skill Roll of 14 or more to successfully grab Jack.
  She rolls a 16, allowing her to Tackle Jack. Both characters are 
  now Suppressed (allowing them to only perform 1 Action per Turn). As 
  neither character is substantially stronger than the other, the GM rules 
  that neither character may move until after Jack’s next Turn.
  Following this Tackle, another cultist also performs the Think Action 
  to grab the idol from Jack’s hand. As Jack is grabbed, the GM gives 
  them a +2 Description Bonus to their Physical Skill Roll.
  Climb the Cliff, Skill Roll while Moving Example
  Mid-combat, Bethany wishes to charge up a small cliff to get 
  away from her opponents. She performs the Rush Action to give 
  herself enough movement to make it to the top of the cliff (as the 
  cliff counts as Difficult Terrain). The GM also requires her to pass a 
  Skill Roll.
  As with all Skill Rolls, if Bethany describes her approach in a way 
  that plays to her strengths, she may gain a Description Bonus. If she 
  fails this Skill Roll the GM informs her that she will fall to the 
  bottom of the cliff and may take some damage.
  Resolve
  This skill is the same as in the Core Rule Book pg: 46.
  Example Arcane Uses
   » Resist mental manipulation.
   » Create a potion of fearlessness.
   » Create a mental protection ward.
   » See your own history.
  Example Combat Uses
   » Fight through a phobia.
   » Push yourself past your limits.
   » Resist fear (+4 Defence vs Fear until your next Turn).
  Physical
  This skill is the same as in the Core Rule Book pg: 46.
  Tackle and other Impair Effects in Fragged Aeternum works 
  differently than they do in the Core Rule Book as they function much 
  more like a standard Skill Roll and not an Attack Roll vs a target’s 
  Defence vs Impair.
  The GM simply sets the difficulty of the Skill Roll (eg: higher if 
  your opponent is larger than you, or lower if the PC is attempting to 
  Tackle a weaker/slower opponent) and then describes the result as 
  they see fit (based off the result of the Skill Roll).
  Tackle Effect (during Combat)
   » You and an opponent immediately become suppressed.
   » GMs ‘may’ allow you to move the other character when 
  you move.
  Trip (during Combat)
   » Push an opponent 1 space in any direction and they 
  become Prone.
  Push (during Combat)
   » Push an opponent 1d3 spaces away from you. Size differences 
  between characters may alter this amount by +/-1 or +/-2.
  Example Arcane Uses
   » Create a potion of stamina.
   » Create a frailty ward trap.
   » Energise a crowd.
  Example Combat Uses
   » Tackle, Trip or Push an opponent (see above).
   » Jump over Dangerous Terrain.
   » Climb a wall.
  “The moon does not act like the sun. She never drops 
  below the horizon, she freely roams the sky at all times, 
  though she definitely favours the night. She will often 
  move closer to the city, gently pushing clouds to the 
  side so that she may take a closer look at us and our 
  many curious activities, before quickly moving away, 
  like a shy young lady, to hide behind the sun.”
  - Sir Phillip Write, Chaotic Moon and Ordered Sun.
  
  68
  Stealth
  Stealth in Fragged Aeternum works differently than it does in the 
  Core Rule Book (pg: 109) as it functions much more like a standard 
  Skill and not an Attack Roll vs a target’s Defence vs Stealth.
  The GM simply sets the difficulty of the Skill Roll (eg: higher 
  if there are lots of observant NPCs around, or lower if the PC is 
  attempting to hide at night).
  During Combat
  If a character wishes to become Stealthed (see below)
  during Personal Combat they need to make a Stealth
  Skill Roll (usually through the Think Action) each Turn.
  Outside of Combat
  If a character wishes to hide outside of combat
  they must make a Stealth Skill Roll when the GM
  asks them to.
  Stealthed Effect (during Combat)
   » Lost if you end an Action outside of Cover, or become clearly 
  seen (eg: moving into plain sight as you move between cover).
   » Lost if you make a visible Attack.
   » Lost if a Stealth Skill Roll is not successfully made each Turn.
   » While Stealthed; you may not be seen or Attacked.
   » You move at half speed.
  Areas of Knowledge
   » Good places to hide.
   » Stealth techniques.
   » Sleight of hand.
   » Outfits and makeup for assisting stealth.
  Example Uses
   » Pick pockets.
   » Perform a sleight of hand magic trick.
   » Conceal weapons.
   » Create secret compartments.
   » Create a disguise.
  Example Arcane Uses
   » Create a potion of invisibility.
   » Make people not notice your weapons.
   » Create a zone of silence.
   » Make your armour look like common clothing.
  Example Combat Uses
   » Become Stealthed.
   » Secretly draw a weapon.
   » Ambush your opponents.
  Stealth Outside of Combat Example
  Emily wishes to sneak into a well-guarded manor. The GM sets the 
  scene by describing the guards on duty, how the sun is setting and the 
  large, but overgrown, stone wall that surrounds the manor.
  Emily then describes her approach, waiting for the sun to set so 
  that her dark clothes hide her presence, and she plays to her high 
  Speed strength by describing how she quickly darts from cover to 
  cover as the guards patrol.
  The GM rewards her with a +2 Description bonus, and gives her a 
  further +1 for having a high Speed Attribute. A high Agility might have 
  also granted that +1 bonus, but as Emily’s description is playing to 
  her swiftness and not her reflexes, the GM uses Speed.
  In total, this grants Emily a Stealth Roll of +5 (+1 for being Trained, 
  +1 from her Stance, +2 Description Bonus, and +1 Attribute Bonus). 
  The GM says she needs to roll a 14.
  She then rolls 3d6 for a total of 16, an easy success. The GM then 
  describes how she has successfully snuck into the compound.
  Stealth During Combat Example
  During a combat, Emily spends her first Action during her Turn 
  to kill a vicious Fiend with her pistol. She then performs the Think 
  Action to move behind some Heavy Cover and make a Stealth 
  Skill Roll.
  The GM says that her firing her loud pistol makes things a little 
  difficult (as it draws attention to her). But as no specific enemy 
  character is paying attention to her (no enemy made an Attack Roll 
  against her during their last Turn) she does have a chance to hide.
  The GM says she needs to roll a 14 and gives her a -1 Description 
  penalty. Emily rolls a total of 15. She succeeds at hiding and 
  becomes Stealthed. No enemy may make an Attack Roll against her 
  while she is Stealthed.
  During her second Turn she remains Stealthed as long as she 
  does not make a visible Attack or end an Action outside of Cover. 
  She must also pass a Stealth Skill Roll before the end of her Turn, 
  or she will lose her Stealthed Effect.
  For her first Action she remains in Cover and performs a Get 
  Ready Action to gain +1 Momentum Point. For her second Action she 
  chooses to perform a Think Action; she dashes out of her Cover and 
  into different Cover (being careful to not run in front of an unengaged 
  enemy) and attempts another Stealth Roll. She passes her Stealth 
  Skill Roll with a roll of 16.
  But during her enemies’ Turn, one of the vicious Fiends moves behind 
  her Cover on its way to engage one of her friends. As Emily is now in 
  plain sight, she loses her Stealthed Effect and may be Attacked by 
  any enemy.
  
  69
  City Skills
  Nature
  This skill is used to navigate the many parks and waterways, 
  including; botanic gardens, fields, forests and rivers. Additionally, this 
  skill includes your ability to tend plants and interact with animals.
  Areas of Knowledge
   » Plants.
   » Animals.
   » Natural poisons.
   » Farming and gardening.
   » Hunting.
   » Navigating in natural environments.
  Example Uses
   » Find or grow food.
   » Navigate a forest.
   » Tame or calm a wild animal.
   » Ride a horse.
   » Identify an animal.
   » Brew a non-magical poison.
  Example Arcane Uses
   » Create or summon an animal.
   » Quickly grow a garden.
   » Purify food or water.
   » See through the eyes of an animal.
   » Mind control an animal.
   » Create a potion of water breathing.
  Underworld
  This skill covers your ability to undertake criminal activity and 
  interact with Aeternum’s high and low underworld.
  Areas of Knowledge
   » Black markets.
   » Criminal organisations.
   » Drugs.
   » Forgery.
   » Overcoming security.
   » Blackmail.
  Example Uses
   » Navigate back alleys.
   » Forge a document.
   » Pick a lock.
   » Plan a heist.
   » Find a fence (black market buyer).
   » Tax evasion.
   » Nature
   » Underworld
   » Impoverished
   » Commoners
   » High Society
   » Production
   » Infernal
   » Celestial
  Example Arcane Uses
   » Create fake gold.
   » Create arcane poisons.
   » Create a potion of obscurification.
   » Overcome an arcane lock or ward.
   » Create an illusion.
   » Ward against others’ ability to sense your motives.
  Impoverished
  This skill covers your ability to survive and function on the 
  streets, slums and the Undercity of Aeternum without money or 
  social standing.
  Areas of Knowledge
   » The Undercity.
   » Rumours.
   » Slums.
   » Street survival.
   » Begging.
   » Scavenging.
  Example Uses
   » Understand the poor.
   » Navigate the Undercity.
   » Find food or useful items in trash.
   » Beg for money.
   » Uncover useful rumours.
   » Recruit street kids.
  Example Arcane Uses
   » Make a person sick.
   » Create a potion of bad luck.
   » Create a potion of incognito.
   » Create an entrance to, or from, the Undercity.
   » Create a magical map of the area.
  The Tethered paladin broke his fall from the tavern’s 
  third story with the body of his dark adversary. The 
  black-clad warrior produced a nauseating crunch as 
  they both hit the stone pavement; his armour bent 
  inwards, puncturing a lung.
  Courting unconsciousness, the paladin raised his 
  golden, blood-soaked sword in one hand as he drew 
  the head of his foe in close. He looked into those dark 
  fiendish eyes and whispered;
  “Where’s your god now?”
  - Victory of Everada the Light
  over Donar, Herald of the Deathly Moon.
  
  70
  Production
  This skill reflects your ability to know about, and how to use, 
  industrial technologies, science and those who work in those fields.
  Please note: This skill does not reflect your knowledge of 
  architecture, as nearly all buildings are built by Celestials.
  Areas of Knowledge
   » Machines.
   » Steam power.
   » Gunpowder weapons.
   » Factories.
   » Chemistry.
   » Engineering.
  Example Uses
   » Understand a complex machine.
   » Make or modify a firearm.
   » Create a chemical reaction.
   » Build a clockwork device.
   » Manage steam power.
   » Disable a mechanical trap.
  Example Arcane Uses
   » Create a carriage.
   » Quickly build a house.
   » Repair an object.
   » Create a scroll of door making.
   » Animate a clockwork man.
   » Create a magical fire.
  Commoners
  This skill covers your ability to know about the common people of 
  Aeternum and regular/common skills, such as how to work a service 
  job, find work or maintain a household.
  Areas of Knowledge
   » Making things by hand.
   » Common knowledge.
   » Money management.
   » Avoid the ire of nobles and criminals.
   » Perform a low-skill job.
   » First aid.
  Example Uses
   » Cook a meal.
   » Tend to a sickness.
   » Make clothing.
   » Work a low-skill job.
   » Find a safe route through the city.
   » Find a local tavern.
  Example Arcane Uses
   » Create a potion of healing.
   » Create a potion of fast travel.
   » Create a sleeping potion.
   » Magically mend an item.
   » Locate a sentimental object.
  High Society
  This is your skill for interacting with the nobility and high society 
  of Aeternum.
  Areas of Knowledge
   » Proper etiquette.
   » Laws.
   » Important people and families.
   » Management of an estate.
   » Courtroom intrigue.
   » Highborn activity.
  Example Uses
   » Identify a noble.
   » Dance at a ball.
   » Join a prestigious society.
   » File a lawsuit.
   » Understand rules of inheritance.
   » Win a court case.
  Example Arcane Uses
   » Create fine clothes.
   » Create gold.
   » Summon a manservant.
   » Create a potion of luck.
   » Make your clothes clean.
  “Why’d I become a Tethered?” Fink paused for a 
  moment as he slowly adjusted his patchwork gloves, as 
  was his habit when he thought. “If I were to be honest 
  with ya, it was to escape a lonely, debt-filled life.”
  Mary was unfazed by this answer. She, like most 
  Tethered, knew that few joined the Order for purely 
  noble reasons. An immortal life of power had appeal, 
  especially to those with little power and whose lives 
  were looking to come to an end.
  “Several gangs and two ex-missus were after me 
  hide. So I thought ‘what da hell, let’s fake me own death 
  and see if the golden flame will have me.’ That was four 
  hundred years ago.”
  This got Mary’s attention. Older Tethered rarely 
  admitted or as she suspected, even knew, their true age.
  “But that was another life. It feels like a story that 
  someone else told me. I still got problems, but I now got 
  something I didn’t know I needed... purpose.”
  
  7171
  Infernal
  This skill reflects your ability to interact with Fiends and harness 
  their power. Additionally, this skill includes your ability to understand 
  and locate Aeternum’s many Fiendish factions.
  Areas of Knowledge
   » Interacting with Fiends.
   » Understanding the motives of Fiends.
   » Fiendish magic.
   » Identifying Fiendish corruption.
   » Fiendish cults.
  Example Uses
   » Identify a Fiend’s nature.
   » Identify Fiendish magic.
   » Know how to hide from the Celestial’s servants.
   » Understand Fiendish possession.
   » Locate a cult.
   » Understand a cult’s motives.
  Example Arcane Uses
   » Summon a Fiend.
   » Corrupt a person’s mind and/or body.
   » Kill a person.
   » Create a death ward trap.
   » Detect Fiendish magic.
   » Counter Fiendish magic.
  Celestial
  This skill reflects your ability to understand the motives 
  of Celestials, their power and their architectural choices. 
  Additionally, this skill includes your ability to understand 
  and locate Aeternum’s many Celestial-focused factions.
  Areas of Knowledge
   » Interacting with Celestials.
   » Understanding the motives of Celestials.
   » Predicting the future.
   » Accessing Celestial power.
   » Architecture.
   » Church dogmas and histories.
  Example Uses
   » Identify a Celestial’s nature.
   » Understand the unspoken will of a Celestial.
   » Know how to fight Fiends.
   » Understand the purpose of a building.
   » Understand a holy text and Celestial art.
   » Identify a religious cult.
  Example Arcane Uses
   » Drive off a minor Fiend.
   » Ward against Fiendish magic.
   » Create a potion of truth.
   » Glimpse the future or past.
   » Harness Celestial magic.
  
  72
  Overview
   
  Claws, knives and guns are not the only things that can kill a 
  person. Horrors, stress and shock can break a person’s mind and soul.
  During particularly stressful times outside of combat, GMs may 
  require a PC to make a Suspense Roll. These work just like normal 
  Skill Rolls, but may be something that a PC wants to fail.
  Ignorance can be Good
  You may want to fail some Suspense Skill Rolls.
  Passing or Failing a Suspense Roll
  GMs should tell the player what kind of Suspense Roll (Clarity, 
  Humanity or Reality) they need to make, and if a passed or failed roll 
  will deal damage to them. But don’t give too many details.
  Attribute Damage
   » Passing or failing a Suspense Roll may result in a character 
  taking 1 point of Attribute Damage to their Conviction, Empathy 
  or Understanding (no Armour), GM’s choice.
   » Failing a Suspense Roll is much like failing a standard Skill 
  Roll. Resulting in any ill effect the GM deems appropriate 
  (even if it is just ignorance).
  Re-Roll, Madness and Corruption
   » After a Suspense Roll has been made, PCs have the choice 
  to re-roll their roll.
   » If this is done and a triple is rolled, they gain +1 Madness or 
  Corruption (GM’s choice).
  Effort
  You may use the Effort Strong Hit Option to re-roll your roll (but 
  not the Strong Hit ‘6’ that you just used).
  During Combat
  GMs may require PCs to make a Suspense Skill Roll 
  during Combat.
  Skills
  Insight, Resolve and City Skills are good choices for Suspense 
  Rolls. But GMs should feel free to require different Skills.
  Suspense Rolls
  3 Types of Suspense Skill Rolls
   
  Clarity (Conviction, Resolve)
  Sudden betrayal, moral conundrums about your mission, necessary 
  evils, and other such attacks on the clarity of your purpose can be 
  incredibly painful.
   » Failing a Clarity Suspense Roll usually deals 1 or 2 Damage 
  (no Armour) to a character’s Conviction.
   » Clarity Suspense Rolls usually require a Resolve Skill Roll.
  Humanity (Empathy, Insight)
  Gore, isolation and human suffering can turn a person’s heart cold, 
  disconnecting them from their humanity as a defence mechanism.
   » Passing a Humanity Suspense Roll usually deals 1 or 2 
  Damage (no Armour) to a character’s Empathy.
   » Humanity Suspense Rolls usually require an Insight Skill Roll.
  Reality (Understanding)
  When otherworldly horrors, magic, great scientific feats, and 
  supernatural forces mess with a person’s sense of reality, especially 
  a deeply ingrained sense, a person’s mind has two choices; bend 
  or break.
   » Passing a Reality Suspense Roll usually deals 1 or 2 Damage 
  (no Armour) to a character’s Understanding.
   » Reality Suspense Rolls usually require an Awareness or City 
  Skill Roll to know about something.
  The Witches House, Suspense Roll Example:
  Alone, Derick has entered the home of a vile witch. As he moves through 
  the pungent and rubbish-filled house, a sense of dread and evil starts to 
  pull on his heart. The GM asks for an Awareness Humanity Suspense Roll.
  Derick rolls a 14, passing the Roll. Not wanting to pass the roll, he 
  chooses to re-roll it. If he rolls triples on this re-roll he may gain +1 
  Madness or Corruption. He rolls 16, and no triples, still a success.
  The GM then describes the house in greater detail. The rubbish 
  spread throughout the house is not simple household trash, but mixed 
  in amongst it are the remains of the witch’s many infant victims.
  Derick’s mind reels with horror as he takes 1 point of Damage to his 
  Empathy (ignoring all Armour).
  If he lingers too long in the house, or looks too closely at its 
  contents, the GM may require him to make another Suspense Roll.
  
  73
  GM sets the Scene
  The GM should set the atmosphere, but not necessarily tell the PC 
  exactly why they need to make a Suspense Roll.
  The GM should tell the player what kind of roll it is, and if passing it 
  or failing it will deal Damage to them.
  The PC makes a Suspense Roll, just like a Skill Roll
  Rolling 3d6 + any Skill bonuses that they have.
  The GM may award a +2 to -2 to this roll, depending on their approach.
  Free Re-Roll
  The PC then has the choice to re-roll their roll.
  If they roll triples on this roll, they gain +1 Madness or Corruption.
  Attribute Damage
  Apply any required Conviction, Empathy or Understanding Attribute 
  Damage to the PC.
  GM Describes the Result
  The GM then describes what will happen based off the roll of the PC.
  Making a Suspense Roll
  Just like a Skill Roll.
  you may want to fail your Suspense Roll.
  +Skill
  +/-2
  
  74
  Mode of Transport
   
  Your mode of transportation will not only dictate the speed of your 
  travel, but also where you may travel to.
  Foot
   » Standard Daily Travel Distance.
  Horse
   » +50% Daily Travel Distance via main roads.
   » Standard Daily Travel Distance off main roads.
   » Unable to travel to some locations.
  Cart or Carriage
   » +25% Daily Travel Distance via main roads.
   » -25% Standard Daily Travel Distance off main roads.
   » Unable to travel to many locations.
  Hitchhiking or Public Transport
   » +25% Daily Travel Distance via main roads.
   » Standard Daily Travel Distance off main roads.
   » Dangerous or unable to use at night.
   » Spare Time Roll to ‘Push Yourself’.
  Boat
   » +100% Daily Travel Distance via major waterways.
   » +25% Daily Travel Distance via minor waterways.
   » Unable to travel to many locations.
  Styles of Travel
   
  Leisurely
   » -25% Daily Travel Distance.
   » You may ‘Push Yourself’ tomorrow with no negative effect.
  Pushing Yourself
   » Able to travel for 18 hours a day (normally 12).
   » -10 starting Endurance during any fight today.
   » -5 Endurance during any fight tomorrow.
   » Stacks up to -15 Endurance.
  Moving secretly (Back Alleys, Blend into Crowds and/or at Night)
   » -50% Daily Travel Distance.
  Daily Travel Distance
   
  See pg: 20-21 for a map of Strigham.
  This is the amount of distance that can be travelled by a group in 
  one day. GMs are encouraged to alter this amount based on 
  environmental effects and player actions.
   » Your Daily Travel Distance should rarely be reduced below 25%.
   » You’re assumed to be shopping and lodging along your way.
   » Standard daily travel time is 12 hours.
  Plot out your Journey Beforehand
  Before a character or group departs on a journey they should plot 
  their path. This can be done without a map (but a map will help). 
  This will not only help a GM to plan the game sessions, but it also 
  reflects the value of good planning.
   » If you don’t plot your journey: -25% Daily Travel Distance.
  Non-Combat Travel
  “I don’t really think of Aeternum as big... it just kinda 
  is. It’s the framework and the canvas for all existence.
  Sure, I might think of things as big, but only by 
  comparison to other objects and concepts. What can be 
  compared to the size of the city? Only one thing, the 
  sky... and Aeternum is seeking to swallow it up. I dare 
  say there is more under our feet than above our heads.”
  - Diego Cross, Undercity explorer. 
  
  75
  
  76
  Overview
   
  Clips and Ammo
  Weapons never run out of Ammo. It is assumed that the PCs are 
  carrying more than enough.
  RoF
  There are no RoF rules, but many Weapons use an alternate 
  number of d6s for their Attack Rolls (pg: 79).
  Activate, Draw and Reload
  It is a Free Action to Activate or Deactivate any 1 Handed item, but 
  the Get Ready Action (pg: 98) is required to Activate or Deactivate 
  any 2 Handed item or any item into or from your second Hand.
  There is no need to spend an Action to Reload your Weapons, as 
  Tethered are assumed to be able to move incredibly quickly.
  Slots
  All characters have 6 Equipment Slots. All Weapons (unless stated 
  otherwise) require 1 Slot. You may only carry 6 items that require 0 Slots.
  Cost = Acquire and Resources
  There is no Cost stat. Cost is broken up into two stats: Acquire (the 
  Spare Time cost to acquire this item), and Resources (the Resource 
  cost to keep this item).
  Utility Items
  There are no Utility Items in Fragged Aeternum. Utility styled 
  abilities are gained through Traits (pg: 54) and Misc Items (pg: 160).
  Outfit = Stance
  Stances work like Outfits, except that they also define your base 
  Defence Stats.
  Stances are not necessarily physical objects, but are a broad 
  representation of your character’s approach to personal defence. 
  They may be a blend of equipment and/or personal skill.
  Equipment
  Stance
   
  Fragged Aeternum Stances work like Outfits in the Core Rule Book 
  (pg: 126) except as stated below.
  Stances are general representations to how your character avoids 
  taking damage, and may represent a mixture of your personal skill 
  and/or equipment.
  Fragged Aeternum Stances dictate all of your Defence Stats.
  Acquire
  The one-time cost (usually a Spare Time Roll) to acquire this item.
  Loot
  Stances are never looted.
  Knowledge (Kn)
  Some items require Knowledge to acquire; this represents your 
  character learning how to use them.
  Resources
  Works like Cost (Core Rule Book, pg: 130).
  Losing Your Equipment
  If your character loses all of their equipment (ie: their armour) 
  they should normally be forced to use the Avoidance Stance, unless 
  the GM allows another thematically appropriate option.
  “Those who say the Tethered Order is a shell of its 
  former glory are liars. The Tethered Order was never 
  a grand and powerful institution, nor should it be. Our 
  immortality and power would only serve to amplify the 
  evils that are inherent in all grand human establishments.
  We must be a humbled people who walk and crawl 
  alongside the downtrodden, the sick and the desperate. 
  We must be relational, kept in check by our community 
  of fellow hunters. We must be content with little, not 
  driven by desires for security, comfort and pleasure.”
  - Carl Radiance, Family not Institution.
  “In an eternal city, where do the sun and moon sleep?”
  - Gerlind Winterhill, Logistical Questions of the Sky. 
  
  77
  Defence Stats
   
  See pg: 89 for full Cover rules.
  The following Defence Stats are primarily derived from your Stance.
  Defence
  See Core Rule Book, pg: 84.
  Defence vs Fear (vs Fear)
  Use this Defensive stat vs any Attack from a Fear Weapon.
   » Defence +X bonuses (eg: from Traits, Actions or Cover) also 
  increase your Defence vs Fear.
  Direct Armour
  Any Critical Hit from an Attack that directly Hits your Defence (ie: 
  not from Splash Weapons that Attack the Ground or that fails to Hit 
  you) is reduced by this amount.
  Splash Armour
  See pg: 80 for full Splash rules.
  Any Critical Hit from an Attack that does not Hit your Defence (ie: 
  from a Splash Weapon that Attacks the Ground or that fails to Hit 
  you) is reduced by this amount.
  Two Kinds of Damage, Armour Example
  Varie has 2 Direct Armour and 3 Splash Armour.
  Varie has just had a bomb (with the Splash Keyword) thrown 
  directly at her. The Attack Hits her and deals 4 Crit Damage for a 
  total of 2 Attribute Damage (reduced by 2 due to her Direct Armour).
  She is then Attacked by the same Weapon, which misses her this 
  time. She is still caught in its Splash area, however. It deals 4 Crit 
  Damage to her, but this time it deals 1 Attribute Damage (reduced 
  by 3 due to her Splash Armour).
  Endurance
  Defined by your Stance, not your Attributes.
  Recovery
  Defined by your Stance, not your Attributes.
  Movement
  Your movement equals your Speed Attribute plus any bonuses or 
  penalties from your Stance.
  Fly
  You may spend your Movement to Fly higher (or lower), 
  increasing the Range of all Attacks made against you and by 
  you. This may also reduce the Range between you and another 
  Flyer (eg: by flying closer to them). Flying lower will reduce 
  any gained Range.
  Incorporeal
  You can move through any terrain or character without penalty. 
  Terrain that you can’t move ‘through’ (eg: a pit) still inhibits you.
  Teleport
  You may ignore all terrain and characters when you move via 
  teleportation. Other characters cannot automatically perceive 
  where you have moved to.
  Combat Order
  Equal to your Understanding Attribute.
  Max Momentum Points
  See pg: 94 for full Momentum Point rules.
  Equal to your Conviction Attribute.
  “If good deeds do not make amends for evil deeds, 
  all of mankind is in grave trouble and in need of a 
  saviour, especially the Tethered. For who can atone for 
  the actions of one lifetime, let alone a hundred?
  On occasion I think it a kindness that common people 
  live short lives, and a cruelty that I live many.”
  - Old Ansi the Sorrowful, Butcher of Scarsbourne. 
  
  78
  Example Stances
  See pg: 158-159 for a full list of available Stances.
  Defence
  Defence
  Defence
  Defence
  14*
  14
  10
  10
  Endurance
  Endurance
  Endurance
  Endurance
  15
  30
  45
  40
  D Armour
  D Armour
  D Armour
  D Armour
  1
  1d6*
  4
  4
  Recovery
  Recovery
  Recovery
  Recovery
  3
  4
  3
  4
  vs Fear
  vs Fear
  vs Fear
  vs Fear
  10
  13
  16
  14
  S Armour
  S Armour
  S Armour
  S Armour
  5
  2*
  4
  5
  Move
  Move
  Move
  Move
  +1
  -1
  -1
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  0
  1
  0
  1
  14t
  2x 14t
  14t
  14t
  Stance
  Stance
  Stance
  Stance
  Ninja Skills (Avoidance)
  Swashbuckling (Block)
  Full Plate Armour (Endure)
  Arcane Power (Endure)
  *Once before your next Turn you may gain +1d6 Defence vs an Attack (after an Attack Roll is made, but before Strong Hits Option are selected), 
  +1 Physical, Stealth, Underworld and Impoverished.
  *While you have Endurance; Once before your next Turn you may change your facing in response to another character’s non-Fear Attack Action 
  (before an Attack Roll is made) and gain +1 Armour vs that Attack. When you take Damage from a Melee Weapon; deal 5 End Dmg to the 
  Attacker, +1 Persuasion and High Society, +1 Combat Order. Modifications: Comfortable, Backlash.
  While you have Endurance; Once before your next Turn you may redirect 1 non-Fear Attack aimed at an adjacent ally onto yourself (after an Attack 
  Roll is made, but before Strong Hit Options are selected), +1 Leadership and Resolve.
  While you have Endurance; Once before your next Turn you may redirect 1 non-Fear Attack aimed at an adjacent ally onto yourself (after an 
  Attack Roll is made, but before Strong Hit Options are selected), At any time during your Turn you may take 1 Dmg (no Armour) to one (two 
  if you can’t see your destination) random (1d3+3) Attribute and Teleport 6 spaces (12 metres). +1 Physical, Stealth, Infernal and Celestial. 
  Modifications: Teleport.
  Variation
  Variation
  Variation
  Variation
  Practical
  Attractive
  Imposing
  Practical
  
  79
  79
  Weapon Stats
   
  Fragged Aeternum Personal Weapon Stats are the same as they 
  are in the Core Rule Book (pg: 122) except as stated below.
  Fragged Aeternum Weapons do not use the following stats; Clips, 
  Ammo, Load, Rate of Fire, Weight or Cost.
  Hit d6
  The number of dice you roll when attacking with this Weapon.
  Maximum Range (Max Rng)
  The Maximum Range of this Weapon (not Range x10).
  Splash, pg: 80
  Cannot scatter outside a Weapon’s Maximum Range.
  Hands
  The number of Hands required to make this Weapon Active. May 
  never be more than 2.
  1 / 2
  Many Weapons allow you to choose to use either 1 or 2 Hands. 
  Using more Hands will alter the Weapon’s other stats.
  X / Y
  Many Weapons have alternate stats separated by a slash, use X 
  when a Weapon is used in 1 Hand and Y when used in 2.
  Eg: The Dual Weapon may be used in either 1 or 2 Hands. If used 
  in 1 Hand it uses 3d6 Attack Roll dice, but if used in 2 Hands 
  it rolls 5d6 Attack Roll dice and has -4 To Hit. Assuming this 
  Weapon is a pair of swords, this represents a person using either 
  one sword or both at once.
  Activating and Deactivating
  It is a Free Action to Activate or Deactivate any item in 1 Hand, 
  but the Get Ready Action (pg: 98) is required to Activate or 
  Deactivate any item into, or from, your second Hand. This does 
  not apply to NPCs.
  Acquire
  The one-time cost (usually a Spare Time Roll) to acquire an item.
  Loot
  If you find a Weapon and can pay its Resources cost, you do not 
  need to pay its Spare Time Roll Acquire cost.
  Knowledge (Kn)
  Some items require Knowledge to acquire; this represents your 
  character learning how to use them. These cannot be looted.
  Resources
  Works like Cost (Core Rule Book, pg: 113).
  
  80
  Large
  Requires 2 Equipment Slots (normally 1).
  Momentum X: Y
  See pg: 94 for full Momentum rules.
  You may spend X Momentum Points to gain Y.
  Natural
  Requires 0 Equipment Slots (normally 1), even if stated otherwise.
  Poison
  Poison Consumables (pg: 161) may be applied to this Weapon 
  (requiring a Skill Roll of 12 to apply mid-Combat), harming anyone 
  hurt by this Weapon for 2 Hits (Melee) or 2 Attacks (Ranged).
  Splash
  As with the Core Rule Book pg: 127, except as follows.
   » Splash Weapons never Damage their user.
   » Failing an Attack Roll does not scatter the Attack; it results in 
  the Attack hitting the ground under the target (like an Attack 
  the Ground Attack).
  Splash X (Any)
  Your Splash area is applied to any “X” spaces of your choice 
  (normally applied to all spaces within “X” of your Target). Each 
  space must be applied to a space adjacent to a previously 
  applied space, starting with the first space.
   » No space may be applied to a space outside your Weapon’s Max Rng.
   » No space may be applied that your character can not perceive.
  Multiple types of Splash
  If your Attack has multiple types of Splash (ie: Splash (Any) and 
  standard Splash), you must pick which one to use before you 
  make your Attack Roll; they don’t combine together.
  Attack the Ground
  You may NOT Attack the Ground within 1 of an enemy; you must 
  Attack them directly or Attack the Ground further away from them.
  Splash Armour
  A target’s Splash Armour (pg: 77) is only used when they take 
  Damage from a Splash Weapon that is not a Direct Hit against them. 
  If you do Directly Hit a target, use their Direct Armour.
  Weapon Keywords
   
  Crit Location: 1dX+Y
  What Attribute is Damaged by a Critical Hit from this Weapon is 
  determined by rolling 1dX+Y, not 1d6.
  Dangerous X (Y)
  When you Attack with this Weapon it creates X areas of Dangerous 
  Terrain Y (pg: 88) in GM defined spaces around the Attacker. Eg: 
  Dangerous 2 (Fire) will create 2 spaces of Fire.
  Changing Dangerous Terrain Type
  With the GM’s permission, a player may change the type of 
  Dangerous Terrain created by their Weapon to another type. But this 
  must be done when the Weapon is acquired and can’t be changed.
  Arcane or Non-Arcane
  If your Weapon has the Arcane Weapon type; the Dangerous 
  Terrain is placed around you (representing the dangerous nature 
  of magic). If your Weapon does not have the Arcane Weapon 
  Type; the Dangerous Terrain is placed around your target.
  Mage vs Potion, Dangerous Example
  Peter the Mage (1) is fighting Zedeck the Potion Crafter (A). As 
  Peter’s Weapon has the Arcane Weapon Type its Dangerous Terrain is 
  placed around him, by the GM, after he makes an Attack Roll.
  As Zedeck’s Weapon does not have the Arcane Weapon Type, 
  his Dangerous Terrain is placed around his target.
  Dual
  You may cause up to 2 Critical Hits per Action with this Weapon, 
  unless you use this Weapon with 1 fewer Hands (ie: 1 rather than 2).
  Front Cover
  While Equipped, this Weapon gives you Front Cover.
  Indirect (Front, Side, Rear, Above)
  Your Attack counts as being made from your target’s side, rear or 
  from above when calculating Cover (not Range).
  Dangerous 4 (Poison), Arcane
  1
  A
  Dangerous 1d3 (Any)
  1
  A
  
  81
  
  82
  Example Weapons
  See pg: 154-157 for a full list of available Weapons.
  Hit D6
  Hit D6
  Hit D6
  3d6
  3d6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  4
  4 / 5
  Max Rng
  Max Rng
  Max Rng
  1
  2
  Hands
  Hands
  Hands
  1 / 2
  1 / 2
  Rng
  Rng
  Rng
  1
  2
  Hit
  Hit
  Hit
  +2 / +4
  -4 / -2
  End Dmg
  End Dmg
  End Dmg
  1 / 2
  5 / 7
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  3
  3
  16t
  16t, 1 Kn
  Melee
  Melee
  Melee
  Royal Blade (Balanced)
  Storm Spear (Balanced)
  World Hammer (Massive)
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modification: Aim.
  Strong Hit: Aim (Hit) You may add up to +/- 1 to determine what Attribute is Damaged by your Critical Hits (normally just 1d6). You may not shift 
  damage onto a Attribute that may not normally be Damaged (eg: location 1d3 can’t Damage location 4) (Stacks).
  Large, Splash 2 (Any), Dangerous 1 (Difficult Terrain), If you miss with this Weapon you may lower a section of Physical Cover by 1 Step (this also 
  works vs Shields. Cover Destroyed in this way must be repaired outside of combat), Requires 2 Slots, Modifications: Practiced, Destructive.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Melee, Blade.
  Melee, Hammer.
  2d6*
  4
  4
  2
  1*
  -2
  1 / 2
  3
  16t, 2 Kn
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) (Stacks up 
  to +2d6), Energy, Dangerous 2 (Wind), Requires 2 Slots, Modification: Arcane-Rooftop.
  Strong Hit: Shock (Hit) All damaged characters are Suppressed and Pushed 2 spaces in any direction.
  Melee, Polearm, A-Rooftop, Storm.
  Hit D6
  3d6 / 5d6
  Crit Dmg
  4
  Max Rng
  1
  Hands
  1 / 2
  Rng
  1
  Hit
  +1 / -3
  End Dmg
  1 / 3
  Resources
  Acquire
  3
  16t
  Melee
  Midnight and Dawn (Dual)
  Large, Dual, Poison, Pen 1 Min 4, After you Attack with this Weapon you may immediately move, Requires 2 Slots, Modification: Swift.
  Weapon Type & Variations
  Melee, Blade.
  
  83
  Hit D6
  Hit D6
  Hit D6
  3d6
  2d6
  2d6
  3d6 / 5d6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  4 / 5
  1
  4
  4
  Max Rng
  Max Rng
  Max Rng
  2
  1
  3
  1
  Hands
  Hands
  Hands
  1 / 2
  1*
  2
  1 / 2
  Rng
  Rng
  Rng
  2
  1
  1*
  1
  Hit
  Hit
  Hit
  -3 / -1
  +5
  -1
  +0 / -4
  End Dmg
  End Dmg
  End Dmg
  4 / 6
  1
  1
  0 / 2
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  2
  1
  3
  16t
  14t, 2 Kn
  16t, 14t
  Melee
  Melee
  Melee
  Dark Steel Cleaver (Massive)
  Phoenix Fire Shield (Shield)
  Geminae, Joined (Balanced)
  Geminae, Disconnected (Dual)
  Large, Splash 2 (Any), Requires 2 Slots, Poison, Pen 1 Min 4, Dangerous 1 (Difficult Terrain), If you miss with this Weapon you may lower a section of 
  Physical Cover by 1 Step (this also works vs Shields. Cover destroyed in this way must be repaired outside of combat). Modification: Destructive.
  While you’re not Suppressed you and any characters behind you gain front Heavy Cover, Requires 2 Slots, *Always requires a Get Ready Action 
  to Activate or Deactivate this Weapon (as if it requires 2 Hands), Modification: Range Burst.
  Momentum 2: Your next Attack with this Weapon gains Energy, +2 Rng, +10 Max Rng, -1 Crit Dmg.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) (Stacks up 
  to +2d6), Modification: Transform.
  Large, Dual, Requires 2 Slots, Poison, Pen 1 Min 4, Modification: Transform.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Momentum 3: This Weapon transforms into its Alternate Form and gains +1d6 Hit on its next Attack (does not Stack).
  Momentum 3: This Weapon transforms into its Alternate Form and gains +1d6 Hit on its next Attack (does not Stack).
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Melee, Blade.
  Melee.
  Melee, Polearm.
  Melee, Blade.
  
