Attack of the Beast-Men Quick Start Scenario by Derek Stoelting Game System Design: Jason Vey Writing: Derek Stoelting Additional Material: Jason Vey Editing and Layout: Jason Vey Cover Art: AltroEvo.com. Used under Creative Commons License. Interior Art: Bradley McDevitt, AltroEvo.com, Ludvig Deutsch. All artwork is copyright © 2023 by the respective artists. Used by permission, except “Guarding the Palace,” by Ludvig Deutsch, public domain. Cover Design and Trade Dress © 2023 Jason Vey and Elf Lair, LLC. All Rights Reserved. Produced and published by Elf Lair Games Special Thanks to Raven Wulfgar for his unfailing support and constant willingness to boost the signal! Wasted Lands: The Dreaming Age™, Night Shift: Veterans of the Supernatural Wars™, O.G.R.E.S.™, Oldschool Generic Roleplaying Engine System™, are trademarks of Elf Lair, LLC. All Rights Reserved. The text of this work is copyright © 2023 by Jason Vey and Elf Lair, LLC. All Rights Reserved. No part of this work may be reproduced without written permission from the publisher, except for review purposes. Any similarity to characters, situations, institutions, corporations, etc. (without satirical intent) is strictly fictional or coincidental. This book uses settings, characters, and themes of a supernatural nature. All elements, mystical and supernatural, are fictional and intended for entertainment purposes. Reader discretion is advised. Disclaimer: Elf Lair Games bears no responsibility if a Great Old One consumes your gaming group. FIRST PRINTING, July 2023 Stock: ELG6001 Printed in the U.S.A. Attack of the Beast-Men would be impossible, learn to say, “Sure, give it a go,” and then call for a roll. Welcome to the quick start kit for Wasted Lands: The Dreaming Age! This adventure pits the characters against denizens of the Deeper Dark. Our heroes will need to gather help in order to defeat those who would eat the characters’ fellow villagers. As you play through, you will gain a feel for how the O.G.R.E.S (Oldschool Generic Roleplaying Engine System) works in practice. Three Mechanics There are three mechanics at play in O.G.R.E.S. The first is the percentile check. In a percentile check, you will roll percentile dice against a chance of success, to use a class ability, cast a spell, etc. Throughout this adventure, you will see guidelines for how to use the system and play the game. The intent is not to give you a full breakdown of all of the options and rules of the game, but rather, a taste of how it works, and how it plays out. Tenured Game Masters (GM) may not need such guidance, but others do. The second is the d20 check, wherein you’ll roll 1d20 plus applicable bonuses, and attempt to get a 20 or better. This is used for combat, saving throws, and ability checks. Finally, there’s the Rule of 2. In the Rule of 2, the GM can adjudicate a situation on the fly that isn’t otherwise covered by the rules. Choose a die type based on how likely the scenario is and throw it. A result of 1 or 2 indicates a success. You will notice many things are left to the discretion of the GM. This is by design. Wasted Lands is built to be a very freeform and open game, where the GM is encouraged to make judgement calls and think on the fly – as are the players. It’s a collaborative effort, where a player is encouraged to ask, “Can I try…?” and the GM should, unless there’s a strong reason why the effort Say, for example, the characters are looking for a wanted criminal in the marketplace. The Renegade has a Perception skill they can roll, but everyone else just has to use their basic peepers. The Renegade rolls 3 their percentile skill, while the GM rolls 1d6 for each of the other characters. If any of those rolls come up a 1 or a 2, they find the criminal. If the Renegade fails their percentile roll, they still get a Rule of 2 check. Percentile Dice: Percentile dice are two, ten-sided dice, with one rolled as the “tens” and one rolled as “one.” You must designate which represents each prior to rolling. Most people use a die with two digits as tens and one digit as ones. So, one die will read 10, 20, 30, etc. while the other will read 1, 2, 3, etc. However, it is perfectly acceptable to use two differently colored dice. Read the dice as they fall, so if your tens die is 3 and your ones die is 7, your result is 37%. A roll of “00” and “0” means 100, not zero. When rolling percentile dice, a low roll is almost always better. You’re trying to roll under a percentage chance for success. If the chance of success if 50%, anything from 01-49% succeeds. Some Terms Defense Value (DV): Defense Value refers to the overall defensive capabilities of an opponent in combat. It is normally expressed as a value of 0 to 10, with lower values being better. This is because in combat, the DV is added to the die roll to hit, attempting to get a 20 or better. Since it is easier to hit 20 with a +10, a DV of 10 is less effective than a DV of 0. Vitality Dice (ViD): The number and type of dice a creature or character has for health. The dice are rolled and totaled. This was already done for you in the creature and character stats. Die Codes: When you see a code of “xdy,” x is the number of dice rolled, d means “dice,” and y is the type of die. So, 4d6 means, “roll four, six-sided dice.” Sometimes you will total the results, sometimes you will keep the best subset. This is detailed in the individual roll. Sample Characters Divine Touchstones: One of the key elements of Wasted Lands: The Dreaming Age is the idea that you are portraying ancient (millions of years old) protohumans created by the Great Old Ones before they were driven into their eternal slumber. These protohumans