The Oasis

A place that was long ago named the Salem-Technoplex was now a thriving settlement known as an Oasis; Home to the Corinthian Chapter House.
When the collapse happened there were some clinging to the idea that things could return to normalcy, but those who knew and felt that the tide of the ages had indeed come, and now was the time of creating a new path, and a new legacy.
A group of visiting monks – all with degrees in various sciences were visiting a research facility. They were there to undergo several exams to test their reaction time and minds for various reasons. Their leader, Master Si Ling was a man of about 50, and having spent his entire life in religious pursuits, was also very down to earth. It was part of what made him a great teacher. He suspected they were testing to see if his monks could detect the presence of the genetically altered creatures being developed at the Salem-Works facility, based on the exams – enshrouding the entire thing in scientific buzzwords in an attempt to mask the psionics aspect of it. ((These beings were the first test pilots of the Enders of this facility?))

Meanwhile Dr. Hanis Alfein along with others in a very high level corporate research team codenamed Corinth – welcomed them that day. About 12 monks showed up , all ready to do tests and work with the scientists; both groups were mutually delighted with the exchange. The Scientists found the monks to be socially and spiritually advanced, as well as knowledgeable about their own work to the point of astonishment. The Monks also found the scientist far less worldly than they had imagined, some were indeed spiritual and more similar to them than the rest of the world. The day of the attack they all became family.

After the barrage of explosions great fissures opened up changing the terrain drastically. A few moments turned this vast city into a mass grave. One of the groups that survived was Alfein and Si-Ling’s group. Though it took years they were finally able to get themselves back to the surface..

Having lost much of their tech save hydroponics and life support, they formed a society and a religion based on a wealth of knowledge and tradition that was to be a distillation of the Western and Eastern worlds. Much of that is still lost in time and mystery as the Chapter house in existence today, is much larger but just as spiritual, but secluded and sectarian. They believe they best have a grip on humanity’s folly and decline as part of a larger cycle you can perceive when your mind is in a meditative state.  At one point there were books written called the “Literal” and the “Metaphoric”. These hold the doctrine as well as flowery wisdom handed down from the ages. ___

Scene open:
The camera sinks down looking at a cross section of the earth as it descends. Rocks boulders are seen as it pans as well as an ominous skeleton before a large layer of futuristic techno debris. It continues for some time down and then light.
Briefly you see quick flashes of people living in great hollowed out caverns but the camera mercilessly pans down past that, as well.

Then several more layers down you see embedded in the rock plasteel-looking substance and a slowly blinking light.
“Re-Initiate dormant mode after the scan…I doubt we’ll sense any compatible DNA here encrusted as we are”. The tortured AI sleeps again…


_______Present Era____________

Mud slid slowly down marcus’s souped up recovery mech. The tin can was powerful but more fragile than you would expect looking at it’s bulky grey metallic frame. The rain let up and he ventured out – the lightning stopped and lately lightning was more dangerous than the Plains Cannibals. This was the third day in a row he felt it; the call. It happened after the last big rumble when the crack appeared. The Crack. The prophecy..Hmph.

He went down again into the solitary and yet inviting depths and eventually found it…….

Palladium Alignments

Principled (Good)

Principled characters are upright “boy scout” or “do-gooder” types
who put others before themselves. This is the knight in shining armor,
with the highest regard for the lives and well-being of others, freedom,
truth, honor and justice. Principled characters will always attempt to
work with and within the law. and have a high regard for (and trust of)
authority. as well as for life and freedom. They are usually compassionate, merciful, cooperative and sincere.
A Principled character will …
1, Always keep his word.
2. Avoid lies.
3. Never kill or attack an unarmed foe.
4. Never harm an innocent.
5. Never torture for any reason.
6. Never kill for pleasure.
7. Always help others.
8. Always work within the law whenever possible.
9. Never break the law unless conditions are desperate. This means no
breaking and entering, theft, torture, unprovoked assaults, etc.
I0. Respect authority, law, self-discipline and honor.
11. Work well in a group.
12. Never take “dirty” money, or ill-gotten valuables or goods. This
means any property that belongs to criminals or villains. It matters
not how the bad guys got that property themselves; the hero will not
touch it even if destitute.
13. Never betray a friend.

Scrupulous (Good)

Scrupulous characters value life and freedom above all else and despise those who would deprive others of them. This type of hero is typically portrayed in many movies as the cop who plays by his own rules,
forced to work beyond the law tor justice (or retribution) and the
greater good of the people. They are not vicious or vindictive characters, but are individuals driven by their sense of justice to right a wrong or take a (bloody) stand. These characters will always attempt to work with or within the law whenever possible.
A Scrupulous character will …
1. Keep his word to any other good person.
2. Lie only to people of selfish or evil alignments.
3. Never attack or kill an unarmed foe.
4. Never harm an innocent.
5. Never torture for pleasure. but may usc muscle to extract information
from criminals or evil characters.
6. Never kill for pleasure, will always attempt to bring the villain to
justice alive, no matter how vile he may find him.
7. Always try to help others.
8. Attempt to work within the law whenever possible.
9. Bend and, occasionally, break the law when deemed necessary. This
means he may use strong-arm techniques, harass, break and enter,
steal, and so on (but only against the bad guys).
10. Distrust authority; fears the law and government may not be an effective weapon against injustice and crime. However, he will try not to flagrantly disregard the law.
11. Work with groups, but dislike confining laws and bureaucracy (red
12. Never take “dirty” money or items.
13. Never betray a friend.

Taoist (Good)

Taoist characters are rather eccentric. They are not selfish, in
that they care nothing for wealth, riches, or any personal gain,
but they are self-centered in that they’d rather have fun than be
bothered by serious obligations. Ultimately, the Taoist is always
torn. On the one hand, the character should work for the good of
others. However, the attainment of wisdom, insight, and even
Immortality are also the goals of the Taoist. Also, since a Taoist
takes the long view, the character is willing to let people suffer if
it’s possible they’ll learn from the experience.
Taoist Characters Will…
1. Intend to keep their word of honor, when they give it.
However, if things change, well…
2. Avoid Lies (except in fun).
3. Cheat whenever necessary.
4. Will not kill an unarmed foe (but will take advantage of the
5. Never harm an innocent.
6. Not use torture unless absolutely necessary.
7. Never kill for pleasure.
8. Usually help those in need.
9. Refuse to take any position of leadership or authority, except
in a short-term emergency.
10. Ignore the law and the rules, whenever they feel they can
get away with it. However, they will never violate the law for
personal gain.
11. Usually make fun of authority.
12. Usually, but not always, stick by a friend.


Selfish Alignments
Selfish characters (Unprincipled and Anarchist) are not necessarily
evil, but they always have their own best interests at heart and their
opinions in mind above all others. These are the mercenaries, rogues,
vigilantes and anti-heroes of the world.

Unprincipled (Selfish)

This basically good person tends to he selfish, greedy, and holds his
personal freedom and welfare above almost everything else. He dislikes
confining laws and self-discipline and distrusts authority. He views the
law and government as well-intentioned. but clumsy and ineffective.
Keeping his best interests in mind. the character will always look out
for himself This character is also likely to take “dirty” money and items, with
He will not deal in illegal drugs. or take money from innocent or good people. The Unprincipled character may associate with both good and evil characters,
and often has paid informants. spies and stoolies.
This is the noble scoundrel, the guy who is always looking for the
best deal associates with good and evil characters, is continually
tempted to lie and cheat, and hates himself for being loyal, helping others and ultimately doing the “right thing.”
An Unprincipled character will …
1. Keep his word of honor.
2. Lie and cheat if necessary (especially to those of Anarchist and evil
3. Not kill an unarmed foe (hut will take advantage of one).
4. Never harm an innocent.
5. Not use torture unless absolutely necessary.
6. Never kill for pleasure; will attempt to bring the villain to justice
alive and ruin him rather than simply kill him.
7. Usually help those in need.
S. Rarely attempt to work within the law.
9. Blatantly break the law to achieve his (usually good-intentioned)
I0. Dislike and distrust authority, the law and bureaucracy. Feels they
have been corrupted and abused.
11. Work with groups, especially if it serves his needs, is profitable,
and/or he is in the limelight.
12. Take ”dirty” money.
13. Never betray a friend.
14. Have a high regard for life and freedom.



A combination of Scrupulous and Unprincipled by —YooktheDuke
In my opinion this is your basic good guy that’s not a prude or held by limiting beliefs.
She/He believes in a higher good most likely and will fight for those in need.