  84
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  3d6
  3d6 / 4d6
  2d6*
  2d6*
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  3
  3**
  4
  4
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  25
  13 / 8
  40
  40
  Hands
  Hands
  Hands
  Hands
  1
  1 / 2*
  2
  1
  Rng
  Rng
  Rng
  Rng
  5*
  5 / 3
  10
  8
  Hit
  Hit
  Hit
  Hit
  -1
  -1 / -3
  +5
  +3
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  0
  0 / 2
  2
  2
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  2
  4
  4
  3
  14t
  16t, 3 Kn
  16t
  16t, 2 Kn
  Ranged
  Ranged
  Ranged
  Ranged
  Hunter’s Pistol (Small)
  Assassin Knives (Dual)
  Custom Crossbow (Hefty)
  Sewage Bolt (Hefty)
  Small *Strong Hit +1 vs targets within your second Range increment while you’re performing the Unleash Action.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Dual, **Splash 4 (Any), Poison (acts as Melee vs adjacent targets), Small, You may move 1 space before and after you Attack with this Weapon, 
  *Once per Turn if you Attack a character from their rear you gain +1 Crit Dmg for that Attack. Modifications: Long Shot, Arcane-Alleyway.
  Momentum 1: Your next Attack with this Weapon gains one of the following; +2 Rng, +10 Max Rng, +2 End Dmg or +2 Hit (Stacks).
  Large, *+1d6 Hit with Unleash Action, Poison, Requires 2 Slots, Modification: Special Ammo.
  Large, *+1d6 Hit with Unleash Action, Poison, Requires 0 Slots.
  Strong Hit: Sickness (Hit) All damaged characters take a further 6 End Dmg if they move 3 or more spaces during their next Turn (Stacks).
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Ranged, Firearm.
  Ranged, T Blades, A-Alleyway.
  Ranged, Crossbow.
  Ranged, Spell, A-Sewage, Sickness.
  
  85
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  2d6*
  2d6*
  3d6 / 4d6
  4d6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  4
  4
  3
  1
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  45
  35
  15 / 10
  15
  Hands
  Hands
  Hands
  Hands
  2
  2
  0 / 1*
  0
  Rng
  Rng
  Rng
  Rng
  8**
  6
  4 / 2
  8
  Hit
  Hit
  Hit
  Hit
  +1
  +3
  -2 / -4
  +Emp*
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  2
  4
  2 / 4
  3 +Emp
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  4
  4
  3
  1
  16t
  16t
  16t, 2 Kn
  NPC Only**
  Ranged
  Ranged
  Ranged
  Ranged
  Royal Marksman’s Musket (Hefty)
  Eldritch Fire Wand (Dual)
  Collection of Bombs (Hefty)
  Fiendish Terror (Dual)
  Large, *+1d6 Hit with Unleash Action, Requires 2 Slots, **Strong Hit +1 vs targets within your second Range increment while you’re performing 
  the Unleash Action, Modifications: Aim.
  Strong Hit: Aim (Hit) You may add up to +/- 1 to determine what Attribute is Damaged with your Critical Hits (normally just 1d6). You may not 
  shift damage onto a Attribute that may not normally be Damaged (eg: location 1d3 can’t Damage location 4) (Stacks).
  Large, *+1d6 Hit with Unleash Action, Requires 2 Slots, Splash 1, Modifications: Special Ammo.
  Dual, *Splash 4 (Any), Requires 0 Slots, Energy, Burn, Dangerous 1 (Fire), Modifications: Arcane-Street.
  Dual, Splash 4 (Any), Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To 
  Hit, Requires 0 Slots. **Skilled and Immense NPCs who DO NOT take a Fear Weapon gain +2 Hit and Defence, Henchmen and Power Body 
  Groups have 2 Empathy.
  Momentum 1: Your next Attack with this Weapon gains one of the following; +2 Rng, +10 Max Rng, +2 End Dmg or +2 Hit (Stacks).
  Strong Hit: Set Alight (Once per Turn, Hit) Make a free Attack against all damaged characters at the start of each of their Turns (at 0 Range, 
  and with -1 Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Ranged, Firearm.
  Ranged, Bomb.
  Ranged, Spell, Arcane-Street, Fire.
  Ranged, Fear.
  
  86
  Example Miscellaneous Items
  See pg: 160-163 for a full list of available Example Misc Items.
  Large Bag of Money, 14t
   » Slots: 1.
   » One Use, +2 to a failed Wealth Skill Roll (Stacks up to +10) OR 
  gain 2 Small Bags of Money (pg: 160).
  A plain leather money purse with a drawstring and a metal belt 
  ring to prevent common cutpurses.
  Rented Room, 2x 16t
   » Capacity: 20 Slots.
  Business and homeowners looking for a little extra income will 
  often rent out a spare attic room to a traveller. These rooms will 
  often have a private entry that helps to further separate it, and 
  its occupant, from the main building. As long as the rent is paid, 
  questions are never asked.
  Open Dark Flame Lantern, 16t
   » Slots: 1.
   » Optional, 0 Handed, Create Light: Reduce Low Light Cover 
  penalties by 1 Step in Splash 4 around you.
   » The light from your lantern is only visible to you.
  Open lanterns are cheap and ideal for shedding large amounts of 
  light around their surrounding area. Tethered will often chain these 
  lanterns to their belts, and wrap their cloaks around them when their 
  light is not needed.
  Dark Flames are created by pulling a piece of a Great Lantern’s 
  flame out of a Tethered’s own dream, and infusing it with a golden 
  flame from reality. The sickly grey light from this flame is tied to 
  the soul of its creator and is only visible to them.
  Shuttered Signal Lantern, 12t
   » Slots: 1.
   » Optional, 1 Handed, Create Light: Reduce Low Light Cover 
  penalties by 2 Steps in Splash 2 around you and another space.
   » May send secret signals to other characters that pass an 
  Insight Skill Roll.
  Shuttered signal lanterns would be expensive if they were not 
  favoured by most town guardsmen. They can be used to create 
  focused areas of light and, when used by a skilled team, can send 
  basic signals over long distances through a system of blinks. The 
  downside of such a lantern is that they require a free hand to use.
  
  87
  Bulky Arcane Components, 14t
   » Slots: 2.
   » Two Uses, +1 to a Ritual Arcane Skill Roll (Stacks).
  Arcane components take countless forms, some quite heavy or 
  cumbersome; such as bottles of purified goat’s milk, dried and 
  uncrushed fern leaves, or cakes of soap mixed with mummified rats.
  Dread Seed Extract, 10t
   » Slots: 0.
   » Poison Consumable.
   » Two Uses, Poisoned character must pass a Physical or Resolve 
  Skill Roll of 16 or become very anxious for 1 hour.
  Dark green Grevillea Dread plants are a common sight along the 
  banks of the Scarsbourne River. Their small seeds are collected by 
  placing thin paper nets among the shallows surrounding the plants. 
  Though tricky to collect, they require only water, and a pestle and 
  mortar, to turn into a salve that is sure to cause anxiety for a short time.
  Forgetfulness Potion, 14t
   » Slots: 0.
   » One Use, Drinker must pass a Resolve Skill Roll of 16 or forget 
  the last hour.
  Mammy Omm’s Elixir of Forgetfulness was a financial disaster. 
  Its issue was that it only affected a person’s recent memories, and 
  thus, was only useful for those who were expecting to need it. The 
  elixir was an instant hit with the darker residents of Aeternum, those 
  who wished to forcefully make others forget, but such people were 
  disinclined to purchase the elixir when they could steal its recipe.
  Common Healing Potion, 14t
   » Slots: 0.
   » One Use, Drinker Heals: 10 Endurance and 1 Attribute Point.
  There are many potions of healing being sold within Aeternum by 
  priests, wizards and street pedlers. Most are fakes that smell and 
  taste good. Real ones have neither of these attributes.
  Weight Charm, 12t
   » Slots: 0.
   » One Use, A single item requires 3 fewer Slots (Stacks down 
  to 1 Slot) for 1 day.
  Weight charms must be enchanted within the vicinity of a Celestial 
  Architect. Once Activated, they mimic an Architect’s ability to store 
  and move vast quantities of materials.
  
  88
  Overview
   
  Personal Combat is like it is in the Core Rule Book, pg: 71. The main 
  differences are that there is no Rate of Fire (RoF) rules, and there are 
  new Actions, Momentum rules, and death plays a larger role.
  Example Dangerous Terrains
   
  See pg: 88 for full Dangerous X (Y) Keyword rules.
  These Dangerous Terrains replace those in the Core Rule Book (pg: 76).
  Acid Pool
   » Counts as Difficult Terrain.
   » Deals 6 Splash Damage (automatic Critical Hit if the character 
  has 0 Endurance) to any character that starts their Turn in, 
  or who moves through, this space without passing a Physical 
  Skill Roll of 12 (to jump over the pool).
  Cursed Ground
   » If any character starts their Turn in, or moves through this space, 
  an opponent character (GM’s discretion) gains +1 Momentum.
  Difficult Terrain
   » Works like standard Difficult Terrain (Core Rule Book, pg: 74).
  Disease Cloud
   » Any character that starts their Turn in, or moves through, this 
  space becomes Diseased.
   » Diseased characters have -5 Max Endurance (Stacks) until 
  they receive a First Aid Healing Roll.
   » Removed by Wind Dangerous Terrain.
  Fire
   » Counts as Difficult Terrain.
   » Deals 1d6 Splash Damage (automatic Critical Hit if the 
  character has 0 Endurance) to any character that starts their 
  Turn in, or moves through, this space.
   » Removed by Ice Dangerous Terrain.
  Ice
   » Counts as Difficult Terrain.
   » -3 Hit, Defence and Combat Order while you’re standing on Ice.
   » Removed by Fire Dangerous Terrain.
  Personal Combat
  Poison Cloud
   » Any character that starts their Turn in, or moves through, this 
  space becomes Poisoned.
   » Poisoned characters take 1 Endurance Damage at the start of 
  their Turn (Stacks) until they receive non-Recovery Healing.
   » Removed by Wind Dangerous Terrain.
  Smoke
   » Looking through, or from within Smoke grants other characters 
  Low Light, Light Cover.
   » Looking through, or from within, 2 or more spaces of Smoke 
  grants other characters Low Light, Heavy Cover.
   » Removed by Wind Dangerous Terrain.
  Swarm, Flying
   » Counts as Difficult Terrain.
   » Looking through, or from within a Flying Swarm grants other 
  characters Low Light, Light Cover.
   » Deals 4 Splash Damage (automatic Critical Hit if the character 
  has 0 Endurance) to any character that starts their Turn in, or 
  moves through this space.
   » Removed by some Dangerous Terrains, ie: Acid, Poison, Fire, etc...
  Swarm, Crawling
   » Deals 6 Splash Damage (automatic Critical Hit if the character 
  has 0 Endurance) to any character that starts their Turn in, 
  or who moves through this space without passing a Physical 
  Skill Roll of 14 (to jump over the swarm).
   » Removed by some Dangerous Terrains, ie: Acid, Poison, Fire, etc...
  Trap
   » Deals 6 Splash Damage (automatic Critical Hit if the character 
  has 0 Endurance) to any character who starts their Turn in, or 
  who moves through, this space without passing an Awareness 
  or Physical Skill Roll of 14 (to dodge the trap’s attack).
   » An appropriate Skill Roll (ie: Production for mechanical traps 
  or Infernal for fiendish arcane traps) of 14 will disable this 
  Trap after it has been located.
   » Removed by Ice or Swarm Dangerous Terrain.
  Wind
   » Counts as Difficult Terrain.
   » -1d6 Hit to all Attacks made through, or from within this space.
  
  89
  Defence
   
  See pg: 77 for full Defence Stat rules.
  Example Effects
   
  The following Effect rules replace those in the Core Rule Book (pg: 
  76). Fragged Aeternum has very few standard Effects.
  Stealthed
  See pg: 68 for full Stealth rules.
  Suppressed
   » You may only perform 1 Action during your next Turn.
   » Henchmen may only Move OR make an Attack Roll during 
  their next Turn.
   » Power Group Bodies are immune to Suppression.
   » Immense NPCs have their Actions reduced to 2 per Turn.
  Tackle, Trip and Push Effects
  See pg: 67 for full Physical Skill Roll rules.
  Journal Entry,
  5th of Michellia, 13th year of the Blue King.
  I fought a coven of Vampires last night. They’re truly 
  disgusting creatures. They use blood for everything.
  Not only do they exist on a pure blood diet, they also 
  cry blood and sweat blood. When I cut them open with 
  my swords, their wounds covered the entire room, and 
  me, in their disgusting red filth. Each one held the fluids 
  of twelve men.
  My antique 3rd Dynasty Kenwick shirt is ruined! 
  And I may never get the smell of blood out of my 
  gold-embroidered trench coat. This was handmade by 
  the seamstress of Ajax the Gifted, 18th Archmagi of 
  Algerburgh, it’s over a century old dammit!
  Alina and William can fight the next ones. They 
  couldn’t give a toss about their attire. Running around 
  in commoner’s clothes and armour... they have 
  no self-respect.
  - Peter Constantine.
  Cover
   
  Cover in Fragged Aeternum works a little differently to Cover in 
  the Core Rule Book (pg: 86).
  Adjacent to an Ally
  Having a trusted friend at your side is incredibly helpful 
  and encouraging.
   » +Your Empathy to your Defence vs Fear.
   » This Stacks with other Cover Steps.
   » Reduce ALL Endurance Damage that you would receive by 2.
   » This Stacks with other Cover Steps.
   » If you’re behind a character, they also grant you Light Cover.
  Step 1) Light Cover, +Und Defence
   » +Your Understanding to your Defence.
   » +2 Defence if you’re a Henchmen or Power Body.
  Step 2) Heavy Cover, +(Und x2) Defence
   » +Your Understanding times two to your Defence.
   » +4 Defence if you’re a Henchmen or Power Body.
  Step 3) Entrenched, +(Und x3) Defence
   » +Your Understanding times three to your Defence.
   » +1 Armour while you have Endurance.
   » This increases your Direct and Splash Armour.
   » +6 Defence if you’re a Henchmen or Power Body.
   » You are NOT Immune to Critical Hits while you have Endurance.
  Attacking Through Objects
  You may Attack characters through objects. If you do; they gain 
  Entrenched Cover vs your Attack.
  “Tethered are pack hunters, for that is their nature.”
  - Hella Thunder, Musing of a Hunter.
  
  90
  Combat Scale
   
  See Core Rule Book pg: 156 for full Ship Combat Scale rules.
  Combat Scale in Personal Combat plays a much larger role in 
  Fragged Aeternum with Large and Huge Scale combats being ideal 
  for fights against massive opponents.
  How Long is a Turn?
   » Average Scale = about 6 seconds.
   » Large Scale = about 30 seconds.
   » Huge Scale = about 2 minutes.
  Determining The Combat Scale
  GMs define the Combat Scale at the start of the combat.
  Changing Combat Scale
  Combat Scale should not normally be changed once combat 
  has started, and may only be changed by the GM.
  Average Personal Combat
   » Standard rules.
  Large Dramatic Combat
   » -1 Splash.
   » Splash Weapons that are reduced to Splash 0; may affect 
  a single space.
   » -1 Dangerous Terrain.
   » Single characters do not count as Difficult Terrain.
   » Up to 4 characters may occupy a single space.
  Terrain
  Entering or exiting a building counts as Difficult Terrain.
  Groups of barrels and boxes count as Difficult Terrain and Cover.
  Large trees are Difficult Terrain and Cover.
  Huge Combat
   » While you’re adjacent to Difficult Terrain you gain Light Cover.
   » While you’re in Difficult Terrain you gain Heavy Cover.
   » Splash Weapons may only affect a single space.
   » -2 Dangerous Terrain.
   » Single characters do not count as Difficult Terrain.
   » Up to 8 characters may occupy a single space.
  Terrain
  Blocks of buildings count as Difficult Terrain.
  Barrels, boxes, carts, etc... do not count as Difficult Terrain.
  Large trees are single spaces of Difficult Terrain.
  Downtime
   
  Replacing Lost Equipment
  Lost equipment IS NOT automatically regained if you have access to 
  a Tethered Order facility or a suitable vendor; it must be re-acquired.
  Changing your Stance
  You may only change your Stance during downtime and if you 
  have access to a Tethered Order facility or a suitable vendor 
  (for equipment),
  Strong Hit: Critical Hit
   
  See pg: 92 for full Death and Healing Roll rules.
  Critical Hit Requirements Changed to:
   » Once per Action.
   » Hit.
   » Not Splash.
  Strong Hit: Critical Hit may only be used once per Attack Roll.
  Not Splash = Not Splash Damage (see Core Rule Book pg: 83).
  You cause a free Critical Hit vs ANY target that you damage who 
  has 0 Endurance, even if you miss (ie: via a Splash Weapon).
  Critical Boost
  There is no Strong Hit: Critical Boost in Fragged Aeternum.
  Momentum
  See pg: 94 for full Momentum Point and Strong Hit: Momentum rules.
  Attack Rolls
   
  Rate of Fire (RoF)
  These rules are not used in Fragged Aeternum.
  Different Weapons use an alternate number of d6s for their Attack 
  Rolls: see pg: 79 for full Weapon Stat rules.
  “When we laugh at honour and scorn bravery, we should 
  not be shocked to find traitors and cowards in our midst.”
  - Sir Jane the Vast, Tethered Inquisitor.
  “We all know the golden flame is alive, possibly more 
  so than you and I.
  It has thoughts, opinions and a sense of morality. I 
  would suggest not disrespecting it or giving it reason to 
  question the worthiness of your immortality.”
  - Evelyn Bright.
  
  91
  Average Combat Scale
  Standard terrain rules.
  Large Combat Scale
  Each building counts as an area of Difficult Terrain and Cover.
  Barrels, boxes and carts count as Cover.
  Huge Combat Scale
  Blocks of buildings count as areas of Difficult Terrain and Cover.
  Large trees are single spaces of Difficult Terrain and Cover.
  Barrels, boxes and carts do not count as Difficult Terrain or Cover.
  Combat Scale
  This example shows 2 Tethered Fighting 2 Fiends.
  One of these Fiends is Big, the other is Huge!
  
  92
  Healing Rolls
   
  Healing Rolls work very differently in Fragged Aeternum.
  Skill Use
  Insight, Resolve, Infernal and Celestial Skills are the most 
  appropriate Skills for making Healing Rolls.
  In-Combat Healing
  Each Tethered character may perform a single free (costs no Spare 
  Time Point, but still requires a Skill Roll) Healing Roll in Combat, as 
  long as that combat is against a balanced (or superior) opponent.
  Post-Combat
  Any un-used free Healing Rolls may be used post-combat 
  (much like a Paramedics Healing Roll (see Core Rule Book pg: 
  92)). Revive and Purify Healing Rolls do not require the PCs to 
  have a few minutes rest, but Rebirth does.
  Healing Rolls
  Revive; 12t
   » Heal all allies (not you) within double your Empathy Splash area.
   » Heal 1 Attribute Point of damage, 2 if mid-combat.
  Purify; 14t
   » Heal yourself.
   » Heal Attribute Points equal to double your Empathy.
  Rebirth; 14t
   » Heal another Tethered (they don’t have to be dead).
   » May bring them back to life.
   » Heal Attribute Points equal to their Empathy.
   » May Heal recently acquired physical Conditions, see pg: 63.
   » You must have a Tethered Lantern.
   » May not be performed during combat.
   » May not be performed by a Spectre.
  Healing Yourself
  You do not suffer a -2 penalty to Heal yourself.
  Tethered Lantern
  All Tethered carry with them a special lantern that carries a flame 
  from a Great Lantern. A lanterns is required to bring another Tethered 
  back to life.
  Healing Non-Tethered
  Healing a non-Tethered character is done by making a standard 
  Production Skill Roll, using an appropriate Skill of your choice.
  Sharing Spare Time Points
  You may share Spare Time Points for Healing Rolls.
  NPCs
  May not normally make Healing Rolls.
  Death
  When a Tethered (PC) character dies to a non-Tethered source, and 
  is within sight of another Tethered; their body and all of their bonded 
  equipment dissolves as their soul is released and may continue to fight 
  for a short time. When they’re in this form, they’re known as a Spectre.
  PCs & NPCs die if any Attribute is reduced to -2.
  Death turns PCs into a Spectre.
  If they’re already a Spectre; they vanish.
  When you become a Spectre or die as a Spectre:
   » Heal all of the Attribute that killed you.
   » Drop all items not bound to you.
   » All non-Arcane poisons on your character are healed.
  While You’re a Spectre:
   » You gain +1 Armour.
   » You are immune to Fear Weapons and the Bleeding Effect.
   » You may Fly and are Incorporeal (see pg: 52).
   » At the start of your Turn (or every 6 seconds) you take 1 
  Damage (no Armour) to two random (2d6) Attributes.
   » You cannot make a Rebirth Healing Roll.
  Your Spectre Vanishes after:
   » If any of your Attributes are reduced to -2 (then Heal that Attribute).
   » You cannot be seen by another Tethered.
   » 5 minutes after your death.
   » You may choose to Vanish at any time (ie: to prevent further 
  Attribute Damage to yourself).
   » If you’re killed by a Tethered (including yourself). Your 
  Spectre vanishes as soon as it emerges from your body and 
  you do not increase your Death Count.
  Two Ways to Come Back to Life
   » Another Tethered performs a Rebirth Healing Roll on you.
   » The next night after your death, you’re reborn at a Great 
  Lantern (see the map on pg: 20-21) as if Rebirth was used on 
  you. This will not cost you a Spare Time Point, but they gain 
  Corruption +1 or Madness +1 (pg: 104).
  Death by Fear
  Death by a Fear weapon may reflect a character having a heart 
  attack or their mind giving up on reality. Tethered may be immortal, 
  but their minds and body don’t know this.
  Death Count
   » After 5, 10, 13, 15, 18 and 20 Deaths you gain 1 Knowledge.
   » After 9, 14, 17 and 19 Deaths you gain 1 Complication.
  Optional Rule: Knock Out
  With your GM’s permission you may spend a Strong Hit Option to 
  knock a character out rather than kill them. The Rush Action (pg: 97) 
  may also be used to knock out Henchmen.
   » All of your Weapons gain +1 Crit Dmg.
  
  93
  When you Die
  You become a Spectre.
  Heal all of the Attribute that killed you.
  Revive, 12t
  Heal all allies within double your Empathy Splash area.
  Heal 1 Attribute Point of damage, 2 if mid-combat.
  As a Spectre
  You gain +1 Armour and Crit Damage.
  You are immune to Fear and Bleeding.
  You may Fly and are Incorporeal.
  You take 2 Dmg (no Armour) to two random (2d6) Attributes each Turn.
  You cannot make a Rebirth Healing Roll.
  Purify, 14t
  Heal yourself.
  Heal Attribute Points equal to double your Empathy.
  Rebirth, 14t
  May bring another Tethered back to life.
  Heal Attribute Points equal to their Empathy.
  May Heal recently-acquired physical Conditions (eg: lost limb).
  Healing Rolls
  When you die, you become a Spectre and may keep fighting.
  Another PC can bring you back to life.
  
  94
  Momentum Points
   
  Momentum Points are temporary points that you gain during 
  combat. They can be spent to make your Attacks more powerful or 
  to activate certain abilities gained from Traits or equipment.
  Starting Combat & Surprise Round
  You normally start each Combat with 0 Momentum Points. If you 
  gain a Surprise Round (pg: 96), you start with 1 Momentum Point.
  Maximum
  The Maximum amount of Momentum Points that a character can 
  have at any one time is equal to their Conviction.
  Gaining
  Momentum Points are primarily gained through the Strong Hit 
  Option: Build Momentum.
  Surprise Round
  If you gain a Surprise Round you gain +1 Momentum Point.
  Loosing
  You lose all of your Momentum Points at the end of Combat, or 
  they may be spent (see below).
  Negative Momentum Points
  You may never have negative Momentum Points.
  Spending
  Momentum Points may be spent on special Abilities gained 
  through Actions, Traits, Strong Hit Options or equipment Keywords.
  Spent Before you Act
  Momentum Points may only be spent during your Turn.
  They must be spent BEFORE any Attack Rolls are made
  that would be affected by a Momentum Ability.
  Momentum X: Y
  You may spend X Momentum Points to gain Y.
  Abilities gained in this way from a Weapon that would alter that 
  Weapon’s Attack may only affect that Weapon.
  Unless stated otherwise, all Momentum Ability benefits are 
  removed at the start of your next Turn. Momentum Abilities 
  that boost an Attack are only applied to a single Attack.
  NPCs
  Use slightly different Momentum Point rules, see pg: 104.
  Strong Hit: Build Momentum
  The Strong Hit Option: Critical Boost does not exist in Fragged 
  Aeternum; in its place is Build Momentum.
  Requirements
  Does not Req Hit or Success.
  May be gained through the use of an Attack or Skill Roll.
  Result
  Gain +1 Momentum Point.
  This Momentum Point may not be spent for this Attack Roll (as 
  Momentum Points must be spent BEFORE you roll).
  Killing Blow, Spending Momentum Points
  Sandra (1) has 2 Momentum and has just scored two Strong Hits 
  with an Attack Roll. She spends both on Build Momentum, raising her 
  Current Momentum to 4.
  For her second Action she uses the Unleash Action and spends 
  2 Momentum Points (before she makes her Attack Roll) to gain 
  +2 Endurance and Critical Damage. She scores a Hit against her 
  opponent, but unfortunately she rolls no Strong Hits and is unable to 
  cause a Critical Hit.
  Liz (A) has 2 Momentum Points and scores 2 Strong Hits. 
  She spends one on Build Momentum, bringing her up to her Max 
  Momentum of 3, and her second Strong Hit on another Strong Hit 
  Option to bring Sandra down to 0 Endurance. This results in Liz 
  causing a free Critical Hit against Sandra, but her Weapon fails to 
  penetrate Sandra’s Armour.
  For her second Action Liz use the Unleash Action, spending all 3 
  Momentum Points to gain +3 Endurance and Critical Damage. This 
  Attack scores a free Critical Hit, as Sandra has 0 Endurance, and Liz 
  has rolled one Strong Hit. She uses this Strong Hit to gain +1 Current 
  Momentum. With +3 Critical Damage her Attack easily penetrates 
  Sandra’s Armour.
  1
  A
  1
  A
  1
  A
  
  95
  Momentum 1: +1 End & Crit Dmg.
  The Unleash Action allows you to spend Momentum to increase 
  the Damage of your Weapon by 1 per spent Momentum Point.
  Momentum Abilities can Only be Activated BEFORE you Attack
  Momentum Points may only be spent during your Turn.
  They must be spent BEFORE any Attack Rolls are made that would 
  be affected by a Momentum Ability.
  Use Your Strong Hits to Gain Momentum Points
  The Get Ready Actions also grants you 1 Momentum Point.
  Maximum Momentum = Your Conviction
  Any additional Momentum Points gained are immediately discarded.
  Momentum
  Managing your Momentum is key to victory.
  Spend Momentum to make your Attacks more Powerful.
  
  96
  Weapon Types & Actions
   
  These rules are far simpler than they are in the Core Rule Book.
  Any Weapons can be used with any Action
  that has the Major Effect: Attack.
  Weapon Types
   » Melee.
   » Range.
   » Fear (may only be used by NPCs).
   » Arcane.
  Starting Combat
   
  Define Combat Scale
  At the start of each Combat, the GM must define the Combat Scale 
  (pg: 90). This will normally be Average Scale.
  Surprise Round
   
  If a character gains a Surprise Round they also gain +1 Momentum 
  Point (pg: 94).
  Combat Turns
  & Actions
  Action Major Effects
   
  Fragged Aeternum Action Major Effects work like they do in the 
  Core Rule Book (pg: 107) with a minor addition.
  Fear
  Weapons with this Weapon Type must make their Attack Rolls 
  against a target’s Defence vs Fear, not their normal Defence.
  Group Action
  NPC Only Action
  This Action may ONLY be performed by
  Henchmen and Power groups.
  Major Effect
  Move
  Attack
  Minor Effect
  End Dmg: +1 per Attacking Body.
  Hit D6: +1d6 per Attacking Body.
  Make a Skill Roll.
  See Think Action, pg: 97.
  Momentum 1: Alter Crit Location by +/-1.
  Momentum 1: +1 End & Crit Dmg.
  Actions
  Action Minor Effects
  Fragged Aeternum Action Minor Effects work like they do in the 
  Core Rule Book (pg: 107).
  Speed +X.
  Add “X” to the number of spaces you may Move with this Action.
  Momentum X: Y.
  Gives you access to a Momentum Ability during this Action, see 
  pg: 94 for full Momentum rules.
  These Abilities may ONLY be used as you perform this  Action 
  and you must spend your Momentum Points BEFORE you make an 
  Attack Roll.
  
  97
  Think
  The most important and difficult fights cannot be won with simple 
  brawn and power; they will require skill and cunning.
  Major Effect
  Move
  Recover
  Minor Effect
  Make a Skill Roll.
  See pg: 66 for full Everyday Skill rules.
  Example Skill Rolls:
   » Awareness: Spot an opponent’s physical weakness.
   » Physical: Trip an adjacent opponent (pg: 67).
   » Physical: Climb a wall.
   » Stealth: You become Stealthed (pg: 68).
  Recovery: +Might -2.
  Pushing an Opponent off a Cliff, Think Example
  Penelope (1) seizes the opportunity to quickly take out her 
  opponent (A) by knocking them off a cliff.
  Penelope performs the Think Action, moves forward 4 spaces and 
  makes a Physical Skill Roll. The GM gives her a +2 Description bonus 
  as she had a run-up, and is stronger than her opponent. Penelope 
  rolls a 12 for a total of 14. The GM says this is enough and then 
  describes what happens to her opponent.
  As the cliff is incredibly high, the GM doesn’t bother rolling 
  damage and just describes how the NPC falls to their death.
  Rush
  You charge at full speed, cutting down any who are foolish enough 
  to get in your way.
  Major Effect
  Move
  Minor Effect
  Speed +2.
  Kill an adjacent Henchmen Body.
  You may automatically kill any Henchmen Body that’s adjacent 
  to you at any point along your Movement during this Action.
  Momentum 1: Kill an additional Henchmen Body.
  This may be performed multiple times in a single Action.
  Cutting them Down, Rush Example
  Ajax (1) is fighting a swarm of giant spiders (A). For his first Action 
  he performs Rush, moving forward 4 spaces and killing a spider.
  For his second Action he again performs Rush. But this time he 
  spends 2 Momentum to kill a total of 3 spiders.
  Speed 2
  1
  A
  A
  A
  A
  A
  A
  Speed 2
  1
  A
  A
  A
  A
  A
  A
  1
  
  98
  Get Ready
  You steady yourself for a moment as you get ready to make 
  your move.
  Major Effect
  Move
  Recover
  Minor Effect
  +1 Momentum.
  You gain +1 Momentum Point.
  Speed: -2.
  Activate or Deactivate an item in your 2nd Hand.
  1 Handed items can be Activated or Deactivated as a Free Action. 
  2 Handed item, and two 1 Handed items require this single Action. 
  NPCs can Activate or Deactivate any item as a Free Action.
  Strike
  You strike out with great skill and precision as you quickly dart 
  across the field of combat.
  Major Effect
  Move
  Attack
  Minor Effect
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: Alter Crit Location by +/-1.
  This may be performed multiple times in a single Action, and 
  the effect Stacks.
  Unleash
  See pg: 94 for full Momentum rules.
  Seeing opportunity, you strike with all you have!
  Major Effect
  Attack
  Minor Effect
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: +1 End & Crit Dmg.
  This may be performed multiple times in a single Action, and 
  the effect Stacks.
  Dodge
  You focus your senses and prepare to dodge your opponent’s next 
  physical attacks against you.
  Major Effect
  Move
  Minor Effect
  Gain: +Agi Def vs the next 2 non-Fear Attacks.
  Add your Agility to your Defence vs the next 2 non-Fear Attacks 
  against you before your next Turn.
  Momentum 1: +1 Cover Step.
  This may be performed multiple times in a single Action, and 
  the effect Stacks.
  “A Tethered’s weapon is an extension of their being. 
  An expression of, and a glimpse at, their soul. A badge 
  of their station and their divine purpose in this world.
  To disrespect this symbol is to disrespect its message.”
  - Winfried Wilder, Weapon Master.
  “Tethered do not hope to win the war for humanity’s 
  soul, only to win what battles we can.”
  - Alfred Pine, A Hope for Victory.
  
  99
  Overview
   
  Theatre of the Mind Combat works like it does in the Core Rule 
  Book (pg: 96) except for a few changes. Namely that NPCs have a 
  number of additional options available to them that they can choose 
  to use in response to a PC’s Combat Skill Rolls.
  Note to GMs; Easy Fights
  Theatre of the Mind Combats are ideal for minor conflicts
  where the PC’s lives are not at risk (eg: fighting city guards, 
  animals, tavern brawls, etc...).
  Number of Successes Needed
  GMs should feel free to change the number of Successes needed 
  per PC (normally 2). Possibly increasing the amount needed by 1 for 
  more, or decreasing it by 1 for less, complicated conflicts.
  Failing a Roll by 4 or More
  If a PC ever fails a Combat Roll by 4 or more they should be 
  instantly killed and turned into a Spectre.
   » This does not Heal any of their Attributes.
  Spectres
  Gain +1 to all Combat Skill Rolls, but they also take 1 point of 
  Attribute Damage (just like they would if they failed a Roll) 
  before they make their Roll.
  Heal Ally
  In any ‘Out Matched’ Theatre of the Mind Combat (requiring Combat 
  Rolls of 14 or more); any PC may choose to suffer a -2 penalty to a 
  Combat Skill Roll to make a Healing Roll.
  Revive
  GMs declare how many allies are within the Splash area of a 
  Revive Healing Roll (pg: 92).
  NPC Response Options
  PCs Fail a Combat Skill Roll
  When a PC fails a roll the GM ‘may’ choose to do one of 
  the following:
  Line up a Massive Strike
   » This failed Combat Skill Roll deals no Damage (normally 2).
   » An NPC lines up a massive attack against a single PC. The 
  next PC to roll must stop this attack by passing a roll at -2.
   » If the NPC’s attack is not stopped, then a PC takes 4 points 
  of Attribute Damage (normally 2).
  Massive Area Strike
   » This failed Combat Skill Roll deals no Damage (normally 2).
   » An NPC lines up a massive attack against all PCs. The next 
  PC to roll must stop this attack by passing a roll at -1.
   » If the NPC’s attack is not stopped, then ALL PCs take 1 point 
  of Attribute Damage (normally 1 takes 2 Damage).
  Sacrificial Strike
   » Treat this failed roll as a success.
   » A PC takes 3 points of Attribute Damage.
  Grow in Power
   » This failed Combat Skill Roll deals no Attribute Damage 
  (normally 2).
   » All PCs have -1 to all future rolls for this Combat (Stacks up 
  to -4).
  PCs Succeed at a Combat Skill Roll
  When a PC makes a successful roll (that is not the final roll that 
  would have won them the Combat) the GM ‘may’ choose to do one 
  of the following:
  Lash Out
   » Treat this roll as 2 successes (normally 1).
   » Deal 1 point of Attribute Damage to two different PCs.
  Overextend
   » Deal 2 points of Attribute Damage to a PC.
   » All PCs gain +1 to all future rolls for this Combat (Stacks up 
  to +4).
  Theatre of the Mind
  “Why is it that fear and grief feel so alike?”
  - Randolph Smith, Stone Street incursion survivor. 
  