will, through ancestral memories, have their exploits remembered long after their entire world is wiped away in a second Cataclysm and homo sapiens come to dominate the world. These exploits will become twisted and altered throughout the ages (sort of like a gigantic game of telephone) to eventually form the stories of Zeus, Thor, Tezcatlipoca, Bel, and all the other deities of old. Divine Touchstones represent special powers your characters gain as they meaningfully interact with elements of mythology (theirs or others). Each character in this scenario begins with a single Divine Touchstone (on the assumption that they are already experienced adventurers) and will have the opportunity to gain a second as the scenario progresses. We have included several sample characters at the end of the adventure for you to use in play. The character classes should be familiar to fans of sword and sorcery media. What do I need to play? To play this adventure, you just need this document (including the sample characters), a pencil, scratch paper, and dice. Most players will only need 1d6, 1d20, and percentile or 2d10. The psychic player will also need 1d8 (unless the GM opts to secretly roll their Danger Sense ability) and the GM may wish to also keep 1d4, 1d8, and 1d12 on hand in case you wish to change the odds of your Rule of 2 checks. The Setting Wasted Lands: The Dreaming Age is a roleplaying game of swords and sorcery in a world of cosmic horror and adventure, an age where men and women battle against the surviving minions of the Great Old Ones a mere thousand years after the stars went wrong, sending the Old Ones into NPC: Non-player character. Any character or creature in the game which is controlled by the Game Master and not one of the players. 4 their eternal slumber. The maddening, alien corruption of the Old Ones and their ilk still lingers across the world, in hidden pockets, ancient ruins, and even cities and nations such as Hastur, but so do vast treasures, storehouses of knowledge, and power for those with the constitution to brave the horrors within. level of grit and danger—vampires, demons, mummies, and deep ones are really scary—and they lack some of the over-the-top heroics of Cinematic games, but they aren’t quite as deadly as a gritty game. Keep in mind in this context, “realistic” doesn’t necessarily mean it’s modeling real life. It just means that it’s the middle ground between gritty and cinematic. In a Realistic game, characters heal 1 point of damage plus their Toughness bonus per day of bed rest, half that without bed rest, and double that under dedicated medical care. In this world, extraordinary people will ascend to become the gods of ancient myths and legend, and that’s where you come in. You might play a warrior from Hyperborea named Wotan, a sorceress from Khem called Isis, a wilderness scout from Fennokarelia known as Mielikki, even a witch doctor with an affinity for serpents from Huitzilopochtitlan named Quetzalcoatl. As you journey through the world, unlocking secrets related to your special skills, you will grow, gain unusual powers called Divine Touchstones, and eventually rise to become the figures remembered as the ancient gods of myth and legend. • You will help humanity claim the world from the minions of the Great Old Ones such as serpent men, beast men, great serpents, and deep ones, and you will beat them back into shadow. You will be the dawn of mythological history. Healing is only one aspect of the game that can be tweaked for play style. Everything from damage to opposed checks, nonlethal damage, and basic checks can be tweaked in this way. It all comes down to how you want to play your game. Full details on levels of grit can be found in the Wasted Lands core rule book, or in the Night Shift: Veterans of the Supernatural Wars core rule book. Levels of Grit There are essentially three different campaign styles, or “levels of grit” in Wasted Lands. These are Gritty, Realistic, or Cinematic. Whichever you decide, the basic systems and rules of play remain the same. What changes is the level of deadliness involved in the game. • Gritty games are extremely deadly. These are the games where you will find “save or die” situations, and where when weapons come out, someone is likely to die, and it may well be a character. In a gritty game, characters who suffer damage heal only one point per day, and then only if they get complete bed rest, for example. • Realistic games are in many ways the default assumption. They still have a Cinematic games provide over-the-top heroics that probably most closely resemble the “beautiful people doing amazing things” shows we’ve all become used to in sci-fi/fantasy TV. The television series featuring a certain blonde girl who was in love with a vampire and once slew a god is an example of a cinematic game. In a cinematic game, the Realistic rate of healing is doubled and no bed rest is required. In Cinematic games characters always start a new adventure at full Vitality. This adventure was written with the Realistic style in mind, as that is the default assumption of play. We have, however, included one Cinematic element in the rules reference appendix at the end of the scenario, should you choose to use it: Fate Points. Fate Points allow for a bit of extra player agency that you can grant to allow players to perform heroic feats. How you run it is up to you. It’s your game. There’s only seven characters provided with this adventure, so before you decide to be extra tough on your players and go gritty, keep that in mind. 5 Homes are on fire. People are pulled from their homes and taken towards the nearby forest. The beast-men