1 – Have a high regard for life and freedom.
2 – Keep their word of honor
3 – Lie and cheat if necessary (especially to those of anarchist or evil alignments)
4 – Will not kill an unarmed foe unless it is absolutely necessary (or an integral part of an assignment, i.e. an assassination).
5 – Never torture for pleasure, but may use muscle to extract information from criminals or evil characters
6 – Never kill for pleasure
7 – Never harm an innocent
8 – Always Help those in need
9 – Attempt to work within the law when possible however…
10 – Bend and break the law when deemed necessary per one’s assignment
11 – Distrust authority
12 – Works well with a group, especially if this ups the chances for success
13 – Never betray a friend


Anarchist (Selfish)

This type of character likes to indulge himself in everything. He is
the insurgent, con-artist, gambler and uncommitted freebooter who adventures because he enjoys the thrill, fame and fortune it brings, rather
than for any cause (like defending humanity). This character will at
least consider doing anything if the price is right or the challenge is alluring enough.
Laws and rules infringe on personal freedom and were meant to be
broken. lie will not hesitate at using strong-arm techniques, breaking
and entering. theft, harassment, destruction of private property, and so
on. This can also include acting as judge, jury, and executioner. These
characters are usually the daring anti-heroes who feel the end justifies
the means. The Anarchist-aligned person is always looking for the best
deal and self-gratification. He will work with good. selfish and evil
characters to attain his goals. The Anarchist is continually teetering between good and evil, rebelling against and bending the law to fit his
needs. Mercenaries and thieves often fall into this category.
An Anarchist character will . ..
I. Keep his word. but only if it suits or pleases him.
2. Lie and cheat if he feels it necessary.
3. Not be likely to kill an unarmed foe. but certainly will knock out, attack or beat up one.
4. Never kill an innocent, although his rash or self-serving actions may
injure or kill bystanders by accident.
5. Usc torture to extract information. but is not likely to do so for pleasure.
6. Seldom kill for pleasure.
7. Not be likely to help someone without some ulterior motive (even if
it’s only to show oft).
S. Rarely work within the law unless it serves his purpose.
9. Constantly break the law to achieve his goals.
I0. Have little respect for authority, the law, or self-discipline.
I I. Not work well within groups: tends to do as he pleases, despite orders to the contrary.
12. Take “dirty” money without hesitation.
13. Possibly betray a friend. Sorry. pal.

Evil Alignments
All evil characters (Aberrant, Miscreant and Diabolic) are not necessarily bent on universal genocide or dominating all other living creatures. Nor are all evil characters sadistic, cruel, ugly or untrustworthy.
Many evil characters may actually seem kind or likeable.
Evil alignments are a step beyond the self-gratification of the selfish
alignments. Evil characters are ruthless individuals who are willing to
say or do anything to achieve their goals. Most commonly, evil characters have goals that either entail making people suffer or cause suffering as a side effect (a side effect the evil character knowingly and
callously disregards). Human life has little meaning to them, and
friends tend to be (but not always) people to use and discard when they
are no longer of value. Evil-aligned characters do not automatically
slay any good-aligned person because of different ethics and philosophy. All the better to use good to achieve their own goals, for the end
always justifies the means.
Note: There is nothing wrong with playing a fictional, evil character, although he may not survive too long if he betrays or harms too
many people, nor is the character likely to be trusted or liked by his
“good” teammates. However, this is role-playing, not reality, so you
can play any type of character you might desire, just continue to play
“in character.”


Aberrant (Evil)

The cliche that there is “no honor among thieves” is false when
dealing with the Aberrant character. This is an individual who is driven
to attain his goals though force, power, and intimidation. Yet the Aberrant character stands apart from the norm with his own personal (and
twisted) code of ethics. He expects loyalty from his minions, punishing
disloyalty and treachery with a swift, merciful death or banishment. An
Aberrant character will always keep his word of honor and uphold any
bargains. He will define his terms and live by them, whether anyone
else likes them or not.
If an anti-hero, he will completely disregard the law and deal out
justice as he deems tit. He will never be cruel or vindictive, and will always be absolutely positive that the person is guilty before he deals out
his brand of justice. However, once he condemns a character, he will
see to it that he is destroyed.
Whether a villain or a corrupt or extreme anti-hero, the Aberrant
character looks upon people without honor or a sense of loyalty as
worthless and disgusting lowlifes.
Do not think of the Aberrant character as a misguided good guy. He
or she will break all laws with impunity, harass victims, destroy property, assault, blackmail, torture and murder. Only their methods and degree of violence may vary.
An Aberrant character will …
I. Always keep his word of honor (at least to those he deems worthy of
2. Lie and cheat to those not 1\0rthy of his respect; good. selfish or evil.
3. May or may not kill an unarmed foe.
4. Never kill an innocent particularly a child, hut may harm. harass or
5. Never torture for pleasure. hut will usc it to extract information and
intimidate others.
6. Never kill for pleasure. will always have a reason.
7 May or may not help someone in need.
8 Rarely attempt to work within the law.
9. Break the law without hesitation.
10. Have no use for the law or bureaucracy, but respects honor. self·
discipline and the ··concept” of laws and order.
II Work with others to attain his goals.
12. Usually take ”dirty” money. although his twisted code of ethics
may prevent him from doing so in some instances.
13. Never betray a friend. Never.


Miscreant (Evil)

This self-serving, unscrupulous character is out only for himself.
Power, glory, wealth, position, and anything that will make his life
more comfortable or pleasurable is his goal. It doesn’t matter who gets
caught in the middle, as long as he comes out smelling like a rose. The
character will lie, cheat, hurt, and kill anyone to attain his personal
If a Miscreant character becomes a vigilante, mercenary, or bounty
hunter. it will be for some personal reason, a vendetta, money, glory or
a love for danger and challenge. This character is a savage misanthrope
out for himself.
A Miscreant character will …
I. Not necessarily keep his word to anyone.
2. Lie and cheat indiscriminately (good, evil, selfish).
3. Kill an unarmed foe as readily as he would a potential threat or competition.
4. Use or harm an innocent.
5. Usc torture for extracting information and pleasure.
6. May kill fur sheer pleasure.
7. Feel no compulsion to help without some sort of tangible reward for
8. Have no deference to the law, but will work within the law if he
9. Blatantly break the law for his own goals and pleasure.
I0. Dislike and distrust authority and the law.
II. Work with others if it will help him attain his personal goals.
12. Take ·’dirty” money, stolen goods, and illegal items (as well as steal
valuables for himself whenever the opportunity arises).
13. Betray a friend if it serves his needs.
14. Ilave no respect or concern fur the lives or welfare of others.


Diabolic (Evil)

This is the category that most megalomaniacs. psychopaths, and violent and despicable characters fall into. This is the cruel, brutal killer
who trusts no one and has no value for any life other than his own. A
Diabolic character will crush anyone who gets in his way. The lowlife
will lie, cheat, con, abuse and kill anyone less powerful than he is. Aberrant characters find these dishonorable people more revolting than a
good-aligned character.
A Diabolic character wi!! …
I. Rarely keep his word, and has no honor.
2. Lie to and cheat anyone.
3. Most certainly attack and kill an unarmed foe.
4. Hurt and kill an innocent without a second thought and for pleasure.
5. Usc torture for pleasure and information, regularly.
6. Kill for sheer pleasure.
7. Be likely to help someone only on a whim (or to set them up for
some evil deed later).
8. Rarely attempt to work within the law.
9. Blatantly break the law and mock authority.
I0. Despise honor, authority and self-discipline. Views them as weaknesses.
II. Not work well within a group; constantly disregarding orders and
vying for power/command.
12. Always take “dirty” money, drugs, stolen goods, etc., as well as
steal from others.
13. Betray a friend without hesitation; after all, you can always find
new friends.
I4. Associate mostly with other evil alignments.

Martin Wolff – Overpowered Warlock Marine

Name: Martin Wolff
R.C.C/O.C.C:    Warlock Marine
Alignment Unsrcupulous
Hit Points S.D.C: 102
Race: Tsubellian Experience:
 Age/Lifespan:  30/2000 Level: 2 Sex:   Male
I.Q.: 15 Skill Bonus: %
M.E.: 24 Sv. Psi: 5 Sv. Ins:
M.A.: 27 Trust/Intimidate: 92% %
P.S.: 31 A.R.:
P.P.: 29
P.E.: 30
P.B.: 16 Charm/Impress: 30% %
Spd (mph)    25 Flying:
PER.: 0
PPE:  81 I.S.P.: 40 Armor A.R.: 40
Primary Form
UWW Martial Arts
#Att. 6 Init. 1
Str. Par. 13
Dod. 13 Dmg. 14
Roll. 3 K.O.
Crit. Flip
Death 5′ 11″
Height: 5′ 11″ Weight: 225 Lbs Age: 30/2000
Physical Description:
Looks like a young hip human in his 40’s with a back pack.
O.C.C. Skills: Base %/lvl # %
Radio: Basic 10% 0 0 0
Language\Literacy: Trade One (+ I 0%) 0 0 0
Computer Operation (+5%) 0 0 0
Detect Ambush (+I 0%) 0 0 0
Detect Concealment (+10%) 0 0 0
Lore: Demon and Monster (+10%) 0 0 0
Pilot: Robots and Power Armor 0 0 0
Pilot: Power Armor Elite 0 0 0
Pilot Tank (+5%) 0 0 0
Weapon Systems (+ 10%) 0 0 0
Read Sensory Equipment (+I 0%) 0 0 0
Boxing 0 0 0
Body Building 0 0 0
Climbing 0 0 0
W.P. Energy Pistol 0 0 0
W.P. Energy Rifle 0 0 0
0 0 0
Basic Math 0 0 0
Computer Operation 0 0 0
Art – Scupltiing 0 0
Lore: Magick 0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
Secondary Skills Base %/lvl # %
 Wrestling 0 0
Gymnastics 0 0
0 0
Space Navigation 0
Cooking 0
Combat Zero G 0
Weapon Proficiences
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Sword
W.P. Paried Weapons
Natural/Special Abilities, Powers:


+4 to save vs magic of any kind, +3 to save vs mind controlling psionics or drugs, + I to save vs poisons and toxins. A side-effect of this is the ability to drink enormous quantities of alcohol without ill effect – Warlock Marines are famous for being able to drink any sapient under a table.
4. Magical Abilities: At first level, Magic Specialists learn the following spells:
Globe of Daylight
See the Invisible
Sense Evil
Detect Concealment
Armor of Ithan
Invisibility: Simple
Magic Net
Level 2 Spell Slot –
At every level after the first, the character is taught one new spell equal to his own level of experience. Most spells taught have military, healing or sensory applications.