  100
  
  101
  101
  Jireth watched with a raised eyebrow as his companions stomped 
  over the graveyard, ignoring all sense of propriety as they laughed 
  at a string of crass in-jokes. Leah yelled something to her twin about 
  last nights ‘adventures’, and he let out a raucous guffaw that set the 
  holy mage’s teeth on edge.
  Reminding himself that they all shared a common goal, Jireth 
  exhaled and began a simple incantation to sense the emotions of those 
  who’d laid friends and family to rest here. The result was overwhelming, 
  as he’d expected from the many upturned graves. Fear of loved ones 
  being roused from their slumber, despair at their resting places being 
  defiled… something had been feasting on the deceased by night.
  As distasteful as he found his companions for this particular hunt, 
  he found the sight of their drawn weapons reassuring. A Fiendish 
  essence lay thick in the air, stifling his magic.
  He looked up to see Vaughn hastily attempting to prop up a grave 
  he’d knocked down with his massive sword. Leah was laughing at him, 
  of course. Jireth resisted the serious urge to bury his head in his hands.
  Even if Jireth hadn’t noticed the beast’s aura, the smell 
  would’ve been enough. He slowly turned to see the Fiend 
  perched atop the cemetery gate, his jaw dropping open as he 
  took in the mammoth size. Its skeletal features, adorned with 
  sharp horns, gazed down upon him. It tilted its head as if it was 
  savouring his dawning dread, then drew in a thick, rattling breath. 
  Jireth felt as if his very soul was being dragged out of his body.
  The twins were both yelling, but Jireth barely heard. His hands 
  trembled as he pulled the Holy Book of Akaris out of his robes and 
  raised a hand. The thing simply watched as he chanted his most 
  powerful spell of protection, runes flowing all over his body as his power 
  swelled. Then the twins were at his side, Leah with her pistol trained on 
  the target and Vaughn resting the great-sword on his shoulder.
  “Big fella’, isn’t he?” the man remarked, grinning. The Fiend bowed its 
  head for a moment, then arched its back and howled to the moon. The 
  three of them were blasted off their feet, and Jireth felt his powerful 
  enchantment shatter. Then the Fiend snapped its head downward and 
  leapt off the stone gateway, claws bared and hunger in its eyes.
  Mastering
  Game
  
  102
  GM’s Guide
  Overview
   
  Fragged Aeternum is a high-powered, gritty and dark setting that 
  should be full of action, mystery, desperation and death.
  The world of Aeternum is a brutal one that thrusts many unpleasant 
  truths into the faces of its inhabitants: most predominantly, that the 
  human soul goes on after death, and most likely to a bad place.
  By human standards your PCs are incredibly powerful, but in the 
  grand scheme of things they are but insects.
  A good Aeternum game should be difficult and circle
  around the themes of ‘struggle,’ ‘morality’ and ‘eternity’.
  Your PC’s bodies are immortal and indestructible, but their
  minds and those they fight for (humanity) are not.
  Don’t hold back as the GM. Don’t pull any punches.
  Killing your PCs is ok.
   » All characters (both PCs and NPCs) should have clear personal goals.
   » Give PCs opportunities to pursue their personal goals.
   » All PCs should have a detailed history and a clear reason for why 
  they joined the Tethered Order.
   » Weave these stories into your plots.
   » GMs should encourage a sense of comradery between the PCs.
   » Discourage inter-PC betrayal.
   » Going mad or being evil should result in a PC being permanently 
  killed by The Order, or becoming an NPC.
   » Keep an eye on your PC’s Madness and Corruption.
   » Killing a human, or corrupting a human soul, are the greatest 
  sins that a Tethered can commit.
   » Before your first game; give your players a clear idea about the 
  style of game that you’re going to run (ie: intrigue, witch hunters, 
  sandbox, etc...).
   » This will help them to make suitable characters.
   » Allow your players to be amazing and to show off their powers!
   » Do the same with your NPCs, as they will regularly be even 
  more powerful than your PCs.
   » Be harsh but fair.
   » Dying is not a failure to the Tethered; allowing human souls 
  to be taken down is.
  Non-Combat
  See Core Rule Book pg: 38 for full Skill Roll rules.
  The Fragged rule system has a very rules-light approach to 
  non-combat scenarios, character personalities, inter-character 
  relationships and Skill Rolls.
  This was done to give players and GMs a greater amount of 
  freedom, by keeping the rules mechanically simple and the play 
  time focused on the descriptive abilities of the GM and players.
  Description Bonuses & Penalties
  Are key to keeping players engaged and alert.
  GMs should grant bonuses or penalties to nearly all Skill Rolls.
  Vocations
  See Core Rule Book pg: 64 for full Spare Time rules.
  The Fragged rule system has a strong focus on character vocations, 
  as it closely tracks how each PC spends their spare time. This focus 
  is slightly less so in Aeternum, due to its use of City Skills (which 
  are primarily about knowledge) over Professional Skills (which have 
  strong practical uses).
  Non-Combat Travel
  See pg: 74 for full Non-Combat Travel rules.
  Non-combat travel rules are kept light and loose in Fragged 
  Aeternum. PCs are assumed to be fit, competent, and able to get 
  their hands on enough funds to facilitate their travels through the city 
  via various transportation services and lodgings.
  Non-city travel (eg: through a dense forest parkland, or via the 
  Undercity) should be difficult and travel distances hard/impossible 
  to quantify. In these situations GMs are encouraged to do what they 
  think is best.
  Suspense Rolls
  See pg: 72 for full Suspense Roll rules.
  Suspense Rolls are a great way to increase drama and to make 
  your players be a little more cautious. Use them liberally.
  
  103
  Example Suspense Rolls:
   » Betraying a friend (Clarity).
   » Failing a Resolve Skill Roll of 12 results in damage.
   » Torture a person (Clarity and Humanity).
   » Passing an Insight Skill Roll of 8 results in damage.
   » Failing a Resolve Skill Roll of 12 results in damage.
   » Leaving a person to die (Humanity)
   » Passing an Insight Skill Roll of 10 results in damage.
   » Reading a Fiendish book (Humanity and Reality).
   » Passing an Insight Skill Roll of 12 results in damage.
   » Passing an Awareness Skill Roll of 12 results in damage.
   » Seeing great arcane power (Reality)
   » Passing a (your best) City Skill Roll of 14 results in damage.
  Ritual Arcane Skill Rolls
   
  See pg: 65 for full Ritual Skill Roll rules.
  See pg: 161 for a full list of available Arcane Tools.
  See pg: 163 for a list of Example Arcane Rituals.
  Rituals have the potential to greatly impact your game. Not only 
  does every Tethered PC have access to them, but they can be used 
  to do almost anything that they can imagine.
  As the GM you should pay careful attention to the following 
  checklist when a PC wishes to attempt a ritual:
   » What power source are they drawing upon?
   » Aeternum, Celestial or Fiendish.
   » If they use Aeternum; they suffer 1 point of Attribute Damage.
   » They MUST use the most appropriate Skill.
   » Do they have the required Arcane Tools?
   » Arcane power is fickle and ever-changing, shaped by the 
  whims of those who give it out. GMs should feel free to alter 
  what tools are required for Rituals.
   » If they fail their Arcane Skill Roll; they should suffer the 
  consequences associated with their chosen power source.
   » Failing a Celestial Ritual Skill Roll has no negative effects.
   » If they pass their Arcane Skill Roll; you describe the result.
   » Aeternum power gives the user greater control over the result.
   » Celestial power gives little/no control to the user over the result.
   » Fiendish power will trick/use it’s wielder.
  Miscellaneous Items, Tasks & Services
   
  See pg: 160-163 for a list of Example Items, Tasks & Services.
  Miscellaneous Items, Tasks & Services should play a 
  MUCH larger role in your Aeternum game.
  As the GM, one of the best ways you can encourage the use of 
  miscellaneous items in your game is to have your NPCs make use of 
  them, or to give them out as loot/rewards to your PCs.
  Once you’re familiar with the Fragged Aeternum rule system, 
  you should create new miscellaneous items, tasks and services for 
  your players.
  Loot & Rewards
  See pg: 53 for the full Advancement rules.
  Loot plays an altered role in Fragged Aeternum in comparison to 
  the Core Rule Book, as there are no Trade Good specific rules and 
  no Influence. Miscellaneous Items play a larger role and some Items 
  and Modifications can only be gained through in-game actions (ie: 
  those with the Acquire cost: Loot). Unlike Research Units, Study Units 
  can be found.
   » You should feel free to be far more liberal with your rewards 
  that only have a Spare Time Acquire cost.
   » Occasionally rewarding players with items that can’t be 
  gained through Spare Time Rolls is encouraged.
   » Study Units are a great reward, but they may come at a cost 
  or with risk.
   » Tempting players to make a Suspense Rolls and risk gaining 
  Corruption or Madness points is a great way to add value to loot.
   » Items in the hands of NPCs may have different stats and 
  abilities when in the hands of PCs.
  
  104
  Combat
  See pg: 88 for full Combat rules.
  See pg: 99 for full Theatre of the Mind Combat rules.
  Combat in Aeternum should be epic and over the top. This is a 
  world of powerful PCs fighting even more powerful NPCs.
  Any combat that could be considered safe for the PCs
  (eg: fights vs city guards, brigands, bar fights, etc...)
  should use the Theatre of the Mind Combat rules.
  Unbalanced Combats
  GMs should feel free to make the occasional fight (and especially 
  those vs bosses) unbalanced in favour of the NPCs.
  Environmental Damage
  Have attacks (and especially those that miss) destroy the 
  environment (eg: smash through walls).
  Corruption & Madness
  See pg: 57 and 63 for full Corruption and Madness rules.
  While there is a clear mechanical penalty for players accumulating 
  Corruption and Madness Points (increased number of Henchmen 
  and Power Bodies in Combat), there should also be story and 
  role-playing implications. Here are some ideas for how you can alter 
  your game for characters with a high (5+) Corruption and/or Madness:
  Corruption
   » Have Fiends try to manipulate them.
   » Have Fiends and other dark forces pay them (false) respect. 
  This could make others think they are more corrupt/powerful 
  than they are, luring them into a false sense of security.
   »
  Madness
   » Failed Skill Roll: have them do something erratic.
   » Successful Skill Roll: have them perform well, but in an 
  unusual and potentially socially alienating way.
   » Start to see things that only the mad can see or experience.
   » Some things should only exist for characters with a certain 
  amount of Madness.
  Corruption and Madness can be given out for in-game actions.
  Corruption and Madness Points are difficult to remove.
  They’re intended to show the slow but inevitable decline of a 
  Tethered’s mind and character.
  Maddock has Madness 8, and he and his team are attempting to 
  trace the family line of a local aristocratic family, known as the 
  Laurels. He passes a High Society Skill Roll by 4 while in a library.
  While his team are reading through ancient books on heraldry, he 
  has the mad idea to check the botany section. To everyone’s surprise 
  he discovers a book written by one of their earliest descendants.
  NPCs & Momentum
  Shared Momentum Pool
  All allied NPCs share their Momentum with each other. This is 
  known as the Momentum Pool and may collect an unlimited amount 
  of Momentum Points.
  NPCs Share Gained Momentum Example
  A group of 3 NPCs start combat with 0 Momentum (if they gain 
  a Surprise Round they would start with 3). During their first Turn, 
  the first NPC gains 2 Momentum, increasing the NPCs’ Momentum 
  Pool to 2.
  When the second NPC takes its Turn it starts with 2 Momentum. 
  During its Turn it spends 1 Momentum, reducing the NPCs’ Momentum 
  Pool to 1.
  Henchmen and Power Bodies Maximum Momentum
  Is equal to the number of Attacking Henchmen Bodies.
  Optional Rule: Avoid Killing
  The primary role of a Tethered is to protect human souls. Preventing 
  human deaths can be particularly difficult at times when they’re 
  trying to kill you. As an optional rule all PCs gain the following 
  Momentum Ability:
  Momentum 1: If your next Attack would kill any humans you may 
  instead choose to disable them in a dramatic way of your choice 
  (eg: you disarm them by flicking their weapon into one of your spare 
  hands or you knock them unconscious).
  “Fighting city guards is hard... cos ya can’t kill em.”
  - Fiona Sharp, the shrewd.
  
  105
  PC Death & TPKs
  PC Deaths and Total Party Kills
  should not only be ok, they should be expected.
  In most combat-focused RPGs, physical preservation is normally 
  at the forefront of player’s minds. This is not so in Aeternum as all 
  Tethered PCs are immortal and are expected to die multiple times.
  What needs to be preserved in Aeternum is not the PCs’ lives, but 
  rather their minds (Corruption and Madness) and the souls of NPC 
  humans. You as the GM will need to keep this in mind.
  If your PCs are Winning Every Fight:
   » Increase the difficulty by increasing the NPCs’ power on their 
  Ability Tables. Don’t just add more NPCs, as this will increase 
  your bookwork during combat.
   » Have your NPCs threaten the lives/souls of human NPCs, 
  forcing your players to defend them or risk the displeasure of 
  the Tethered Order (who control their immortality).
   » Give all NPCs +1 Armour during the first two Turns of Combat.
  When your PCs Die:
   » Advance your NPCs’ plans, as some time may have gone past 
  before their next fight with the PCs.
   » Have your NPCs prepare for your players’ specific abilities (as 
  they would have become more familiar with them during their 
  previous fight) with One Use Miscellaneous Items (pg: 160).
   » If appropriate, have your NPCs gloat over and mock the PCs. 
  This will make the PCs love to hate them, and become even 
  more eager for victory.
  Combat Skill Rolls
  Skill Rolls during Combat play a larger role in Fragged Aeternum. 
  As these Skill Rolls are rules-light, they will require some arbitration 
  from you.
   » If a character wishes to perform a Skill Roll during Combat, 
  they should perform the Think Action (pg: 97).
   » GMs should treat these Skill Rolls like a standard Skill Roll, 
  requiring the players to describe their approach, roll and then 
  have the GM describe the result.
  Example Uses:
   » To learn about an opponent’s stats/abilities/powers, a 
  character must perform an Awareness or Insight Skill Roll.
   » To Tackle, Trip or Push an opponent, a character must perform 
  a Physical Skill Roll (see pg: 67).
   » To climb a wall, a character must perform a Physical 
  Skill Roll (see pg: 67).
   » To Stealth, a character must perform a Stealth Skill Roll 
  (see pg: 68).
  Rules for all NPCs
  NPC Death
  NPCs die when any Attribute is reduced to -2, not -0.
  Attribute Maximums
  NPCs have no Attribute Maximums (normally 5).
  Bigger than 1 Space
  Any NPC can take up more than 1 space on a battle map.
  Energy, Natural & Poison Keyword
  Any NPC Weapon can be given the Energy, Natural and/or 
  Poison Keywords.
  No Fear Weapon?
  Any Skilled or Immense NPC without a Fear Weapon
  gains +2 Hit and Defence.
  Equipment Slots
  There is no need to keep track of NPCs’ Equipment Slots. GMs 
  should do what they think makes sense.
  Limbs & Hands
  NPCs can have any number of limbs and hands.
  Activating or Deactivating Items
  NPCs do not need to perform a Get Ready Action to Activate or 
  Deactivate an item into, or from, their second Hand.
  Native Environment
  NPCs may be native to a particular environment; gaining no 
  negative effects from that environment. Opposing environments may 
  harm them.
  A fish monster never needs to make a Physical Skill Roll to swim, 
  never takes damage from drowning in water, and may move at full 
  speed in water. It may start to drown if it’s not kept wet, and treats all 
  non-water terrain as Difficult Terrain.
  Immunities
  NPCs may be immune to some abilities and Strong Hits if it makes 
  sense (eg: a fire monster may be immune to some Burn effects).
   » Any NPC can be immune to Poison Consumables (pg: 161).
  Skill Rolls
  NPCs have +2 to all Skill Rolls, unless it is something that the GM 
  thinks they would be particularly good at; then they have +4. If it is 
  something that they would be particularly bad at, they have -2.
  
  106
  
  107
  Types of NPCs
  See pg: 108-109 for a full list of NPC Ability Tables.
  See pg: 110-113 for full list of NPC Variations and Traits.
  NPC Types in Fragged Aeternum work like they do in the Core Rule 
  Book (pg: 294), with a few exceptions, namely that their ability tables 
  and starting stats are different.
  Henchmen Group; equal in power to 1 Player Character.
  Power Group; equal in power to 1 Player Character.
  Skilled NPC; equal in power to 1 Player Character.
  Immense NPC; equal in power to 4 Player Characters.
   » Henchmen and Power Groups use the ‘Group Action’ (see pg: 96).
  Immense
   
  Immense NPCs are a little like a Nemesis NPC in that they are 
  ideal for boss fights.
  3 Actions per Turn
  Immense NPCs may perform 3 Actions per Turn (normally 2).
  Grabbing or being Grabbed
  Grabbing or being Grabbed only reduces your Actions per Turn to 
  2 (normally 1).
  Suppression
  Being Suppressed (pg: 89) only reduces your Actions to 2 per Turn 
  (normally 1).
  Power Group
   
  Power Groups work like Henchmen Groups (see above) and a little 
  like Warheads (see Core Rule Book pg: 181) but with a few exceptions:
  Tied to a ‘Source’
  Power Groups are extensions/ammunition of a Source, like a 
  fireball hovering in the air that a mage is about to throw, a tentacle 
  from a massive Fiend that’s about to strike, etc...
  If a Power Group’s Source is ever killed or incapacitated, all 
  associated Power Groups are destroyed.
  Destroyed After they Attack
  After a Power Group Body makes an Attack, that Body is destroyed.
  Gaining Additional Bodies
  All Power Groups gain additional Bodies at the end of each Turn. 
  These may be placed in any location that the GM feels is appropriate.
  Max Momentum = Attacking Bodies
  Power Groups may only use 1 Momentum for each of their 
  Attacking Bodies.
  Henchmen Group
   
  Henchmen Groups work like they do the Core Rule Book (pg: 296) 
  except as follows.
  Henchmen Action
  Henchmen have their own Action called Group Action (see pg: 96).
  +1 End Dmg per Attacking Body
  This is gained from the Action ‘Group Action’.
  Max Momentum = Attacking Bodies
   A Henchmen Group’s Max Momentum is equal to the number of 
  Bodies that will be making an Attack during their Turn.
  Massive & Strange Monsters
   
  GMs are encouraged to get creative with their construction of large 
  and/or complex monsters.
  Here are some ideas:
  Use Multiple NPCs as Parts of the same Monster
   » Eg: Use a Skilled NPC as the Fiend’s Head, and Power Group 
  Bodies as its tentacles.
  Multiple Combats are Needed to kill it
   » Eg: A particularly tough monster is not killed when one 
  of its Attributes is reduced to -2. It is only wounded and 
  must retreat. When the PCs encounter it again, it will have 
  different stats, Traits and Weapons to reflect its wounded and 
  desperate state.
   » Eg: A very large monster must be defeated multiple times in 
  different Combat Scales.
   » Eg: To save on time, a GM uses Theatre of the Mind Combat 
  before or after a standard combat to account for the monster’s 
  complex nature.
  The Slogtrock, Massive Fiend Example
  The Slogtrock is a massive raven-like Fiend that is the size of a house.
  For the PC’s first combat against it, the GM uses the Huge Combat 
  Scale, which results in the PCs fighting the Fiend across multiple 
  city blocks as it flies from rooftop to rooftop casting powerful spells.
  Once defeated, the GM describes the Slogtrock crashing to the 
  ground, smashing through the roof of a large church. The PCs enter 
  the church and must now fight the Slogtrock using the standard 
  Combat Scale  rules. It will also have different Attributes, Traits 
  and Weapons.
  For this final fight, the GM uses an Immense NPC for its head, and 
  two Skilled NPCs for its broken and bloodied wings.
  
  108
  6 Bodies, 2 Resources, 1 Trait.
  7 Bodies, 3 Resources, 2 Traits.
  8 Bodies, 4 Resources, 3 Traits.
  +2 Bodies per Turn, 2 Resources, 1 Trait.
  +3 Bodies per Turn, 3 Resources, 2 Traits.
  +4 Bodies per Turn, 4 Resources, 3 Traits, 15 Defence.
  9 Bodies, 5 Resources, 4 Traits.
  10 Bodies, 6 Resources, 5 Traits.
  12 Bodies, 6 Resources, 5 Traits, 5 Armour.
  +5 Bodies per Turn, 5 Resources, 4 Traits, 16 Defence.
  +6 Bodies per Turn, 6 Resources, 4 Traits, 17 Defence.
  +8 Bodies per Turn, 6 Resources, 4 Traits, 18 Defence.
  4
  5
  6
  4
  5
  6
  7
  8
  9+
  7
  8
  9+
  Resources
  Resources
  Resources
  Resources
  Changes
  Changes
  Changes
  Changes
  Henchmen Group Ability Table
  Henchmen NPC Group Ability Table
  Henchmen Group
  Power Group
  Equal in Power to 1 Player Character.
  Equal in Power to 1 Player Character.
  14 Defence
  14 Defence
  4 Armour
  2 Armour
  6 Movement
  4 Movement
  6 Bodies
  1 Trait
  1 Trait
  No Stance
  No Stance
  2 Resources
  2 Resource
  0 Bodies
  +2 per Turn
  +1 Melee End 
  & Crit Dmg
  
  109
  Skilled NPC Ability Table
  Immense NPC Ability Table
   4 Resources
   2 Resources
  +2 End & 
  Crit Dmg
  +1 End & 
  Crit Dmg
  1 Stance
  1 Stance
  +30
  Endurance
  +10
  Endurance
  26 Attribute 
  Points
  18 Attribute 
  Points
  3 Actions
  per Turn
  2 Variations
  and 1 Trait
  1 Variation
  and 1 Trait
  Skilled NPC
  Equal in Power to 1 Player Character.
  Immense NPC
  Equal in Power to 4 Player Characters.
  18 Attribute Points, 2 Resources, 1 Variation, 1 Trait.
  18 Attribute Points, 3 Resources, 2 Variations, 1 Trait.
  20 Attribute Points, 4 Resources, 2 Variations, 2 Traits.
  20 Attribute Points, 5 Resources, 3 Variations, 2 Traits.
  22 Attribute Points, 6 Resources, 3 Variations, 3 Traits.
  22 Attribute Points, 6 Resources, 4 Variations, 3 Traits, +1 Direct & Splash Armour.
  4
  5
  6
  7
  8
  9+
  Resources
  Resources
  Changes
  Changes
  Resources
  Resources
  Changes
  Changes
  26 Attribute Points, 4 Resources, 2 Variations, 1 Trait.
  28 Attribute Points, 5 Resources, 2 Variations, 2 Traits.
  30 Attribute Points, 6 Resources, 3 Variations, 2 Traits.
  32 Attribute Points, 7 Resources, 3 Variations, 3 Traits.
  34 Attribute Points, 8 Resources, 4 Variations, 3 Traits.
  36 Attribute Points, 8 Resources, 4 Variations, 4 Traits, +1 Direct & Splash Armour.
  4
  5
  6
  7
  8
  9+
  26
  18
  
  110
  NPC Variations
  NPC Lists
  Requirements
  Immense Variation
  Benefits
  Disadvantages
  Awe
  Caster
  Decoy
  Desperate
  Dread
  Infernal Plan
  Innocent
  Mighty
  Otherworldly
  Overlord
  Power Incarnate
  Prepared
  Regeneration
  Resilient
  Reveal Power
  Reveal Support
  Reveal Weakness
  Shocking
  Slow & Deadly
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  -2 Attribute Points.
  You and all Decoys have -1 Armour per active Decoy.
  If a Decoy suffers more than 2 points of Attribute 
  Damage from a single Attack or 3 points 
  from multiple Attacks, they die.
  After you Attack you gain -1 Armour until your 
  next Turn (does not Stack).
  You have -1 Armour vs characters with X or 
  more Madness.
  -4 Attribute Points.
  -4 Attribute Points.
  -4 Defence.
  -1 Action per Turn.
  +2 Hit and End Dmg, Fear.
  Momentum 3: Suppress all enemies who can see you.
  Add an additional Power Group to this combat.
  When you perform the Think Action, an allied Power Group gains +4 Bodies.
  Momentum 2: Create a Decoy of yourself, you may (secretly) swap places with it. This 
  Decoy may perform 1 Action per Turn and is an exact copy of you from when it was 
  created. You may dismiss this Decoy at any time DURING your Turn.
  You may choose to perform fewer Actions per Turn (to make yourself look like a Decoy).
  When you take Attribute Damage you gain 3 Momentum Points.
  All opponents that can see you have -2 Recovery.
  Strong Hit: Dread (Fear, Does not Req hit) All opponents take 6 Endurance Damage and 
  immediately move away from you (equal distance to their Movement).
  After you perform the Think Action; you and all allies gain +1 End and Crit Dmg until your 
  next Turn (Stacks).
  You appear to be no threat at all to characters with X or fewer Corruption.
  If you make no Attack Rolls during your turn you gain +4 Momentum Points.
  Momentum 1: A specific character with X or fewer Corruption may not Attack you until your 
  next Turn unless they choose to take 1d2 points of Conviction Damage (no Armour).
  +8 Attribute Points.
  Only insane characters can perceive your true nature and power.
  Gain a free Weapon equal in cost to your Max Resources +2. You may only use this Weapon 
  against characters with X or more Madness. Other characters can’t perceive this Weapon.
  Momentum 3: All characters with fewer than X+2 Madness gain +1 Madness unless they 
  choose to take 1 Damage (no Armour) to a random (1d3+3) Attribute.
  Add a Henchmen Group to this combat,
  All allies gain +2 Hit, End Dmg and Defence.
  Once per Turn, when you perform a Think Action; double your Momentum Points.
  +1 Max Momentum.
  +3 Attribute Points.
  -1 Resources, all Weapons.
  At the start of your Turn: Heal 2 Attribute points OR gain +1 Momentum.
  +4 Recovery.
  +40 Endurance.
  +6 Recovery.
  Gain a free Weapon equal in Resource cost to your Max Resources +2. You may only use this 
  Weapon after you take 8 points of Attribute Damage. This Weapon gains +4 End Dmg.
  After you take 8 points of Attribute Damage; an additional Henchmen Group enters the Combat.
  After you perform the Think Action; all allied Henchmen Groups gain +2 Bodies.
  After you take 2 or more points of Attribute Damage from a single Attack; You gain +3 Armour 
  until an Attribute of your choice is Hit by a Critical Hit (even if it deals no Attribute Damage).
  +2 End Dmg, all Weapons.
  Strong Hit: Shocking (Hit) All Damaged characters take 6 Endurance Damage, are Pushed 
  back 1 space and are Suppressed.
  +6 End Dmg, all Weapons.
  +1 Crit Dmg, all Weapons.
  
  111
  Smash
  Sneaky
  Summoner
  Swiftness
  Tangle
  Telegraph Prey
  Terrifying
  Tethered, Major
  Tough
  True Form
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  -1 End and Crit Dmg, all Weapons.
  -4 Combat Order.
  -1 Crit Dmg, Fear.
  -4 Attribute Points.
  Splash +1, all Weapons.
  Once per Turn; you may destroy a piece of physical environmental terrain/Cover.
  +4 Defence.
  Momentum 3: You become Stealthed (you require Cover).
  Strong Hit: Summoner (Does not Req Hit) A Henchmen group gains 1d3+1 Bodies.
  +1 Action per Turn.
  Strong Hit: Tangle (Hit) You have Grabbed this target.
  Momentum 2: At the end of your Turn you may Grab any character within 4 of you.
  At the start of your Turn (before any character acts) you must choose a character with a higher 
  Combat Order than you. Your first Attack this Turn gains Strong Hit +2 vs that character.
  +3 End Dmg, all Weapons.
  After you use a Fear Weapon; you gain +1 Momentum.
  You’re a Tethered.
  Gain a Nature.
  If you kill another Tethered, they do not become a Spectre.
  If you’re killed by a non-Tethered and another Tethered is within sight, you become a Spectre.
  You may perform 1 Healing Roll per combat.
  +2 Defence.
  +2 Armour.
  Once per Combat, when you perform a Think Action; you may re-arrange all of your Attribute 
  Points. change a Trait, change a Weapon and gain +4 Momentum Points.
  Requirements
  Skilled Variation
  Benefits
  Disadvantages
  Attrition
  Bloodlust
  Brute
  Conniving
  Death Throes
  Extension
  Horrific
  Killer
  Mighty
  Powerful
  Split
  Stalker
  Summon
  Tethered, Minor
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  All enemies take 4 Endurance Damage at the start of your Turn.
  When an enemy is killed you gain +4 Momentum Points.
  When an ally dies you gain +1 Momentum Point.
  +2 Armour.
  +2 Hit, Defence and Combat Order
  +2 End Dmg, all Weapons.
  When you die you may immediately perform one free Action.
  You’re connected to another NPC (eg: you’re a limb).
  The character you’re connected to gains +1 Armour while you have Endurance (Stacks).
  +2 Crit Dmg, Fear.
  +1 Hit and Crit Dmg, all Weapons.
  +4 Attribute Points.
  Gain an Immense Variation.
  When you die a Henchmen OR Power Group enters the Combat (and may Attack this Turn).
  +1 Crit Dmg vs flanked enemies, all Weapons.
  Momentum 2: You become Stealthed after your next Attack (you require Cover).
  Strong Hit: Summon (Once per Turn, Hit) A Henchmen or Power Group gains +1d3 Bodies.
  You’re a Tethered.
  If you kill another Tethered, they do not become a Spectre.
  If you’re killed by a non-Tethered and another Tethered is within sight, you become a Spectre.
  You may perform 1 Healing Roll per combat.
  -1 Defence.
  -3 Attribute Points and Defence.
  You must stay close to your connected NPC.
  -2 Recovery.
  -4 Attribute Points and Defence.
  
  112
  NPC Traits
  Requirements
  Requirements
  Power Group Traits
  Henchmen Traits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Big Reveal
  Blast
  Defend
  Empowered
  Explode
  Lightning Strike
  Massive Strike
  Multiply
  Recharge
  Shield
  Speed
  Straight Strike
  Amass
  Army
  Brutes
  Channel
  Complex
  Endless
  Fast
  Frantic
  Group Attack
  Helpful
  Hidden
  Immobile
  Impairers
  Killers
  Meat Shield
  Sacrifice
  Swarm
  Unstoppable
  Well Prepared
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  You may choose to gain no Bodies during a Turn: when you do decide to gain Bodies you 
  gain all of the Bodies you would have gained in one single Turn.
  +1 Splash per Attacking Body, all Weapons.
  Your Source gains +1 Armour while you have at least 1 Body.
  All Skilled and Immense allies gain +2 End Dmg per Body that you currently have (Stacks).
  When one of your Bodies dies; perform a free Attack Roll against all adjacent characters 
  with the Bodies that just died. This attack always uses your target’s Splash Armour.
  +2 End Dmg, all Weapons.
  Additional Bodies arrive at the start of your Turn (normally at the end).
  You may destroy X Bodies at the start of your Turn to give your next Attack this Turn: +X Hit, 
  +X End Dmg and Splash +X.
  Momentum 1: If you don’t Attack during your next turn you gain +2 Bodies at the end of that Turn.
  Your Source gains +1 Hit and Recovery (Stacks) for each Body that you have.
  You grant Heavy Cover or +1 Cover Step to any ally that is attacked through one of your Bodies.
  +2 Defence.
  +6 Movement.
  +1 Crit Dmg, all Weapons.
  +2 Movement.
  Strong Hit: Amass (Attack, Hit) You gain +2 Bodies.
  +2d6 Bodies per Turn.
  +2 Armour.
  If you make no Attack or Movement during your Turn: all allies gain +1 Hit and +2 End Dmg 
  until the end of the Combat (Stacks).
  Gain 2 Traits.
  +2 Bodies per Turn.
  +4 Movement.
  Momentum 2: Once per Turn; perform a second Action.
  You gain +2d6 Hit per Attacking Body (normally +1d6).
  +2 Bodies.
  All allies gain +1 Hit, End Dmg, Defence and Combat Order (Stacks).
  +1 Cover Step.
  If your Bodies ever gain Entrenched Cover they become Stealthed,
  You have 0 Movement (this may never be increased).
  +1 Max Rng, End and Crit Dmg, all Weapons.
  Strong Hit: Impair (Melee, Hit) Choose one to apply to your target: Move them 1 space in any 
  direction OR Push them 2 spaces away from you OR Suppress them and yourself.
  +1 End and Crit Dmg, all Weapons.
  Anytime an ally takes damage from a Weapon and who is adjacent to, or behind, one of 
  your Bodies; you may lose 1 Body and your ally takes no Damage from that Attack.
  When one of your Bodies dies, you gain +1 Momentum Point.
  Strong Hit: Sacrifice (Does not Req Hit or Success) One of your Bodies dies and an ally gains 
  a free Recovery.
  +6 Bodies.
  Ignore the first killed Body you would suffer each Turn.
  +1 Resource.
  -1 Crit Dmg, all Weapons.
  -2 Defence.
  -1 Crit Dmg, all Weapons.
  -1 Crit Dmg, all Weapons.
  Your Bodies may only move in straight lines.
  -1 Crit Dmg vs targets in Heavy or Entrenched 
  Cover, all Weapons.
  -4 Defence.
  -1 Crit Dmg, all Weapons.
  -1 Armour, Defence and Movement.
  -2 Defence.
  -1 Movement.
  -2 Defence.
  -4 Defence.
  -4 Bodies.
  -1 Defence.
  -2 Movement.
  -3d6 Hit, all Weapons.
  -2 Defence.
  -2d6 Hit, all Weapons.
  -2 Defence.
  -1 Crit Dmg, all Weapons.
  -1 Crit Dmg, all Weapons.
  
  113
  Requirements
  Traits
  Benefits
  Disadvantages
  Alter Terrain
  Aura
  Blink
  Disgusting
  Explosive
  Feed, Madness
  Feed, Corruption
  Feed, Momentum
  Fierce
  Flight
  Formation
  Immaterial
  Immunity
  Lone Hunter
  Maddening
  Native
  Only Capture
  Otherworld
  Pack Hunter
  Poisonous
  Reinforcements
  Spook
  Tactics
  True Nature
  Well-Armed
  NPC
  NPC
  NPC
  NPC
  Immense or
  Skilled NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  Immense or
  Skilled NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  Immense or
  Skilled NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  When you make an Attack or at the end of your Turn: you may alter the terrain in a pre-
  defined way (eg: adding or removing Cover).
  Enemies who start their Turn, move into, or through the spaces adjacent to you take 4 
  Endurance Damage.
  Once during your Turn you may Teleport or Fly 1d6+2 spaces for free.
  When you die: all enemies within 4 lose 1 (2 if you’re Skilled, 3 if you’re Immense) Momentum.
  On your Death, deal 4 Endurance and Critical Damage to all characters within 2 (4 if you’re 
  Immense) of you (as if it were an Attack the Ground Splash Attack).
  +1 Hit and Crit Dmg vs characters with X or more Madness, all Weapons.
  +1 Hit and Crit Dmg vs characters with X or more Corruption, all Weapons.
  +1 Hit and Crit Dmg vs characters with X or more Momentum, all Weapons.
  +4 Hit, all Weapons.
  +1 Defence.
  You may Fly.
  +1 Defence and Movement.
  All adjacent allies gain +1 Armour (does not Stack).
  You gain +1 Armour if there’s an adjacent ally to you (does not Stack).
  Momentum 2: You become Incorporeal and gain +3 Armour and -2 non-Fear Crit Dmg until 
  the end of your next Turn.
  One of your Attributes is immune to Damage.
  All Weapons gain +1 End and Crit Dmg if you have no non-Power Body allies within 10 
  spaces of you.
  Momentum 2: A character gains +1 Madness unless they choose to take 1 Damage (no 
  Armour) to a random (1d3+3) Attribute.
  Gain an additional Native Environment.
  +1 Defence.
  All of your Weapons gain the Keyword Blunt.
  +2 Hit & End Dmg, all Weapons.
  Only insane characters can perceive your true nature and power.
  Gain a free Weapon equal in cost to your Max Resources. You may only use this Weapon 
  against characters with 4 or more Madness. Other characters can’t perceive this Weapon.
  All Weapons gain +2 End Dmg (up to +8) for each non-Power Body ally within 3 spaces of you.
  +1 Recovery.
  You gain unlimited uses of Poisons.
  For each full Turn you’re off the Battle Map gain +2 Hit & End Dmg.
  If you do not Attack during your Turn you become Invisible (Stealthed) and have -2 Movement 
  until you make a perceivable Attack.
  You never require Cover to become Stealthed.
  Momentum 1: Your next Fear Attack gains +2 Hit and End Dmg while you’re Stealthed (Stacks).
  All allies gain +1 Hit, End Dmg, Defence and Recovery (Stacks up to +4).
  You gain a Nature.
  +1 Resource.
  -1 Armour vs characters with X or more Madness.
  -1 Armour vs characters with X or more Corruption.
  -1 Armour vs characters with X or more Momentum.
  Adjacent opponents may spend 1 Momentum Point 
  to push you 1 space back.
  -1 Defence.
  -2 Attribute Points.
  You only wish to capture your Opponents.
  You will try to retreat if you’re heavily hurt.
  -1 End Dmg, all Weapons..
  -1 Defence.
  Strange Source
  Swarm
  Tracking
  Untouchable
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Your Source may be anything, it does not have to be a specific character.
  +2 Bodies per Turn.
  If you fail to Hit a target: do not destroy any Attacking Bodies unless your target is in 
  Entrenched Cover, then destroy one Attacking Body.
  After a Body fails to Hit a target: move it up to 4 spaces in any direction.
  +4 Defence.
  -2 Hit and End Dmg, all Weapons.
  -2 Hit, all Weapons.
  -1 Crit Dmg, all Weapons.
  
  114
  114
  114
  Arctura Weapon Dealers
  “They’ve got everyone with a scrap of power on a short leash, coin 
  coming out of their ears and an armoury powerful enough to make 
  ash of an entire District. So tell me, Tethered… do you still think 
  Fiends are your biggest problem?”
  – Aletta Mansell, bartender.
  Like a drop of poison in a glass of fine wine, the deadliest and most 
  persistent criminal groups are those who have integrated with the 
  system so intimately that removing them seems impossible. 
  Everyone in Strigham has heard the name of Arctura, but 
  few are aware of their true threat. They are frighteningly 
  organised, utterly secretive and lucrative beyond the wildest 
  dreams of most criminals. With tendrils in countless 
  powerful organisation and influence at the highest circles 
  of politics, Arctura is an almost invincible force.
  Arctura are extremely prolific in the trade of arms, both 
  magical and mundane, which gives them a vested interest in 
  provoking conflict. Their methods are simple in principle; use 
  political and military influence to start anything from a small-scale 
  conflict to a full-blown war. Battles cannot be fought without proper 
  weaponry, and the forges of Arctura are always open for business. 
  Of course, softly-spoken words in the ear of a gullible politician are 
  only one method of manipulation, with both blackmail and bribery 
  also acting as valued tools in the group’s arsenal.
  The upper echelons of Arctura’s leadership are hand-picked 
  from the most brilliant-yet-embittered ex-military. These former 
  commanders and officers - jaded and resentful from their years of 
  service going unappreciated by the very people for whom they’ve 
  sacrificed everything - make the perfect recruits. Arctura can put 
  their skills to use in a system without the accompanying chains, rich 
  rewards for those willing to put in the work, and a chance to truly 
  influence the world instead of being a pawn in the endless cycle of 
  inter-District politics. Disillusioned by their experiences, as well as 
  the utter lack of concern at home for those bearing both visible 
  and invisible wounds of conflict, these broken ex-soldiers rarely 
  refuse an offer to join Arctura. With the group’s continued success, 
  job satisfaction remains hale and hearty across the board; only a 
  fraction are able to look past their newfound wealth and sense of 
  camaraderie to feel the stirrings of guilt. These few do not last long.
  Not simply by clever marketing has Arctura become the number 
  one weapons dealer in Strigham, as the strength of their product is 
  second to none. Their craftsmen and women are all hidden in plain 
  sight, essentially working under secret commission and being paid 
  handsomely to keep their mouths shut. As with other recruits, these 
  workers are specially chosen for both skill and personality; the most 
  Sample NPCs
  All of the following NPC opponents are creating using the standard NPC 
  Creation rules and may serve as inspiration for creating your own NPCs.
  