Intuitive Combat (I 0)
Machine Ghost ( 12)
Mind Block (4)
Object Read (6)
Sixth Sense (2)
Speed Reading (2)
Telepathy ( 4)
Total Recall (2)
Impervious to Cold (2)

Bin-Manipulation (I 0)
Telekinesis (Super) (I 0+)

Stone Magic

All stone masters possess the following knowledge and abilities
whether they are True Atlanteans or not.
1. Mold stone. A stone master can mold solid granite or any type of
stone/rock with his bare hands as if it were clay. This power does
not transform the rock to clay! Anybody touching a work in progress
will find the substance to be rock hard, even though the sorcerer
molds it like soft clay! This enables stone masters to sculpt weapons
like stone clubs, and make fabulous statues without any apparent
seams or tool marks. Base Sculpting Skill: 25% +5% per level
of experience. Add 15% to characters with a skill in art.
The power to mold stone enables the character to create bricks
and blocks of stone from squashing together pebbles or cutting
them out of boulders (using his hands), as well as smooth out chips
and cracks, add rock to a stone structure, remold statues, and so on.
P.P.E. Cost: 20 per hour. Molding concrete or plaster (artificial
stone) costs twice as much P.P.E. per hour. Asphalt and processed
metals are not considered to be a stone.
Note: A stone master can NOT create stone out of thin air, nor
can he turn clay or any other object into stone. Likewise, he cannot
cause stone to crumble or rupture.
2. Push stone. The character can dig through any form of rock similar
to molding stone. In an inexplicable way, he can push, scoop, and
remove areas of stone to create an indentation or hole in or through
a stone structure. By pushing rock out of the way there is no debris
or evidence of construction. The character can simply push the
rock away like a wall of soft clay. This process can be used to
create a peephole, portal, doorway, or other opening through a
stone wall, make a tunnel through a mountain, and so forth. Much
like molding stone, the process requires physical exertion and activity
by the stone master — an opening does not magically appear
nor does the stone magically disappear. Working quickly, the sorcerer
can push or dig through 500 pounds (225 kg) of rock per
The stone master can use this power to pull or push stone up
from a stone wall or floor to create a solid rock mound or appendage
to block or shut a door behind him. Appendages that jut out from
the floor or wall are easy to break by using force (4D6 S.D.C.).
Pushing a mound or ridge of rock from a stone floor is a strong
impediment, requiring that the door be removed from its hinges
or destroyed to get through. Making a mound from the floor take&
one full melee (15 seconds); an appendage, two melee actions/attacks.
P.P.E. Cost: One P.P.E. per minute. Digging or pushing through
concrete or plaster (artificial stone) costs twice as much P.P.E. per
minute. It is not possible to dig through asphalt or metal.
3. Pick up and carry incredible weights of stone without exhaustion.
The character can pick up and cany massive amounts of
weight in stone, including all varieties of rock, shale, and gems.
Weight equal to 1000 times his P.S. attribute. So a character with
a strength of 9 could pick up and carry 9000 pounds (4050 kg) or
four and a half tons of rock. A character with a P.S. of 24 could
carry 24,000 pounds (10,800 kg) or 12 tons(!), but only of rock.
Other substances, like wood, cloth, steel, plastic, people, or anything
other than rock/stone have the normal weight, encumbrance
and fatigue elements.
P.P.E. Cost: One P.P.E. per minute.
4. Move stone mentally. This power is typically used for transporting
rocks and building. The stone master can pull rocks out of the
ground and/or cause stones to roll along the ground toward him or
to a particular area within 1000 feet (305 m). He can move the
stones to create a design/picture on the ground, a pile, or a wall
of piled rock. Limitations: Earth-bound — rolls along the ground
at a speed of 11 (seven and a half mph/12 km). The character can
move up to 500 pounds (225 kg) per level of experience per minute.
Range and Area of effect: 1000 feet (305 m).
Note: Rolling rocks as an attack is not very efficient. The slow
speed means that a living target can easily move or dodge out of
harm’s way. Furthermore, the target of a rolling rock attack will
see and hear the boulder or pile of rocks rolling toward him well
in advance of the rocks reaching him. Rolling rock attacks are
always -4 to strike.
However, this method of moving rocks can cause a landslide,
under the right conditions. Better yet, a floor or area can be covered
with pebbles or small rocks and then they could be magically made
to roll/move around. This makes the surface of that area difficult
to walk on, like a floor of rolling marbles. Victims of this trick
lose two melee actions/attacks, bonuses to strike, parry and dodger
are -2, and their speed is reduced by half.
P.P.E. Cost: Two P.P.E. per minute.
5. Levitation and telekinesis of stone. The mage can also mentally
levitate rock straight up or down and slowly move them through
the air side to side as if by telekinesis. Levitation and telekinesis
of rock is usually used for building and stacking and moving bricks,
blocks, and materials. The stone mage can levitate or move a rock
platform through the air with somebody riding on top of it, but the
passenger’s weight counts as part of the rock’s total weight and
the rock must be big enough and strong enough to support that
weight. Limitations: Up to 500 pounds (225 kg) per level of
experience per minute can be moved in this manner. The range of
movement up, down or sideways is limited to 30 feet (9 m) per
level of experience.
Note: The rocks move at a ponderous speed of five, about three
and a half miles per hour (5.6 km). So they do not make very good
vehicles or weapons. However, dropping rocks on people can be
an effective attack if they don’t notice a boulder or pile of rocks
floating in the air above their heads. Such attacks also require
excellent timing.
Rock drop attacks: Always — 3 to strike no matter what. Damage:
1D6 S.D.C damage for under 15 Ibs (4.5 kg), 2D6 + 2 S.D.C.
damage for 16 to 50 Ibs (5 kg to 22.6 kg), 4D6 + 6 S.D.C. damage
for 51 to 100 Ibs (27 to 45 kg) and 1D4 x 10+ 10 S.D.C. per each
additional 100 Ibs (45 kg). A rock weighing 200 pounds (90 kg)
will inflict the equivalent of one M.D. point. Add one M.D. point
of damage for each additional 350 pounds (157.5 kg).
P.P.E. Cost: Four P.P.E. per minute.
6. Sense Water. The stone master can sense the location of water
above and belowground, including surface lakes and ponds, underground
streams and rivers, and underground pockets of water,
sewers, and pipelines. The level of accuracy is 35% + 5% per level
of experience. Limitations: Sensing range is one mile (1.6 km)
per level of experience. The mage can sense water underground
as deep as 200 feet (61 m) per level of experience.
P.P.E. Cost: Four per ten minutes.
7. Sense supernatural beings under the earth. Similar to sensing
water, except the mage can sense the presence of supernatural
beings such as ghouls, nymphs, and elementals within the earth,
but not above ground. The level of accuracy is 30% + 5% per level
of experience. Limitations: Sensing range is half a mile (0.8 km)
per level of experience. The mage can sense underground beings
as deep as 200 feet (61 m) per level of experience.
P.P.E. Cost: Four per ten minutes.
8. Locate Secret Passages. The stone master can sense the location
of secret compartments built into stone structures or under the
earth, including pyramids. Base skill is 20% +5% per level of
experience. Not applicable to wood or other types of material.
Range is 5ft (1.5m) per level of experience.
9. P.P.E.: Like all men of magic, the stone master is a living battery
of mystic energy that he can draw on to create magic. Unlike the
other magic O.C.C.s, the stone master can store and draw on vast
amounts of P.P.E. through stone pyramids (explained in the section
entitled, Pyramid Technology). Permanent Base P.P.E. for Atlanteans:
The P.E. attribute times three, plus the usual bonus for
Atlanteans and from magic tattoos. Add 2D6 P.P.E per each additional
level of experience. Of course the mage can draw on energy
from ley lines, nexus points, gem stones and pyramids, but not
from other living beings. P.P.E. Recovery is 10 per hour or 15
through meditation.
Base P.P.E. for Non-Atlantean Stone Masters: The P.E. attribute
times two plus 30 points. Add 2D6 P.P.E per additional level of
experience. Also the mage can draw on energy from ley lines,
nexus points, gem stones and pyramids, but not from other living
beings. P.P.E. Recovery is 5 per hour or 10 if meditating.
Gem Powers-
Another area of stone magic known to the stone masters (Atlantean
or not), is gem magic, which allows the sorcerer to draw upon powers
and abilities from gems, as well as reshape them. “Gems” include most
semiprecious and precious stones, quartz, and crystals but not glass.
Gem Shaping
The character can mentally shape a gem stone as if it had been cut
and polished by a professional, adding facets and accents as desired.