  115
  preferred type are struggling artists or craftsmen whose talents were 
  going unnoticed until they are found by Artura scouts, or skilled 
  immigrants from foreign Districts who have nonetheless found 
  themselves at the bottom of society. Arctura is adept at uncovering 
  such rough diamonds, even when brutally trodden into the dirt. Given 
  new purpose, steady work and more money than they’d ever dreamed 
  of making, these weapon-smiths are fiercely loyal to the group.
  The third major division are the scouts, those tasked with finding new 
  recruits and materials for forging. These come from all walks of life - 
  some street children with a keener eye than most, others with special 
  talents in magic, and a few simple mercenaries who’ll do anything 
  for coin - and are tasked with delving into the Undercity in search 
  of anything that might give an Arctura product its trademark edge. 
  Ordinary weapon parts are easy enough to find with enough money 
  and influence, but scouts have the more dangerous job of hunting the 
  rare and magical. These take any number of forms: forgotten metals 
  lighter than any on the modern market, ancient weapons looted from 
  ancient corpses, and sometimes even magical relics placed inside 
  custom designs, creating a truly deadly piece of weaponry for a 
  high-end client. Dangerous as its tunnels and catacombs are, the 
  rewards of the Undercity are rich for those in the know. 
  Though Arctura’s secrecy and subversion is its greatest shield, 
  they have remained untouchable due to the very nature of their 
  business and employees. Except for the occasional, disposable 
  cadre of hired mercenaries, the organisation is - almost to a man - 
  armed and extremely dangerous, especially its leadership who are 
  equipped with their pick of Arctura’s armoury. When Arctura’s fangs 
  are exposed, they only become deadlier.
  A Troublesome Tethered Target
  The Tethered Order would, under normal circumstances, have 
  little interest in Arctura. Human wars are outside their primary 
  purpose, and Arctura has never been led by a Fiend. However, the 
  organisation’s influence reaches far too deep for the Order to ignore, 
  especially with their long list of dubious clientele. Vile cults such as 
  Red Star and Necroforge have been known to make regular use of 
  their weapons, as have dangerous street gangs, unscrupulous Lords 
  and Ladies, mad inventors and dark sorcerers. 
  Also of interest are their excavation missions, which have led 
  Arctura into the Undercity to uncover a number of tombs, ancient 
  sources of knowledge, long-lost inventions and many other arcane 
  relics. The organisation has little respect for history or safety, seeking 
  only to scavenge what they can use. Worse still is Arctura’s habit 
  of not clearing up after itself, which in the past has led to cave-ins, 
  the unleashing of buried curses or sometimes even an infestation 
  of Fiends or monsters that had become trapped underneath the 
  endless ruins of the Undercity. Tethered are called upon to deal with 
  many such consequences of Arctura’s disregard. This, along with the 
  epidemic of dangerous criminals possessing advanced weaponry, 
  have placed them squarely in the Order’s sights.
  Of course, eliminating Arctura is a task so complex it borders 
  on folly. Not only are its members notoriously secretive, but they 
  are almost exclusively human, which presents a unique problem. 
  Tethered have no regard for the slaughtering of Fiends, but are to 
  never kill a human who is uncorrupted by a Fiend. Arctura’s agents 
  must therefore be dealt with carefully, utilising subterfuge, non-lethal 
  force and the District’s legal system, rather than the brute force of 
  blade and magic. Arctura is entirely immune to a direct assault, 
  but an organisation is only as strong as its weakest links. Certain 
  chapters have been exposed by loose-lipped craftsmen tricked into 
  spilling their secrets, or captured agents compelled to talk by less 
  savoury methods. The city guard, often loathe to put themselves at 
  risk, are all too happy to take away and convict Tethered subdued 
  targets and take all the credit. Many a guardsman and more than 
  a few city judges have lost friends to illegal weaponry wielded by 
  street gangs, or worse.
  Manipulation and economics are Arctura’s tools of the trade. For 
  Tethered who are able to think with their brains rather than their base 
  instincts, these tools can easily be turned against their enemies. 
  Leadership, Legend and Legacy
  Though all within Arctura are aware of the name ‘Draynor’, few 
  can claim to have met their leader in person. Once a decorated war 
  hero, Draynor worked his way through the ranks, gaining a stellar 
  reputation as a respected leader. His cold countenance prevented any 
  true friendships, and yet he held the absolute loyalty of the troops 
  under his command, being known by the epithet of ‘Even-Handed 
  Draynor’. His eye for talent and merit was uncanny, with not even the 
  tiniest good deed or display of skill going unnoticed. This leadership 
  quality gave him victory after victory, until that fateful campaign 
  when Draynor and his forces were tasked with quelling the Mooncloak 
  Rebellion around the former Arctura Precinct.
  Strigham’s internal politics were messy and unforgiving. As 
  a petty, career-advancing act, Draynor was used as a political 
  scapegoat, publically condemned for fanning the fires of rebellion 
  to further his undeclared political ambitions. Rejected and despised 
  by his family and many of his colleagues, Draynor swore revenge 
  against the system and the people who had betrayed him. The past 
  ten years had turned his heart to iron, the sting of betrayal poisoning 
  his thoughts and turning Even-Handed Draynor into a power-hungry 
  shell of his former self. Though he retains his eye for talent - which 
  has allowed him to found and operate Arctura with such success - 
  the man himself is a recluse, having faded from the minds of the 
  public and into legend, so that one day he may have his revenge. 
  Age has done little to dampen Draynor’s skill in battle, and his 
  mind remains as sharp as ever. Though he rarely concerns himself 
  with grunt work, he holds perhaps the most dangerous weapon 
  Arctura has ever discovered: the Great-Sword of Astaroth. The 
  weapon of an ancient Tethered of legendary power, the blade serves 
  as a chilling symbol of the inexorable, almost ephemeral power 
  wielded by Draynor and his Arctura.
  
  116
  Notes
  Notes
  Description
  Description
  Endure Stance, Imposing
  Attrition
  Bleed Em
  Block Stance, Attractive
  Immense
  Overlord
  Reveal Support
  Coordinated Strike
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  All enemies take 4 Endurance Damage at the start of your Turn.
  Strong Hit: Bleed Em (Hit) A Damaged character gains the Bleed Effect and +1 Momentum Point.
  While you have Endurance; twice before your next Turn you may gain +1 Armour vs an Attack.
  You may perform 3 Actions per Turn.
  Add a Henchmen Group to this combat. All allies gain +2 Hit, End Dmg and Defence.
  After you take 8 points of Attribute Damage; an additional Henchmen Group enters the Combat.
  After you perform the Think Action; all allied Henchmen Groups gain +2 Bodies.
  Strong Hit: Coordinated Strike (Hit) A character gains Strong Hit +1 vs your target with their next Attack (must be taken before your next Turn) (does not Stack).
  3
  4
  3
  5
  10
  16
  55
  60
  1
  3
  6
  3
  4
  -1
  2
  4
  2
  2
  3
  4
  4
  1d6
  4
  2
  3
  4
  3
  3
  3
  4
  3
  6
  Warehouse Taskmaster
  Immense
  Arms Merchant
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  6
  14
  12
  4
  6
  6
  5
  2
  2
  Hired Thugs
  Bribed City Guards
  Clubs and Knives
  Halberds
  Traits/Notes:
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6).
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Large, Splash 2 (Any), Pen 1 Min 4, Modifications: Lunge.
  Henchmen Group, Amass (Strong Hit: Amass (Attack, Hit) You gain +2 Bodies).
  Henchmen Group, Brutes.
  Type & Variation
  Type & Variation
  Melee, Hammer.
  Melee, Blade.
  Hit D6
  Hit D6
  3d6
  3d6
  End Dmg
  End Dmg
  3
  4
  Rng
  Rng
  1
  2
  Hit
  Hit
  +3
  +3
  Crit Dmg
  Crit Dmg
  4
  5
  Max Rng
  Max Rng
  1
  3
  Hands
  Hands
  2
  2
  Hit D6
  Hit D6
  2d6*
  2d6*
  4d6
  3d6
  Crit Dmg
  Crit Dmg
  4
  6
  2
  5
  Max Rng
  Max Rng
  4
  45
  15
  1
  Hands
  Hands
  1 / 2
  2
  0
  1
  Rng
  Rng
  1*
  8**
  8
  1
  Hit
  Hit
  -2 / +0
  +6
  +2 +Emp
  +10
  End Dmg
  End Dmg
  1 / 2
  5
  4 +Emp
  4
  Resources
  Resources
  1
  3
  1
  1
  Weapons
  Weapons
  Blood Soaked Whip
  Gold Engraved Rifle
  Shout a Threat
  Poisoned Silver Dagger
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) (Stacks up 
  to +2d6), Modifications: Practiced, Lunge, Mighty, Broken, (-1 Hands).
  Large, *+1d6 Hit with Unleash Action, Requires 2 Slots, **Strong Hit +1 vs targets within your second Range increment while you’re performing the 
  Unleash Action, Modifications: Practiced, Well Maintained.
  Dual, Splash 4 (Any), Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit.
  Small, Poison, Pen 1 Min 4, Momentum 1: +1 Crit Dmg. Modifications: Well Maintained, Master Crafted.
  White Adder Venom: Works for first 2 Hits, Poisoned character suffers -2 Movement (Stacks) until they end a Turn with 0 Momentum Points.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Polearm.
  Ranged, Firearm.
  Ranged, Fear.
  Melee, Blade.
  Balanced to fight PCs with Resources = 4
  Skilled
  
  117
  Notes
  Notes
  Description
  Description
  Endure Stance, Practical
  Death Throes
  Perfect Plan
  Endure Stance, Imposing
  Invulnerable Stance Mod
  Immense
  Awe
  Curse Caster
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  When you die you may immediately perform one free Action.
  Momentum 3: All of your Weapons gain Strong Hit +1 until the end of the Combat (Stacks up to +2).
  While you have Endurance; twice before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  You have -1 Armour while you have 0 Endurance.
  You may perform 3 Actions per Turn.
  Momentum 3: Suppress all enemies who can see you.
  Strong Hit: Curse (Does not Req Hit) Your target suffers -1 Defence until the end of the Combat (Stacks).
  4
  4
  3
  5
  10
  5
  50
  105
  5
  4
  3
  5
  -1
  -1
  2
  4
  -1
  2
  1
  4
  9
  4
  5
  4
  5
  3
  5
  4
  5
  3
  5
  5
  4
  Skilled
  Immense
  Warpsteel Mage
  Draynar
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  7
  7
  14
  14
  4
  4
  6
  6
  3
  3
  Mercenary Sharpshooters
  Assassins
  Crossbows
  Killing Blow
  Traits/Notes:
  Traits/Notes:
  Large, *+1d6 Hit if you don’t move during your Turn, Poison, Modifications: Aim.
  Death’s Dawn: Works for first 2 Hits, Poisoned character must pass a Resolve Skill Roll of 16 or they will die in exactly 3d3 days, Poisoned character must 
  pass a Insight Skill Roll of 18 to know that they’re poisoned.
  Strong Hit: Aim (Hit) You may add up to +/- 1 to determine what Attribute is Damaged with your Critical Hits (normally just 1d6).
  Poison, Pen 1 Min 4, Dangerous 4 (Smoke, 1 space of Smoke is always placed over your character if no Smoke is there), Modifications: Practiced, Master 
  Crafted, (Small, -1 Rng, -1 Max Rng, -1 Hands).
  Henchmen Group, Unstoppable (Ignore the first killed Body you would suffer each Turn), Quick Shot.
  Henchmen Group, Killers, Hidden (+1 Cover Step, If your Bodies ever gain Entrenched Cover they become Stealthed).
  Type & Variation
  Type & Variation
  Ranged, Crossbow.
  Melee, Blade, A-Rooftop, Smoke.
  Hit D6
  Hit D6
  2d6*
  1d6
  End Dmg
  End Dmg
  2
  7
  Rng
  Rng
  9
  1
  Hit
  Hit
  +2
  +10
  Crit Dmg
  Crit Dmg
  4
  6
  Max Rng
  Max Rng
  40
  1
  Hands
  Hands
  2
  1
  Hit D6
  Hit D6
  4d6
  3d6
  3d6
  4d6
  Crit Dmg
  Crit Dmg
  4
  6 / 7
  2
  3
  Max Rng
  Max Rng
  10
  2
  25
  15
  Hands
  Hands
  4
  1 / 2
  0
  0
  Rng
  Rng
  2
  2
  10
  8
  Hit
  Hit
  +0
  +5 / +7
  +4 +Emp*
  +7 +Emp*
  End Dmg
  End Dmg
  9
  4 / 6
  3 +Emp
  7 +Emp
  Resources
  Resources
  3
  3
  0
  1
  Weapons
  Weapons
  Spray of Metal Spikes
  Sword of Astaroth
  Build Arcane Power
  Imposing Presence
  Dual, Splash +6 (Any), Dangerous 2 (Difficult Terrain), Modifications: Practiced, Mighty.
  Large, Splash 2 (Any), Requires 2 Slots, Poison, Pen 1 Min 4, After you Attack with this Weapon you may immediately move, Modifications: Practiced, 
  Master Crafted, Swift, Range Burst, Momentum 2: Your next Attack with this Weapon gains Energy, +2 Rng, +10 Max Rng, -1 Crit Dmg.
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Dual, Splash 4 (Any), Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit.
  Weapon Type & Variation
  Weapon Type & Variation
  Ranged, Spell, Arcane-Street, Stone.
  Melee, Blade.
  Ranged, Fear.
  Ranged, Fear.
  Balanced to fight PCs with Resources = 5
  
  118
  118
  Umbraxius the Jinn
   
  “Clever Jinn, calls you in, gives you wishes three,
  Then locks you up in dungeon dark and never lets you free!”
  - Chant from an Assadian playground game.
  Hailing from a distant, sun-soaked District, Umbraxius was a 
  prince among jinn in centuries past. With a repertoire of a thousand 
  faces and an almost infinite supply of tricks, this particular Fiend 
  had little interest in savagery or bloodshed, at least not by his own 
  hand. Instead of violent displays of power, Umbraxius specialised in 
  manipulating the minds of the gullible and ambitious. With only a 
  few spoken words, or perhaps a small favour or oath, they 
  would receive the desires of their heart.
  These wishes came at a far higher price than the deal 
  implied. Umbraxius was a master of warped contracts and 
  twisted promises, and once the unfortunate human had uttered 
  those fateful words, they would be bound to their master for 
  however long he wished. Of course, Umbraxius always kept his end 
  of the bargain, but by twisting his new slave’s desires into the most 
  perverted form his dark mind could imagine, and never what his 
  slave had in mind.
  Though the jinn’s snares were often for his own petty pleasure, 
  he’d been known to tear down entire Districts with only the power 
  of his words. He bound pompous rulers, ambitious merchants and 
  desperate would-be heroes to his service, making them into puppets 
  for his own amusement. Everyone wanted something, from the lowest 
  pauper to those in the highest positions of power. Umbraxius saved 
  his most phantasmagorical disguises for such occasions, sometimes 
  even taking the form of a visiting (and unusually talkative) Celestial. 
  Believing that they had found favour with the divine realm, idiotic 
  humans would fall over themselves to pledge loyalty in exchange 
  for power over their futures. The moment they realised they had 
  handed their lives to a Fiend on a silver platter was always the most 
  satisfying moment to the jinn.
  And yet, for all Umbraxius’ wiles and cunning, it wasn’t to last. 
  Centuries passed, and the whispered tales of the wish-granting jinn 
  became fireside stories. Fireside stories became cautionary tales, 
  until eventually, Umbraxius was a household name, a yardstick with 
  which to measure fools. Frustrated by even small children laughing 
  in his face when offered a wish, the jinn realised that he would 
  have to seek out a new hunting ground, one with more ill-informed 
  humans to ply his trade. Under the guise of an elderly merchant 
  adorned with golden trinkets and baubles, Umbraxius set out on a 
  long journey across innumerable Districts, finding far too many filled 
  with the cynical, the world-weary, and those simply mistrustful 
  of outsiders, let alone people who believed in compassionate, 
  wish-granting spirits.
  Finally, he found himself in Strigham. It was the perfect blend 
  of: downtrodden citizens with an arrogant and affluent upper class. 
  They were desperate, with a touch of respect for the Celestials, and 
  everywhere you looked there was another poor fool with a dream that 
  
  119
  they’d do anything to make a reality. Umbraxius had finally found a 
  hunting ground that suited his particular talents. There were deals 
  to be made.
  Tricks, Traps & Targets
  Unlike many of his Fiendish brethren, Umbraxius scoffs at the 
  notion of direct destruction. Nothing brings him greater joy than 
  breaking a human down into a subservient shell, drawing them in 
  with grandiose promises of a better life, before enslaving them 
  to his will and forcing them to commit unspeakable atrocities. A 
  master manipulator, the Fiend’s promises are rife with flowery prose, 
  misleading language and vivid imagery of what the lucky subject 
  could have, if they would only speak the words. Many an unfortunate 
  soul has been doomed by thoughtless whispers spoken under the 
  moonlight, the wording of which would become distorted beyond 
  their darkest nightmares.
  Umbraxius will go to great lengths to portray himself as a 
  benevolent spirit; humble, contrite, seeking a master or simply trying 
  to be helpful. Even the wisest - ambushed in their darkest and lowest 
  moments - will often fall prey to such a scheme, drawn to honeyed 
  words that are exactly what their itching ears wish to hear.
  Aeternum has no shortage of people seeking revenge, the 
  dispossessed desperately trying to claw their way into proper 
  society, and ordinary citizens willing to give anything to not feel so 
  powerless against the scourge of Fiends. Whether an oath uttered 
  in the dark or a fond wish voiced by a hopeful soul, all eventually 
  come to regret their decision.
  Targets often find themselves observed from the shadows, 
  sometimes for weeks at a time, as their desires and weaknesses 
  are taken into account until the perfect time to strike is found. 
  Umbraxius preys on the emotionally-fragile, delights in those 
  too blinded by anger and greed to think upon their actions, and 
  nothing brings him greater pleasure than that moment in which they 
  recognise the depths of their folly. Time and time again, people fail 
  to realise the most basic truth; everything comes at a price. And 
  if he inflates these particular prices… who can stop him? When it 
  comes to idiots, blaggards, weaklings and those simply blinded by 
  idealism, Umbraxius has a monopoly on the market.
  If Umbraxius himself has a real face, no human or known Fiend 
  alive has ever seen it. The jinn has taken on thousands of forms over 
  his long life, from smiling, gold-toothed merchants to tall, handsome 
  foreign men with mysterious pasts and irresistible charm. Many a 
  wedding night has been ruined in this way, as an unfortunate woman 
  finds that instead of the man of her dreams, she has instead bound 
  herself to a devious monster. Perhaps Umbraxius’ favourite guise is 
  that of a radiant spirit, draped in chains and seemingly trapped inside 
  a magical object (but never a lamp, he HATES that story). Eternally 
  grateful at being granted its freedom, the spirit offers to forge a bond 
  of master and servant, with the positions quickly reversed once the 
  carefully-worded terms of servitude are spoken. It was his fondness 
  for this trick that made the inhabitants of his original District wary. 
  In modern times, Umbraxius is careful to switch his disguises and 
  methods with greater frequency, though he has been known to return 
  to his favourite trick from time to time.
  Mystery, Myth & Misdirection
  Unlike the most common Fiends, Umbraxius cannot simply be 
  fought, even if one were to find and confront him. A master of illusion, 
  the Fiend never sets up shop without multiple contingency plans, his 
  means of escape tenfold in every single one. Many attempted to kill 
  Umbraxius in his old District; each and every time he laughed as he 
  slipped away, or revealed himself to have never been there at all.
  Drunkards and fanciful storytellers have told tall tales of 
  outsmarting Umbraxius, voicing a wish so carefully worded that 
  the Fiend had no choice but to give them exactly what they had 
  wanted. Such stories usually end with the Fiend fleeing in a jealous 
  rage. Still others claim to have turned the tables with their golden 
  speech, binding Umbraxius under one of his own oaths, from which 
  he cannot escape.
  Lesser told is the truth; a liar by nature, Umbraxius is unaffected by 
  oaths and promises, especially so when they are spoken by a human. 
  Even those who have attempted such a feat have not survived, as 
  the Fiend is a mortifying sight when enraged, transforming into a 
  person’s greatest fear and ravaging their mind with his inexorable 
  power. Scattered tales have been told of Umbraxius’ weakness, with 
  the only binding theme being a single Tethered who used the secret 
  to drive the monster out of his homeland.
  Even in that distant District, the tale varies with each telling; 
  Umbraxius can only be killed by a dagger infused with the full 
  moon’s light, or that his one weakness is the feather of a dove, 
  blessed by a priest and hung around the oath-taker’s neck. Some 
  tales are even more fanciful; they say that the Tethered journeyed 
  to the ancient catacombs underneath the District, there discovering 
  a great sealing spell in the ruins of an ancient temple, or a powerful 
  artefact that first spawned Umbraxius and could trap him forever. 
  This particular tale has become a much-loved drama in Unbraxxius’s 
  home District, to act out on special occasions, each telling more 
  embellished than the last.
  Still more stories and legends have arisen that claim all the rest 
  are fabrications; that Umbraxius has no weakness apart from the 
  direct wrath of a Celestial, and that all the others are simply the jinn 
  himself spreading rumours and falsehoods to weave an elaborate 
  illusion of his own mortality.
  Regardless, Umbraxius is not known for giving up at simple 
  embarrassment. His flight from his original District was swift and 
  decisive; something had frightened the Fiend mastermind, perhaps 
  for the first time. But now that he has found a new hunting ground, 
  with his secrets buried and his methods unknown, who would dare 
  to challenge him again?
  
  120
  Balanced to fight PCs with Resources = 4
  Notes
  Notes
  Description
  Description
  Avoidance Stance, Attractive
  Split
  Vanish
  Avoidance Stance, Attractive
  Vanish
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  When you die a Henchmen OR Power Group enters the Combat (and may Attack this Turn).
  Whenever you take Attribute Damage; you may Teleport 4 spaces.
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  Whenever you take Attribute Damage; you may Teleport 4 spaces.
  3
  2
  2
  2
  16
  16
  25
  25
  2
  3
  2
  2
  1
  1
  5
  4
  1
  3
  2
  2
  2
  1
  3
  5
  7
  4
  3
  3
  2
  4
  3
  2
  3
  Illusionary Warrior
  Illusionary Mage
  Bodies
  Defence
  Armour
  Movement
  Resources
  12
  14
  4
  6
  2
  Illusionary Wisps
  Fake Treasure
  Traits/Notes:
  Small, Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, After you Attack with this Weapon you may immediately 
  move, Modifications: Swift, Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Henchmen Group, Swarm.
  Strong Hit: Trap (Hit) Create 2 spaces of Dangerous Terrain (Trap) in any 2 non-occupied spaces.
  Type & Variation
  Rng, Fear, Arc-Alley, Ambush.
  Hit D6
  3d6
  End Dmg
  1
  Rng
  10
  Hit
  +5
  Crit Dmg
  0
  Max Rng
  21
  Hands
  0
  Hit D6
  Hit D6
  3d6
  3d6
  5d6
  3d6
  3d6
  3d6
  3d6
  Crit Dmg
  Crit Dmg
  5
  5
  5
  6
  4
  4
  4
  Max Rng
  Max Rng
  2
  1
  1
  2
  20
  20
  20
  Hands
  Hands
  2
  2
  2
  2
  0
  0
  0
  Rng
  Rng
  1
  1
  1
  2
  5
  5
  5
  Hit
  Hit
  +6
  +6
  +2
  +5
  +5
  +7
  +4
  End Dmg
  End Dmg
  3
  2
  4
  6
  3
  4
  4
  Resources
  Resources
  2
  2
  2
  2
  2
  2
  2
  Weapons (Select One)
  Weapons (Select One)
  Balanced Scimitar
  Chakram
  Dual Scimitars
  Massive Scimitar
  Scarab Swarm
  Dehydration
  Sand Storm
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Lunge.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Range Burst.
  Momentum 2: Your next Attack with this Weapon gains +2 Rng, +10 Max Rng, -1 Crit Dmg.
  Large, Dual, Poison, Pen 1 Min 4, Modifications: Practiced.
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, Modifications: Well Maintained.
  Small, Dangerous 2 (Swarm, Crawling), After you Attack with this Weapon: move ALL Swarm Dangerous Terrains 1 space.
  Small, Dangerous 1 (Disease Cloud), Poison, Modifications: Well Maintained, Master Crafted. Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Small, Energy, Dangerous 2 (Wind), Modifications: Well Maintained, Master Crafted. Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Modifications: Well Maintained, Master Crafted. Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Strong Hit: Sickness (Hit) All damaged characters take a further 6 End Dmg if they move 3 or more spaces during their next Turn (Stacks).
  Strong Hit: Shock (Hit) All damaged characters are Suppressed and Pushed 2 spaces in any direction.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Blade.
  Melee, Blade.
  Melee, Blade.
  Melee, Blade.
  Ranged, Spell, Arcane-Sewage, Rat Swarm.
  Ranged, Spell, Arcane-Sewage, Rat Swarm.
  Ranged, Spell, Arcane-Rooftop, Storm.
  Skilled
  Skilled
  Dehydration: Works for first 2 Attacks, Poisoned character becomes incredibly thirsty. If they are unable to drink large amounts of water, they 
  suffer 1 Damage (no Armour) to a random (1d3) Attribute every hour until they can.
  
  121
  Balanced to fight PCs with Resources = 6
  Notes
  Description
  Avoidance Stance, Attractive
  Immense
  (Special Ability)
  Caster
  Decoy
  Mighty
  Well-Armed
  Well Supplied
  Twice before your next Turn you may gain +1d6 Defence vs an Attack.
  Absorption (Reduce all Attribute Damage you receive by 2 (after Armour) to a minimum of 2).
  Invisibility (At the start or end of your Turn you may take 1 Dmg (no Armour) to a random (1d3+3) Attribute and become Invisible (Stealthed) until your next 
  Turn (6 seconds) or until you make a non-Fear Attack.).
  You may perform 3 Actions per Turn.
  Momentum 1: You may Fly for 1 Action OR hover for 1 Turn.
  Add an additional Power Group to this combat,
  When you perform the Think Action, an allied Power Group gains +4 Bodies.
  Momentum 2: Create a Decoy of yourself, you may (secretly) swap places with it. This Decoy may perform 1 Action per Turn and is an exact copy of you 
  from when it was created. You may dismiss this Decoy at any time DURING your Turn.
  You may choose to perform fewer Actions per Turn (to make yourself look like a Decoy).
  You and all Decoys have -1 Armour per active Decoy.
  If a Decoy suffers more than 2 points of Attribute Damage from a single Attack or 3 points from multiple Attacks, they die.
  +8 Attribute Points.
  +1 Resource, -1 Defence.
  Your third Weapon (Mind Control) that would cost at least 1 Resources: costs you -2 Resources.
  5
  6
  15
  45
  1
  7
  6
  1
  6
  3
  5
  2
  1
  6
  7
  5
  7
  Umbraxius the Jinn
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  10 +2d6/T
  0 +6/Turn
  13
  15
  3
  2
  5
  12
  2
  0
  3 (4)
  Plague of Scarabs
  Orbs of Obliteration
  100 Pincers
  Crawling Sense of Doom
  Obliterate Reality
  Traits/Notes:
  Traits/Notes:
  Natural, Splash 1 (Any), *+3 Crit Dmg vs characters with 0 Endurance, Your first Attack each Turn with this Weapon gains Strong Hit (5-6),
  Dual, Splash 6 (Any), Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, Modifications: Practiced, Spread.
  Natural, Splash 3 (Any), *+3 Crit Dmg vs characters with 0 Endurance, Dangerous 1 (Difficult Terrain), If you miss with this Weapon you may lower a 
  section of Physical Cover by 1 Step (this also works vs Shields. Cover Destroyed in this way must be repaired outside of combat),
  Modifications: Practiced, Fiendish, Destructive.
  Henchmen Group, Army (+2d6 Bodies per Turn), Group Attack (You gain +2d6 Hit per Attacking Body (normally +1d6)), Vicious.
  Strong Hit: Vicious (Hit) All of your future Attacks this Combat gain +1 Hit and End Dmg (Stacks).
  Power Group, Straight Strike (Your Bodies may only move in straight lines. -1 Crit Dmg vs targets in Heavy or Entrenched Cover, all Weapons.), Speed, Swarm.
  Type & Variation
  Type & Variation
  Melee, Tooth & Claw.
  Melee, Fear.
  Melee, Tooth & Claw.
  Hit D6
  Hit D6
  0d6
  1d6
  3d6
  End Dmg
  End Dmg
  4
  5
  7
  Rng
  Rng
  1
  8
  2
  Hit
  Hit
  +3
  +2
  -3
  Crit Dmg
  Crit Dmg
  1*
  0
  6*
  Max Rng
  Max Rng
  1
  15
  2
  Hands
  Hands
  0
  0
  0
  Hit D6
  3d6
  Crit Dmg
  3
  Max Rng
  25
  Hands
  0
  Rng
  10
  Hit
  +6 +Emp*
  End Dmg
  4 +Emp
  Resources
  1
  Weapons
  Tempt
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, After you Attack with this Weapon 
  you may immediately move, Momentum 1: Once per Turn; make a Free Attack with this Weapon, Modifications: Practiced, W M, M C, Swift, (Grant Wish).
  Grant Wish: After a character has been Hit by this Weapon 4 times they may choose to accept or reject your temptation. If they accept your offer 
  they’re granted a wish (which you should manipulate) and you Heal 6. If they reject your offer they permanently gain +1 Armour vs this Weapon.
  Weapon Type & Variation
  Ranged, Fear.
  5
  Immense
  3d6
  2d6*
  5
  6
  15
  4
  1
  2
  3
  1*
  +3
  +3
  5
  6
  3
  1
  Umbraxius’ Curse
  Mind Control
  Small, Splash 1, Dangerous 2 (Cursed Ground) Modifications: Practiced, Well Maintained, Master Crafted.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) (Stacks up 
  to +2d6), After you Attack with this Weapon: move yourself 2 spaces and your opponent 1 space (six times per combat you may double this 
  amount), Modifications: Practiced, Well Maintained, Master Crafted, Lunge, Arcane-Street.
  Strong Hit: Rot (Hit) A Damaged character takes 1 point of Damage (no Armour) to a random (1d3+3) Attribute and gains a Point of Momentum.
  Ranged, Bomb, Arcane-Garden, Rot.
  Melee, Polearm, Arcane-Street, Exchange.
  
  122
  122
  Incandescent Cult
   
  “You are the true monsters, to keep such great power from humanity.”
  - Incandescent Agent, seconds before self immolation.
  For every citizen in awe and respect of the Tethered’s skills and 
  service, there are those who harbour resentment for the amount of 
  power they are allowed to wield. Such attitudes have given rise to a 
  number of anti-Tethered organisations in the past, though none quite 
  reach the level of secrecy and subversion as the Incandescence.
  A cult with far-reaching influence, Incandescence was born 
  out of two guiding principles: reverence for the Tethered’s Great 
  Golden Flame, and jealousy of those chosen few who are able to 
  access its power. The members of Incandescence are infamously 
  tight-lipped, their entire existence only a fanciful rumour to the 
  Tethered Order. In truth, the cult’s agents are spread across many 
  Districts, cloaked in disguises so mundane that they’re simply never 
  paid a second glance. Craftsmen, scholars, blacksmiths, maids, or 
  sometimes simply helpful bystanders; all of the cult’s guises are 
  for the singular purpose of getting closer to a Tethered, and by 
  extension, one of their Great Lanterns.
  Inside the Great Lanterns burns the Golden Flame that fuels the 
  power of the Tethered. Incandescence wishes nothing more than to steal 
  that power away, believing that the sacred fire should not be hoarded by 
  anyone, but instead light the path of all mankind. To this end, cultists, 
  often selected for their gifts with speech and social graces, will seek 
  to ingratiate themselves into the lives of a Tethered. This can take any 
  number of innocuous forms; taking up employment at Tethered chapter 
  house, offering their services as skilled craftsmen for a Tethered in 
  want of repairs, or simply crossing paths with a Tethered in the middle 
  of a hunt - purely by coincidence, of course - and offering them useful 
  information. Some cult members have gone a step further, becoming 
  a lover, close friend or applicant into the Tethered Order; anything that 
  would allow them access to a Great Lantern, and the completion of 
  their ultimate goal - to steal golden fire.
  While occasionally insidious in their methods and willing to give 
  their lives for the cause, most members of the Incandescence see 
  their actions as benevolent. The majority of cult members are culled 
  from the most downtrodden-yet-idealistic citizens of Aeternum, 
  those with the best of intentions: to give ordinary people the power 
  to fight back against the scourge of Fiends. Most do not harbour 
  ill-will towards the Tethered, seeing them as misguided.
  Trust, Tribulation & Truth
  Such are the goals of the majority of Incandescence. The 
  cult has a number of layers, starting with agents and growing 
  more secretive as they progress through the ranks. For those 
  hallowed chosen allowed access to the inner circle, the story 
  takes a dire turn. The cult has no grand design to uplift the 
  fallen, or give power to the helpless, but is instead helmed by 
  a Fiend: Ignaria, mistress of the crimson inferno and seeker of flame. 
  The motives of Incandescence are equally deceptive, less concerned 
  with the common man and more focused on feeding Ignaria’s power.
  
  123
  The closer to the inner circle, the greater the jealousy and hatred 
  of the Tethered grows. They are seen as pretenders, mere insolent 
  children playing with the Golden Flame as if it were a toy. The word of 
  Ignaria states that she lays claim to all fire, being its creator back in 
  the fell days and the one who gifted it to humanity. The Golden Flame 
  was her most marvellous invention, intended to gift her most loyal 
  servants with the immortality and power, until it was stolen from her 
  lair and caged inside the Great Lanterns. Incandescence is consumed 
  with the single-minded mission to steal it back, so that she may once 
  again gift its power to her most worthy followers and bring about an 
  age of eternal light and fire.
  The inner circle of Incandescence are so heavily corrupted by 
  Ignaria and indoctrinated into this tale that they are devoid of all 
  questioning thoughts. The uninitiated believe that stealing the Golden 
  Fire will benefit mankind. Both beliefs add up to the single-minded 
  goal upon which the cult was founded; take hold of the Golden 
  Flame, and use it to change the world. Stolen flames are passed 
  onto superiors within the inner circle, who then present their prize 
  to their mistress. Those who had a hand in the theft are rewarded 
  handsomely with a generous remittance; a sliver of Ignaria’s power, 
  dregs cast aside as she consumes more flame and her power swells. 
  The most successful cultists now resemble Fiends more than they 
  do humans, blood shimmering like molten metal and their magical 
  abilities a pale and mortifying reflection of their great mistress’.
  The presence of the Tethered Order is tolerated, for in their 
  infamously harsh binding ceremony comes one of Ignaria’s greatest 
  advantages. The Fiend’s closest and most esteemed followers are 
  drawn from the ranks of failures, those potential Tethered who 
  underwent the binding process and were found unworthy by the 
  Golden Flame. Instead of being obliterated by the fire, at times when 
  she is strong enough, Ignaria will reach out and use her influence 
  to bring them to her side. Their minds fractured and broken, it is a 
  simple matter to reshape their will and turn them against the Order, 
  forever binding them to serve their new master. Long has the Order 
  suspected that the binding ritual acts as a lure to applicants who 
  have Ignaria whispering in their ear, but with the annihilation of the 
  failed applicants, the Fiend’s involvement has remained a secret. 
  Their Tethered training, mindless loyalty and infusion of Ignaria’s 
  pseudo-Tethered powers make these recruits extremely formidable, 
  for times when the cult must briefly step out of the shadows to take 
  more direct action.
  Inferno, Irascibility & Ignaria
  Few know of the existence of the mistress of Incandescence, 
  and even fewer have spoken to her in person. Ignaria rules through 
  proxies, either her elite chosen or those who have proven their 
  undying loyalty. The Fiend herself is old, her long history stretching 
  back to a time where humans were thought to be little more than 
  savages. Though her fantastical tales of creating the first flames are 
  drivel with which to enamour her devoted pawns, Ignaria nevertheless 
  lays claim to all forms of fire. A being of pure flame herself, 
  she covets the substance; from the Golden Flame burning in the 
  Great Lanterns to the most insignificant spark from the strike of a 
  blacksmith’s hammer.
  To her, that which blazes inside the Great Lanterns is the sweetest 
  prize of all, with even scraps augmenting her power. Ignaria carries 
  within her a secret terror of the dark, having never experienced 
  such a thing herself, which drives her ambition to consume the 
  Golden Flame. This fear has been passed onto her followers, in whom 
  apprehension of the darkness is encouraged. All the better to spur 
  them on to complete their task.
  Ignaria tolerates the presence of other Fiends, but is generally 
  solitary and has little contact with her own kind beyond the numerous 
  minor fiery imps and beasts spawned from her person. If a member 
  of her cult helps a Tethered hunt down and murder one of her 
  brethren, then so be it: the act only advances her goals.
  Ignaria’s true form is brilliant, blazing and as fluid as fire itself, 
  requiring her to take on a metal shell when interacting directly with 
  her followers. The shell is that of a woman, forged from Aetherian 
  Silver - a rare mineral that is found deep within the Undercity - 
  with joints that can be manipulated to simulate movement. The face 
  is a blank mask, with Ignaria’s essence blazing from within and 
  causing the empty eyes to burn with passion, so brightly that even 
  her flame-attuned followers must squint in her presence. Ignaria is 
  well aware that her vessel’s stiff, unnatural movements, motionless 
  mouth and luminous eyes cause discomfort in those who look upon 
  it. She knows, and the thought amuses her.
  Her moments of levity are few and far between, however, as the 
  Fiend is volatile and prone to rage at the slightest provocation. Even 
  her dearly devoted inner circle tremble in the presence of their 
  mistress, the feeling increased tenfold when presenting bad news. 
  Ignaria’s infamous bouts of fury have led to more than a few followers 
  being reduced to less than ash in an instant, the floor of her inner 
  chamber a canvas of black marks where former messengers and 
  loyal servants once stood.
  Her power as a Fiend is immense, with her main weapon being 
  her fiery breath. Those unfortunate beings caught in a stream from 
  Ignaria’s mouth have the flesh evaporated from their bones, with the 
  lava-like substance able to reduce steel and stone to liquid. Even 
  without her breath, the Fiend holds dominion over all forms of fire, 
  magical or otherwise, and can manipulate it to ends that surpass all 
  but the most powerful of fire magicians.
  No followers have ever seen Ignaria’s true form outside her metal 
  puppet body, though tales from time immemorial tell of a blazing 
  demon, too bright to gaze upon. Those who stirred her wrath would 
  hear only the sound of a woman’s cry, magnified and multiplied 
  many times, before their very souls would be scorched from this 
  realm of existence. Although preferring to stay hidden, Ignaria is no 
  coward, and will greet any challenger who wishes to contend with 
  the mistress of the inferno.
  