The stone master must be holding the gem and requires several minutes
of concentration to “shape” a gem. Elegant and intricate designs can
be accomplished and are especially desirable for earrings, rings and
necklaces. This power enables the character to cut rough stones into
jewelry quality gems, or to disguise stolen gems, changing their original
appearance. These gems are usually of a superior quality and will often
sell at a higher percentage of the current market value (typically 50%
to 75%).
Note: All cuts and changes are permanent.
Base skill at stonecutting/shaping: 8% for every level of experience.
Drawing on mystic energy can boost the skill percentage. Add a skill
bonus of one percent per each P.P.E. point up to a maximum of 10%.
A failed roll means the stone is ruined and worthless.
Drawing Power from Stones
Stone masters can draw magic and psionic powers from certain precious
and semiprecious stones, particularly crystals. The powers listed
are identical to the psionic or magic spell of the same name.
Requirements: All stones must be free of any serious flaw and must be
cut and polished to have a faceted/crystal appearance. Chips and slivers
cannot be used, only whole stones with a crystal cut. Only one type
of power can be focused and released from a particular gem at a time.
The stones may be made into rings and other types of jewelry.
Limitations: Power can be drawn from small gems three times and large
gems six times. After the third or sixth usage, the gem crumbles and
turns to dust. Even after the first use, the gem will become flawed or
discolored (worth half normal value).
Range: Touch; the user must hold or have the gem on his/her person
and mentally concentrate on using the gem(s). If the power gem is
dropped or lost, that particular power instantly stops, but that usage is
still used up.
Damage and Abilities: Varies with the gem; can activate one gem power
per melee and can combine up to three different powers/gems.
Duration: One minute/four melees per level of experience. All bonuses
and power are temporary. Attribute bonuses from super abilities are
NOT applicable.
P.P.E. cost to activate: 5 P.P.E. to activate worthless stones like salt
and sulfur, 10 P.P.E. to activate a semiprecious gem or crystal like
quartz, agate, or amethyst, and 20 P.P.E. to activate a precious gem
stone like a zircon, aquamarine, ruby, or emerald.
Penalty: Remaining focused on the use of the power gem(s) means the
user is — 2 on initiative and dodging.
Note: Only the stone master can use the magic from the stones, it cannot
be transferred or given to others.
Index of the Powers Available from Stones:
Bio-Manipulation — Star Sapphire
Cloud of Smoke — Sulfur Crystals
Cure Illness — Rose Quartz
Detect Concealment — Amber
Detect Psionics — Amethyst
Empathy — Garnet
Empathic Transfer — Most Sapphires
Energy Disruption — Ruby Quartz
Escape — Clear Zircon
Eyes of the Wolf — Alexandrite
Fire Ball — Red Ruby
Fire Bolt — Red Zircon
Float in Air — Clear Zircon
Fools Gold — Yellow or Brown Zircon
Fly as the Eagle — Diamond
Globe of Daylight — Clear Quartz
Heal Wounds — Agate
Impervious to Fire — Smoky Quartz
Impervious to Energy — Red Zircon
Invisibility (Superior) — Emerald
Invulnerability — Diamond
Mask of Deceit — Yellow or Brown Zircon
Mind Block — Black Tourmaline
Negate Poison — Topaz
P.P.E. Battery — Diamond & Emerald
Protection From Faeries — Salt Crystals
Shadow Meld — Black Sapphire
Swim as a Fish — Aquamarine
Wisps of Confusion — Blue Ruby
The Powers of the Stones
Agate (red-orange): Heal Wounds (same as the spell; see Rifts,
page 175). Average cost: 3D4x 10 credits per small stone (double for
large stones).
Amber: Detect Concealment (same as the spell; see Rifts, page 169).
Average cost: 2D6 x 100 credits per small stone (triple for large stones).
Alexandrite: Eyes of the Wolf (same as the spell; see Rifts, page
180). Average cost: 1D6 x 1000 credits per small stone (triple for large
Amethyst crystal: Any of the following psionic powers can be drawn
from this crystal: detect psionics, hypnotic suggestion, and meditation.
Average cost: 2D4 x 100 credits per small stone (triple for large stones).
Aquamarine: Swim as the Fish: Superior (same as the spell; see
Rifts, page 175). Average cost: 1D4X1000 credits per small stone
(triple for large stones).
Diamond: Invulnerability or Fly as the Eagle (same as the spells;
see Rifts, page 178 and 175). Average cost for a small, nicely cut
diamond: lD6x 1000 credits. Large diamonds cost 15,000 credits per
carat. The diamond must be at least one carat to use the power of
invulnerability (counts as a large gem).
Diamonds and emeralds can also be used to store P.P.E. energy.
The gem must be at least one carat and can hold as much as 25 P.P.E.
points. To charge the gem with energy, the mage must meditate at a
ley line nexus or stone pyramid and channel some of its energy into
the gem. The entire process takes about 10 minutes. Gems used as
P.P.E. storage batteries can be used only as a battery (cannot be drawn
upon for magic powers). The energy can be drawn on at any time by
the stone master as long as it is in his possession. The gem can be
charged up to six times before crumbling.
Emerald (green): Invisibility: Superior (same as the spell; see Rifts,
page 178). Average cost for a small, nicely cut emerald: lD6x 1000
credits. Large emeralds cost 16,000 credits per carat.
Garnet: Empathy (same as the psionic power). Average cost for a
small, nicely cut garnet: 4D4x 100 credits. Large garnets cost 1,000
credits per carat.
Quartz (clear): Globe of Daylight (same as the spell; see Rifts page
168). Average cost: 3D4x 10 credits per small stone (triple for large
Quartz (rose): Cure Illness (same as the spell; see Rifts, page 176).
Average cost: 5D6 x 10 credits per small stone (quadruple for large
Quartz (ruby): Energy Disruption (same as the spell; see Rifts, page
174) Average cost: 6D6 x 10 credits per small stone (quadruple for
large stones).
Quartz (smoky): Impervious to Fire (same as the spell; see Rifts,
page 171). Average cost: 5D6X 10 credits per small stone (triple for
large stones).
Ruby (deep red): Fire Ball (same as the spell; see Rifts, page 176).
Average cost for a small, nicely cut ruby: 1D6X 1000 credits. Large
rubies cost 19,000 credits per carat.
Ruby (blue): Wisps of Confusion (same as the spell; see Rifts, page
182). Average cost for a small, nicely cut ruby: 1D6X 1000 credits.
Large rubies cost 18,000 credits per carat.
Sapphire (black): Shadow Meld (same as the spell; see Rifts, page
173). Average cost for a small, nicely cut saphire: 2D4 X 1000 credits.
Large saphire cost 20,000 credits per carat.
Star Sapphire: Bio-manipulation (same as the super psionic power).
Average cost for a small, nicely cut star sapphire: 2D4 X 1000 credits.
Large star sapphires cost 20,000 credits per carat.
Sapphire (most other colors): Empathic Transfer (same as the super
psionic power). Average cost for a small, nicely cut sapphire:
1D6 x 1000 credits. Large sapphires cost 16,000 credits per carat.
Salt Crystals (off-white color): Protection from Faeries, + 2 to save
vs faerie magic and the faerie will not come closer than six feet (1.8
m) to the protected character.
Sulfur Crystals (yellow in color): Cloud of Smoke (same as the
spell; see Rifts, page 168). Average cost for a small crystal: 2D4 x 10
credits (triple for large crystals).
Topaz (yellow or brown): Negate Poison (same as the spell; see
Rifts, page 171). Average cost for a small crystal: lD4x 100 credits
(triple for large crystals).
Tourmaline (black): Mind Block (same as the psionic power). Average
cost: 2D6 x 10 credits per small stone (double for large stones).
Zircon (clear): Float in Air or Escape (same as the spells; see Rifts,
page 170 and 175). Average cost for a small, nicely cut zircon:
4D6x 100 credits. Large zircon costs 3500 credits per carat.
Zircon (red): Impervious to Energy or shoot Fire Bolt (same as the
spells; see Rifts, page 171 and 173). Average cost for a small, nicely
cut zircon: 3D4 x 100 credits. Large zircon costs 2000 credits per carat.
Zircon (yellow, brown or gold): Fool’s Gold or Mask of Deceit
(same as the spells; see Rifts, page 172 and 176). Average cost for a
small, nicely cut zircon: 4D4X100 credits. Large zircon costs 300
credits per carat.
Note about precious gems: Precious gem stones tend to cost much
more in the world of Rifts than in our modern Earth, because they are
far less accessible. Gems are typically found only in certain places in
the world and may be very difficult to acquire. Rubies and sapphires
of all kinds are especially rare in North and South America and Europe.
The are found primarily in Burma, Thailand and Sri Lanka (they are
typically 40% less expensive at those geographic locations). Emeralds
are found mainly in Colombia (South America), Egypt, and South
Africa, Aquamarine is found in Brazil, Colombia, Siberia, and the
Urals (Russia). Diamonds are most abundant in South Africa. Brazil,
Venezuela, and found to a lesser degree in all of Africa and parts of
Colombia, Mongolia, Siberia and the Urals (Russia). Synthetic diamonds
and synthetic zircon (man-made) do not work for magic.


Pyramid Technology
Stone magic is a very specific type of magic that does not involve
spellcasting. Instead, all the sorcerer’s powers and abilities are derived
from rock and gem stones. The manipulation of the stones instills the
sorcerer with great power. Placing those stones into the shape of a giant
pyramid instills the sorcerer with even greater power and control.
One of the central elements of stone magic is the power of the stone
pyramid. For reasons unknown to even the stone masters, the pyramids
provide human beings and the stone masters in particular, with increased
magic power and control over potential psychic energy (P.P.E.), magic,
ley lines and rifts. Using a stone pyramid, the sorcerer can increase his
powers, eliminate ley line storms, control the weather, teleport, and
open rifts.
The True Atlanteans and the Splugorth use stone pyramids as a means
to erect entire cities using magic. After a large portion of the city has
been built, the pyramid typically becomes a critical place within the
city and is used for healing, science, magic, and dimensional travel.
One minor pyramid can be placed on the same ley line every five miles.
Placing more pyramids on the same line does nothing to increase or
control the ley line energy and these late additions have NO mystic
Only one pyramid can be placed on a ley line nexus. These are the
most powerful and coveted locations for a stone pyramid. ALL the
major Splugorthian cities are built around a gigantic pyramid on top of
a nexus.
The Powers of Stone Pyramids
Note: A pyramid built out of any other material has no special properties.
1. Slow aging process. Sleeping overnight inside a stone pyramid
removes stress and fatigue, renewing the body of any creature
within its confines. True Atlanteans are physically rejuvenated to
such a degree that they remain youthful in appearance, and they
actually increase their life span; add one year for every 365 days
of sleep in a pyramid located at a nexus, or every 730 days in a
pyramid located on a ley line.
P.P.E. Cost: Negligible — effectively none.
2. Healing. Laying or resting inside a stone pyramid for 24 hours
will completely remove stress and fatigue and increases healing.
Stone masters heal three times faster than normal and P.P.E. is
restored at twice the normal rate. True Atlanteans, humans, ogres
and dragons will heal twice as fast and P.P.E. recovery is 20 point
per half hour.
Other races will heal at one and a half times faster than usual.
P.P.E. recovery is the same as being at a ley line or nexus.
Increased healing occurs at stone pyramids located on ley lines
and nexuses.
P.P.E. Cost: Negligible — effectively none.
3. Stasis sleep. The stone master can place himself into a state of
suspended animation that can last days, years or decades. All the
mage must do is go inside the pyramid, relax and meditate, focusing
on the amount of time he wishes to remain in stasis. During stasis,
the character ages one week for every ten years, requires no food
or water, is unaffected by changes in temperature, and is completely
healed of any wounds or minor illness.
The character will be woken from stasis if he or the pyramid is
attacked. There is no means of protection like a force field. Special
arrangements must be made to have some sort of guardian. Note:
If the stone master was one of the pyramid’s builders, he will have
his own, personal, secret chamber. These chambers are typically
the size of a large bedroom or den and are always — 20% to be
Stasis sleep is possible at all stone pyramids whether it is located
on a ley line or a nexus.
P.P.E. Cost: Negligible — effectively none.
4. The focus and control of available P.P.E. The stone pyramids
might be thought of as mystic dams used to harness, control, and
direct ley line energy. This means that the energy and bonuses of
increased power normally available from untapped ley lines is not
available from ley lines or nexuses with a pyramid on them. These
normal bonuses are available only when actually on or inside the
controlling pyramid. Only the stone masters enjoy super increased
abilities and even they cannot tap that energy unless they actually
stand on or inside the pyramid.
To free a ley line or nexus of the pyramid’s control, it must be
destroyed! Unfortunately, all stone pyramids are mega-damage
structures. Even a small pyramid is typically the equivalent to a
five to ten story building (never any smaller).
Small pyramid (100 to 200 feet tall): 2D4x 1000 M.D.C.
Medium (300 to 500 feet tall): 1D4X 10,000
Large (600 to 1000 feet tall): 2D6x 10,000
Huge (1100 feet/335 m or taller): 2D4X 100,000
5. Harmonious affect on ley line storms & random rifts. The construction
of a stone pyramid directly on a ley line nexus enables
the builder to control that nexus and has a calming affect on the
connecting ley lines. This calming affect reduces the number of
ley line storms by 70% and virtually eliminates the possibilities of
a rift randomly appearing (1% chance of an annual occurrence
along a ley line or 4% at a ley line nexus).
When a ley line storm does occur, the stone master can change
its direction and has a 5% chance per level of experience of stopping
it within 1D4 minutes.
The stone master can also close a dimensional rift that has randomly
opened within 2D4 melees (30 to 120 seconds), but must
expend 500 P.P.E. to do so!
6. Increases the power of stone magic. Stone masters inside or on
a stone pyramid at a nexus enjoy a dramatic increase in power.
Traditionally the increased power was used by True Atlanteans for
constructing other buildings and entire cities around the pyramid,
and controlling the weather and random rifting.
At nexus: Quadruples the duration, range, area of influence,
amount of stone/weight one can affect, damage, and power of stone
magic and triples the powers and effects drawn from gems/crystals.
A stone pyramid built on a ley line, but not at a nexus will triple
the power of stone magic and double powers drawn from gems
and crystals.
Note: Other practitioners of magic do not enjoy the usual increase
of power and the additional availability of P.P.E. as they normally
would at a ley line or nexus, unless they are actually on or inside
the pyramid.
7. Storage of Potential Psychic Energy (P.P.E.). All stone pyramids
are constantly using P.P.E. energy to maintain a constant flow of
energy used for other magic affects as previously listed. Even so,
the pyramid becomes charged with a reservoir of energy. The
amount of P.P.E. has a natural ebb and flow so that there is never
a consistent amount of energy.
The range of available P.P.E. at any six hour interval is
5D6 x 100 (that’s 500 to 3000 points) from pyramids located on a
ley line nexus. 2D4 x 100 from stone pyramids located on a ley
line, but away from a nexus.
When the energy reserve is depleted, six hours is required for
the stone pyramid to renew itself with P.P.E. (roll the dice previously
indicated). However, none of that new energy is available
until the full six hours have passed.
Depletion of the reserve will not negate or lessen the basic effects
(numbers 1-6) of stone pyramids. Insufficient P.P.E. may make
teleportation or rifting impossible.
8. Create and control a ley line storm. The stone master can discharge
ALL the pyramid’s energy reserve to instantly create a ley
line storm. The mage can then control and direct the storm’s movement
(limited to traveling along connecting ley lines) and all of
the storm’s effects/powers/damage (can turn them on and off, select
specific effects, and direct energy blasts at specific targets/individuals
or area).
The storm will last one minute for every 100 P.P.E. points spent
to create it. The storm’s creator can stop it at any one place or
make it disappear at any time. If the creator is killed or knocked
unconscious, the storm runs wild for the maximum possible duration
plus 2D4 minutes.
P.P.E. Cost (drawn from the pyramid’s reserves): All!
9. Control the weather around the pyramid. The stone master can
use the power of the ley lines to influence the local weather.
Traditionally this was done to protect and help the cities and communities
around the pyramid by creating rain for crops and water
during droughts, preventing damaging storms, and for general protection.
Weather controlling abilities are identical to the following
spells, except the range, area of affect and duration are increased
by four times.
Spells include: Calm storm, summon fog, summon rain, and extinguish
P.P.E. Cost (drawn from the pyramid’s reserves): 200 to simultaneously
use and all the spells.
10. Pyramid communication. A True Atlantean or stone master can
magically communicate with people at other pyramids. A holographic-like
image will appear to a specific individual or to everybody
present if a general call/message is sent. The person making
the transmission can see and hear the person at the other pyramid
if the message sent to a specific person. The lines of communication
can remain open for five minutes per every 50 P.P.E. expended.
There is no range limit other than being on the same
planet. A two-way transmission between dimensions is also possible,
but at a cost of 100 P.P.E. per every two minutes.
The character making a transmission to another pyramid can
also leave a recorded message. The message plays the moment
the intended recipient arrives at the pyramid (messages will be
stored for 100 years or until received by the intended person,
whichever comes first). P.P.E. cost is 100 points per five minutes
or 200 points for two minutes when sending to another dimension.
P.P.E. Cost (drawn from the pyramid’s reserves): Varies as described
11. Teleportation via pyramids. Stone pyramids built on ley lines
or on nexus junctions are connected by an invisible grid of magic
energy. This means an individual can teleport from one pyramid
to another on the same grid. The only requirements are that the
pyramid be in the same dimension, on the same planet, and the
person teleporting must know the location of the other pyramid.
The process, takes about three seconds regardless of distance. To
travel to a different dimension, a rift must be opened, which is
also possible with a stone pyramid.
All True Atlanteans know how to teleport using stone pyramids.
The teleportation process is so exact that the individual can teleport
himself, even if standing in a crowd, or take as many as two
dozen people, or 50 tons, along with him.
Teleportation can be conducted inside or outside of a pyramid.
There is no particular chamber or location required to perform a
teleport, as long as the teleporter is standing completely on or
inside the pyramid. Standing at the base of a stone pyramid is
not sufficient.
P.P.E. Cost (drawn from the pyramid’s reserves): 100
12. Dimensional teleportation via pyramids. The concept is identical
to the conventional teleport described in number eleven, except
on a dimensional scale. The same type of mystic grid connects
all the nexus pyramids in other-dimensions. If the character knows
the location of one of these other dimensional pyramids he can
momentarily open a dimensional rift and teleport from one dimensional
plane to another. Typically, a character can find any dimension
he has visited or knows about and which has a stone pyramid
located at a ley line nexus.
An experienced stone master can open the rift, instantly link
up to all the available pyramids, and mentally sense and scan/
search the dimensions for pyramids connected to a desired dimension
without having ever been to the dimension or having any
prior knowledge about it. The searching process takes about 60
The opening of a dimensional rift to another pyramid takes 30
seconds (two melee rounds). Once opened, the character simply
steps through and the dimensional doorway instantly closes. This
is a very safe way to travel the dimensions, because there is no
risk of opening the rift to the wrong dimension or letting some
undesirable monster into or out of the world you are leaving.
Why? Because the pyramids are linked on a cosmic grid of ley
line energy. The activation of the dimensional rift instantly activates
that link to stone pyramids in other dimensions and makes
them available to D-travelers.
All True Atlanteans understand dimensional teleportation using
stone pyramids. The big difference is that to dimensional teleport,
the person must enter into the rift. Vehicles and multiple individuals
can enter if the rift is held open longer than a few seconds.
The average True Atlantean can hold the portal open for a
maximum of 15 seconds (one melee round), but a stone master
of any race can hold the portal open for 15 seconds per level of
Dimensional teleportation can be conducted inside or outside
of a pyramid, but only at the very top of the structure (usually
an open platform outside).
P.P.E. Cost (drawn from the pyramid’s reserves): 500 each time
a rift is opened regardless of how long it is held open; seconds
or minutes.
13. Dimensional portal/rift. This is your classic dimensional rift, a
two-way door to another dimension that is NOT linked to any
pyramids. The portal can be opened to a specific world or random
dimension. All the usual dangers and difficulties of creating a rift
The rift will remain open for 60 seconds per level of the portal
opener. However, there is a 1-40% chance that the doorway will
get stuck, staying open for 3D4 minutes longer than the character
desires. There is also a 1-53% chance that a being from another
dimension may usurp control of the dimensional portal if the
portal connects to the beings home dimension or plane of existence.
This is especially true of powerful alien intelligence(s) like the
Splugorth, vampires, and so-called demons and gods. Having a
rift usurped means that the character who originally opened the
portal has completely lost all control over it. The alien intelligence
who dominates that world controls the portal and can instantly
close it, or keep it open and/or send its minions into the rift and
into the world connected by the portal.
Note: All conventional rifts can only connect two worlds at a
time. Multi-dimensional rifts connecting three or more worlds
simultaneously are not possible. The few attempts to link several
worlds by using one rift have been unique experiments and have
always resulted in disaster (see Ancient Atlantis).
P.P.E. Cost (drawn from the pyramid’s reserves): 1000 each tune
a rift is opened regardless of how long it is held open; seconds
or minutes. Creating a dimensional portal is not possible at
pyramids located on ley lines unless at peak power level (800
P.P.E.) and even then the mage will be required to use his own
energy and possibly additional P.P.E. to get the 1000 P.P.E.
points necessary to create the rift.
Note Number Two: Stone masters cannot summon specific
beings to them, like the Shifter can