  124
  Balanced to fight PCs with Resources = 4
  Notes
  Notes
  Description
  Description
  Endure Stance, Practical
  Summon
  True Nature (Pious)
  Avoidance Stance, Practical
  (Special Rule)
  True Nature (Pious)
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  Strong Hit: Summon (Once per Turn, Hit) A Henchmen or Power Group gains +1d3 Bodies.
  You serve a power greater than yourself.
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  If you escape with fire from a Great Lantern, your allies gain +10 Momentum and a Henchmen Group (Ember Imps) enters the combat.
  You serve a power greater than yourself.
  3
  3
  2
  3
  12
  14
  50
  25
  3
  3
  2
  3
  -1
  1
  3
  5
  1
  2
  3
  4
  3
  4
  1
  4
  5
  3
  5
  3
  4
  4
  4
  3
  3
  Sympathetic Tethered Trainee
  Fire Thief
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  0 +2/Turn
  14
  14
  4
  2
  10
  4
  2
  2
  Ember Imps
  Spark of Conflagration
  Fiery Breath
  Burn!
  Traits/Notes:
  Traits/Notes:
  Small, Energy, Burn, Dangerous 1 (Fire), Momentum 1: Once per Turn; make a Free Attack with this Weapon, Modifications: Practiced.
  Strong Hit: Set Alight (Once per Turn, Hit) Make a free Attack against all damaged characters at the start of each of their Turns (at 0 range, and with -1 
  Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Dual, Natural, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance, Energy, Burn, Modifications: Practiced, (Energy), (Burn).
  Henchmen Group, Fast.
  Power Group, Strange Source (Your Source may be anything, it does not have to be a specific character - Usually an enchanted lantern or fireplace).
  Type & Variation
  Type & Variation
  Ranged, Spell, A-Street, Fire.
  Melee, Tooth & Claw.
  Hit D6
  Hit D6
  3d6
  5d6
  End Dmg
  End Dmg
  1
  5
  Rng
  Rng
  4
  1
  Hit
  Hit
  +1
  -2
  Crit Dmg
  Crit Dmg
  3
  3*
  Max Rng
  Max Rng
  20
  1
  Hands
  Hands
  0
  0
  Hit D6
  Hit D6
  3d6
  3d6
  4d6
  3d6
  Crit Dmg
  Crit Dmg
  5
  6
  4
  4
  Max Rng
  Max Rng
  1
  2
  10
  1
  Hands
  Hands
  2
  2
  2
  1
  Rng
  Rng
  1
  2
  3
  1
  Hit
  Hit
  +7
  +5
  +2
  +4
  End Dmg
  End Dmg
  5
  6
  5
  2
  Resources
  Resources
  3
  3
  3
  2
  Weapons (Select One)
  Weapons
  Longsword
  Great Sword
  Throwing Blades
  Flaming Dagger
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Well Maintained, Arcane-Street.
  Strong Hit: Enforce (Hit) If any Damaged character would Attack you or a specified ally of yours with their next Attack: you may immediately move 3.
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, After you Attack with this Weapon you may immediately move, Modifications: Well Maintained, Swift.
  Dual, Splash 4 (Any), Poison, Small, You may move 1 space before and after you attack with this Weapon, Modifications: Well Maintained.
  Small, Poison, Pen 1 Min 4, Momentum 1: +1 Crit Dmg, Modifications: Arcane-Street.
  Strong Hit: Set Alight (Once per Turn, Hit) Make a free Attack against all damaged characters at the start of each of their Turns (at 0 Range, 
  and with -1 Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Blade, Arcane-Street.
  Melee, Blade.
  Ranged, Throwing Blades.
  Melee, Blade.
  Skilled
  Skilled
  4d6
  -
  15
  0
  8
  +2 +Emp*
  +8 +Emp
  1
  Afraid of Losing the Flame
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, *Agility never increases To Hit, Modifications: (+4 End Dmg, ‘-’ Crit Dmg).
  Ranged, Fear.
  
  125
  Balanced to fight PCs with Resources = 5
  Notes
  Description
  Avoidance Stance, Imposing
  Attrition
  Death Throes
  Avoidance Stance, Imposing
  Immense
  Power Incarnate
  Smash
  Now I’m Ready
  Blinding Shot
  (Special Ability)
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  Counter (As long as you’re not Suppressed; any adjacent opponent who attacks you takes 3 Endurance Damage).
  All enemies take 4 Endurance Damage at the start of your Turn.
  When you die you may immediately perform one free Action.
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  Counter (As long as you’re not Suppressed; any adjacent opponent who attacks you takes 3 Endurance Damage).
  You may perform 3 Actions per Turn.
  Once per Turn, when you perform a Think Action; double your Momentum Points.
  Once per Turn; you may destroy a piece of physical environmental terrain/Cover.
  Momentum 4: One of your Weapons gains +1d6 Hit until the end of this Combat (Stacks).
  Whenever you Attack with a Splash Weapon you gain Low Light, Light Front Cover until your next Turn.
  Immune to all forms of fire.
  4
  4
  4
  5
  13
  14
  25
  45
  2
  3
  1
  4
  6
  1
  1
  4
  5
  1
  1
  3
  3
  2
  2
  1
  1
  5
  3
  4
  2
  4
  3
  4
  2
  3
  Incandescent, Inner Circle Member
  Ignaria
  Bodies
  Defence
  Armour
  Movement
  Resources
  9
  10
  4
  10
  3
  Fire Hound
  Fiery Bite
  Traits/Notes:
  Dual, Natural, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance, Energy, Burn, Dangerous 1 (Fire), Modifications: Practiced, Well Maintained, Arcane-Street.
  Strong Hit: Set Alight (Once per Turn, Hit) Make a free Attack against all damaged characters at the start of each of their Turns (at 0 range, and with -1 
  Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Henchmen Group, Complex, Fast, Group Attack (You gain +2d6 Hit per Attacking body (normally +1d6)), Frantic (Momentum 2: Once per Turn; Perform a second Action).
  Type & Variation
  Melee, T & C, A-Street, Fire.
  Hit D6
  0d6
  End Dmg
  7
  Rng
  2
  Hit
  +2
  Crit Dmg
  3*
  Max Rng
  2
  Hands
  2
  Hit D6
  Hit D6
  2d6*
  3d6
  Crit Dmg
  Crit Dmg
  5
  2
  Max Rng
  Max Rng
  40
  25
  Hands
  Hands
  1
  0
  Rng
  Rng
  8
  10
  Hit
  Hit
  +4
  +5 +Emp*
  End Dmg
  End Dmg
  5
  3 +Emp
  Resources
  Resources
  3
  0
  Weapons
  Weapons
  Fiery Beam of Death
  Make em Sweat
  Large, *+1d6 Hit with Unleash Action, Energy, Burn, Modifications: Practiced, Well Maintained, Mighty, (Energy, Burn).
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, 
  Strong Hit: Primal Wrath (Does not Req Hit) For the remainder of the Combat you gain +2 Hit and End Dmg (Stacks).
  Momentum 1: Once per Turn; make a Free Attack with this Weapon, Modifications: Practiced.
  Weapon Type & Variation
  Weapon Type & Variation
  Ranged, Spell, Arcane-Garden.
  Ranged, Fear.
  5
  Skilled
  Immense
  2d6*
  3d6
  7
  3
  35
  20
  2
  0
  6
  9
  +4
  +3 +Emp*
  11
  5 +Emp
  4
  1
  Stone Melting Fire Breath
  Spontaneous Combustion
  Splash 2, Natural, Energy, Burn, *+1d6 Hit with Unleash Action, Modifications: Practiced, Well Maintained, Master Crafted, Mighty, Fiendish, (Energy, Burn).
  Splash 1, Pen 4 min 4, Natural, Energy, Burn, Dangerous 1 (Fire), Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never 
  increases To Hit, Momentum 1: Once per Turn; make a Free Attack with this Weapon, Modifications: Practiced, W Maintained, M Crafted, Arcane-Street.
  Strong Hit: Set Alight (Once per Turn, Hit) Make a free Attack against all damaged characters at the start of each of their Turns (at 0 Range, 
  and with -1 Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Ranged, Bomb.
  Ranged, Fear, Arcane-Street, Fire.
  
  126
  126
  126
  Rakshasa (Vampires)
   
  “I halted. My hunt, an undertaking lasting many months, had finally 
  brought me face to face with my quarry. It stared at me with eyes 
  inhuman and predatory. A fireplace burned behind the monster so 
  brightly that I could barely make out the beast’s horrid, fanged, face. 
  In its gnarled hand, twice the size of any man’s, was a human skull 
  filled with blood. A long tongue lapped at the fluid, staining its lips 
  and clawed hands. Until this moment I had thought myself prepared. 
  I fled. It was an act of pure and instinctive cowardice which to this 
  day I do not regret.”
  – Aedan Haus, Monster Slayer.
  Lust for power knows no ethnic or societal restrictions. For mages 
  the lure of power is even greater. Borrowed energies can make a 
  mage seem like a god to ordinary folk but the power is always 
  borrowed and subject to the whims and terms of the lender. It is not 
  uncommon for practitioners of dark arts to seek great power devoid 
  of a lender.
  Blood magic, powerful sorcery fuelled by the sacrifice of flesh 
  and blood, can greatly increase the puissance of a mage. Sacrifice 
  of others, the unwilling sort, can bolster even a fledgeling mage into 
  a noteworthy spellcaster. Willing sacrifice, usually of the sorcerer’s 
  own flesh, proves even more potent. It is a path few willingly follow. 
  Repeated use of these rites inevitably reduces the caster to a 
  withered husk. For a rare few, this is not the end.
  Long ago in a District whose name has been lost to the annals 
  of time, a blood sorcerer, now known as Lilith, sought to replace 
  the vitality lost to her own sacrifice and ambition. Glutting herself 
  on the flesh of others and slaking her thirst with their blood, she 
  felt the pains of her ruined body fade. A new and horrific vitality 
  filled her limbs strengthening not only her physical body, but her 
  magic as well. She became something unseen before; something 
  vile. Centuries later her progeny live on to terrorise Aeternum. 
  These life drinkers call themselves the Rakshasa, and their origins 
  are shrouded in mystery. Countless names have been attributed to 
  these gruesome creatures throughout the centuries; Strigoi, Yama, 
  Nosferatu, and most commonly, Vampire. The Rakshasas revel in 
  their many names. They mock “Vampire Hunters” as fools without 
  true knowledge of what they are. The instant a would-be hunter utters 
  the word “Rakshasa”, however, the beasts become deadly serious.
   Although they wear the guises of men, the Rakshasas are 
  no longer human. The emptiness gnawing within them has 
  transformed them into ravenous beasts starving for raw flesh 
  and thirsting for blood. They are hunger incarnate and their 
  appetites cannot be sated.
  Curse, Chrysalis & Craving 
  The blood curse of the Rakshasa may have begun with a 
  single sorceress, but the passing of numerous centuries have seen 
  the spread of the original monster’s progeny. Through grotesque 
  magical rites the Rakshasas are able to pass on their curse. The 
  
  127
  rites vary from one being to the next, but all involve the imbibing of 
  blood. They are notoriously vain creatures and only spawn progeny 
  from humanity’s finest stock.
  A newly created Rakshasa is nothing like their elder parent. It is, on 
  a physical level, mostly human. Stronger and faster than its mortal 
  cousins, the newborn life drinker retains much of its personality. What 
  the newborn lacks in potency it more than makes up for in freedoms. 
  None of its sire’s weaknesses hold any sway over the child. The beast 
  growing within is little more than a wicked voice whispering inside 
  its mind. The young Rakshasas feed on the flesh of still living things. 
  Many newborn creatures, horrified at their transformation, consume 
  insects and small animals. Inevitably the insatiable creature within 
  leads them to murder and the taste of human flesh.
  As the life drinker ages its curse begins to take physical form. 
  Beneath the still human flesh, a small and ravenous creature begins 
  to grow. Middling Rakshasas have nourished the strange and tiny 
  beast beneath their flesh, and their powers have grown accordingly. 
  Capable of inhuman feats and boasting noteworthy magic, the 
  middling creature is responsible for most of the Vampire myths of 
  Aeternum. Indeed, when the term “vampire” is used it always applies 
  to Rakshasas of this stage, as few live past it due to older and far 
  more developed Rakshasa consuming them.
  As the monster within germinates, the Rakshasa’s desire for the 
  blood of the living magnifies. The direct flow of life diverted into 
  their slathering mouths is more satisfying than flesh. Rakshasa blood 
  drinkers will often keep particularly satiating victims alive for months 
  in order to feed as much as possible without risking discovery.
  In the middle of their transformation the Rakshasas become 
  aware of the vast difference between their current state and the 
  human beings they once were. Aware of their power and weakness 
  alike, many fear mankind and go to great lengths to conceal their 
  true nature. They will often band together forming vampire dens 
  for mutual safety. Their newborn brethren often haunt these dens, 
  utilised as guards and servants. The newborn receive nothing but 
  contempt and drained table scraps from their older family.
  The oldest Rakshasas, the only true Rakshasas by their own 
  reckoning, are beings of immense power. They have fed the inhuman 
  terror within for centuries. They have nurtured the monster until 
  there is no difference between the outer flesh and the beast just 
  underneath. They are solitary hunters and ravenous monsters. Time 
  and hunger have twisted them into beings that do not care for their 
  children or the games of mortals. They exist only to feed. Mountains 
  of flesh and oceans of blood could never sate a true Rakshasa. 
  Elder Rakshasas have lost their ability to pass for human at a 
  glance. They are horrid beasts with blood-filled eyes, wide gaping 
  jaws, long forked tongues, and gnarled tusk-like fangs. Unable to 
  contain the monster in a cage of human flesh any longer, the elder 
  sheds its old body. The skin of the elder rips with their motions, 
  often appearing as a ragged cloak draped loosely over their hulking 
  frames. They stand as tall as two men, with gangly limbs ending 
  in taloned appendages. The savagery of their appearance reveals a 
  mere fraction of their brutal capabilities. 
  Fellowship, Force & Frailties
  As a Rakshasa ages and nourishes its inner hunger it undergoes 
  numerous social transformations as well. In the early stages the 
  beast retains its humanity, often living a normal life which is 
  interrupted and eventually ruined by its unceasing hunger. Often the 
  last vestiges of humanity are cast aside when the hunger overcomes 
  the newly created life drinker and forces the unfortunate soul to 
  devour a loved one.
  As the creature ages it distances itself from humanity. Middling 
  Rakshasas will often live among their brethren, using their 
  accumulated gifts and knowledge to attain positions of power within 
  a District. While their beast within does not particularly care for 
  political power they do appreciate that their significant status makes 
  their strange behaviour more difficult to question, as bizarre rumours 
  surround nearly every noble family within Aeternum.
  By the time a Rakshasa has reached the pinnacle of its power, 
  it has no use for others save as sustenance. Elders are loners and 
  will actively avoid others of their own kind, going as far as savagely 
  destroying any threat to their food source. They exist only to feed 
  their hunger. The solitary nature of the elder Rakshasas creates 
  some confusion among the few with knowledge of the beasts. If life 
  drinkers possess such loathing for their own kind, why would they 
  sire children? The answer to this question has not been forthcoming, 
  as no individual has ever thought to ask when encountering an elder.
  Unique Gifts & Weaknesses
  Blood fuelled magic comes naturally to all Rakshasas, but the 
  time necessary to perfect their magic makes it rare in younger 
  horrors. The magic that a particular life drinker pursues will dictate 
  what abilities it is capable of. Transformation into wild beasts of the 
  night, crimson fog, exerting mental control over humans, and even 
  stealing the faces of others are commonly attributed to them, but 
  they are by no means universal amongst the Rakshasas.
  Despite having terrible power at their disposal, life drinker also 
  possess significant weaknesses. Each creature bears a collection 
  of banes that is specific to it and those that they spawn. The sheer 
  number of substances which have harmed Life Drinkers has led 
  to volumes of folklore on how to kill them. Much to the dismay of 
  would-be vampire hunters, these weaknesses often fail to affect 
  their prey. Of all the collected lore, the only sure way to destroy a 
  Rakshasa is by bathing them in sunlight. Ancient stories tell of how 
  the first Rakshasa battled the great Celestial who carries the sun 
  over Aeternum, earning the divine being’s enmity for all time.
  Each Rakshasa must be individually studied, as the powers and 
  weakness that they hold may be unique to them.
  
  128
  Balanced to fight PCs with Resources = 5
  Notes
  Description
  Aggressive Stance, Imposing
  Immense
  Regeneration
  True Nature (Ravenous)
  Lone Hunter
  While you have Endurance; at the end of your Turn if you have 0 Momentum you gain +3 Momentum.
  Personalised, Absorption (Reduce all Attribute Damage you receive by 2 (after Armour) to a minimum of 2).
  You may perform 3 Actions per Turn.
  At the start of your Turn: Heal 2 Attribute points OR gain +1 Momentum.
  Consume: Once per session when you deal Attribute Damage to a human (including most Tethered) you may Heal 3 points of Attribute Damage to 
  yourself. If your target is Grabbed you also gain a free Recovery and +1 Momentum Point.
  You crave fresh human blood.
  All Weapons gain +1 End and Crit Dmg if you have no non-Power Body allies within 10 spaces of you.
  6
  6
  11
  62
  4
  6
  5
  2
  4
  5
  2
  3
  4
  7
  5
  4
  Blood-Starved Undercity Vampire
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Defence
  Defence
  Defence
  Defence
  Defence
  Armour
  Armour
  Armour
  Armour
  Armour
  Movement
  Movement
  Movement
  Movement
  Movement
  Resources
  Resources
  Resources
  Resources
  Resources
  3 +2/Turn
  7
  7
  7
  0 +3/Turn
  15
  12
  14
  14
  14
  4
  6
  4
  4
  2
  7
  5
  6
  6
  4
  3
  3
  3
  3
  3
  Bat Swarm
  Zombies
  Enthralled Servants
  Fresh Vampires
  Telekinetic Force
  Bite & Claw
  Bite, Grab & Bash
  Pistols
  Sharp Blades
  Telekinetic Bash
  Traits/Notes:
  Traits/Notes:
  Traits/Notes:
  Traits/Notes:
  Traits/Notes:
  Natural, Splash 1 (Any), Dual, *+3 Crit Dmg vs characters at 0 Endurance, Modifications: Practiced, Sweeping, Strong Hit: Sweep (Hit) Splash +2 (Any) (Stacks).
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Dangerous 1 (Difficult Terrain), If you miss with this Weapon you may lower a section of 
  Physical Cover by 1 Step (this also works vs Shields. Cover destroyed in this way must be repaired outside of combat), Modifications: Practiced, Destructive.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Strong Hit: Shock (Altered) (Hit) All damaged characters are knocked Prone and Pushed 3 spaces in any direction.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Dual, Splash 4 (Any), *Strong Hit +1 vs targets within your second Range increment if you do not move during your Turn, Modifications: Practiced.
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, After you Attack with this Weapon you may immediately move, Modifications: Practiced, Swift.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Dangerous 2 (Difficult Terrain), Modifications: Practiced, Well Maintained, Arcane-Rooftop.
  Henchmen Group, Endless, Flight.
  Henchmen Group, Brutes, Unstoppable (Ignore the first killed Body you would suffer each Turn).
  Henchmen Group, Meat Shield (Anytime an ally takes damage from a Weapon and who is adjacent to, or behind, one of your Bodies; you may lose 1 Body 
  and your ally takes no Damage from that Attack.), Helpful (All allies gain +1 Hit, End Dmg, Defence and Combat Order (Stacks)).
  Henchmen Group, Killers, Hidden (+1 Cover Step, If your Bodies ever gain Entrenched Cover they become Stealthed).
  Power Group, Shield (You grant Heavy Cover or +1 Cover Step to any ally that is attacked through one of your Bodies), Defend (Your Source gains +1 Armour 
  while you have at least 1 Body).
  Type & Variation
  Type & Variation
  Type & Variation
  Type & Variation
  Type & Variation
  Melee, Tooth & Claw.
  Melee, Hammer.
  Ranged, Firearm.
  Melee, Blade.
  Melee, H, A-Rooftop, Storm.
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  5d6
  3d6
  4d6
  1d6
  3d6
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  6
  5
  3
  5
  5
  Rng
  Rng
  Rng
  Rng
  Rng
  1
  1
  3*
  2
  1
  Hit
  Hit
  Hit
  Hit
  Hit
  -2
  +2
  +0
  +4
  +1
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  2*
  3
  3
  6
  5
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  1
  1
  15
  2
  2
  Hands
  Hands
  Hands
  Hands
  Hands
  2
  2
  2
  2
  2
  Hit D6
  5d6
  4d6
  Crit Dmg
  4*
  3
  Max Rng
  1
  15
  Hands
  2
  0
  Rng
  1
  8
  Hit
  -2
  +2 +Emp*
  End Dmg
  9
  5 +Emp
  Resources
  2 (3)
  1
  Weapons
  Rip and Tear
  Bloodcurdling Scream
  Natural, Dual, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance, Dangerous 1 (Disease Cloud), Modifications: Prac, M Crafted, A-Sewage.
  Strong Hit: Sickness (Hit) All damaged characters take a further 6 End Dmg if they move 3 or more spaces during their next Turn (Stacks).
  Dual, Splash 4 (Any), Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit.
  Weapon Type & Variation
  Melee, Tooth & Claw, Arcane-Sewage.
  Ranged, Fear.
  Immense
  
  129
  Balanced to fight PCs with Resources = 5
  Balanced to fight PCs with Resources = 7
  Notes
  Notes
  Description
  Description
  Avoidance Stance, Attractive
  Stalker
  True Nature (Ravenous)
  Avoidance Stance, Attractive
  Immense
  Reveal Power
  Flight
  Deceptive Strike
  True Nature (Ravenous)
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  +1 Crit Dmg vs flanked enemies, all Weapons.
  Momentum 2: You become Stealthed after your next Attack (you require Cover).
  Consume: Once per session when you deal Attribute Damage to a human (including most Tethered) you may Heal 3 points of Attribute Damage to 
  yourself. If your target is Grabbed you also gain a Free Recovery and +1 Momentum Point.
  You crave fresh human blood.
  Twice before your next Turn you may gain +1d6 Defence vs an Attack.
  Incorporeal (At the start or end of your Turn you may take 1 Dmg (no Armour) to a random (1d3+3) Attribute and gain +3 Armour until your next Turn).
  You may perform 3 Actions per Turn.
  You may only use this ‘Show True Skill’ Weapon after you have taken 8 points of Attribute Damage.
  You may Fly.
  Strong Hit: Deceptive Strike (Skill Roll, Success) Your next Attack gains Strong Hit +1 (Stacks).
  Consume: Once per session when you deal Attribute Damage to a human (including most Tethered) you may Heal 3 points of Attribute Damage to 
  yourself. If your target is Grabbed you also gain a free Recovery and +1 Momentum Point.
  You crave fresh human blood.
  3
  5
  3
  5
  15
  16
  25
  50
  1
  1
  4
  6
  3
  5
  1
  2
  5
  8
  2
  5
  4
  7
  2
  2
  1
  3
  5
  5
  8
  4
  6
  4
  6
  3
  6
  Aristocratic Vampire
  Gerlind König, Elder Rakshasa
  Hit D6
  Hit D6
  3d6
  5d6
  3d6
  3d6
  4d6
  Crit Dmg
  Crit Dmg
  5
  8
  9
  2
  3
  Max Rng
  Max Rng
  2
  2
  3
  25
  21
  Hands
  Hands
  2
  1
  1
  0
  0
  Rng
  Rng
  1
  1
  2
  10
  9
  Hit
  Hit
  +7
  -1
  +3
  +5 +Emp*
  +1 +Emp*
  End Dmg
  End Dmg
  5
  7
  13
  1 +Emp
  8 +Emp
  Resources
  Resources
  3
  5
  (9)
  0
  1
  Weapons
  Weapons
  Antique Sword
  Toy with Your Prey
  Show True Skill (Reveal Power)
  Display Inhuman Speed
  Crushing Gaze
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, After you Attack with this Weapon you may immediately 
  move. Modifications: Practiced, Well Maintained, Master Crafted, Lunge, Swift.
  Dual, Pen 1 Min 4, Modifications: Practiced, Well Maintained, Master Crafted, Blessed, Fiendish, Precise, Lunge.
  Splash 2 (Any), Pen 1 Min 4, After you Attack with this Weapon you may immediately move, Dangerous 4 (Smoke, 1 space of Smoke is always placed 
  over your character if no Smoke is there). Modifications: Prac, W Maintained, M Crafted, Blessed, Fiendish, Precise, Swift, A-Rooftop, Sweep x2.
  Strong Hit: Sweep (Special) (Hit) Splash +4 (Any) (Stacks).
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, Modification: Practiced
  Dual, Splash 6 (Any), Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, 
  Modifications: Practiced, Well Maintained, Master Crafted, Long Shot, Mighty, Precise, Spread.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Blade.
  Melee, Blade.
  Melee, Blade, Aracane-Rooftop
  Ranged, Fear.
  Ranged, Fear.
  7
  Skilled
  Immense
  
  130
  Lord of Voracious Illumination
   
  “Salt your soul with rage, marinate your mind with arrogance and 
  let your… hehe, frustrations skewer you as I consume your deliciously 
  immortal flesh.”
  - Lord of Voracious Illumination.
  There are none living who know the Fiend’s true name. It has 
  existed as long, if not longer, than humanity’s feeble attempts to 
  catalogue its kind. The Fiend known as the Lord of Voracious 
  Illumination has plagued the Tethered Order since its inception. 
  While there are numerous accounts of the Fiend being 
  defeated, it has always returned. More disturbing than its 
  apparent immortality is its interest in the Order. The Lord 
  of Voracious Illumination preys upon all who are immortal, 
  especially the Tethered.
  The most ancient tomes in the vast libraries of the Order describe 
  a Fiend without apparent form, wrapped in a ragged sackcloth robe. 
  Its features are hidden behind a deep darkness that fills its hood, 
  and talon adorned hands of pale flesh reach from within the 
  robes, moving deftly to snatch and rend. Thick chains encircle 
  the Fiend’s chest and waist; unholy runes charred into each link. 
  And it sits upon a blasphemous throne of broken lanterns, each 
  one a twisted version of a lantern carried by a fallen Tethered.
  Appearing in numerous Districts throughout mankind’s recorded 
  history, the Lord of Voracious Illumination has been a constant and 
  undefeatable enemy for the Order. For reasons unknown to 
  the Tethered, the Fiend hungers for them, and takes 
  great pleasure in mocking and taunting them. 
  When active the beast is insatiable, creating all 
  manner of shadowy horrors in order to bait 
  the Tethered into its trap. While the Order 
  deals with the chaos that the Fiend has 
  created, the Lord of Voracious Illumination 
  strikes at any isolated Tethered; devouring its 
  prey and stealing their lanterns as trophies.
  Abilities, Approach & Antagonism
  Unbeknownst to the Order, the Lord of Voracious 
  Illumination is capable of devouring the 
  knowledge and physical form of anything 
  it consumes. While mortals can provide 
  the Fiend with some insight, it gains 
  far more from feasting on immortal 
  beings. Tethered, vampires, and even 
  other Fiends are its primary source 
  of sustenance. Of all its prey it has 
  the easiest time luring the Tethered 
  into its traps, due to their desire to 
  protect humanity and their arrogant 
  faith in their own immortality.
  While the Fiend normally appears 
  as a billowing ghostly robe of 
  
  131
  sackcloth wrapped in chains, it can take the exact physical form of 
  any being it has consumed. After dining upon all of the knowledge its 
  victim possessed, the Lord of Voracious Illumination can perfectly 
  mimic anyone it has absorbed. When it takes its victim’s shape the 
  Fiend is indistinguishable from its prey copying even the most subtle 
  mannerisms and methods of speech.
  Devouring numerous supernatural entities throughout its existence 
  has given The Lord of Voracious Illumination a plethora of powers; 
  however they seem to fade over time. With each encounter the Fiend 
  is found to possess a different suite of abilities, always catching those 
  who would stand against it off guard.  Most commonly The Lord of 
  Voracious Illumination is comfortable using powerful magics native 
  to its Fiendish nature and avoiding direct confrontation until the 
  perfect moment. When forced into close quarters, the Fiend lashes 
  out with claws, chains, and bursts of intense arcane shadow power.
  Despite its potency, The Lord of Voracious Illumination is a schemer 
  first and foremost. It devises numerous plans and contingencies 
  before it ever acts. Often it will watch its intended prey from the 
  guise of some seemingly harmless face. Orphan children, beggars, 
  and elderly women are some of its favourite guises, although one 
  can never be certain. The creature will often arrogantly allow hints 
  of its presence to be detected by its intended victim; 
  savouring the paranoia of its next meal.
  The Lord of Voracious Illumination particularly enjoys 
  it when the Order makes an attempt to hunt it. Of all the 
  delicacies it has savoured throughout its existence, only 
  the Tethered appear to offer it a constant supply of 
  arrogant victims, and arrogance and pride in the face 
  of such a power as it are rare delicacies indeed. The beast 
  will gleefully lead its would-be hunters on numerous 
  fruitless chases, leaving clues all around them to build 
  their confidence. Soon, the trap snaps closed and the 
  Fiend is able to feast.
  Tethered who are killed by the Fiend feel an 
  overwhelming sense of dread when they awaken. No 
  matter how much time has passed, they cannot help 
  but feel as though the Lord of Voracious Illumination 
  is watching them. They feel connected to the Fiend, as if it is 
  always over their shoulder waiting for them to once more slip 
  into its grasp. These feelings only become worse when exact 
  duplicates of the Tethered commit horrendous crimes, and twisted 
  duplicates of their Lantern are scattered throughout the city. The 
  Lord of Voracious Illumination loves to be hated and despised by 
  its prey.
  If, against all the odds, the Lord of Voracious Illumination is killed, 
  it will rise again, but without the ability to assume the form of those 
  that it had previously slain. And those slain immortals who once 
  felt its constant presence are freed from their lingering sense of 
  being watched.
  Honorific, Hibernation & Habitat
  Within the texts of the Order are numerous clues and the failed 
  notes of countless quests to find the Lord of Voracious Illumination’s 
  true name. The Fiend has revealed its somewhat baroque title on 
  numerous occasions, but no scholar has been able to find a true 
  identity to attach to the monster. Much of the research gathered 
  suggests that through discovering the true name of the creature it 
  may finally be defeated. It is a mission that many vengeful Tethered 
  have undertaken. Most abandon the mission as more than a few have 
  gone mad, or failed in their other vital duties, in pursuit of their desire 
  to gain revenge against the Fiend that mocked and taunted them.
  Combating the undying horror is made more difficult by the Fiend’s 
  propensity to disappear from the face of Aeternum for large portions 
  of time. Often the Lord of Voracious Illumination will remove itself 
  from the city for decades or more before resurfacing to once more 
  feast upon its favourite food. Scholars amongst the Order believe 
  that the creature hibernates for long periods, hiding itself until the 
  need to feed stirs it to life again.
  While there is no conclusive evidence, it is widely believed that 
  the Lord of Voracious Illumination has a permanent lair somewhere 
  in the Undercity. Large-scale efforts have been made by the Order 
  in the past and massive portions of the caves beneath the city 
  were scoured but no trace of the Fiend was found. Madmen who 
  brave the Undercity in search of shelter from the elements have 
  spoken of a temple of jagged black rock deep beneath Aeternum’s 
  distant oceans. Within its strange glyph inscribed walls shimmer 
  thousands of horrific lanterns. Each casting ghostly shadows that 
  dance independently of the lanterns’ light, chasing and murdering 
  those who come near the temple.
  A far more insidious rumour is whispered in hushed tones amongst 
  the Order’s more suspicious members. One that speculates that the 
  Tethered Order is in-fact hiding the true identity of the beast, and 
  spreading the Voracious Illumination name as a distraction from 
  the horrible truth that the monster is in-fact two monsters. But not 
  just any two; the first Tethered couple, finders of the Golden Flame, 
  and driven mad by their inability to die and the impossibility of 
  their cause.
  “Not all horrors lurk in the darkness and abhor the 
  light. Some shine their own lights back, illuminating all 
  the evils that surround it for all to see. Sometimes the 
  darkness is a blessing, for it hides the hopelessness of 
  our condition.”
  - A muttering vagrant.
  