Elgarion – Druid Dungeon World


Stat Bonus Assign one value/bonus to each stat:

17 (+2), 15 (+1), 13 (+1), 121 (+0), 9 (+0), 8 (-1)

STR 1 15
DEX 0 12
CON 1 13
INT 0 9
WIS 2 17
CHA -1 8

5th son of a magically endowed elven clan that lives in the heart of the ancient Forest, The forest of Elder Trees, Tarrak. Upon his birth and seen the mark his parents knew their child would be shaman chosen by the trees. Something was confusing to his wise mother however, as Fledriella gazed upon her babe she saw the second sign. This child with the mark of the Plains would leave the clan to the human lands to the south and act as their guardian, like one of their heroes of legend of Meldor.

Expected to fill up such big shoes, initially he turned away from any sort of responsibility in his clan, by the time he was an adult he knew that he could not Escape his future the call of the Plains was too great and by the time he was a teenager had already ventured out too far as a large bird, and returned days later changed from what he had seen.

It would indeed be in the eastern forest probably remote where I originate from, Tarrak would be a small almost backwater place full of ancient magick and rites of the land. The force in which the spirits asserted themselves within me caused me to schism from the group, I was a Guardian of the entire forest, and the plains, but at this stage in my journey merely the guardian of the trails into the forest from the town of Ke’Len a human settlement. I’m trying to be stronger so that eventually I can help against large scale abominations and evil spirits that would debase the land.


Chosen – Elgarion


Wise Eyes,

Messy Hair,

Practical Leathers


HP: 19

Your base damage is d6.



Eliminate an unnatural menace.


Your load is 6+Str. You carry some token of your land, describe it.

A small ring with strange sigils burned into the metal. The ring identifies me as 8th son of a noble house. Meaningless

Except that it was a gift from my family.

Load: 7


  • Hide armor (1 armor, 1 weight)
  • Staff (close, two-handed, 1 weight)
  • Adventuring gear (5 uses, 1 weight)

Level: 2

XP: 0


Fill in the name of one of your companions in at least one:

The spirits spoke to me of a great danger that follows Amos’s Character.

I have showed the local cleric a secret rite of the Land.

The Halfling Druid has tasted my blood and I theirs. We are bound by it.



Dislikes those who rely on intellect.

Instinctual – Dumb

Abrasive – Animalistic


Starting Moves

Choose a race and gain the corresponding move:


The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.


You start with these moves:

Born of the Soil

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.

  • The Great Forests – Elves Nat Ability
  • The Whispering Plains – Druid Attunement

Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.


By Nature Sustained

You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue

The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.


When you call upon the spirits to change your shape, roll+Wis.

On a 10+ hold 3.

On a 7–9 hold 2.

On a miss hold 1 in addition to whatever the GM says.

You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence

When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.


When you deal damage, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP.


Flariella’s Account to a human wildling about her Druid child.


The Druid Rites as my people know them involve communion with an animal spirit, and to live in harmony with the world. It means understanding life, and death and the role of the ‘civilized’ those who do not heed the natural instincts that drive us. We eat from the wild, not the herded animal. We respect their life and struggle and sing songs to them.


Our homes are the trees that we mold and grow to our needs, but yet they live with us, as well as the food we eat and the meat we consume are all as animals should live, we run with the wolves and graze with beasts and we store just like the plains people. But our home is the forest. The magic sustains us.


It’s a magic bestowed; worked and prayed for; nothing trivial. A Child with the mastery of El was a threat to some, and a great inspiring omen to others. Elgarion took to the skies often and often returned days later unscathed. Imagine the horror of a 5 year old transforming into a  baby owl. I cried for days. When he finally returned he was carrying a dead mouse and told me it fell but he was crying too. I never saw him eat after that. By the time he was a teenager he would just stare at me and Gorrin with his eyes..


I think he’s been blessed with power, though.. Have you seen the transformations? The soft blue light when he changes. How fast he can assume a form??

I know, I know. A mother’s pride. I know he’s not invincible though, I’ve seen him returned half dead with claw marks all over his body, though. ((She sighs and looks away))



i was editing it sorry didn’t mean to post it yet. whatev’s close enough



North Native American Sky God
One of the first deities to be called into existence by QUAOAR, he helped to create the Universe and now looks after all space and sky-related matters and is the patron of all things that fly. He was recently reborn (recent in God time) and is constantly working to keep his people together. Many hardships they endured but still his people seek a refuge. He recalls the creation of the universe but nothing of his previous lives.
Lord of the Jetstream. is partner is CHEHOOIT, the Earth Mother. He has a special kin for dragons and usually can’t stand most Gods. He rules over a Sky realm of sky cities and fortresses and is known to have a power to negate gravity.

Real Name: Weywot Quick Mind the First of Creation the Reborn
Alignment: Unscrupulous
M.D.C.: 25,000 (5,000 On Rifts) (65,000 is his normal strength due to his origins he doesn’t need worshippers, but he does need to shed all of them get to full strength)
S.D.C./Hit Points (for non-M.D.C. worlds): 4,000 S.D.C. and 900
hit points.
Size: In humanoid form he stands 6 feet (1.8 m), otherwise, Weywot is up to 60 feet, and can take the form of a Giant eagle.
Weight: 200 Ibs (90 kg) in human form and 25 tons in monstrous form.

Species: A god/elemental hybrid.

Attributes: I.Q. 31, M.E. 29, M.A. 19, P.S. 40 (supernatural), P.P.
30, P.E. 30, P.B. 18(4), Spd 88 on the ground or air.

Disposition: Always vaguely distracted; it could be said that he has
his head in the clouds. He is often seen doing shamanistic rites and assisting his people.
He’s a young and active God recently reborn.
Horror Factor: 10 in human form, 18 in Eagle form.

Experience Level: 15th level Air Warlock, 15th level ley line walker, 15th Level Cloud Mage, 12th
level mind melter.

Natural Abilities: Keen hawk-like vision allowing him to see up to
two miles (3.2 km) away.
Nightvision 2000 feet (61 m),
see the invisible,
turn invisible at will,
knows all languages,
teleport 96%,
dimensional teleport 96%, impervious to disease, heat and cold.
Flight, Weywot does not need to eat, or breathe.
ness), can see in all spectrums of light, see creatures from the fourth
dimension, recognize/see through magic illusions, see the invisible,
s, bio-regeneration 1D4 X 100
M.D.C. per minute, invulnerable to electricity (does no damage),
resistant to energy (half damage),
healing touch restores 4D6 hit points/S.D.C. or M.D.C.
Special: Weather control: Can create storms as per the spell, equal
to a 20th level spell caster, six times per 24 hour period at no P.P.E.
cost! He can also summon lightning six times per day at no P.P.E.
cost (inflict 1D6 to 1D6X 10 M.D., his choice; range 2000 ft/610
m). Likewise, he can change the direction of the wind at will and
can “feel” wind changes, temperature changes and approaching weather systems.
Weywot always knows his exact location and can never get lost.
Special: Summon Lesser Air Elements: The sky god can summon
1D6 lesser air elementals at will to do his bidding. He can also see
and speak to all air elementals. Also see minions.
Special Ability: Sky Hammer and Sky Arrow – Like the Cloud magick spell except this costs the God nothing and does 3d6*10 damage double to supernatural, CoM and demons
Mystic Knowledge: All Invocations Level 1-15, Spells of Legend and Space Magick, All Elemental Air magick.
All Cloud Magick, Several Learned spells, can read all Magickal wards and Runes.
P.P.E 2500
I.S.P. 750
Eagle Flight – Can Fly at 400Mph As an eagle – Terryfying!
Special: Summon Air Elements: Weywot can summon 1D4 greater
air elementals and/or 4D6 lesser air elementals to do his bidding.
He can also see and speak to all air elementals.
Skills of Note: Generally not applicable — primordial force of nature.
Magically knows all languages, all lore, and any skill he finds
interesting or useful at the time; all at 90% proficiency.
Combat Skills: Natural Abilities.
Number of Attacks: Eight
Bonuses: + 8 on initiative and cannot be attacked from behind or by
surprise, +8 to strike, +12 to parry and dodge,+4 to pull punch, -1-4 to roll with impact or fall, -I-12 to
save vs horror factor, + 8 to save vs magic, + 6 to save vs psionics..
P.P.E. 2100
I.S.P. 750