  132
  Balanced to fight PCs with Resources = 4
  Notes
  Notes
  Description
  Description
  Block Stance, Practical
  Split
  Explosive
  Outwit Stance, Practical
  Immaterial
  While you have Endurance; once before your next Turn you may change your facing and gain +1 Armour vs an Attack.
  When you die a Henchmen OR Power Group enters the Combat (and may Attack this Turn).
  On your Death, deal 4 Endurance and Critical Damage to all characters within 2 of you (as if it were an Attack the Ground Splash Attack).
  While you have Endurance; you gain +1 Armour per non-Front Cover Steps that you’re gaining. You gain +2 Armour and Hit during all Surprise Rounds.
  Momentum 2: You become Incorporeal and gain +3 Armour and -2 non-Fear Crit Dmg until the end of your next Turn.
  3
  2
  3
  3
  13
  11
  40
  30
  3
  3
  3
  3
  4
  3
  1
  2
  3
  4
  5
  6
  1d6
  2
  2
  3
  3
  3
  2
  4
  4
  3
  3
  3
  Shadow Fiend Swarm
  Hidden Horror
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  0 +2/Turn
  12
  14
  4
  2
  0
  4
  2
  2
  Clawing Darkness
  Creeping Darkness
  Envelop in Darkness
  Rend Apart
  Traits/Notes:
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) (Stacks up to +2d6). 
  Modifications: Practiced, Well Maintained.
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, Modifications: Practiced, Well Maintained.
  Momentum 1: If you don’t Attack during your next Turn you gain +2 Bodies at the end of that Turn.
  Henchmen Group, Immobile.
  Power Group, Multiply.
  Type & Variation
  Type & Variation
  Melee, Polearm.
  Melee, Blade.
  Hit D6
  Hit D6
  2d6*
  3d6
  End Dmg
  End Dmg
  4
  6
  Rng
  Rng
  1*
  2
  Hit
  Hit
  +3
  +4
  Crit Dmg
  Crit Dmg
  5
  6
  Max Rng
  Max Rng
  4
  2
  Hands
  Hands
  2
  2
  Hit D6
  Hit D6
  5d6
  3d6
  3d6
  2d6*
  Crit Dmg
  Crit Dmg
  3*
  0*
  2
  5
  Max Rng
  Max Rng
  2
  1
  25
  45
  Hands
  Hands
  2
  1
  0
  0
  Rng
  Rng
  1
  1
  10
  14
  Hit
  Hit
  -3
  +4
  +4 +Emp*
  +5 +Emp**
  End Dmg
  End Dmg
  7
  2
  1 +Emp
  3 +Emp
  Resources
  Resources
  2
  0
  0
  2
  Weapons
  Weapons
  Clawing Darkness
  Pitiful Bite
  Haunting Voices
  Endless Darkness
  Dual, Natural, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance.
  Natural, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance, Modifications: Practiced, Well Maintained, Low-Quality.
  Pen 4 min 4, Natural, Small, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit.
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *+1d6 Hit with Unleash Action (or if you don’t move 
  during your Turn), **Agility never increases To Hit, Dangerous 4 (Smoke, 1 space of Smoke is always placed over your character if no Smoke 
  is there), Modifications: Practiced, Well Maintained, Arcane-Rooftop.
  Modifications: Practiced, Well Maintained, Lunge.
  Momentum 1: +1 Crit Dmg.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Tooth & Claw.
  Melee, Tooth & Claw.
  Ranged, Fear.
  Ranged, Fear, Smoke.
  Skilled
  Skilled
  
  133
  Balanced to fight PCs with Resources = 5
  Notes
  Notes
  Description
  Description
  Endure Stance, Imposing
  Extension
  Formation
  Endure Stance, Practical
  Immense
  Terrifying
  Tangle
  True Nature (Ravenous)
  (Special Ability)
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  You’re connected to another NPC (eg: you’re a limb). You must stay close to your connected NPC.
  The character you’re connected to gains +1 Armour while you have Endurance (Stacks).
  All adjacent allies gain +1 Armour (does not Stack).
  You gain +1 Armour if there’s an adjacent ally to you (does not Stack).
  Adjacent opponents may spend 1 Momentum point to Push you 1 space back.
  While you have Endurance; twice before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  You may perform 3 Actions per Turn.
  After you use a Fear Weapon; you gain +1 Momentum.
  Strong Hit: Tangle (Hit) You have Grabbed this target.
  Momentum 2: At the end of your Turn you may Grab any character within 4 of you.
  Consume: Once per session when you deal Attribute Damage to an immortal character you may Heal 3 points of Attribute Damage to yourself. If your target 
  is Grabbed you also gain a free Recovery and +1 Momentum Point.
  You may change your appearance at will to any character that you have eaten.
  3
  5
  2
  5
  7
  11
  55
  70
  2
  4
  2
  5
  -1
  -1
  3
  3
  -1
  1
  1
  3
  1
  4
  6
  4
  6
  2
  4
  2
  6
  4
  4
  2
  4
  Runic Chains
  Lord of Voracious Illumination
  Bodies
  Defence
  Armour
  Movement
  Resources
  0 +3/Turn
  12
  2
  4
  3
  Voracious Shadows
  Grasping Tendrils
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, All damaged characters have -1 Hit and Range (min 1) on their 
  next Attack before your next Turn (Stacks to -3), Modifications: Practiced, Well Maintained, Arcane-Alleyway.
  Power Group, Explode (When one of your Bodies dies; perform a free Attack Roll against all adjacent characters with the Bodies that just died. This Attack 
  always uses your target’s Splash Armour), Defend (Your Source gains +1 Armour while you have at least 1 Body).
  Type & Variation
  Melee, B, A-Rooftop, Shadow.
  Hit D6
  3d6
  End Dmg
  6
  Rng
  1
  Hit
  +5
  Crit Dmg
  4
  Max Rng
  1
  Hands
  2
  Hit D6
  Hit D6
  3d6
  3d6
  3d6
  4d6
  Crit Dmg
  Crit Dmg
  7
  5*
  2
  4
  Max Rng
  Max Rng
  2
  3
  25
  15
  Hands
  Hands
  2
  2
  0
  0
  Rng
  Rng
  2
  2
  10
  8
  Hit
  Hit
  -1
  +6
  +5 +Emp*
  +6 +Emp*
  End Dmg
  End Dmg
  6
  13
  1 +Emp
  10 +Emp
  Resources
  Resources
  3
  2
  0
  3
  Weapons
  Weapons
  Whack!
  Massive Claws
  Menacing Swing
  Maniacal Laugh
  Large, Splash 2 (Any), Modifications: Practiced, Well Maintained, Fiendish.
  Natural, Splash 3 (Any), *+3 Crit Dmg vs characters at 0 Endurance, Modifications: Practiced, Well Maintained, Master Crafted, Lunge.
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, Modifications: Practiced.
  Pen 4 min 4, Natural, Dual, Splash 4 (Any), Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, 
  After you Attack with this Weapon you may immediately move, Modifications: Practiced, Well Maintained, Master Crafted, Fiendish, Swift.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Hammer.
  Melee, Tooth & Claw.
  Ranged, Fear.
  Ranged, Fear.
  4
  Skilled
  Immense
  
  134
  Antagonistic Tethered
   
  “They are a parody of the Order; twisted shadows created by the 
  light of the Great Lanterns.”
  - Elicia Garm, Tethered.
  Not many who join the Order do so altruistically. The life of a 
  Tethered, with its constant death and rebirth, strains the mind, body 
  and soul of all who live it. For some the lure of freedom from 
  the Order, especially when paired with the security of an immortal 
  Tethered soul, can be an irresistible call for those who do not care 
  for their duty. Tethered who break free of the Order’s yoke are 
  considered threats the equal of any Fiend and are hunted tirelessly 
  by their former brethren.
  Former members of the Order live in obscurity, constantly in hiding. 
  Renegade Tethered live in the most uninhabited areas of Aeternum. In 
  the darkest slums and the most rundown buildings they make their 
  lairs, for no place is truly home for them. Constant wariness for their 
  former brothers and sisters rules their lives, causing a strain on their 
  minds and souls that leaves them vulnerable to Fiendish corruption 
  and insanity.
  Escape, Enmity & Eternity 
  The Order provides structure to many wayward individuals. It offers 
  newly created Tethered a purpose as well as a community to which 
  they can belong. For some the sense of purpose and community 
  offered by the Order are not enough. Many become disenchanted 
  with their roles, suffering spiritual, mental and emotional wounds 
  that only fester and grow with the passing of time. While many such 
  crippled Tethered will beseech the Order to grant them a final death, 
  some wait too long and allow their corrupted minds and souls to turn 
  them against the vows they once took.
  Other renegades are vile men and women from the start. They 
  undergo the rituals and trials of becoming a Tethered only to escape 
  the fate of their souls. While many such members eventually conform 
  to the ways of the Order and seek redemption, others seek escape 
  from their comrades at the first given opportunity. Their departure 
  is often violent, resulting in the blood of the Order being spilled in 
  large amounts. Why the Great Lanterns allow such souls to become 
  Tethered in the first place is unknown, as very few of these wayward 
  Tethered are ever redeemed.
  A rare few dark souls remain loyal to their mandate. They pursue 
  the Order’s mission with steadfast determination, focusing on little 
  else. Occasionally these driven few begin to see their fellow Tethered 
  as ineffective and as a burden. Their methods become increasingly 
  harsh, until their own strange ideologies become a personal crusade. 
  These renegades break from the Order, although they rarely see their 
  former comrades as enemies; merely misguided. Such individuals 
  are only hunted down if they break the Order’s primary codes.
  Perhaps the most common reason for a Tethered to break from the 
  Order is due to the organisation’s desire to avoid human casualties. 
  Over time many Tethered begin to see themselves as something 
  entirely separate from humanity, and eventually come to see 
  their former species as a threat every bit as dangerous as any 
  Fiend. These disenchanted Tethered will begin to see human life as 
  expendable. They often begin by murdering only those they deem 
  dangerous, but how they define danger becomes more fluid as they 
  become increasingly accustomed to murder. Soon, the Order is no 
  longer their home, but an organisation filled with those who are 
  unwilling to perform the necessary evils to serve their version of 
  the greater good.
  No matter their reason for breaking faith with the Order, betrayers 
  are officially named enemies of the Order and finding them is a 
  priority. Within the ranks of the Tethered exists a handful of men and 
  women who train specifically to hunt down wayward Tethered are 
  called “Inquisitors”.
  Rationale, Routine & Rebirth
  The decision to flee the Order is never made lightly, as the 
  consequences are well known among the Tethered. Those who do, 
  despite it being their choice, feel like outcasts. They are no longer 
  human, and the only ones capable of understanding their existence 
  have become their sworn enemies. They often try to fit into human 
  society, if only for cover from the searching eyes of the Inquisitors, 
  but they never feel at home.
  Renegade Tethered almost universally see their break from the 
  Order as a defining moment in their existence. The reason driving the 
  choice to leave often dictates what the newly freed Tethered does 
  with their newfound freedom. Some continue to pursue the ideals of 
  the Order in their own way, some have lost their grip on reality, while 
  most seek to exploit the powers obtained through their bonding with 
  the Golden Flame for personal gain.
  Many renegades form, or join, bands of mercenaries, outlaws, and 
  outcasts. Their enhanced physique and arcane abilities make them 
  well suited for such violent lives. They shed their identities and live 
  as far from the Order as they possibly can. They are difficult to find 
  as immortality has made them patient and they almost never reveal 
  their true nature to those they work with.  And when the Tethered 
  do inevitably catch up to them, they have a whole host of allies to 
  shield their escape.
  Occasionally renegades will band together and form small 
  coteries. Here they find a semblance of the structure they found 
  within the Order but without the strict restrictions placed upon them 
  by their former organisation. These groups are always formed with a 
  specific purpose. One renegade can elude the inquisitors for decades, 
  but a group will almost certainly be discovered if it performs any 
  noteworthy action.
  Some groups form simply to take revenge on the Order. Those 
  who belong to such companies feel as though the Order forced 
  them to leave for fear of their message being diluted by the truth. 
  They hunt the Tethered in a pack like fashion, always moving and 
  
  135
  never allowing their dens to be discovered. Many such groups capture 
  influential members of the Order in hopes of “showing them the 
  light” and converting their captives to their way of thinking. 
  Other renegade coteries are structured around blasphemous 
  religions or sorcerous pacts. Often referred to as covens, these 
  groups seek to further their own power from the shadows until a day 
  comes when they can once more walk in the light; unafraid of the 
  Order. Fiends, necromancers, and other supernatural monstrosities 
  are often found amidst the ranks of the fallen covens. More than one 
  District has found itself in violent upheaval at the hands of organised 
  and fanatical renegades. 
  When they are forced to fight against members of the Order, 
  renegades seek to fight or run as quickly as possible. When one 
  Tethered slays another the powerful spectre of the Tethered do 
  not linger. Instead, their bodies slowly drift to ash to be reborn at 
  a nearby Great Lantern. This makes capturing renegades the only 
  possible way of eliminating them without first discovering the Great 
  Lantern to which they are bound. If the Lantern can be discovered 
  before engaging the betrayer, the Order will send a group of Tethered 
  to slay the renegade and another to lie in ambush at their Lantern 
  ready for when they inevitably arise, and are vulnerable.
  Hatred, Hunters & the Hunted
  The greatest threat to those who leave the Order comes from 
  the mysterious Inquisitors. Ruthless Tethered who focus solely on 
  capturing and returning wayward members of the Order to the Great 
  Lanterns from which they were created. Even among loyal Tethered, 
  Inquisitors are seen as dangerous and overzealous.
  New Inquisitors are chosen from the ranks of the Order by existing 
  Inquisitors. Often the sponsor will watch a potential candidate for 
  decades before even speaking to them. The candidate is tested 
  vigorously, often being asked to complete nearly impossible missions 
  that will test their power, moral judgement and loyalty. Once the 
  applicant has proven to be worthy, the Inquisitor places them back 
  within the same Great Lantern which first tied their soul to Aeternum. 
  The ritual which follows is one of the Order’s closely guarded secrets. 
  All that is known is that the new Inquisitor emerges from the Lantern 
  a changed person. A new insight into the minds and purpose of the 
  Order drives them with the same determination of all Inquisitors.
  Inquisitors operate more autonomously than the other Tethered, 
  pursuing their goals without the need for sanction or even approval 
  from the Order. Often they will induct other Tethered into their service, 
  both as tools to be utilised and as potential future Inquisitors. Many 
  members of the Order see Inquisitors as dangerous and wish for 
  more oversight upon their missions. The Inquisitors, for their part, 
  elect their own leaders to oversee their missions and tell those 
  outside their ranks little about their true goals.
  Despite their ruthlessness and dedication to their charge, Inquisitors 
  and Renegade Tethered do not necessarily hate one another. Many 
  Inquisitors employ spies to watch over wayward Tethered in hopes 
  that their fallen colleagues can be redeemed. Once the Inquisitors 
  determine a renegade is too far gone, however, they are without pity 
  in their hunt.
  Agamemnon
  Inquisitors can become somewhat famous among the Tethered, 
  for whispered tales of their deeds travel quickly. Among the 
  most famous is The Blood Soaked Slayer, Agamemnon. A man 
  possessed of such single-minded determination that even his 
  mention causes renegades to flee to far off Districts. Agamemnon 
  is a patient hunter and expert in baiting his quarry. Employing 
  numerous spies in his service, he gains every pertinent piece of 
  information possible before he engages his prey. Once his target 
  is lured into the open, the Slayer viciously strikes at his foe. 
  Booby traps confound their ability to manoeuvre or flee while 
  Agamemnon unleashes a hellacious storm from his twin pistols; 
  Urim and Thummim.
  Rumor has it that Agamemnon was once a renegade Tethered 
  who fell under the influence of a charismatic Tethered 
  sorceress. After decades apart from the Order, Agamemnon 
  turned the sorceress and his companions and surrendered 
  himself to the Order. He expected a final death for his evil 
  actions and foolishness but was instead taken in and trained by 
  the Inquisitors.
  Note to GMs
  See pg: 32-35 for Tethered setting guide.
  See pg: 92 for full Death, Spectre and Healing Roll rules.
  If a Tethered (PC or NPC) is killed by another Tethered they do not 
  rise as a Spectre. This can make NPC Tethered particularly dangerous 
  (and possibly frustrating) opponents to fight. We recommend you 
  use Tethered opponents sparingly. But when you do use them, we 
  suggest you take full advantage of this powerful effect.
  Suicide
  Some particularly cunning Tethered characters will attempt to 
  get around this clause by committing suicide; this will never 
  work, even if the suicide is by the hands of a non-Tethered 
  character (ie: you ask a loyal human ally to kill you).
  Great Lantern
  Antagonistic Tethered will prefer to be raised from the dead 
  by a Tethered ally (something that few Renegade Tethered will 
  have access to) if possible. If they are raised at a Great Lantern 
  they will be vulnerable, as the Order has control over most 
  Great Lanterns.
  NPC Tethered have all of the benefits of being a Tethered 
  (immortality, Healing Rolls and will rise as a Spectre if they’re killed 
  by a non-Tethered. They should also have an in-depth understanding 
  of the Tethered Order and how Tethered work.
  
  136
  Balanced to fight PCs with Resources = 4
  Notes
  Notes
  Description
  Description
  Endure Stance, Imposing
  Tethered, Minor
  Feed, Madness (4)
  Block Stance, Practical
  Tethered, Minor
  Feed, Corruption (4)
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  You’re a Tethered. If you kill another Tethered, they do not become a Spectre.
  If you’re killed by a non-Tethered and another Tethered is within sight, you become a Spectre. You may perform 1 Healing Roll per combat.
  +1 Hit and Crit Dmg vs characters with 4 or more Madness, all Weapons.
  -1 Armour vs characters with 4 or more Madness.
  While you have Endurance; Once before your next Turn you may change your facing and gain +1 Armour vs an Attack.
  You’re a Tethered. If you kill another Tethered, they do not become a Spectre.
  If you’re killed by a non-Tethered and another Tethered is within sight, you become a Spectre. You may perform 1 Healing Roll per combat.
  +1 Hit and Crit Dmg vs characters with 4 or more Corruption, all Weapons.
  -1 Armour vs characters with 4 or more Corruption.
  2
  4
  3
  2
  10
  15
  50
  40
  3
  3
  3
  2
  -1
  2
  4
  -1
  1
  2
  3
  5
  4
  1d6
  4
  2
  2
  3
  5
  2
  3
  4
  3
  3
  Babbling Tethered Prophet
  Marked Tethered Outcast
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  6
  0 +2/Turn
  14
  14
  14
  4
  4
  2
  6
  6
  4
  2
  2
  2
  Servants (Select One)
  Arcane Orbs
  Axe
  Crossbows
  Detonate
  Traits/Notes:
  Traits/Notes:
  Large, Pen 1 Min 4, Splash 2 (Any), Modifications: Practiced.
  Large, Poison, *+1d6 Hit if you don’t move during your Turn, Modifications: Practiced, Mundane.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4 Modifications: Well Maintained.
  Henchmen Group, Helpful (All allies gain +1 Hit, End Dmg, Defence and Combat Order (Stacks)).
  Power Group, Blast (+1 Splash per Attacking Body, all Weapons.).
  Type & Variation
  Type & Variation
  Melee, Blade.
  Ranged, Crossbow.
  Melee, Blade.
  Hit D6
  Hit D6
  3d6
  1d6*
  3d6
  End Dmg
  End Dmg
  4
  1
  4
  Rng
  Rng
  2
  10
  1
  Hit
  Hit
  +2
  +8
  +5
  Crit Dmg
  Crit Dmg
  5
  3
  4
  Max Rng
  Max Rng
  2
  40
  1
  Hands
  Hands
  2
  2
  2
  Hit D6
  Hit D6
  3d6
  3d6
  2d6
  2d6*
  Crit Dmg
  Crit Dmg
  1*
  5
  1
  4
  Max Rng
  Max Rng
  1
  1
  1
  45
  Hands
  Hands
  1
  1
  1
  0
  Rng
  Rng
  1
  1
  1
  13
  Hit
  Hit
  +4
  +6
  +8
  +5 +Emp**
  End Dmg
  End Dmg
  2
  2
  1
  5 +Emp
  Resources
  Resources
  0
  2
  0
  2
  Weapons
  Weapons
  Fingernails
  Rusty Sword
  Cheap Buckler
  Unsettling Prophecy
  Natural, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance, Momentum 1: +1 Crit Dmg, Modifications: Master Crafted, Broken.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Practiced.
  While you’re not Suppressed you and any characters behind you gain front Light Cover, Modifications: Broken.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *+1d6 Hit with Unleash Action, **Agility never 
  increases To Hit, Modifications: Well Maintained, Master Crafted, Fiendish.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Tooth & Claw.
  Melee, Blade.
  Melee.
  Ranged, Fear.
  Skilled
  Skilled
  
  137
  Balanced to fight PCs with Resources = 5
  Notes
  Notes
  Description
  Description
  Endure Stance, Imposing
  Tethered, Minor
  Maddening
  Block Stance, Attractive
  Immense
  Tethered, Major (Shrewd)
  Sneaky
  Spook
  Trick
  (Special Ability)
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself.
  You’re a Tethered. If you kill another Tethered, they do not become a Spectre.
  If you’re killed by a non-Tethered and another Tethered is within sight, you become a Spectre. You may perform 1 Healing Roll per combat.
  Momentum 2: A character gains +1 Madness unless they choose to take 1 Damage (no Armour) to a random (1d3+3) Attribute.
  While you have Endurance; Twice before your next Turn you may gain +1 Armour vs an Attack.
  You may perform 3 Actions per Turn.
  You’re a Tethered. If you kill another Tethered, they do not become a Spectre.
  If you’re killed by a non-Tethered and another Tethered is within sight, you become a Spectre. You may perform 1 Healing Roll per combat.
  During your Turn you may perform 1 free Dodge and Get Ready Action per Combat.
  Momentum 3: You become Stealthed (you do not require Cover).
  If you do not Attack during your Turn you become Invisible (Stealthed) and have -2 Movement until you make a perceivable Attack.
  You never require Cover to become Stealthed.
  Strong Hit: Trick (Once per Turn, Does not Hit) You gain +2 Momentum.
  Gain +1 Momentum at the start of each of your Turns for each outcast Tethered you’re fighting.
  3
  4
  4
  6
  10
  22
  55
  60
  1
  2
  6
  4
  6
  -1
  2
  5
  2
  2
  4
  3
  4
  4
  1d6
  4
  2
  5
  4
  3
  3
  5
  2
  5
  Possessed Tethered
  Inquisitor Agamemnon, the Blood Soaked Slayer
  Bodies
  Defence
  Armour
  Movement
  Resources
  7
  7
  8
  8
  6
  6
  9
  9
  2 (3)
  2 (3)
  Tethered Agents (Select 1)
  Frost Axes
  Storm Sword
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Dangerous 3 (Ice), Reduce the Movement of all damaged characters 
  by 1 until your next Turn (Stacks to -2), Modifications: Practiced, Well Maintained, Arcane-Rooftop.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Energy, Dangerous 2 (Wind), Modifications: P, W Maintained, Arcane-Rooftop.
  Strong Hit: Shock (Hit) All damaged characters are Suppressed and Pushed 2 spaces in any direction.
  Henchmen Group, Unstoppable (Ignore the first killed Body you would suffer each Turn.), Complex, Brutes, Fast.
  Type & Variation
  Melee, Blade, A-Rooftop, Frost.
  Melee, Blade, A-Rooftop, Frost.
  Hit D6
  3d6
  3d6
  End Dmg
  3
  3
  Rng
  1
  1
  Hit
  +4
  +3
  Crit Dmg
  3
  3
  Max Rng
  2
  2
  Hands
  2
  2
  Hit D6
  Hit D6
  3d6
  4d6
  2d6*
  Crit Dmg
  Crit Dmg
  4*
  5
  5
  Max Rng
  Max Rng
  2
  12
  45
  Hands
  Hands
  0
  2
  0
  Rng
  Rng
  2
  4*
  13
  Hit
  Hit
  +2
  +2
  +6 +Emp**
  End Dmg
  End Dmg
  9
  6
  4 +Emp
  Resources
  Resources
  2
  5
  1
  Weapons
  Weapon
  Otherworldly Claws
  Urim and Thummim (Pistols)
  Deafening Scream
  Natural, Splash 3 (Any), *+3 Crit Dmg vs characters at 0 Endurance, Modifications: Well Maintained, Master Crafted.
  Dual, Splash 4 (Any), *Strong Hit +1 vs Targets within your second Range increment while you’re performing the Unleash Action, After you Attack 
  with this Weapon you may immediately move, Modifications: Practiced, Well Maintained, Master Crafted, Precise, Arcane-Alleyway, Swift.
  Strong Hit: Trap (Hit) Create 2 spaces of Dangerous Terrain (Trap) in any 2 non-occupied spaces.
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *+1d6 Hit with Unleash Action, **Agility never increases 
  To Hit, Modifications: Well Maintained, (Deafening). Deafening: Characters damaged by this Weapon are unable to hear for 1 Turn.
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Tooth & Claw.
  Ranged, Firearm, Arcane-Alleyway, Ambush.
  Ranged, Fear.
  2
  Skilled
  Immense
  
  138
  Humanity
   
  Dangers of supernatural origin stalk every corner of Aeternum. 
  Fiends, sorcerers, and the restless dead play wicked games with 
  those inhabiting the city. With such horrific foes arrayed against 
  them, the Tethered often overlook the humans around them. Mankind 
  has the potential to possess the cunning and ambition required to 
  rival any otherworldly horror. They can be as cruel as any Fiend 
  and as motivated as any Necromancer. Their lack of awe inspiring 
  power only makes them more dangerous. Few Tethered are prepared 
  to face an angry mob of religious zealots or to withstand the plots 
  of deceiving nobles.
  Anger, Ambition & Apathy
  There is no shortage of reasons for the human mind to break. 
  Everyday men and women live under constant fear of the world 
  around them and suffer through the regular struggle for resources. 
  Many become cold, callous, and violent. While individually they 
  rarely pose a great threat, man is a social creature and misery loves 
  company. When anger boils over in the masses they can become a 
  mob; roaming, destroying and killing indiscriminately.
  Others utilise schemes and deception, playing forces more 
  powerful than themselves against each other in an effort to destroy 
  all opposition to their plans. Nobles and wealthy merchants have 
  no shortage of soldiers and thugs. These men are trained and paid 
  to enforce the will of their masters. They bear weapons, which are 
  usually rare within the city, and use them freely. These individuals 
  pose a greater threat to the other men and women around them, 
  but more than one Tethered has fallen to a crossbow bolt from an 
  unassuming guardsmen.
  Perhaps the most dangerous mortal opponents of all are those 
  who have truly broken. Uncaring humans, past desperation, who seek 
  only to harm the world around them. Serial murderers and other 
  criminals who do not commit crime for any purpose other than to 
  inflict misery on the city that has wronged them. They do not fear 
  reprisal. They simply do not feel anything.
  Strong, Smart & Skilled
  Among the masses of humanity a few stand out. They are more 
  noteworthy than the rest of their species; rare specimens who 
  Balanced to fight PCs with Resources = 4
  Bodies
  Defence
  Armour
  Movement
  Resources
  6
  6
  6
  6
  14
  14
  14
  14
  4
  4
  4
  4
  6
  6
  6
  6
  2
  2
  2
  2
  Guards (Select One)
  Longsword
  Halberd
  Spear
  Crossbow / Bow
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Practiced.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Practiced.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) 
  (Stacks up to +2d6), Modifications: Practiced.
  Large, Poison, Momentum 1: Once per Turn; make a Free Attack with this Weapon, Modifications: Practiced, (Large), Long Shot.
  Henchmen Group, Reinforcements (For each full Turn you’re off the Battle Map gain +2 Hit & End Dmg.).
  Type & Variation
  Melee, Blade.
  Melee, Blade.
  Melee, Polearm.
  Melee, Crossbow / Bow.
  Hit D6
  3d6
  3d6
  2d6*
  3d6
  End Dmg
  2
  4
  2
  0
  Rng
  1
  2
  1*
  7
  Hit
  +6
  +4
  +3
  +4
  Crit Dmg
  4
  5
  4
  3
  Max Rng
  1
  2
  3
  25
  Hands
  2
  2
  2
  2
  possess ability that few could ever hope to attain. Few mortals 
  could ever hope to challenge the Tethered, but there are those who 
  can. Men and women of such noteworthy talent walk the streets of 
  Aeternum serving whatever cause suits them.
  Some people are just born large and strong. Then there are those 
  who possess a might that can defy logic. Massive and powerful 
  humans capable of overturning carriages with ease without the 
  benefit of supernatural prowess, lead bands of thugs and squads 
  of mercenaries. They shrug off injuries that would kill other people. 
  These men and women are almost always found amidst violence, 
  where their natural talents are most useful.
  The deceptive nature of the Fiends is legendary. Occasionally the 
  infernal beings are outwitted by a mortal. Schemes come naturally 
  to humans, but some make an art of them. Many great merchants 
  and District leaders have risen to power due to their ability to 
  accurately predict outcomes. They strategise and plan their rise to 
  power and the demise of their enemies with unerring accuracy. They 
  forge contracts with Fiends in which the Fiends gain nothing. They 
  organise and form groups, like the Seven.
  Natural talent is no replacement for skill and training. Some humans 
  spend their lives pursuing their arts. Their dedication is so great that 
  they achieve an almost supernatural level of ability. Swordsmen able 
  to see their opponent’s movement before it happens, thieves who 
  move with the quiet of a ghost, and dancers of preternatural grace 
  can all seem more than human. In reality, they are the outcome of 
  a focus and dedication that can only be the result of their mortality. 
  With death and uncertainty looming, they tirelessly seek mastery 
  with every moment of what they know to be a short life.
  Note to GMs
  See pg: 32-35 for full Tethered setting write up.
  See pg: 92 for option Knock Out rules.
  Tethered may only kill Humans who have had their souls corrupted 
  by a Fiend. Not all evil humans have corrupted souls. This will make 
  some conflicts particularly difficult, as your PCs will be unable to 
  bring the full weight of their power to bear against every human foe.
  
  139
  Bodies
  Defence
  Armour
  Movement
  Resources
  7
  7
  12
  12
  6
  6
  5
  5
  3
  3
  Royal Guards (Select One)
  Halberd
  Musket
  Traits/Notes:
  Large, Splash 2 (Any), Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Practiced, Arcane-Street.
  Strong Hit: Enforce (Hit) If any Damaged character would Attack you or a specified ally of yours with their next Attack: you may immediately move 3.
  Large, *+1d6 Hit if you do not move during your Turn, **Strong Hit +1 vs targets within your second Range increment if you do not move during your Turn.
  Henchmen Group, Brutes, Meat Shield (Anytime an ally takes damage from a Weapon and who is adjacent to, or behind, one of your Bodies; you may lose 
  1 Body and your ally takes no Damage from that Attack).
  Type & Variation
  Melee, Blade, A-Street, Law.
  Melee, Firearm.
  Hit D6
  3d6
  2d6*
  End Dmg
  5
  2
  Rng
  2
  8**
  Hit
  +3
  +3
  Crit Dmg
  5
  4
  Max Rng
  2
  45
  Hands
  2
  2
  Balanced to fight PCs with Resources = 5
  Notes
  Poison (Select One)
  Description
  Description
  Avoidance Stance, Attractive
  Stalker
  Death Throes
  Poisonous
  Angel Toad Juice
  Bile Flower Extract
  Gift of Silence (Arcane)
  Once before your next Turn you may gain +1d6 Defence vs an Attack.
  +1 Crit Dmg vs flanked enemies, all Weapons.
  Momentum 2: You become Stealthed after your next Attack (you require Cover).
  When you die you may immediately perform one free Action.
  You gain unlimited uses of Poisons.
  Poisoned character must pass a Physical Skill Roll of 16 or take 1d6 Endurance Damage.
  If Poisoned character spends any Momentum Points during their next Action they take 1 Damage (no Armour) to a random (1d3+3) Attribute.
  Poisoned character must pass a Resolve Skill Roll of 16 or be unable to speak for 1 day.
  3
  3
  16
  25
  3
  3
  1
  4
  2
  4
  2
  1
  5
  4
  2
  3
  3
  Council of Seven Assassin
  Bodies
  Defence
  Armour
  Movement
  Resources
  9+2d6/Turn
  9+2d6/Turn
  9+2d6/Turn
  9+2d6/Turn
  13 (17)
  13 (17)
  13
  13
  3
  3
  3
  3
  5
  5
  5
  5
  3
  3
  3
  3
  Army (Select One)
  Swords & Shields
  Spear & Shields
  Long Bows
  Acidic Blast
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Modifications: Practiced, (Heavy Front Cover).
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) 
  (Stacks up to +2d6), Modifications: Practiced, (Heavy Front Cover).
  Large, *+1d6 Hit if you do not move during your Turn, Poison, Modifications: Practiced.
  Dual, Splash 4 (Any), Dangerous 2 (Acid Pool), All Damaged characters have their Armour reduced by 1 against the next Hit on them before your next Turn 
  (does not Stack), Modifications: Practiced, Arcane-Sewage.
  Henchmen Group, Army (+2d6 Bodies per Turn), Group Attack (You gain +2d6 Hit per Attacking body (normally +1d6)).
  Type & Variation
  Melee, Blade.
  Melee, Polearm.
  Melee, Bow.
  Melee, Spell, Arcane-Sewage.
  Hit D6
  0d6
  -1d6*
  -1d6*
  1d6
  End Dmg
  2
  2
  2
  3
  Rng
  1
  1*
  10
  3
  Hit
  +6
  +3
  +7
  -1
  Crit Dmg
  3
  3
  3
  2
  Max Rng
  1
  3
  40
  10
  Hands
  2
  2
  2
  1
  Hit D6
  5d6
  4d6
  3d6
  3d6
  Crit Dmg
  5*
  4
  4*
  4
  Max Rng
  2
  8
  2
  15
  Hands
  2
  2
  2
  1
  Rng
  1
  3
  2
  3
  Hit
  -2
  +4
  +3
  +4
  End Dmg
  5
  4
  8
  4
  Resources
  3
  3
  3
  3
  Weapon (Select One)
  Daggers
  Throwing Blades
  Martial Strike
  Gas Bombs
  Large, Dual, Poison, Pen 1 Min 4, *Once per Turn if you Attack a character from their rear you gain +1 Crit Dmg for that Attack,
  Modifications: Practiced, Lunge, Arcane-Alleyway.
  Strong Hit: Sludged (Hit) All damaged characters have all of their Movements and Defences reduced by 2 until your next Turn (Stacks).
  Dual, Splash 4, Poison, Small, You may move 1 space before and after you Attack with this Weapon, Modifications: Practiced.
  Natural, Splash 3 (Any) *+3 Crit Dmg vs characters at 0 Endurance, Poison, All damaged characters have -1 Hit and Range (min 1) on their next 
  Attack before your next Turn (Stacks to -3), Modifications: Arcane-Alleyway, (Poison).
  Small, Splash 1, Poison, Dangerous 4 (Poison Cloud), Dangerous 2 (Difficult Terrain), Modifications: Practiced, Arcane-Sewage.
  Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Weapon Type & Variation
  Melee, Blade, Arcane-Alleyway, Backstab.
  Ranged, Throwing Blades.
  Melee, Tooth & Claw, Arcane-Alleyway, Shadow.
  Ranged, Bomb, Arcane-Sewage, Sludge.
  Skilled
  
  140
  
  141
  141
  Baldren swung his axe once more, clearing away three skeletons 
  in a single strike, and he laughed with the sheer exhilaration. Another 
  skeleton came at him from the right, and he caught it in his massive fist. 
  It made an extremely satisfying crack as he crushed it into fragments.
  Atop the ruins in the forest clearing stood the Necromancer, all clad 
  in purple and black, his pale face furious as his summoned minions were 
  annihilated. He was grandstanding again; something about his enemies 
  being mere mortals and their fate being the grave, or some tripe.
  To Baldren’s left, his arcane friend Theo whipped his arm around 
  in a lazy motion. Several skeletons in the process of climbing out of 
  the ground found themselves stuck halfway as the earth froze over. 
  Baldren ran his axe along the length of them, and pieces went flying.
  “Is that all?!” he yelled, turning to the sorcerer with a barking 
  laugh. “I have seen training dummies with more spirit!”
  “He’s trying,” Theo replied, smirking as the Necromancer’s face 
  contorted with fury. “Not his fault that his magic is a century out of date.”
  “Old age,” Baldren added. “Gets to us all. Even our undead friend.”
  Meanwhile, Kairen and Videa had fought their way through the 
  horde and all the way to the Necromancer himself. The sorcerer 
  viciously lashed out with magic, and Kairen went flying right over 
  the ring of skeletons, landing at the feet of his comrades in a heap.
  “Not a word,” he growled, brushing himself off and straightening 
  his tricorn hat. “Not. A. Word.”
  “Would we ever?” Theo asked, his tone dripping with sarcasm.
  The Necromancer gave the four a look of sheer loathing, chanting 
  in a foul language as orange light coalesced above him.
  “Ooh, this looks nasty,” Vida remarked. “Feel free to help anytime.”
  The man grumbled something as he raised his pistol. Baldren gave 
  one final booming laugh as the four stood together before charging, 
  straight into the oncoming undead horde.
  Lists
  
  142
  Nature
  Apex Predator
  Beast
  Deranged
  Martyr
  Pious
  Ravenous
  Shrewd
  Thaumaturge
  +1 Resolve and Physical.
  At the start of each combat you must select a specific character to be your Target Prey.
  When you deal Attribute Damage to your Target Prey while you’re not a Spectre: you gain +1 
  Momentum. If you kill your Target Prey while you’re not a Spectre: you gain +2 Momentum.
  +1 Insight, Physical, Stealth and Nature.
  Once per Combat when you perform a Think Action you may choose to change into a Beast 
  (this could be just a Psychological change and/or a physical one). When you do; you gain 
  +4 Momentum Points (3 if you’re an NPC), +2 Max Momentum until your next Turn, and all 
  allies within sight of you take 6 Endurance Damage.
  +1 Underworld and Commoners.
  Up to four times per session you may re-roll any one of your rolls that has not already 
  been re-rolled.
  You gain +1 Defence vs Fear per point of Madness that you have.
  +1 Leadership, Resolve and Impoverished.
  +2 Defence vs Fear.
  Being a Spectre only deals 1 Damage to you per Turn (normally 2).
  You deal an additional +1 Crit Dmg while you’re a Spectre.
  All of your weapons gain +2 Hit and End Dmg vs Tethered.
  +1 Infernal and Celestial.
  +1 Resource.
  You may gain +/-1 to any Suspense Roll.
  With GM approval: you may gain Corruption +1 to Retro your Nature.
  +1 Resolve and Nature.
  Consume: Once per session when you deal Attribute Damage to an appropriate Skilled or 
  Immense NPC (ie: one that can provide you with your desired food) you may Heal 3 points 
  of Attribute Damage to yourself. If your target is Grabbed you also gain a free Recovery 
  and +1 Momentum Point.
  +1 Wealth, Persuasion and High Society.
  During your Turn you may perform 1 free Dodge and 1 free Get Ready Action per Combat.
  With GM approval: you may spend 1 Knowledge to Retro your Nature.
  +1 Awareness and Production.
  You may choose where to place 2 Dangerous Terrain from your Arcane Weapons (normally 
  placed by the GM), to within 2 spaces of you or your target.
  You may spend 1 Knowledge and gain Madness or Corruption +1 to gain +2 to all Arcane Skill 
  Rolls for a single Skill (does not Stack, may be purchased for multiple Skills).
  Madness +1.
  Corruption +1.
  The Rush Action does not allow you to 
  kill Henchmen.
  Corruption +1.
  Madness +2 (+2 Defence vs Fear).
  If any of your re-rolls (even through Effort or from 
  a Suspense Roll) result in triples you gain 
  Madness +1.
  Madness +1.
  You serve a power greater than yourself.
  Madness +1.
  You crave a specific type of food.
  -2 Defence vs Fear.
  Nature (Must Select 1)
  Requirements
  Benefits
  Disadvantages
  Character Lists
  
  143
  Example Perks
  Example Complications
  Access
  Major Access*
  Broad Access
  Anonymity
  Deep Anonymity
  Contact
  Useful Contact*
  Contact Network
  Prestige
  Widespread Prestige
  Membership
  Addiction
  Corruption +X
  Dependent NPC
  Endless Debt
  Guilt
  Moral Code
  Obsession
  Prejudice
  Reputation
  Rival/Enemy
  Watched
  +1 Description bonus.
  +2 Description bonus.
  +1 Description bonus, multiple locations.
  NPCs find it hard to find information about you.
  NPCs find it nearly impossible to find information about you.
  +1 Description bonus.
  +2 Description bonus.
  +1 Description bonus, multiple locations.
  +1 or -1 Description bonus.
  +1 or -1 Description bonus, multiple locations.
  Once per session you may gain the Access or Contact Perk.
  Gain Corruption +1.
  Resolve Skill Roll to resist your addiction.
  GM may increase the number of Henchmen or Power Bodies in Combat.
  One or more weak NPCs are dependent on you for their safety.
  You may never have more than 4 unspent Spare Time Points.
  Resolve Skill Roll to resist your guilt.
  Resolve Skill Roll to act against your moral code.
  Resolve Skill Roll to resist your obsession.
  -2 Description penalty.
  -2 Description penalty.
  Your rival is trying to harm you.
  -2 Description penalty.
  Perks
  Complications
  Description
  Description
  Academic
  Arcane Mixer
  Devotion
  Ignore Reality
  Long Suffering
  Vengeance
  Inhuman
  Absolution
  Gifted
  Glutton
  Intense Study
  New Life
  Outcast
  Prime
  Shapeshifter
  Well Supplied
  You are Trained in an additional Skill of your choice.
  One of your Ranged Weapons with an Arcane Weapon Type gains a second Arcane Weapon 
  Type of your choice, at no extra cost.
  Whenever you gain Knowledge you gain +1 Defence vs Fear (Stacks up to +8).
  Reduce all Endurance Damage against you by 2 (Stacks with other End Dmg reductions).
  +2 Recovery.
  Once per Turn when you deal Attribute Damage to a character that has caused you Attribute 
  Damage you gain +1 Momentum Point.
  If you pay 4 Knowledge you may select a 2nd Level Trait for free.
  For each benefit you gain, you also gain a disadvantage, work with your GM to balance these out.
  Example Benefits:
   » You do not need to eat or sleep.
   » You do not age.
   » You do not breath.
  You may spend 1 Knowledge to remove 1 Corruption (regained if you Retro this Trait).
  +1 Attribute Point.
  Consume gives you double benefits (Heal 6 points of Attribute Damage, etc…).
  You may make 1 free Study Spare Time Roll per Session.
  When you’re brought back to life you Heal 2 additional Attribute Points (normally = your Empathy).
  When you re-roll an Attack Roll (even through Effort) that Attack gains +2 Hit and End Dmg.
  +2 Attribute Points.
  You may change form at the start of your Turn; pick one of the following (they do not Stack):
  Small: You may not Attack, +6 Defence, +4 Movement (Pick One: Flight, Swim, Climb, etc...).
  Big: +2 Hit and End Dmg, Melee.
  Strange (roll once for all): +1d3 Hit, +1d3 Defence, +1d3 Movement and -1d3 Recovery. 
  Terror: +1 Armour vs Fear and human Henchmen.
  Your third Weapon that would cost at least 1 Resources: costs you -2 Resources.
  Corruption +1.
  Madness +1.
  Madness +1.
  Example Disadvantages:
   » The Sun kills you.
   » A common material (ie: silver or iron) 
  deals +1 Crit Dmg to you.
   » You eat a rare food.
   » You have an unsightly/odd appearance.
  Consume Suppresses you during your next Turn.
  -1 to all Spare Time Rolls.
  Lose 2 Perks (or don’t gain your next 2).
  Corruption +2.
  When you change your form you take 1 point 
  of Attribute Damage (no Armour) to two 
  random (2d6) Attributes (no Damage for 
  changing back).
  Corruption +1.
  Shrewd
  Thaumaturge
  1 Kn
  Pious
  Deranged
  Martyr
  or Beast
  Char Creation
  GM Permission
  Pious
  Ravenous
  Thaumaturge
  Martyr
  Deranged
  Apex Predator
  3 Kn
  Beast or
  Thaumaturge
  Shrewd
  or NPC
  Requirements
  Requirements
  Level
  Resource
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Advancement Traits
  *Requires a Trait.
   » You’re immune to poisons and disease.
   » You can see in the dark (reduce Low Light).
   » You’re resistant to fear (+1 Armour vs Fear).
  