Wetwot’s Eagles
Two eagles, frequently seen perched on Wetwot’s shoulders whenever
he’s in Rifts, are his mystic familiars. These intelligent supernatural
creatures can travel throughout the Megaverse, spying or scouting for
their master. They are very useful in observing areas that Wetwot’s magic cannot see and when he is away from Skymoon. Wetwot may also send the eagles to help or give advice to heroes and priests. The eagles rarely talk to strangers (although they could), but will guide travelers
out of harm’s way and give signs that represent their master’s wishes.
Beware, sometimes the eagles will lead characters who have angered
Wetwot to their doom. The stats for both eagles are identical.
Alignment: Aberrant
Attributes: I.Q. 15, M.E. 18, M.A. 18, P.S. 10, P.P. 20, P.E. 20,
P.B. 12, Spd 88 flying (60 mph/96 km).
M.D.C.: 75 (80 S.D.C. and 20 hit points in non-M.D.C. worlds) If
destroyed, Wetwot will recreate them. The new eagle will not know what
the previous one saw/experienced.
Natural Abilities: Nightvision 90 ft (27.4 m; can see in total darkness),
keen hawk-like vision (two mile/3.2 km range), takes half damage
from fire attacks, bio-regeneration lD4x 10 M.D.C. every hour.
Bonuses: + 2 on initiative, + 3 to strike and parry, -I- 5 to dodge, + 6
to save vs horror factor, + 6 to save vs magic, + 8 to save vs psionics.
Number of Attacks: Four: claws and beak/bite/peck does 1D4 M.D.,
while a flying body slam does 2D6 S.D.C. (no mega-damage, and
counts as two melee attacks).

9 APM +16 Strike Total
W.P. Archery. An expertise with bow weapons of all kinds. The
character can use all manner of bows and arrows. including short bows,
long bows. all types of modern compound bows, harpoon guns and
crossbow pistols. and repeating. light and heavy crossbows: Bonuses:
+I to strike at levels I, 2. 4, 6. S. I 0. 12 and 14. +I to parry with a bow
weapon (effective at level one). and +I to disarm at levels 2. 5. I 0 and
15. Rate of Fire: Two shots per melee round at level one and an extra
shot per melee round is added at levels 2. 4. 5. 8, I 0. 12 and 14. Range:
See list below, and a trained archer may try a shot at 50% greater distance
but does so without benefit of any bonus to strike or disarm.
Note: The character loses all bonuses and reduce the rate of fire by half
when running and shooting, tlying. riding on horseback or when shooting
from a moving vehicle or while otherwise unbalanced.
Average Ranges & S.D.C. Damage per Arrow:
Short Bow- 340 feet (I 04 m)- I D6 damage.
Long Bow- 640 feet ( 195 m)- 2D6 damage.
Compound Bow- 700 feet (213 m) – 2D6+ I damage.
Harpoon Gun- 120 feet (36.5 m)- I D I 0 damage.
Light Crossbow- 340 feet (I 04 m)- 2D4 damage.
Heavy Crossbow (large)- 600 feet (182m)- 2D8 damage.
Pistol Crossbow (small)- 120 feet (36.5 m)- I D6 damage.

W.P. Targeting. Expertise with thrown and projectile weapons (but
not bows and arrows, crossbows, or guns), such as the sling. slingshot,
boomerangs. shurikens, throwing knives, throwing sticks, axes (small)
and spears, even siege weapons. Bonuses: +I to strike at levels I, 3. 7
and I 0. Characters who select both W.P. Targeting and another W.P.
for a missile weapon (but not thrown swords, large axes, staves, etc.)
get the usual bonuses for that W.P .. plus the bonus from W.P. Targeting.
Can also throw two small items, like knives, shurikens or
throwing sticks. simultaneously at the same target. Requires: Any one
W.P. for a missile weapon such as a spear. Note: The character loses
all bonuses and the rate of fire is halL when running and shooting or
throwing. flying. when riding on horseback or from a moving vehicle,
or otherwise unbalanced.
Typical Effective Range & Damage per Weapon Type:
Bolas: 30 feet (9 m) · 204 damage.
Blowgun: 30 feet (9 m) -· I D4 damage.
Boomerangs 60 feet ( I X m) – I [)6 damage.
Bnck or Stone. thrown: 50 feet ( 15.2 m) – I D6 damage.
Dan· JO feet (9 m) I D4 damage.
Hand Cirenadc: 100 feet (30.5 m)- damage varies.
Javelin. 300 fed (915 m)- 1[)6 damage.
Net: 30 feet (9 m) No damage.
Sling or Slingshot: XO feet (24m)- I 06 damage.
Spear. thrown: I 00 feet (30.5 m)- I 06 or 206 damage.
Throwing Knives & Shurikens- 60 feet ( 18.3 m)- I D6 damage.
Throwing Sticks: 40 feet ( 12.2 m)- I D6 damage.
Throwing Axes: 40 feet ( 12.2 m)- 2D4 damage.
Trident: 50 feet ( 15.2 m)- 2D8 damage.
Note: Increase the effective throwing range by 30% for characters
with Augmented (Bionic/Juicer/Crazy) P.S., 50% for Robotic P.S. and
triple the range for Supernatural Strength (quadruple range if Supernatural
P.S. is 31 or greater).
Spears. javelins, shurikens, throwing knives/irons, throwing sticks,
and throwing axes can be thrown by anybody without penalty at the
typical effective range listed above.
Throwing Awkward Items: Swords, large axes, hammers, clubs,
maces. pole arms and most other handheld weapons as well as articles
like frying pans, shovels. toasters, large bricks. furniture, etc., are not
designed to be thrown. Consequently, the average throwing range is a
mere 20 feet (6 m) and the character is -I to strike. An attacker can try
to throw such weapons farther, but is -3 to strike for every additional I 0
feet (3 m) beyond 20 (6 m). Note: Characters with Augmented/Bionic,
Robotic or Supernatural P.S. can throw their weight limit (below) the
distance their P. S. allows. but they too are -I to strike tossing the ungainly
object at one third the maximum possible distance, -3 to strike at
half that distance, and -6 to strike farther than half.
Heavy Items and Distances: Half the character’s maximum carrying
weight could be thrown one foot (0.3 m) per every point of human P.S.
For example, a character with a P.S. 9 could throw 45 pounds (20 kg)
nine feet (2.7 m), a P.S. of 15 could throw 75 lbs (34 kg) 15 feet (4.6
m), or a P.S. 32 could throw 320 pounds ( 144 kg) a distance of 32 feet
(9.7 m). The penalties above apply.
Double the range (2 feet/0.6 m per P.S. point) for Augmented/Bionic
P.S, and triple the range (3 feet/0.9 m per P.S. point) for Robotic P.S.;
the penalties above apply (see Note).
Supernatural P.S. of 17 or higher can throw half their maximum
carrying weight (P.S. number x25) five feet ( 1.5 m) per P.S. point, so a
Supernatural P.S. of 24 can carry 1200 lbs (540 kg) and throw half as
much 120 feet (36.6 m, but only 40 feet/12.2 m with a minimal penalty
of -I to strike). Supernatural P. S. of 16 or less is the same as Robotic
P.S. The penalties noted above apply.
No P.S. Damage Bonus: The damage bonus for Strength does NOT
apply to arrows fired from a bow, or from a thrown weapon unless the
O.C.C. description specifically says that it does. There are a few very
special O.C.C.s that get the damage bonus for arrows and thrown weapons,
but normally the damage bonus is only for melee combat.
Aimed Attack/Called Shot: A thrown weapon is considered a
ranged attack. however, the P.P. attribute bonus to strike does apply,
and you can do an Aimed or Called Shot (aimed at a specitic target,
weapon, hand, rope, etc.) with thrown weapons. A thrown weapon can
also be used to disarm via an Aimed or Called Shot/toss; bonuses to
disarm via Hand to Hand Combat apply.
A Natural 19 or 20 Does Double Damage: An unmodified die roll to
strike before bonuses are added is a Critical Strike with a thrown
weapon when a Natural 19 or 20 is rolled. and docs double damage. If
the attack was an Aimed/Called Shot to disarm. the attack is an automatic
success. The only way for this attack to be parried or dodged by
an opponent is for the defender to match or better the roll with his own
Natural, unmodified. die roll.
Attacks per Melee Round: Unless stated otherwise. each thrown
item counts as one melee attack/action. Thus. if a character normally
has four hand to hand attacks per melee. they can throw four knives or
darts per melee round. Some exotic weapons may require a spinning
action or time to throw that takes up two or more melee attacks.

Warlock Marine Magic Specialist O.C.C.

Warlock Marine Magic Specialist O.C.C.


Marine candidates who have passed the grueling admission tests to the Corps are routinely tested for magical talent. The few who test positive are assigned to the Magic Division, a special branch of the Corps that uses magicians in combat. These marines are trained in both combat techniques and magic, and are able to combine them both with devastating effects. Since they have to divide their time pursuing both careers, however, Magic Specialists are not as competent in either field as a dedicated soldier or magician would be. Still, a power-armor marine that can use spells remains a dangerous and terrifying threat. The techno-wizard Warlock Armor allows the wearer to cast spells through it (but normal range is reduced by half)! The result is a heavily-armored magician who can fall back on his mundane weapons should his magic fail. Magic Specialists are usually attached to platoons or larger units.

Typically I D4 magic specialists are assigned to each platoon. They act as magical defenders, healers, and anti-supernatural troubleshooters.

Attribute Requirements: Minimum P.S. and P.P. 13 or higher, P.E. 14 or higher, and M.E. and I.Q. 13 or higher. Also see bonuses, below. O.C.C.