  144
  Might
  Agility
  Speed
  Feeble
  Precise Power
  Arcane Power
  Massive
  Indomitable
  Solid
  Dexterous
  Ambidexterity
  Blur
  Mystical Sense
  Slow and Steady
  Sure Footed
  Shadow Step
  Amp Movement
  Sudden Boost
  Celerity
  NPCs tend to overlook and/or underestimate you (+1 or +2 Description Bonus to some rolls).
  You start each Combat with +1 Momentum Point.
  Strong Hit: Precise Power (Hit) Your target takes 4 Endurance Damage.
  +1 Hit, Arcane.
  +1 End Dmg, Arcane.
  The Think Action grants you Heavy Cover vs all Arcane Power Bodies until your next Turn.
  You’re big!
  Reduce all Endurance Damage against you from non-Fear Weapons by 3.
  +1 Defence vs Fear.
  +2 Armour vs Henchmen and Arcane Power Bodies.
  +2 Endurance.
  +1 Direct Armour.
  Dodge works vs all Attacks until your next Turn (normally 2).
  Strong Hit: Ambidexterity (Dual, Hit) Your next Attack with this Weapon gains +1d6 Hit (Stacks).
  Rush gains the Minor Effect: Defence +2 (Stacks).
  Low Light does not grant your target’s Cover.
  You gain one of these mystical senses (GMs may create more options for you):
  Sense all minor Fiends and their powers within 200 metres.
  Sense all unhealthy humans within 500 metres.
  Sense all non-Alleyway arcane magic within 100 metres.
  Sense all human deaths within 1000 metres of you.
  Sense when you are being followed by someone within 50 metres of you.
  At the start of each of your Actions you gain a free Movement.
  +5 Endurance.
  +1 Defence.
  Your first Action each Turn ignores all Difficult Terrain (but not climbing).
  Once per Turn if no other character can see you; you can Teleport 40 spaces (80 metres) to 
  another location where no other character can see you.
  You gain +100% Daily Travel Distance (does not Stack).
  Your first 2 Combat, and 4 non-Combat, uses of your Flight, Incorporeal, Invisibility, Teleport 
  Stance Modifications per Session deal no Damage to you.
  You and your group gain +25% Daily Travel Distance (does not Stack).
  Once per Session double ALL of your Movements for one Turn.
  Up to twice per Turn; when an Attack misses you; you may make a free move.
  Each of your Actions without the Major Effect: Attack, gains the Major Effect: Attack. 
  -2 Hit, non-Arcane.
  If an ally is adjacent to you; do not reduce 
  Endurance Damage against you (normally 
  by 2).
  -3 Recovery.
  -1 Defence.
  Madness +2.
  Rush loses the Minor Effect: Move +2.
  Corruption +1.
  -1 Recovery.
  Corruption +1.
  Madness +1.
  -1 Crit Dmg, all Weapons.
  Attribute Traits
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Max Mig 1
  Min Mig 3
  Min Mig 4
  Max Spe 3
  Min Mig 5
  Max Agi 1
  Min Agi 3
  Min Agi 4
  Min Agi 5
  Max Spe 1
  Min Spe 3
  2 Kn
  Min Spe 4
  1 Kn
  Min Spe 4
  1 Kn
  Min Spe 5
  
  145
  Conviction
  Empathy
  Understanding
  Uncertain
  Rage
  Loyalty
  Mastery
  Unwavering
  Sociopath
  Compassion
  Well-Travelled
  Grace
  Blessed
  Benevolent
  Reckless
  Perfect Plan
  Cautious
  Studious
  Foresight
  The Think Action gains the Minor Effect: Momentum 1: Your next Attack gains +1 Crit Dmg (Stacks).
  +2 to all Study Spare Time Rolls.
  At the start of each of your Turns you gain +1 Momentum (+1d3-1 if you’re an NPC).
  You gain +2 Hit and +1 Splash Armour while you’re adjacent to a character that you are loyal 
  to (does not Stack).
  Up to twice per session if you succeed at a non-Study Spare Time Roll by 4 or more, you 
  may make a free Study Spare Time Roll.
  +2 Defence vs Fear.
  You may gain +/-1 to any Suspense Roll.
  Strong Hit: Authority (Hit) All allies within 5 of you gain +1 Momentum Point.
  Rush kills +2 additional adjacent Henchmen Bodies (normally 1).
  +2 Defence vs Fear.
  You may make +1 Healing Roll per Combat (normally 1).
  Gain a Language.
  Becoming familiar with a new District only costs you 1 Knowledge (normally 2).
  You may reduce your Corruption and Madness by 1 (regained if you Retro this Trait).
  +1 to all Healing Rolls.
  Strong Hit: Grace (Healing Roll, Success) You or an ally Heal 1 additional point of 
  Attribute Damage.
  Twice per session you may re-roll a complete die roll of yours.
  All allies who can see you reduce all Endurance Damage against them by 1 (Stacks with 
  other forms of Endurance Damage reduction).
  +2 to all Healing Rolls.
  When you take Attribute Damage you gain +1 Momentum.
  +1 Defence vs Fear.
  +1 to all Study Spare Time Rolls.
  Momentum 3: All of your Weapons gain Strong Hit +1 until the end of the Combat (Stacks up to +2).
  You gain no negative effects from your first Unit of Forbidden Knowledge gained from each 
  Study Topic.
  Strong Hit: Cautious (Success or Hit) You gain +1 Cover Step until your next Turn (Stacks).
  +2 to all Study Spare Time Rolls.
  Strong Hit: Studious (Study Spare Time Roll, Success) Gain a Study Unit.
  Get Ready gains the Minor Effect; +2 Momentum (normally +1).
  -2 Defence vs Fear.
  You have -1 Armour per unspent Momentum Point.
  -5 Endurance.
  If a character that you are loyal to takes Attribute 
  Damage; you suffer 1 point of Damage (no 
  Armour) to a random (1d3+3) Attribute.
  -1 to all Spare Time Rolls.
  Madness +2.
  -2 to all Healing Spare Time Rolls.
  -2 Persuasion and Insight.
  If an ally is adjacent to you; do not reduce 
  Endurance Damage against you or them 
  (normally by 2).
  -1 Armour.
  You may never gain +Cover Steps.
  -1 Defence vs Fear.
  Madness +3.
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Max Con 1
  Maybe
  Min Con 3
  Min Con 4
  Min Con 5
  Max Emp 4
  Max Emp 1
  Mad 2
  Min Emp 3
  Min Emp 4
  Min Emp 5
  Max Und 1
  2 Kn
  Min Und 3
  Min Und 4
  Min Und 5
  
  146
  Wealth
  Persuasion
  Leadership
  Affluent
  Economics
  Investor
  Opportunist
  Privileged
  Conversation
  Deception
  Misdirect
  Seduction
  Taunt
  Inspire
  Intimidation
  Mass Control
  Monologue
  Solid Connections
  Tactician
  +1 Production.
  You gain a single Weapon that would cost 1 Resource for free.
  +1 High Society and Production.
  +2 to all non-combat Skill Rolls connected to knowing about economics.
  +1 to all Study Spare Time Rolls.
  +1 High Society and Production.
  You own a successful business (+1 or +2 Description Bonus to some rolls).
  You may spend 1 Knowledge to gain 3 Spare Time Points.
  +1 High Society.
  Gain 2 Perks.
  You come from a family/faction/race/etc... of privilege (+1 or +2 Description Bonus to some rolls).
  +1 Leadership and Insight.
  +2 to all non-combat Skill Rolls connected to subtly extracting information out of NPCs.
  +2 Combat Order.
  +1 Insight.
  +2 to all non-combat Skill Rolls connected to lying.
  +1 Insight.
  Strong Hit: Misdirect (Does not Hit) Your next Attack gains +2d6 Hit.
  +1 Insight.
  +2 to all non-combat Skill Rolls connected to seducing NPCs.
  +1 Defence.
  +1 Insight.
  Once during your Turn you may grant a sentient enemy character (or Henchmen group) who 
  can perceive you Strong Hit +1 on their next Attack against you. If they do not Attack you 
  before your next Turn, you gain +1 Momentum.
  +1 Resolve and Impoverished.
  When you gain a Recovery; all allies within sight of you Heal 2 Endurance.
  +1 Resolve and Impoverished.
  +2 to all non-combat Skill Rolls connected to intimidating NPCs.
  +1 Defence vs Fear.
  +1 Impoverished.
  +1 Hit, Arcane-Street.
  Strong Hit: Mass Control (Leadership, Success) A human crowd is inclined to do something 
  that you tell them to do.
  +1 Resolve and Impoverished.
  If you talk loudly and make no Attack Rolls during your turn you gain +2 Momentum Points.
  +1 Resolve.
  +1 Hit, Arcane-Street.
  When gaining a Description Bonus from your Contact you also gain +1 to all Spare Time Points.
  +1 Resolve.
  At the start of combat you may declare a section of environmental Cover tactically important. 
  This Cover grants ALL characters within 1 of it +2 Hit, Defence and End Dmg.
  Corruption +1.
  You may not Retro this Trait.
  Some NPCs dislike you because of your family/
  faction/race/etc... (-1 or -2 Description Penalty 
  to some rolls).
  If you fail a Skill Roll where you lie; you take 
  1 point of Conviction Attribute Damage 
  (no Armour).
  Corruption +1.
  Madness +1.
  Madness +1.
  Madness +1.
  Corruption +1.
  Everyday Skill Traits
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Min Und 3
  1 Kn
  Char Creation
  1 Kn
  2 Kn
  Perk: Contact
  
  147
  Insight
  Awareness
  Resolve
  Linguist
  Read People
  Read Thoughts
  Sense Weakness
  Therapy
  Alert
  Clairvoyance
  Deduction
  Keen Sense
  Tracker
  Empower
  Higher Strength
  Inner Strength
  Insanity
  Social Strength
  +1 Persuasion and High Society.
  Additional familiar Languages only costs you 1 Knowledge (normally 2).
  +1 Persuasion.
  +2 to all Skill Rolls connected to reading people’s intentions.
  +2 Combat Order.
  +1 Persuasion.
  +1 Hit, Alleyway.
  Strong Hit: Read Thoughts (Persuasion, Success) You may read the surface thoughts of a 
  human. If this person is corrupted by a Fiend or mentally ill, you suffer 1 point of Damage 
  (no Armour) to a random (1d3+3) Attribute.
  +1 Persuasion and High Society.
  Strong Hit: Sense Weakness (Does not Req Hit) Choose a non-Attack Action, the next time your 
  target performs that Action you gain +2 Momentum Points (Does not Stack).
  +1 Persuasion and High Society.
  When you Heal a character, they Heal an additional 1 point to a random (1d3+3) Attribute.
  +1 Stealth and Nature.
  All opponents lose Stealth if they come within 3 spaces (6 metres) of you.
  +1 Nature.
  +1 Hit, Arcane-Rooftop.
  You may choose to take a point of Damage (no Armour) to a random (1d3+3) Attribute at any 
  time. If you do; you may move your point of perception to any non-enclosed space within 
  5 kilometres of you for 1 minute.
  +1 to all Study Spare Time Rolls.
  +2 to all non-combat Skill Rolls connected to deducing clues or deciphering codes.
  +1 Stealth and Nature.
  One of your senses is very keen (eg: hearing, sight, etc...) (+1 or +2 Description Bonus to 
  some rolls).
  +1 Stealth and Nature.
  +2 to all non-combat Skill Rolls connected to tracking characters.
  +1 Commoners and Infernal.
  +1 Hit, Arcane-Garden.
  Strong Hit: Momentum may grant a Momentum Point to an ally rather than yourself 
  (normally just you).
  +1 Commoners and Infernal.
  +2 Defence vs Fear.
  Strong Hit: Higher Strength (Hit) This Attack deals +1 End and Crit Dmg (Stacks).
  +1 Infernal.
  +2 Max Momentum.
  +1 Infernal.
  +2 Defence vs Fear.
  You may choose to take a point of Damage (no Armour) to two random (2d3+3) Attributes at 
  any time. If you do you may add +2d6 to your next Roll (Stacks).
  +1 Commoners.
  +2 Defence vs Fear.
  You gain +1 Recovery for each ally within 2 spaces of you (Stacks up to +4).
  Madness +1.
  Corruption +1.
  Madness +1.
  If your keen senses are directly attacked in 
  some way (eg: a sudden bright light) you 
  become Suppressed.
  Corruption +2.
  -1 Armour while you’re Suppressed.
  -4 Defence while you’re Suppressed.
  Allies adjacent to you have -2 Hit and Defence.
  -1 Armour if no allies are within 6 of you.
  -4 Defence if no allies are within 6 of you.
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  2 Kn
  2 Kn
  1 Kn
  1 Kn
  Mad 4
  
  148
  Physical
  Stealth
  Acrobatics
  Attractive
  Push Self
  Sickness
  Stamina
  Ambush
  Deep Shadow
  Sleight of Hand
  Swift Shadow
  Vanish
  +1 Stealth and Nature.
  Your second Action each Turn ignores all Difficult Terrain (but not swimming).
  You look incredibly attractive (+1 or +2 Description Bonus to some rolls).
  Strong Hit: With Style! (Once per Turn, Hit) You and an ally who can see you gain +1 
  Momentum Point.
  +1 Stealth.
  Momentum 1: Your next Attack gains +1d6 Hit (Stacks).
  +1 Nature.
  +1 Hit, Arcane-Sewage.
  Strong Hit: Sickness (Does not Req Hit) All Damaged characters take 2 Endurance Damage 
  for each Momentum Point that they currently have (up to their Max) (does not Stack).
  +1 Stealth and Nature.
  +8 Endurance.
  +1 Awarenesss.
  Strong Hit: Ambush (Stealth, Success) Gain +2 Momentum Points.
  +1 Awarenesss and Underworld.
  You may treat Environmental Light Cover as Heavy Cover.
  +1 Awarenesss and Underworld.
  +2 to all non-combat Skill Rolls connected to sleight of hand.
  +1 Combat Order.
  +1 Awarenesss and Underworld.
  Once per Turn when you become Stealth you may move 1 space.
  If you end your Turn Stealthed; you may Teleport 2 spaces.
  +1 Awarenesss and Underworld.
  +1 End Dmg, Alleyway.
  Whenever you take Attribute Damage; you may Teleport 4 spaces.
  NPCs remember you.
  Corruption +1.
  Madness +1.
  Requirements
  Requirements
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Max Emp 3
  2 Kn
  2 Kn
  1 Kn
  
  149
  City Skill Traits
  Nature
  Underworld
  Impoverished
  Natural
  Life
  Pet
  Waterways
  Weather
  Betrayal
  Black Markets
  Dark Connections
  Embrace Darkness
  Nefarious Work
  Desperate Work
  Desperation
  Dirty Contacts
  Flea Markets
  Undercity
  +1 Awareness and Physical.
  You’re immune to one kind of dangerous natural terrain, environment or substance (eg: 
  poison, falling or water).
  +1 Awareness.
  +2 to all non-combat Skill Rolls connected to knowing about or working with plants and animals.
  All Poison Consumables that may only have One Use may be Used Twice by you.
  +1 End Dmg, Garden.
  +1 Awareness.
  You have a loyal pet/assistant that can assist you and perform minor tasks. You gain +2 to 
  all non-combat Skill Rolls connected to knowing about and working with them.
  Your pet/assistant is rarely able to help you in combat in any meaningful way.
  +1 Production and Physical.
  +2 to all non-combat Skill Rolls connected to knowing about or working with water.
  +1 Defence.
  +1 Awareness, and Production.
  +2 to all non-combat Skill Rolls connected to understanding weather.
  +1 Rng, Ranged.
  +1 Wealth and Infernal.
  You gain +1 Crit Dmg and +2 to all Skill Rolls against characters that once trusted you.
  +1 Wealth and Infernal.
  +2 to all non-combat Skill Rolls connected to knowing about black markets.
  +2 to all Spare Time Rolls to acquire illegal items and/or services.
  +1 Wealth, Infernal and Impoverished.
  +2 to all non-combat Skill Rolls connected to knowing about and working with criminal factions.
  You may gain the Perk: Useful Contact.
  +1 Infernal and Impoverished.
  You may gain +/-2 to any Suspense Roll.
  +1 Infernal and Impoverished.
  You gain +1d6 Hit vs a character’s rear or who are flanked (Stacks up to +2d6).
  +1 Underworld and Celestial.
  +2 Defence vs Fear.
  At any time during your Turn may choose to take a point of Damage (no Armour) to a 
  random (1d3) Attribute. If you do; an ally Heals one point of any Attribute.
  +1 Underworld.
  +1 End Dmg, Sewage.
  You gain +1 Armour while you’re Suppressed.
  Strong Hit: Desperation (Hit) You and your target become Suppressed.
  +1 Awareness, Underworld and Celestial.
  Gain the Perk: Contact Network.
  +1 Awareness, Underworld and Celestial.
  +2 to all non-combat Skill Rolls connected to knowing about flea markets, rubbish and slums.
  +2 Endurance.
  +1 End Dmg, Sewage.
  +1 Awareness and Underworld.
  +2 to all non-combat Skill Rolls connected to knowing about the Undercity.
  You gain +1 Armour if you’re gaining Low Light Cover.
  Corruption +1.
  -1 to all Spare Time Rolls.
  Madness +1.
  Corruption +1.
  Corruption +1.
  Corruption +1.
  Corruption +1.
  Corruption +2.
  Madness +1.
  Madness +3.
  Madness +1.
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  1 Kn
  1 Kn
  Min Cor 2
  Not NPC
  Perk: Contact
  1 Kn
  Max Con 4
  Max Emp 4
  Min Cor 3
  2 Kn
  1 Kn
  Perk: Contact
  
  150
  Commoners
  High Society
  Production
  Endure Suffering
  Everyday Friends
  Grand Markets
  Guilds & People
  Hard Work
  Courts
  Exclusive Markets
  Lordly Work
  Powerful Contacts
  Pride
  Architect Watcher
  Jack of all Trades
  Practiced
  Smith
  Unmake
  +1 Insight and Celestial.
  +1 End Dmg, Street.
  Strong Hit: Endure It (Once per Action, Hit) An ally within sight Heals 3 Endurance Damage and 
  may immediately move 2 spaces.
  +1 Insight and Celestial.
  You may gain the Perk: Major Access and Useful Contact.
  +1 Insight.
  +2 to all non-combat Skill Rolls connected to knowing about and working with common markets.
  +1 to all Spare Time Rolls.
  +1 Insight.
  +2 to all non-combat Skill Rolls connected to knowing about and working with guilds.
  Additional familiar Cultures only costs you 1 Knowledge (normally 2).
  +1 Celestial.
  +2 Recovery.
  +1 Leadership.
  +2 to all non-combat Skill Rolls connected to knowing about and working with politics and laws.
  +1 to all Spare Time Rolls.
  +1 Wealth.
  +2 to all non-combat Skill Rolls connected to knowing about exclusive markets.
  You may gain Corruption +1 to acquire a Modification that has the ‘Loot’ Acquire cost.
  +1 Wealth and Leadership.
  When you deal Attribute Damage to an opponent; all allies may immediately may move 1 
  space in any direction.
  +1 Wealth and Leadership.
  You may gain the Perk: Major Access and Useful Contact.
  +1 Leadership.
  +1 End Dmg, Rooftop.
  Strong Hit: Pride (Hit) If you are not Hit before your next Turn you Heal 5 Endurance.
  +1 Physical and Commoners.
  +2 to all non-combat Skill Rolls connected to knowing about buildings and Celestial Architects.
  +3 Endurance.
  +1 Commoners.
  Reduce all untrained Skill Roll penalties to -0 (normally -2).
  +1 Physical.
  When you miss with an Attack, all of your Attacks this Combat gain: +1 Hit and End 
  Dmg (Stacks).
  +1 Physical and Commoners.
  +2 to all non-combat Skill Rolls connected to knowing about and working with metals.
  +3 Endurance.
  +1 Physical and Commoners.
  Strong Hit: Unmake (Hit) You and your target have -1 Armour until your next Turn (does 
  not Stack).
  Madness +1.
  -2 Endurance.
  -1 Defence.
  Corruption +1.
  Corruption +1.
  Madness +1.
  -1 to all Spare Time Rolls.
  Madness +2.
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  1 Kn
  Perk: Access
  Perk: Contact
  1 Kn
  1 Kn
  Min Cor 1
  1 Kn
  Perk: Contact
  Perk: Access
  Min Cor 3
  Min Mad 4
  2 Kn
  1 Kn
  2 Kn
  
  151
  Infernal
  Celestial
  Bite
  Blood Pact
  Curse Caster
  Dark Gift
  Dark Master
  Know your Enemy
  Vile Contacts
  Accept Eternity
  Angelic Power
  Final Prayer
  Holy Friends
  Wolf
  +1 Insight.
  Your third Attack each Combat gains +1 Hit, End and Crit Dmg.
  +1 Wealth and Insight.
  You may spend Knowledge to summon a Fiend. It is bound to you for 5 hours per spent 
  Knowledge (or until you harm it), then it is free.
  As long has you have summoned at least 1 Fiend you gain; +1 Direct Armour vs all Fiends.
  +1 Wealth.
  +1 Recovery.
  Strong Hit: Curse (Does not Req Hit) Your target suffers -1 Defence until the end of the 
  Combat (Stacks).
  +1 Wealth.
  A single Fiendish Weapon of yours costs -1 Resource.
  +1 Wealth and Insight.
  +1 Resource.
  +1 Wealth and Insight.
  Negative effects from gaining Forbidden Knowledge are reduced.
  You gain +1 Crit Dmg vs any Fiend that has caused you Attribute Damage (does not Stack).
  +1 Insight.
  Gain the Perk: Useful Contact.
  Decrease your Madness by 1 (regained if you Retro this Trait).
  +1 Persuasion and Resolve.
  While you’re a Spectre, you and all allies within sight of you gain +2 Hit and End 
  Dmg (Stacks).
  +2 Defence vs Fear.
  +1 Persuasion and Resolve.
  Strong Hit: Angelic Power (Once per Turn, Hit) A single Damaged character takes 1 Attribute 
  Damage (no Armour) to a random (1d6) Attribute.
  +1 Resolve.
  Immediately make one free Healing Roll when you die.
  +2 Defence vs Fear.
  +1 Persuasion and Resolve.
  You may gain the Perk: Major Access or Useful Contact.
  +1 Persuasion and Resolve.
  Your Fiendish powers and weapons appear to be Celestial (+2 Description Bonus to some rolls).
  +3 Endurance.
  Madness +2.
  Your summoned Fiend always hates you.
  -4 Defence vs Fiends.
  Madness +1.
  Madness +1.
  If you ever miss with an Attack; you take 5 
  Endurance Damage.
  You are watched by your powerful master.
  The GM may alter your Suspense Rolls by +/-2.
  Corruption +2.
  Corruption +1.
  Corruption +2.
  -1 Recovery.
  Complication: Secret Identity (you’re pretending 
  to be good).
  Corruption +2.
  Requirements
  Requirements
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Ravenous
  Forbidden 1 Kn
  Min Cor 2
  Min Mad 2
  Forbidden 1 Kn
  Forbidden 1 Kn
  Min Cor 4
  No
  Pious
  Min Cor 6
  2 Kn
  Perk: Contact
  Forbidden 1 Kn
  1 Kn
  3 Kn
  Max Cor 0
  Yes
  3 Kn
  Max Cor 0
  Perk: Access
  or Contact
  1 Kn
  Min Cor 5
  No
  
  152
  Melee
  Arcane Blood
  Big Swing
  Bleed Em
  Coordinated Strike
  Deceptive Strike
  Dirty Fighter
  Dual Strike
  Duellist
  Focused Spread
  Ignore the Weak
  Judgement
  Martial Magic
  Overwhelm
  Parry
  Puncture
  Reposition
  Retribution
  Shove
  Slink Away
  Snack
  Stun
  Surge
  Surprise Strike
  Tackle
  Unmovable
  Vicious
  Wild Hack
  At any time during your Turn you may choose to take 10 Endurance Damage. If you do: you 
  gain +2 Momentum Points.
  If you miss with a Melee Weapon it gains Splash +1 (Any) for that Attack.
  Strong Hit: Bleed Em (Hit) A Damaged character gains the Bleed Effect and +1 Momentum Point.
  Strong Hit: Coordinated Strike (Hit) A character gains Strong Hit +1 vs your target with their 
  next Attack (must be taken before your next Turn) (does not Stack).
  Strong Hit: Deceptive Strike (Skill Roll, Success) Your next Attack gains Strong Hit +1 (Stacks).
  Once per Turn you may gain Strong Hit +1 vs a character that is Suppressed.
  When you cause a Critical Hit with a Dual Weapon your target also takes 3 points of Damage 
  (reduced by Direct Armour) to a random (1d6) Attribute.
  If you have two or more non-Shield Weapons equipped and within their Max Rng to your target, 
  then they all gain the Dual Keyword, and may cause up to 2 Critical Hits per Attack even 
  if used in 1 Hand.
  If there are no other characters adjacent to you or your opponent (you can be next to each 
  other); you gain +1d6 Hit.
  You may choose to reduce your Weapon’s Splash by -1 to increase its End Dmg by +1 (Stacks).
  You gain +1 Armour vs Henchmen.
  +2 Endurance.
  Momentum 1: During your Turn, choose a character; if they don’t Attack you before your next 
  Turn they lose 1 Momentum Point (does not Stack).
  +3 Endurance.
  A single Arcane Melee Weapon gains -2 Hands.
  Strong Hit: Overwhelm (Hit, End Dmg 6+) Target character loses 1 Momentum Point if they 
  receive 10 or more End Dmg from other characters before your next Turn (does not Stack).
  Strong Hit: Parry (Hit) You gain +1 Direct Armour vs your target until your next Turn (does 
  not Stack).
  Strong Hit: Puncture (Once per Turn, Hit) This Attack gains Pen 1 min 3.
  Strong Hit: Reposition (Once per Action, Attack, Hit or Success) Make a free Move and gain +1 
  Splash Armour until your next Turn (does not Stack).
  When you die; ALL characters adjacent to you take 1 Attribute Damage (no Armour) to 3 
  random (3d6) Attributes.
  Targets you push are pushed +2 spaces.
  Strong Hit: Slink Away (Hit) Make a free Stealth Skill Roll.
  Once per Turn: When you kill a Henchmen or Power Body you gain a free Recovery.
  Strong Hit: Stun (Large, Hit) If any Damaged characters has more than 2 Momentum Points (5 
  if they’re an NPC); they lose 2 Momentum Points.
  After changing into a Beast your next two Attacks gain +1d6 Hit and +1 Crit Dmg.
  Strong Hit: Surprise Strike (Once per Turn, Hit) Make a Free Attack with a Small Weapon.
  You gain +4 to all Physical Skill Rolls to Tackle (pg: 67).
  While you’re Tackling another character you gain Light Cover.
  Entrenched Cover grants you +2 Armour (normally +1).
  Reduce all forced movement distances against you by 2.
  Strong Hit: Vicious (Hit) All of your future Attacks this Combat gain +1 Hit and End Dmg (Stacks).
  Momentum 2: For the remainder of this Combat you have -1 Movement and all of your 
  Attacks gain -4 Hit and +1 Crit Dmg (Stacks Twice).
  Madness +2.
  Corruption +2.
  Corruption +2.
  Corruption +2.
  Madness +1.
  Madness +1.
  Corruption +1.
  Corruption +1.
  Madness +2.
  Corruption +1.
  Corruption +1.
  -2 Recovery.
  Madness +2.
  Madness +1.
  Madness +1.
  Madness +1.
  Combat Skill Traits (May Select up to 3 per Skill)
  Requirements
  Benefits
  Disadvantages
  Thaumaturge
  Min Mig 3
  Min Und 3
  Min Emp 3
  Max Mad 0
  Min Emp 3
  Min Agi 3
  Apex Predator
  or Shrewd
  Min Und 3
  Apex Predator
  Pious
  1 Kn
  Min Spe 3
  Min Agi 3
  Martyr
  1 Kn
  Min Mig 3
  Ravenous
  Beast
  Min Mig 3
  Deranged
  1 Kn
  
  153
  Range
  Alter Tempo
  Arcane Barrier
  Arcane Control
  Assistant
  Blinding Shot
  Call Out
  Channel Spell
  Counter Spell
  Covering Fire
  Digest
  Distracting
  Dodge
  From Safety
  Inspiration
  Kill Shot
  Long Shot
  Mark Prey
  Natural Caster
  Now I’m Ready
  Overwatch
  Pinning
  Potion Crafter
  Quick Kill
  Quick Shot
  Revenge
  Running Dodge
  Sniper
  Split Shot
  Trick
  Zealot
  As long as you’re armed with a Small or Dual weapon you may decrease your Combat Order 
  for a Turn at the start of any Turn.
  You gain +2 Hit and End Dmg vs characters with a Lower Combat Order.
  You gain +2 Defence vs characters with a Higher Combat Order.
  +1 Armour.
  You may choose where to place 5 Dangerous terrains from your Arcane Weapons (normally 2).
  You have an assistant (eg: pet or guard) (Hit +0, Armour 2, Defence 22, Movement 6, Bodies 1, 
  if it takes Attribute Damage it is wounded and should be removed from the Battle Map) 
  that acts like a Henchmen, but cannot be auto-killed by the Rush Action.
  Your assistant may be equipped with a single Weapon that you pay for.
  You may buy additional Assistant Bodies for 1 Resource.
  Whenever you Attack with a Splash Weapon you gain Low Light, Light Front Cover until your 
  next Turn.
  At the start of a Combat you MAY give yourself and your Target Prey +1 Crit Dmg against 
  each other for the remainder of the combat.
  If you make no Arcane Skill or Arcane Attack Rolls during your Turn your next Arcane 
  Attack gains Splash +1 (any) (Stacks up to +6).
  You always have Light Cover vs Arcane Weapons (only allows Stealth vs Arcane Power Bodies).
  Strong Hit: Covering Fire (Range, Does not Req Hit) An ally gains Low Light Heavy Cover or +1 
  Cover Step until your next Turn.
  Once per Turn you may take 1 point of Damage (no Armour) to a random (1d6) Attribute OR 
  take 15 Endurance Damage to gain +1 Momentum.
  Strong Hit: Distracting (Does not Req Hit) An opponent gains +1 Momentum and all of your 
  allies gain Light Cover or +1 Cover Step until your next Turn (Stacks).
  Strong Hit: Dodge (Hit) You gain +1 Armour against all non-Fear Range Attacks until your 
  next Turn (does not Stack).
  While in Heavy or Entrenched Cover all of your Weapons gain +1d6 Hit.
  Momentum 1: All allies Heal 3 Endurance Damage.
  Any Weapon with Pen gains +1 Crit Dmg vs Suppressed characters.
  +1 Rng and Max Rng, Range.
  Strong Hit: Mark Prey (Does not Req Hit) All allies gain +2 Hit and End Dmg vs this target 
  until your next Turn (Stacks).
  A single Arcane Weapon gains the Keyword: Natural and +2 End Dmg.
  Momentum 4: One of your Weapons gains +1d6 Hit until the end of this Combat (Stacks).
  During your Turn you may choose to perform no Actions. If you do: You may perform any single 
  Action during another Character’s Action (even mid-Movement).
  Strong Hit: Pinning (Does not Req Hit) Target character in Heavy or Entrenched Cover 
  is Suppressed.
  Your Bomb Variation gains Dangerous Terrain 1d3 (Any).
  +1 End Dmg, Bomb.
  Rush allows you to Kill Henchmen Bodies within your Weapons second Range increment 
  (normally adjacent to you).
  +3 Hit, Range.
  You gain +1 Crit Dmg vs any character that has killed you (does not Stack).
  You gain +1 Cover Step if you move at least 6 spaces from your starting location each Action 
  (does not Stack).
  Range penalties are reduced to -1 (normally -2) per increment with Large Weapons.
  Once per Turn you may perform a free Unleash Action with a Dual Weapon.
  Strong Hit: Trick (Once per Turn, Does not Hit) You gain +2 Momentum.
  When you take Endurance Damage from a Fear Weapon you gain +1 Momentum.
  -5 Endurance.
  If you take Attribute Damage you become Suppressed.
  Madness +1.
  Madness +1.
  Corruption +1.
  -1 Movement.
  -1 Armour while you’re not gaining Cover.
  Corruption +1.
  -1 Hit, Range.
  Madness +3.
  -1 Rng, Range.
  Madness +1.
  -2 Defence vs characters that have killed you 
  (does not Stack).
  Madness +1.
  -2d6 Hit, Dual.
  Madness +1.
  Madness +2.
  Requirements
  Benefits
  Disadvantages
  1 Kn
  3 Kn
  Thaumaturge
  1 Kn
  Min Emp 3
  Apex Predator
  Min Mig 3
  Min Emp 3
  Ravenous
  Deranged
  1 Kn
  3 Kn
  Min Und 3
  Beast
  Min Spe 3
  1 Kn
  Min Spe 3
  Martyr
  Shrewd
  Pious
  
  154
  Weapons
  Hit D6
  3d6
  3d6
  3d6 / 5d6
  3d6
  3d6
  3d6 / 4d6
  2d6*
  2d6
  Crit Dmg
  4
  4 / 5
  4
  3
  3
  3
  4
  1
  Max Rng
  1
  2
  1
  1
  20
  15 / 10
  40
  1
  Hands
  1 / 2
  1 / 2
  1 / 2
  1
  1
  1 / 2*
  2
  1*
  Rng
  1
  2
  1
  1
  5
  5 / 3
  8
  1
  Hit
  +0 / +2
  -2 / +0
  +0 / -4
  +4
  +0 / -2
  +2
  +6
  End Dmg
  1 / 2
  2 / 4
  1 / 3
  0
  0
  1 / 3
  2
  2
  Resources
  Acquire
  2
  2
  2
  1
  2
  3
  3
  1
  16t
  16t
  16t
  14t
  14t
  16t
  16t
  14t
  Melee
  Balanced
  Massive
  Dual
  Short
  Small Ranged
  Dual Ranged
  Hefty Ranged
  Shield
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Large, Splash 2 (Any), Requires 2 Slots.
  Large, Dual, Requires 2 Slots.
  Small, Momentum 1: +1 Crit Dmg.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6).
  Small, Momentum 1: Once per Turn; make a Free Attack with this Weapon.
  Dual, *Splash 4 (Any).
  Large, *+1d6 Hit with Unleash Action (or if you don’t move during your Turn and you’re a Henchmen or Power Group Body), Requires 2 Slots.
  While you’re not Suppressed you and any characters behind you gain Front Heavy Cover (+4 Defence if you’re a Henchmen or Power Body),
  Requires 2 Slots, *Always requires a Get Ready Action to Activate or Deactivate this Weapon (as if it requires 2 Hands), **No Variations.
  Weapon Type
  Hit D6
  Crit Dmg
  Max Rng
  Hands
  Rng
  Hit
  End Dmg
  Resources
  Acquire
  Ranged
  Weapon Type
  Melee.
  Melee.
  Melee.
  Melee.
  Ranged.
  Ranged.
  Ranged.
  Melee**.
  