Abilities and Bonuses:
1. Attribute Bonuses: Due to their intense training, and the use of advanced metabolic drugs and hormonal treatments, Specialists get + 1 D4 to P.S., + I to P.P., + I to P.E., and +I D4 to Spd. They also get a bonus of + 1D4x10 to S.D.C. (or +4D6 M.D.C. for M.D.C. races). All these are in addition to skill bonuses. Their bonuses as less than those of standard marines because their training is split between physical and magical learning.
2. Combat Bonuses: + I to initiative, + I to parry and dodge, + I to roll with impact, + I to pull punch. All these are in addition to attribute and skill bonuses.
3. Resistance Bonuses: Due to a combination of drugs, potions and training, Marines can resist magical and psionic attacks, as well as toxic substances: +4 to save vs magic of any kind, +3 to save vs mind controlling psionics or drugs, + I to save vs poisons and toxins. A side-effect of this is the ability to drink enormous quantities of alcohol without ill effect – Warlock Marines are famous for being able to drink any sapient under a table.
4. Magical Abilities: At first level, Magic Specialists learn the following spells:
Globe of Daylight
See the Invisible
Sense Evil
Detect Concealment
Armor of Ithan
Invisibility: Simple
Magic Net
At every level after the first, the character is taught one new spell equal to his own level of experience. Most spells taught have military, healing or sensory applications.
O.C.C. Skills: Radio: Basic (+ 10%)
Language\Literacy: Trade One (+ I 0%)
Computer Operation (+5%)
Detect Ambush (+I 0%)
Detect Concealment (+10%)
Lore: Demon and Monster (+10%)
Pilot: Robots and Power Armor
Pilot: Power Armor Elite
Pilot Tank (+5%)
Weapon Systems (+ 10%)
Read Sensory Equipment (+I 0%)
Body Building
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts at the cost of one “other” skill (or assassin if an evil alignment).

O.C.C. Related Skills: Select five other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
Communications: Any (+5%)
Domestic: Any
Electrical: Any
Espionage: Any (+5%)
Mechanical: Any (+5%)
Medical: First Aid or Paramedic only (+5%)
Military: Any (+5%)
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Math and chemistry only
Technical: Any
W.P.: Any
Wilderness: Any

Secondary Skills: Select six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment: Warlock Combat Armor (see Weapons and Equipment section), standard issue non-powered armor (M.D.C. 85, 16 pounds/7.2 kg, – 10% prowl and physical skill penalty), and EB-85 Blaster Rifle. Money: ID6x 1000 in savings. Standard salary is 4000 credits per month. Cybernetics: None to start with. Most cultures in the Three Galaxies view cybernetics and bionic replacements with distaste and avoid them if possible.

Dungeon World Flags

Dungeon World Flags


  • 1 Example Flags
  • 2 Move Changes
    • 2.1 Aid or Interfere
    • 2.2 End of Session

Flags are replacements for bonds in Dungeon World, originally suggested by “From Bonds to Flags”, a blog post by Rob Donoghue. The text here contains a more formal rules write-up of the idea and how to deal with some of its side effects. It is largely drawn from the text of Fourth World and is released here under the the Creative Commons Attribution-ShareAlike 4.0 International license.

Most sample flags here were first published in a post on G+. Other example flags can be found on the internet, including a large collection assembled by Scott Selvidge.

All characters demonstrate foibles and eccentricities which serve to complicate their lives. These are represented by flags. Flags replace Dungeon World’s use of bonds, inverting their pattern. Instead of bonds connecting your character to other characters, your flags define behaviors that other players enable. By selecting a flag, you signal what sorts of interactions and complications you are looking to explore, giving other players permission and encouragement to complicate your life by incorporating your flag into play.

Flags are phrased as instructions, requests to the other players to treat your character a certain way. As such, the best flags…

  • …suggest an action specific enough that it is obvious when another character hits it.
  • …create some sort of conflict or tension, usually by giving your character a choice to make.
  • …give you an opportunity to demonstrate something about your character that might not otherwise be showcased.
  • …enable taking action in a way meaningful to your character.
  • …bring enough consequence to the story to develop a relationship between your character and another.

When another player follows the instruction indicated by your flag, (called “hitting” your flag), the End of Session move (below) will reward them for doing so. This means that players should be aware of the flags of the characters at the table, and think about how they might hit them in play. Note that hitting another player’s flag usually means confronting them with a tough choice that pits their personality against a situation. They may choose to embrace their personality or compromise it for the situation. Either way, just setting up the choice means you hit their flag.

Each character should choose two flags (some games may wish to have characters choose as many flags as they would have had bonds). As flags are intended to represent deep-seated personality traits, they tend to resist change; however, if it makes sense to drop a flag and/or gain a new one, go for it.

Example Flags

  • Accommodating: counter my proposal with a less attractive one I must either accept or disrupt the harmony of the group.
  • Aspiring: make me an offer that threatens my social standing.
  • Bumptious: challenge my knowledge and prove that I have more to learn.
  • Compassionate: offer me an easier solution that requires I exploit those weaker than me.
  • Curious: convince me to try something I probably shouldn’t.
  • Deceitful: believe and act on a lie I’ve told you.
  • Devoted: offer me an easier solution that requires I compromise my relation with _______________. (Choices include: family or a family member, a particular organization, another party member, a lover, a friend, someone to whom you have sworn allegiance, etc.)
  • Graceless: include me in a beneficial social interaction I must spoil with blunt observation or crass behavior.
  • Greedy: offer me financial reward to undermine a friend.
  • Gullible: tell me a lie I believe.
  • Heroic: let me keep you from going first into danger so I can go myself
  • Honest: involve me in a deception I must ruin.
  • Irresponsible: convince me to shirk my duty.
  • Peculiar: refuse my aid because I’m different.
  • Portentous: seek my divinations in a moment of uncertainty and trust them implicitly.
  • Righteous: offer me an easier solution that requires I violate my principle of _______________. (Choices include: ‘non-violence’, various religious beliefs, moral code, sworn vows, ‘chastity’, ‘might makes right’, entitlement, institutional prejudice, etc.)
  • Selfish: suggest I sacrifice something (tangible or intangible) to improve the lot of others.
  • Sycophantic: insist I publicly compare the greatness of two people from whom I seek favor.
  • Trustworthy: confide in me a secret that would damage you if revealed.
  • Unsophisticated: exemplify a social convention or intricate concept I must misunderstand.
  • Visionary: offer me an easier solution that interferes with my dream of _______________.

Move Changes

Removing bonds from a game changes some of the game’s moves:

Aid or Interfere

When you help or hinder someone, say how. You may do so either before or after they have rolled, but before the outcome of their action is known. If you do it…

  • …using brute force, roll+STR
  • …with speed, agility, or physical finesse, roll+DEX
  • …with vitality, toughness, or vigor, roll+con
  • …through emotional manipulation, roll+CHA
  • …through analysis, logic, or book-learning, roll+INT
  • …some other way, roll+WIS

On a 10+, they take +1 or −2 to their roll, your choice. On a 7−9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

End of Session

Replace the text about bonds with something like: When you reach the end of a session, if you hit a flag of any other character during the session at least once, mark XP. If anyone hit at least one of your flags this session, mark XP




Esperetto (Fey Harp, Spirit Harp or the Hazel Harp) – Though the Esperetto is a part of musical traditions throughout the Elven diaspora, the Chanters of the Otheros are widely considered to be the greatest masters of this complex instrument.

Among humans it is often called the Fey Harp, Spirit Harp or the Hazel Harp. (after the legendary Hazel of Ewrood, credited with introducing the instrument to human musicians around 1650.) Despite it’s name, the Esperetto is a fretted instrument with 13 strings, typically made of one of several species of elven tonewoods with a perforated metal top plate. Though not necessarily enchanted, players with arcane gifts can focus their energy into the instrument while playing, producing complex harmonies, echoes, and other effects impossible for the common musician

Bard of Otheros – The Bards of Otheros are known to take Esperetto playing even further, weaving music and illusion into wondrous, beautiful performances. To those without such gifts, it is a difficult, if versatile, instrument with a lovely, rich tone. Nevertheless, there are a few human cultures who have adopted various versions of the Esperetto into their own musical traditions.

Guardians of Otheros – always looking for potential acolytes.

Chanters of the Otheros – Widely considered to be the greatest masters of the Esperetto

Elven diaspora – was a thing

Hazel of Ewrood – Credited with introducing the Esperetto to human musicians around 1650.

Otheros – The “Jewel of the Earth and Sea” is an important cultural capital to the Elf Clans. Located where the Great Eastern Forests and the Opal Mountains converge at the ocean, the city-state is ruled by the Radiant King Epheren IV and Queen Shassial of the Waves, and hosts the High Clan Council, which presides over all the major eastern Elf clans.

Otheros is a major capital of knowledge and Trade, and, is known among the great Elf cities for being relatively open to humans and other outsiders

Elf Clans – Are a thing.

Nef’s clan (Teriangullis) – magically endowed elven clan

Great Eastern Forests – is a place

Opal Mountains – is a place

Radiant King Epheren IV of the Waves – Ruler of the city-state of Otheros

Queen Shassial of the Waves – Ruler of the city-state of Otheros

High Clan Council – which presides over all the major eastern Elf clans.

Tarrak – aka the ancient Forest, thr forest of Elder Trees. The human lands are to the south of it.

Shaman – Known by a mark, chosen by the trees.

Fledriella – mother of Elgarion (Nef’s char)

Heroes of legend of Meldor – guardians who left the clan to the human lands to the south