  155
  Hit D6
  Hit D6
  -1d6*
  Crit Dmg
  Crit Dmg
  -2*
  Max Rng
  Max Rng
  +2
  Hands
  Hands
  +1 (max 2)
  Rng
  Rng
  *
  Hit
  Hit
  +1
  -2
  -1
  -1
  End Dmg
  End Dmg
  +1
  +2
  Resources
  Resources
  Acquire
  Acquire
  +0
  +0
  +0
  +0
  Variations
  Modification
  Blade
  Polearm
  Hammer
  Tooth & Claw
  Poison, Pen 1 Min 4.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Natural, Splash +1 (Any) *+3 Crit Dmg vs characters at 0 Endurance.
  *+1d6 Hit per Range increment beyond the 1st (normally -2 Hit) (Stacks up to +2d6).
  Weapon Type
  Weapon Type
  Melee Variations (May Select 1, Melee Only)
  Melee Modifications (May Select any Amount, Melee Only)
  -1d6
  +1
  -1
  -1
  +1
  +1
  +1
  +1
  +1
  -1
  +2
  -2
  -1
  -1
  -2
  -1
  -2
  +1
  -2
  -1
  -2
  +1
  +1
  -1
  -1
  -2
  +1
  -1
  -1
  +2
  +1
  +0
  +0**
  +0
  +0
  +1
  +1
  -1
  -1
  +1
  +0
  +1*
  +1
  +0**
  +0
  +1
  +1
  +1
  +1
  +1
  +4 Kn
  +8 Kn*
  +1 Kn
  2x 14t
  +2 Kn
  +2 Kn
  +2 Kn
  14t*
  +2 Kn*
  +1 Kn
  +2 Kn
  +2 Kn
  +2 Kn
  Master Crafted
  Blessed
  Practiced
  Well Maintained
  Arcane-Garden
  Arcane-Street
  Mundane
  Broken/Low-Quality
  Sweeping
  Range Burst
  Transform
  Swift
  Fiendish
  Lunge
  Destructive
  Aim
  Arcane-Rooftop
  Arcane-Alleyway
  Arcane-Sewage
  *This Weapon may not be Arcane, *If this Weapon is a Shield; reduce its Cover by 1 Step, If you die; this Weapon is dropped, 14t to remove this Modification.
  *If this Weapon is a Shield; reduce its Cover by 1 Step, 14t to remove this Modification.
  Momentum 3: This Weapon transforms into its Alternate Form and gains +1d6 Hit on its next Attack (does not Stack).
  Strong Hit: Sweep (Hit) Splash +2 (Any) (Stacks).
  Momentum 2: Your next Attack with this Weapon gains Energy, +2 Rng, +10 Max Rng, -1 Crit Dmg and if it’s a Polearm it uses standard Range 
  rules (not +1d6 Hit per Range increment beyond the 1st) and gains +1d6 Hit.
  *You gain a free ‘Alternate Form’ Melee Weapon that equals the Resource cost of this Weapon (you must pay any Spare Time or Knowledge 
  cost): you may only use your Alternate Form Weapon with the below Momentum Ability and it must have this Modification.
  After you Attack with this Weapon you may immediately move.
  *Forbidden Knowledge, **+1 Resource if you’re an NPC.
  *Not Forbidden Knowledge, **+2 Resources if you’re an NPC.
  Dangerous 1 (Difficult Terrain), If you miss with this Weapon you may lower a section of Physical Cover by 1 Step (this also works vs Shields, 
  Cover destroyed in this way must be repaired outside of combat).
  Strong Hit: Aim (Hit) You may add up to +/- 1 to determine what Attribute is Damaged by your Critical Hits (normally just 1d6). You may not shift 
  damage onto a Attribute that may not normally be Damaged (eg: location 1d3 can’t Damage location 4) (Stacks).
  Arcane-Garden.
  Arcane-Street.
  *
  *
  Arcane-Rooftop.
  Arcane-Alleyway.
  Arcane-Sewage.
  +1
  +1
  +0
  +0
  Loot
  Loot
  Mighty
  Precise
  
  156
  Hit D6
  Hit D6
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Hands
  Hands
  Rng
  Rng
  Hit
  Hit
  End Dmg
  End Dmg
  Resources
  Resources
  Acquire
  Acquire
  Variations
  Modification
  Weapon Type
  Weapon Type
  Ranged Variations (May Select 1, Ranged Only)
  Ranged Modifications (May Select any Amount, Ranged Only)
  -2
  -2
  +5
  -5
  +5
  -1
  +1 (max 2)
  -2
  *
  -2
  +2
  +5
  +1
  -1
  +1
  +2
  +2 +Emp*
  -1
  +2
  +Emp
  +0
  +0
  -1
  +0
  +0
  -2
  NPC**
  Throwing Blades
  Firearm
  Spell
  Bomb
  Crossbow / Bow
  Fear
  Poison (acts as Melee vs adjacent targets), Small, You may move 1 space before and after you Attack with this Weapon.
  *Strong Hit +1 vs targets within your second Range increment while you’re performing the Unleash Action (or if you don’t move during your Turn 
  and you’re a Henchmen or Power Group Body).
  *Must choose a Modification that adds a Arcane Variation, Requires 0 Slots.
  Splash +1.
  Poison.
  Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, Requires 0 Slots. 
  **Skilled and Immense NPCs who DO NOT take a Fear Weapon gain +2 Hit and Defence, Henchmen & Power Body Groups have 2 Empathy.
  *
  Fear.
  -5
  -1
  +1
  -1
  -1
  -2
  -1
  -1
  -1
  +1
  +1
  +1
  +1
  +1
  +2 Kn
  +2 Kn
  +2 Kn
  +2 Kn
  +2 Kn
  Arcane-Garden
  Arcane-Street
  Arcane-Rooftop
  Arcane-Alleyway
  Arcane-Sewage
  Arcane-Garden.
  Arcane-Street.
  Arcane-Rooftop.
  Arcane-Alleyway.
  Arcane-Sewage.
  +1
  +1
  +1
  +1
  -2
  +1
  +1
  +0
  +0**
  +0
  +0
  +0**
  +4 Kn
  +10 Kn*
  +1 Kn
  2x 14t
  +3 Kn*
  Master Crafted
  Blessed
  Practiced
  Well Maintained
  Fiendish
  *Forbidden Knowledge, **+1 Resources if you’re an NPC.
  *Not Forbidden Knowledge, **+2 Resources if you’re an NPC.
  -1d6
  -1d6
  -1
  -1
  +1
  -2
  -2
  +2
  +1
  +1
  -1
  -2
  +1
  -1
  -1
  -1
  +1
  +1
  +1
  +1
  +1
  +1
  Mundane
  Broken/Low-Quality
  Swift
  Tricky
  Spread
  Puncture
  Special Ammo
  Aim
  *This Weapon may not be Fear or Arcane, If you die; this Weapon is dropped, 14t to remove this Modification.
  *This Weapon may not be Fear, 14t to remove this Modification.
  After you Attack with this Weapon you may immediately move.
  Momentum 1: Your target’s Cover Step is reduced by 1 vs this Weapon (Stacks).
  Splash +2 (Any).
  Pen 2 min 3, Entrenched Physical Cover does not grant your target +Armour (normally +1).
  Momentum 1: Your next Attack with this Weapon gains one of the following; +2 Rng, +10 Max Rng, +2 End Dmg or +2 Hit (Stacks).
  Strong Hit: Aim (Hit) You may add up to +/- 1 to determine what Attribute is Damaged with your Critical Hits (normally just 1d6). You may not 
  shift damage onto a Attribute that may not normally be Damaged (eg: location 1d3 can’t Damage location 4) (Stacks).
  *
  *
  +1
  +1
  +1
  +0
  +0
  Loot
  Loot
  Mighty
  Precise
  +5
  -1
  +0
  +1 Kn
  Long Shot
  
  157
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  *
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  +1
  Hands
  Hands
  Hands
  Hands
  Hands
  Rng
  Rng
  Rng
  Rng
  Rng
  Hit
  Hit
  Hit
  Hit
  Hit
  -1
  +1
  -1
  -2
  -1
  +1
  -1
  +1
  -1
  -1
  +1
  +1
  -2
  +1
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  +2
  +1
  -1
  +1
  +1
  +1
  -1
  +1
  Resources
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  Acquire
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  Arcane-Rooftop Variations
  Arcane-Street Variations
  Arcane-Sewage Variations
  Arcane-Garden Variations
  Arcane-Alleyway Variations
  Storm
  Smoke
  Stone
  Sludge
  Fire
  Primal Wrath
  Sickness
  Encroaching Nature
  Shadow
  Backstab
  Rot
  Rat Swarm
  Law
  Frost
  Blinding Light
  Ambush
  Insect Swarm
  Acid
  Exchange
  Energy, Dangerous 2 (Wind).
  Strong Hit: Shock (Hit) All damaged characters are Suppressed and Pushed 2 spaces in any direction.
  Dangerous 4 (Smoke, 1 space of Smoke is always placed over your character if no Smoke is there).
  Dangerous 3 (Ice), Reduce the Movement of all damaged characters by 1 until your next Turn (Stacks to -2).
  Strong Hit: Blind (Hit) All Damaged characters who use their eyes to aim have -1d6 Hit on their next Attack (Stacks to -2d6).
  Splash +2 (Any), Dangerous 2 (Difficult Terrain, 1 space of Difficult Terrain is always placed behind your target).
  After you Attack with this Weapon: move yourself 2 spaces and your opponent 1 space (double this amount if you spend a Small Bag of Money).
  Poison, Dangerous 4 (Poison Cloud), Dangerous 2 (Difficult Terrain).
  Energy, Burn, Dangerous 1 (Fire).
  Dangerous 1 (Disease Cloud), Poison.
  Strong Hit: Set Alight (Once per Turn, Hit) Make a free Attack against all damaged characters at the start of each of their Turns (at 0 Range, 
  and with -1 Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Strong Hit: Sickness (Hit) All damaged characters take a further 6 End Dmg if they move 3 or more spaces during their next Turn (Stacks).
  Strong Hit: Sludged (Hit) All damaged characters have all of their Movements and Defences reduced by 2 until your next Turn (Stacks).
  Dangerous 2 (Poison Cloud), Dangerous 6 (Difficult Terrain), Momentum 1: You place Dangerous 1 (Poison Cloud OR Difficult Terrain) around your target.
  All damaged characters have -1 Hit and Range (min 1) on their next Attack before your next Turn (Stacks to -3).
  *Once per Turn if you Attack a character from their rear you gain +1 Crit Dmg for that Attack.
  Dangerous 1 (Acid Pool), Dangerous 1 (Difficult Terrain).
  Strong Hit: Rot (Hit) A Damaged character takes 1 point of Damage (no Armour) to a random (1d3) Attribute and gains a Point of Momentum.
  Dangerous 2 (Swarm, Crawling), After you Attack with this Weapon during Combat: move ALL Swarm Dangerous Terrain 1 space.
  Strong Hit: Enforce (Hit) If any Damaged character would Attack you or a specified ally of yours with their next Attack: you may immediately move 3.
  Strong Hit: Trap (Hit) Create 2 spaces of Dangerous Terrain (Trap) in any 2 non-occupied spaces.
  Dangerous 1d6 (Swarm, Flying).
  Dangerous 2 (Acid Pool), All Damaged characters have their Armour reduced by 1 against the next Hit on them before your next Turn (does not Stack).
  Strong Hit: Primal Wrath (Does not Req Hit) For the remainder of the Combat you gain +2 Hit and End Dmg (Stacks).
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  Arcane Variations (May Select 1 per Arcane Weapon Type Only)
  
  158
  Stance Variations (May Select 1, Stance Only)
  Defence
  +1
  Endurance
  +5
  D Armour
  Recovery
  +1
  vs Fear
  +2
  S Armour
  Move
  Resources
  Acquire
  +0
  +0
  +0
  Variations
  Imposing
  Attractive
  Practical
  +1 Leadership and Resolve.
  +1 Persuasion and a City Skill, +1 Combat Order.
  +1 Physical, Stealth and to two different City Skills.
  Variation
  Stances (Must Select 1)
  Defence
  14*
  13
  11
  12
  10
  Endurance
  15
  30
  25
  20
  40
  D Armour
  1
  1d6*
  2
  2*
  4
  Recovery
  2
  4
  1
  5
  3
  vs Fear
  10
  12
  13
  11
  14
  S Armour
  5
  2*
  3
  3*
  4
  Move
  +1
  -1
  Resources
  Acquire
  0
  0
  0
  0
  0
  14t
  14t
  14t
  14t
  14t
  Stance
  Avoidance
  Block
  Aggressive
  Outwit
  Endure
  *Once (twice if you’re an Immense NPC) before your next Turn you may gain +1d6 Defence vs an Attack (after an Attack Roll is made, but before 
  Strong Hit Options are selected).
  While you have Endurance; once (twice if you’re an Immense NPC) before your next Turn you may redirect 1 non-Fear Attack aimed at an adjacent 
  ally onto yourself (after an Attack Roll is made, but before Strong Hit Options are selected).
  *While you have Endurance; once (twice if you’re an Immense NPC) before your next Turn you may change your facing in response to another 
  character’s non-Fear Attack Action (before an Attack Roll is made) and gain +1 Armour vs that Attack.
  While you have Endurance; at the end of your Turn if you have 0 Momentum you gain +1 (+3 if you’re an NPC, does not Stack) Momentum.
  *While you have Endurance; you gain +1 Armour per non-Front Cover Steps that you’re gaining. *You gain +2 Armour and Hit during all 
  Surprise Rounds.
  Variation
  
  159
  Stance Modifications (May Select any Amount, Stance Only)
  Defence
  +2
  +1
  Endurance
  -2
  -5
  D Armour
  Recovery
  vs Fear
  -1
  +1
  +1
  S Armour
  Move
  Resources
  Acquire
  +1
  +1
  +0
  +1
  1 Kn
  2 kn
  Modifications
  Morph
  Invisibility
  Counter
  Backlash
  Your clothes can change their appearence at will.
  At the start or end of your Turn you may take 1 Dmg (no Armour) to a random (1d3+3) Attribute and become Invisible (Stealthed) until your next 
  Turn (6 seconds) or until you make a non-Fear Attack.
  As long as you’re not Suppressed; any adjacent opponent who attacks you takes 3 Endurance Damage.
  When you take Damage from a Melee Weapon; deal 5 End Dmg to the Attacker.
  Variation
  +5
  +1
  +1
  +2
  +1
  +1
  +1
  Flight
  Incorporeal
  Teleport
  At the start of your Turn you may take 1 Dmg (no Armour) to a random (1d3+3) Attribute and Fly for 6 seconds or until your next Turn.
  At the start or end of your Turn you may take 1 Dmg (no Armour) to a random (1d3+3) Attribute and become Incorporeal and gain +3 Armour and 
  -2 non-Fear Crit Dmg for 6 seconds or until your next Turn.
  At any time during your Turn you may take 1 Dmg (no Armour) to one (two if you can’t see your destination) random (1d3+3) Attribute and Teleport 
  6 spaces (12 metres).
  -2
  -1
  +1
  +2
  -10
  +1
  *
  +2
  +1
  +1
  *
  +1
  +1
  +0
  +0
  +1
  +1
  14t
  2x 12t
  Arcane Protection
  Absorption
  Comfortable
  Personalised
  Invulnerable
  Sectional Protection
  You may use Rush to kill Power Bodies instead of Henchmen Bodies.
  Reduce all Attribute Damage you receive by 2 (after Armour) to a minimum of 2.
  You have -1 Armour while you have 0 Endurance.
  *Two predefined Attributes gain +2 Armour.
  
  160
  12t
  16t
  10*
  14t
  18t
  20t
  Loot
  20t
  10t
  20t
  26t
  16t
  14t
  4x 14t
  18t
  16t
  10t
  14t
  8x 14t
  One Use, +1 to a failed Wealth Skill Roll (Stacks up to +10).
  Affects your Daily Travel Distance (see pg: 74).
  You gain one Common Item, *Once per session.
  You gain one Expensive/Rare Item.
  Lantern, Clothes, Tools, Lock, Book, Crowbar, Alcohol.
  Music Box, Rare Plant, Forged Papers.
  Ladder, Spare Clothing, Barrel of Alcohol.
  Rope, Bucket, Common Animal (eg: Cat).
  Lock Box, Trained Pet, Musical Instrument, Spare Expensive Clothes.
  Affects your Daily Travel Distance (see pg: 74).
  Affects your Daily Travel Distance (see pg: 74).
  Affects your Daily Travel Distance (see pg: 74), Your mount may; Fly, Swim, Climb or have other abilities.
  Affects your Daily Travel Distance (see pg: 74), This horse looks impressive.
  You gain up to two Common Items.
  Affects your Daily Travel Distance (see pg: 74), This carriage looks impressive.
  Affects your Daily Travel Distance (see pg: 74), This boat looks impressive.
  Affects your Daily Travel Distance (see pg: 74).
  Affects your Daily Travel Distance (see pg: 74).
  Four Uses, +2 to a failed Wealth Skill Roll (Stacks up to +10) OR gain 1 Large Bag of Money, -1 Defence while carrying this.
  One Use, +2 to a failed Wealth Skill Roll (Stacks up to +10) OR gain 1d3 Small Bags of Money.
  One Use, +1d3 to a failed Wealth Skill Roll (not used if the Wealth Skill Roll still fails, Stacks up to +10) OR gain 1 
  Large Bag of Money, -0 to -8 Defence while carrying this.
  One Use, +2 to a failed Wealth Skill Roll (not used if the Wealth Skill Roll still fails, Stacks up to +10) OR gain 1d3 
  Small Bags of Money, -2 Defence while carrying this.
  One Use, +2 to a failed Wealth Skill Roll (Stacks up to +10) OR gain 2 Small Bags of Money.
  Four Uses, +4 to a failed Wealth Skill Roll (does not Stack) OR gain 2 Large Bags of Money, -4 Defence while carrying this.
  Small Bag of Money
  Horse
  1 Common Item
  1 Expensive/Rare Item
  Example Common Items:
  Example Rare Items:
  Common Carriage
  Small Boat
  Exotic Mount
  Expensive Horse
  2 Common Items
  Expensive Carriage
  Expensive Boat
  Wagon
  Small Cart
  Small Treasure Chest
  Small Valuables (ie: Jewellery, Gems)
  Valuable (ie: Artifact, Statue)
  Box of Trade Goods (ie: Food, Tools)
  Large Bag of Money
  Large Treasure Chest
  Acquire
  Acquire
  Acquire
  Commodities
  Transportation
  Common Items
  Description
  Description
  Description
  Slots
  Capacity
  Slots
  0
  6 Slots
  0
  0
  2
  1
  1
  15 Slots
  12 Slots
  4 Slots
  6 Slots
  0 - 2
  12 Slots
  24 Slots
  30 Slots
  20 Slots
  3
  0
  1 to 12
  6
  1
  5
  2x 16t
  3x22t*
  2x 16t
  2x 18t
  2x 18t*
  4x28t*
  2x 18t
  2x 16t
  2x 26t
  4x 16t
  2x 22t
  4x 14t
  2x 16t
  2x 26t
  Loot
  -3 to all Wealth Spare Time Rolls (may be split across all acquiring characters), *Requires Perk: Access.
  Your building has some extra space.
  Your building looks impressive.
  *Requires Perk: Access.
  -4 to all Wealth Spare Time Rolls (may be split across all aquiring characters), *Requires Perk: Major Access.
  Your building is spacious.
  Your building has a specific type of defence.
  Your building has strong physical defences.
  Your building has some kind of exotic defence system (usually Arcane in nature).
  Your building has facilities designed for a very specific and unusual purpose.
  Gain Perk: Access.
  Your staff will care for your building in your absence.
  Your staff will care for your building in your absence.
  Your staff may care for your building in your absence.
  Small (Apartment, Cottage, Studio)
  Large (Mansion, Farm, Guild Hall)
  Minor Renovations (Rooms)
  Aesthetic Renovations (Art, Gardens)
  Modest (Town House, Tower)
  Large Complex (Castle, Cathedral)
  Major Renovations (Floors, Wings)
  Basic Fortifications (Guard Houses)
  Major Fortifications (Walls, Moat)
  Exotic Fortifications (Arcane)
  Exotic Renovations
  Install Workshop
  Hire Staff (Servants, Labourers)
  Hire Expert Staff (Guards, Managers)
  Hire Exotic Staff (Golems, Mages)
  Acquire
  Building
  Description
  Capacity
  20 Slots
  250 Slots
  +10 Slots
  Loot
  Your building is located in an unusual location.
  Aesthetic Location (Underwater, Flying)
  60 Slots
  600 Slots
  +25% Slots
  -5 Slots
  -100 Slots
  +10 Slots
  +10 Slots
  -10 Slots
  -20 Slots
  -20 Slots
  Example Miscellaneous Items
  The Items, Tasks and Services listed here are just examples 
  intended to inspire GMs and PCs. GMs should feel free to create 
  new entries.
  
  161
  +6t
  8t
  +4t
  +0t
  14t
  16t
  *t
  Loot
  14
  Loot
  8t
  14t
  10t
  12t
  12t
  Loot
  18t
  10t
  12t
  10t
  14t
  16t
  16t
  16t
  14t
  10t
  12t
  +8t
  Loot
  8t
  When you die; you gain +1 Momentum Point and may immediately Teleport your Spectre 10 spaces.
  Optional, 0 Handed, Create Light: Reduce Low Light Cover penalties by 1 Step in Splash 4 around you.
  May send secret signals to other characters that pass an Insight Skill Roll.
  One Use, +1 to a Ritual Arcane Skill Roll (Stacks).
  One Use, +2 to a Fiendish Arcane Skill Roll OR +1 Crit Damage with a Fiendish Weapon (Stacks).
  One Use, Requires some time (ie: minutes to days) to setup, *GM discretion.
  GMs may require specific Arcane Tools for some Arcane Skill Rolls (especially when making an item).
  One Use, +2 to a Arcane Skill Roll of a specific Arcane Ritual (Stacks).
  Two Uses, +1 to a Ritual Arcane Skill Roll (Stacks).
  One Use, +6 to a non-Fiendish Arcane Skill Roll OR +2d6 Hit with a Blessed Weapon (does not Stack).
  One Use, Poisoned character must pass a Resolve Skill Roll of 16 or they will die in exactly 3d3 days, Poisoned 
  character must pass a Insight Skill Roll of 18 to know that they’re poisoned.
  Poison Consumables cause harm to any person who ingests them OR they may be applied a Weapon (requiring a 
  Skill Roll of 12 to apply mid-Combat) with the Poison Keyword for 2 Hits (Melee) or 2 Attacks (Ranged); harming 
  anyone hurt by that Weapon. Any non-human character may be immune to Poison Consumables.
  Tethered may only ever have one Tethered Lantern.
  One Use, Poisoned character suffers -2 Movement (Stacks) until they end a Turn with 0 Momentum Points.
  Two Uses, Poisoned character suffers -1 Hit (Stacks) until they end a Turn with 0 Momentum Points.
  One Use, Poisoned character must pass a Resolve Skill Roll of 16 or be unable to speak for 1 day.
  One Use, If Poisoned character spends any Momentum Points during their next Action they take 1 Damage (no 
  Armour) to a random (1d3+3) Attribute.
  One Use, Poisoned character must pass a Resolve Skill Roll of 14 or they become afraid of the light (losing 1 
  Momentum per space of light that they move through) for 1 Turn or 1 Day out of Combat.
  One Use, Poisoned character must pass a Leadership Skill Roll of 14 to fight off the voices in their head or they 
  lose control of their actions for 1 Turn or for 1 Hour out of Combat.
  One Use, Poisoned character must pass a Resolve or Insight Skill Roll of 16 or they hallucinate additional foes; 
  Add 1d6 Hallucinated Henchmen Bodies to the combat, Hallucinated Henchmen; may only be seen by, deal 
  damage to (Crit Location 1d3+3) and be attacked by the poisoned character.
  One Use, Poisoned character must pass a Physical Skill Roll of 14 at the start of each day or they suffer from; ‘vomiting, 
  confusion and/or delirium’ for that day, A character is poisoned until they pass the required Skill Roll six times.
  One Use, Poisoned character must pass a Resolve Skill Roll of 14 or suffer nightmares for 1d6+2 days.
  One Use, Poisoned character must pass a Physical Skill Roll of 12 or suffer -2 to all Skill Rolls (Stacks up to -4) 
  until the end of Combat or 1 Day out of Combat.
  One Use, Poisoned character must pass a Physical Skill Roll of 16 or take 1d6 Endurance Damage.
  One Use, Poisoned character becomes incredibly hungry; if they are unable to eat large amounts of food, they 
  suffer 1 Damage (no Armour) to a random (1d3) Attribute every hour until they can.
  Two Uses, Poisoned character must pass a Physical or Resolve Skill Roll of 16 or become very anxious for 1 hour.
  One Use, Poisoned character must pass a Physical Skill Roll of 12 or suffer -2 Combat Order (Stacks) for 1 hour.
  Two Uses, Poisoned character must pass a Resolve Skill Roll of 12 or suffer -2 Stealth (Stacks) for 2 hours.
  One Use, Poisoned character must pass a Resolve Skill Roll of 16 or change into a Lycan (Beast Nature) next full moon.
  The light from your lantern is only visible to you.
  +2 to all Healing Rolls made within the light of this lantern (does not Stack).
  Optional, 1 Handed, Create Light: Reduce Low Light Cover penalties by 2 Steps in Splash 2 around you and another space.
  Mystic
  Open Lantern
  Signal
  Standard
  Quality Components
  Quality Components, Infernal
  Arcane Apparatus
  Exotic Components
  Bulky Components
  Quality Components, Celestial
  Death’s Dawn (Arcane)
  Bluegin Wasp Extract
  White Adder Venom
  Piper Worm Juice
  Gift of Silence (Arcane)
  Wretched Voices (Arcane)
  Midnight’s Embrace (Arcane)
  Mind’s Murk (Arcane)
  Black Blood (Arcane)
  Pixie Syrup (Arcane)
  Bile Flower Extract
  Angel Toad Juice
  Glutton Leaf
  Dread Seed Extract
  Brush Fish Toxin
  Twinkle Fruit Toxin
  Pure Lycan Bone Powder
  Dark Flame
  Golden Flame
  Shuttered Lantern
  Lantern Variations (may select one):
  Acquire
  Acquire
  Acquire
  Tethered Lanterns
  Arcane Tools
  Poison Consumables
  Description
  Description
  Description
  Slots
  Slots
  Slots
  +0
  1
  +0
  +0
  0
  1
  *
  0
  2
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  +0
  +0
  1
  
  162
  18t
  16t
  16t
  14t
  Loot
  14t
  16t
  12t
  14t
  18t
  16t
  14t
  14t
  14t
  12t
  16t
  16t
  12t
  12t
  12t
  14t
  16t
  16t
  14t
  16t
  16t
  18t
  12t
  14t
  12t
  14t
  16t
  16t
  14t
  Loot
  Loot
  12t
  16t
  14t
  14t
  One Use, Drinker must pass a Resolve Skill Roll of 14 or become charmed by a specific person.
  One Use, Make a door in any non-arcane adjacent wall for 1 minute.
  One Use, Teleport a written message to a familiar person within 100 Kilometres.
  One Use, Create a magical lock that can only be opened by a specific key or a Arcane Ritual.
  One Use, You gain +4 Armour (Stacks) for your next 2 Turns of Combat or until you Attack, Gain +1d6 Corruption.
  These Arcane Consumables require a Skill Roll of 10 to use mid-Combat.
  One Use, Locate a specific person if they are within 100 metres of you.
  One Use, Gain +1 Armour and -4 Defence (Stacks) until you are Hit by a non-Henchmen Attack.
  One Use, After you perform a Rush Action you may Teleport 3 spaces (6 metres).
  One Use, Open a non-arcane lock.
  One Use, Create a large light source in an adjacent space for 1 hour.
  One Use, Gain +4 Movement (Stacks) for 1 Combat.
  One Use, Drinker gains +4 Combat Order (Stacks) for 1 Combat.
  One Use, Gain Light Front Cover for 1 Combat.
  Three Uses, Make an adjacent corpse disapear.
  One Use, A single item requires 3 fewer Slots (Stacks down to 1 Slot) for 1 day.
  One Use, Create 2d6 spaces (each space is 2m square) in a specific type of Dangerous Terrain.
  One Use, You may secretly apply a Poison Consumable on any character within sight and 50 metres of you.
  One Use, Telepathicaly speak to a familiar person within 200 metres of you for 30 seconds.
  One Use, Gain +2 Stealth (does not Stack) for one night.
  One Use, You may fluently speak a specific language for 1 hour.
  One Use, Drinker gains +1d3-1 Momentum and take 5 Endurance Damage.
  One Use, Gain +4 Defence (not Defence vs Fear) for 2 Turns, then suffer -2 Defence until the end of Combat (Stacks).
  One Use, Teleport a specific item to your hand as a free Action.
  Two Uses, Attract large amounts of a specific type of vermin or small animal (eg: rats or crows).
  One Use, A single item becomes invisible for 1 day or until you Equip it.
  Four Uses, Summon a small obedient pet for 1 day (eg: dog, small golem).
  Two Uses, All characters (including you) within 10 spaces (20 metres) of you suffer -2 to all Arcane Skill Rolls 
  and To Hit Rolls (Stacks up to -4).
  One Use, You can breath under water for 1 hour.
  One Use, Create 3d6 spaces (each space is 2m square) in a specific type of Difficult Terrain.
  One Use, Drinker becomes confident (+1 Leadership, does not Stack) for 1 day.
  One Use, Drinker must pass a Resolve Skill Roll of 16 or forget the last hour.
  One Use, Drinker gains +4 to all Awareness Skill Rolls (does not Stack) for a specific sense (eg: smell) for an hour.
  One Use, Drinker is immune to all Poisons for 1 day.
  One Use, Drinker Heals: 10 Endurance and 1 Attribute Point.
  One Use, Drinker Heals: 20 Endurance, 1d6 Attribute Points and regrows any limbs or organ.
  One Use, Drinker Heals: 40 Endurance, 2d6 Attribute Points and removes all negative Effects.
  One Use, Reduce all Low Light Cover penalties against you (as you can see in the dark) for 3 hours.
  One Use, Locate a specific item if it is within 200 metres of you.
  One Use, You may use this charm as a free Action, take no Damage from a single fall of any height.
  Two Uses, Cure a single non-arcane poison OR slow down the effect of an arcane poison.
  Charm Potion
  Enchanted Door Handle
  Enchanted Envelope
  Arcane Lock
  Fiend Blood Potion
  Human Heart Charm
  Rock Charm
  Smoke Charm
  Enchanted Key
  Sun Charm
  Foot Charm
  Swiftness Potion
  Shield Charm
  Rot Charm
  Weight Charm
  Hazard Charm
  Infection Ward
  Ear Charm
  Rat Charm
  Tongue Charm
  Rage Potion
  Rabbit Charm
  Summoning Ring
  Enchanted Vermin Food
  Shadow Oil
  Enchanted Statue
  Magic Ward
  Fish Charm
  Earth Charm
  Confidence Potion
  Forgetfulness Potion
  Senses Potion
  Poison Ward
  Healing Potion, Common
  Healing Potion, Rare
  Healing Potion, Legendary
  Owl Charm
  Lost Coin Charm
  Cat’s Paw Charm
  Healing Charm
  Acquire
  Arcane Consumables
  Description
  Slots
  0
  0
  0
  0
  0
  0
  1
  0
  0
  0
  0
  0
  1
  0
  0
  1
  0
  0
  0
  0
  0
  0
  0
  1
  0
  1
  1
  0
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  14t
  One Use, Create a trap with a specific trigger. When triggered; make a free Attack with one of your Arcane Weapons.
  Arcane Trap
  1
  20t
  Twelve Uses, This small clockwork servant will obey your every command for 1 week, It is able to move 4 spaces 
  per Turn and carry 1 Slot worth of equipment (and four 0 Slot items).
  Clockwork Crawler
  0
  12t
  One Use, Increase you and your group’s non-combat travel Daily Travel Distance by +50% (Stacks up to +100%).
  Wheel Charm
  0
  12t
  One Use, Alter the weather in a minor way for 1 day (eg: make it start or stop raining).
  Cloud Charm
  0
  16t
  Ten Uses, Create a meal.
  Cooking Pot Charm
  1
  18t
  Four Uses, You can faintly see through stone and wood walls for 4 Turns (24 seconds).
  Enchanted Glasses
  0
  16t
  One Use, Create a 5 Space (10 metre) wide and high wall, starting in an adjacent space.
  Enchanted Rock
  1
  16t
  Six Uses, Drinker may eat anything for 1 day and it will be nourishing to them.
  Desperation Potion
  0
  
  163
  Example Miscellaneous Tasks & Services
  Free
  Free
  Free*
  10t
  12t
  10
  10t
  12t
  14t
  12t
  16t
  18t
  26t
  12
  12
  12
  14
  16t*
  10
  14
  2x 20t
  12
  16
  14
  12
  12
  10
  2x30t*
  14
  12
  14*
  14
  14
  10
  14
  14t
  10t
  12t
  8t
  12*
  8t
  12-16t
  10t*
  12t
  4x 10t
  4x 12t
  2x 12t
  3x 14t
  Food provided.
  For a person, Affects your Daily Travel Distance (see pg: 74). *Once per session.
  For a group, Affects your Daily Travel Distance (see pg: 74).
  For a group, Affects your Daily Travel Distance (see pg: 74).
  10-100 people
  1000-2000 people.
  4 nights, guarded, food provided.
  1 night, guarded, food provided.
  4 meals.
  1 meal.
  *Wealth Skill Roll.
  *The higher the roll, the more detailed the map.
  Gain Perk: Contact.
  Gain Perk: Membership.
  Lodgings, Common
  Meal, Common (Stew, Bread, Pork)
  Transportation for a Day
  Rent, Cheap Building for a Day
  Recruit, Skilled Individual
  Recruit, Unskilled Individual
  Transportation for a Day
  Rent, Modest Building for a Day
  Recruit, Expert Individual
  Transportation for a Week
  Rent, Expensive Building for a Day
  Recruit, Large Number of People
  Recruit, Army
  Nature’s Eye
  Enrich Plant
  Guise Accent
  Infect Heart
  Summon Dark Lord
  Holy Shockwave
  Unweave Lock
  Clockwork Life
  Summon Shelter
  Crush Soul
  Self Attunement
  Trick of the Eye
  Spark Flame
  Make Whole
  Control Fiend
  Glimpse
  Undercity Door
  Summon Imp
  Power Shift
  Weave Cloth
  Glimpse the Otherworld
  Crush Evil
  Lodgings, Expensive
  Lodgings, Expensive
  Meals, Expensive
  Meal, Expensive (Game, Spices, Cake)
  Small Bribe/Gift
  Party, Small (Wild Night of Drinking)
  Large Bribe/Gift
  Map an Area
  Repair an Item/Building
  Make a Contact
  Join a Guild
  Party, Modest
  Party, Extravagant
  Acquire
  Acquire
  Acquire
  Tasks
  Services
  Arcane Rituals
  Description
  Description
  Description
  Skill
  Req Tool
  Casting Time
  Nature
  Nature
  High Society
  Impoverished
  Infernal
  Celestial
  Underworld
  Production
  Commoner
  Infernal
  Celestial
  Underworld
  Production
  Commoner
  Infernal
  Celestial
  Impoverished
  Infernal
  Infernal
  High Society
  Infernal
  Celestial
  Bulky/Quality
  1 Hour
  Bulky
  2 Actions
  Bulky
  10 Seconds
  Quality, Exotic*
  2 Hours
  Quality, Exotic*
  1 Night
  Exotic
  6 Actions
  Quality
  30 Minutes
  Apparatus, Exotic*
  1 Day
  Bulky
  10 Minutes
  Apparatus, Exotic*
  4 Hours
  Bulky
  1 Minute
  Bulky
  20 Minutes
  Quality
  0
  Bulky
  5 Minutes
  Quality, Apparatus
  1 Night
  Bulky
  1 Hour
  Bulky/Quality
  5-45 Minutes
  Bulky, Exotic*
  1 Hour
  Bulky
  5 Minutes
  Quality
  10 Minutes
  Bulky
  1 Hour
  Exotic*
  8 Actions
  You may see through the eyes of a animal for 1 hour.
  Create quality clothes.
  Create a entry to, or from, the Undercity.
  Summon a minor Fiend (it hates you), *Failure results in bad side effects.
  You transfer nearby Fiendish magic to another location (you don’t know where).
  Create a visual illusion up to 20 metres wide for 3 hours.
  Create a magic fire that is hard to put out.
  Repair a non-Arcane item or part of a building.
  You may control a specific Fiend for 1 day, *Failure results in bad side effects.
  Glimpse the future or the past (no control over duration, only subject).
  A plant quickly grows.
  You change your accent to another.
  A specific person within 50 kilometres becomes sick, *Target’s hair.
  Summon a powerful Fiend (it hates you), *Failure results in bad side effects.
  Drive off all nearby minor Fiends for a short time.
  Unlock an adjacent arcane lock.
  Give a clockwork creature life (it may obey you), *Well crafted clockwork creature.
  You know if there is a Fiend nearby.
  You create a moderately sized tent.
  A specific person dies, *Heart of a person who loves you.
  Detect nearby Celestial magic.
  Kill a nearby character with 10+ Corruption, *A Celestial’s feather given as a gift.
  
  164
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Writing
  Adam Paciorek
  Stuart McNabb
  Ryan Schoon
  Edited by
  Heather Avery
  Artwork
  Alex Drummond (Interior Line).
  Alessandro Buffa (Interior Colour).
  Mateusz Mizak (Cover & Feature).
  Special Thanks
  GateKeeper Games, Fitzroy North
  Michelle Dyer
  www.kickstarter.com
  A Special Thanks to:
  Aaron Riske
  Alistair Clough
  Andrew Haywood
  Christopher West
  Dane Mitchell
  Daniel Krämer
  Greg Conant
  Heather Avery
  Jarett Walls
  John Garren
  Lachlan Kingsford
  Layton Hill Snover III
  Luke Trist
  Remi Fayomi
  Robin McDermott
  Rolf Holm
  Tom Madge
  Tristan DeMaria
  
  165
  You are an immortal Tethered,
  a powerful warrior in the endless city of Aeternum.
  Aeternum, the eternal city, is a place of strife and mystery. It is a metropolis that spans
  the entirety of known existence, its buildings, parks, and streets stretch from horizon to 
  horizon without end. Within Aeternum, the souls of the dead do not lie still. When a 
  human dies, their soul will rise from their body as a green ghost of their former self. 
  After the briefest pause, that soul will either ascend into the sky or crawl down beneath 
  the ground. The people of the infinite city live their lives under the shadow of a
  disturbing revelation: the vast majority of souls do not ascend.
  The Tethered, an order of undying champions, have stepped forward to guide and protect 
  humanity. The early Tethered chose humanity over Celestials, Fiends, and worldly 
  motivations and strove to ensure that the people of Aeternum could live long enough to 
  find a way for their souls to ascend.
  On the streets of Aeternum, the Tethered’s stories are told. Heroic tragedies play out in 
  brutal fashion, unacknowledged by the people the Tethered are sworn to protect.
  The flash of black powder and the gleam of blades in the moonligh  accentuate their 
  struggle. Death is little more than an inconvenience to them, but each defeat carries a 
  measurable cost in human souls.
  www.FraggedEmpire.com
  Created by Wade Dyer
  Fragged Aeternum v1.0
  This Book Requires the
  Fragged Empire Core Rule Book
  Brutal Combat
  Manage your
  Momentum in Combat
  Simplified Rules
  Dramatic
  The Rules
  The Setting
  Fiends, Celestials,
  Monsters & more...
  Immortal PCs
  Gothic Horror
  Endless City
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Aeternum.pdf