are cutting their way through anyone who opposes them. What’s Going On? The village where the characters permanently live, are visiting, or currently reside has been repeatedly attacked by beastmen. Every month, more villagers die or are stolen away in the night. The mightiest heroes of the village have yet to best the beasts and the number of beast-men grows each month. The village wise woman has pulled the characters together to enact a daring plan. If they can locate an item or items used to fight the Old Ones, they may yet find a way to best the monsters. The ratio of beast-men attacking the village to characters is 5:1. The number is high in order to allow for kidnapping and killing the characters’ fellow villagers in an effort to paint a picture. As the characters join the fight and begin to make a difference in the fight, the beast-men retreat to live another day, taking captives with them. This is a raiding party, not a fight to the death. It’s up to the characters to decide which of the three locations suggested to visit – or any combination of them. Once the fight is over, the characters can help extinguish burning homes with water or magic and collecting the dead. How the dead are disposed of is up to you. Some cultures will bury the dead, others burn the dead, and a few leave them in wild places to allow animals to feed upon them. Cold Open: Night Terrors This chapter serves two purposes. The first is to introduce the players to the rules and combat. The second is to kick-off the scenario. Combat Many movies and TV shows beign with a “cold open” or “pre-credits scene.” This helps set the tone for the episode and gets things moving. In gaming terms, it’s usually expressed as “boxed text” that you read aloud or paraphrase for your group. Read the following or paraphrase it to your players. The first step in running combat is to determine initiative. Each player rolls 1d10 for their character and the GM rolls one for each enemy or group of enemies. The highest roll on the d10s goes first and a tie between the GM’s die roll and the players always allows the players to act before the GM. Combat then proceeds in descending order. The village you live in has become the hunting ground for beast-men, former servants of the Old Ones. They come every month to kill and kidnap. Every month, there are more of them and less of you. Combat is structured in rounds, which are defined as however long it takes for each character to accomplish one action. The entire combat comprises one scene. The village lies in a small field between a forest and stream. There are 20-30 homes and a few outbuildings. The village palisade is not a strong one. Time and beastmen attacks have worn it down. Movement: Characters can move up to their standard movement (typically 30 feet) and still perform an action. Alternately, they can “dash” up to double their move without taking any other actions. The rest of the village looks to you and “grandmother” for guidance. Grandmother is the village wise woman, whereas you have Divine Touchstones that make you stand out from the average person. Attacking: To attack, you will roll 1d20, adding your character’s Attack Bonus, Ability Bonus, (Strength for melee, Agility for ranged) and the GM will add the opponent’s Defense Value (DV) to the roll. The goal is to achieve a total of 20 or better. Monsters and NPCs add the number of Vitality Dice they have as a bonus to their 1d20 roll, plus their target’s defensive value. It’s late night and you woke to screams. Rushing outside, you see that a band of beast-men are attacking the village. 6 plus 5% per level of the character. Thus, a first-level Sorceress has a base chance of 55% to cast a spell. This percentage is penalized by 10% per level of the spell (thus, a second-level spell imposes a penalty of -20%). If the player beats the base percentage chance to cast a spell by 10% or more, the spell goes off immediately. If they succeed at less than a 10% margin, the spell goes off in the following round. If the base chance is ever over 100%, there is no roll needed to cast; the spell always works at immediate effect. Damage: All weapons deal 1d6 damage, unless otherwise noted. Most characters have the ability to make supernatural attacks. This doesn’t necessarily mean the attacks are magical, but represents their access to the tactics and equipment they need to harm creatures of a supernatural origin. Characters without a supernatural attack ability will need to find magical weapons, hunt down cold iron weapons, or take another tactic in combat. Saving Throws: Saving Throws, when necessary, work the same as attacks, but instead of adding the attack bonus, characters add their check bonus and ability bonus to their 1d20 roll, attempting to get a 20 or better. The GM then adds a difficulty modifier determined by subtracting the ViD of the opponent from 10 – thus, a 1 ViD creature adds +9 to the save. At the GM’s option, characters may also add a bonus or penalty based on the difference between their level and their opponent’s vitality dice. A third level character saving against a 1 ViD enemy, for example, would add an extra +2 to their roll. Spell Backfire: Anytime a Sorcerer / Sorceress or Sage fails to cast a spell, it can backfire–sometimes catastrophically. When a spell fails, the player throws 1d20, adds the spell’s level, and consults the Spell Backfire table in the appendix. Beast-Men You can find a full write-up for beastmen and all other potential opponents in the appendices. Beast-men stats are: Non-Lethal Combat: If a character wants to knock another character or monster out, instead of losing vitality points past zero, the damage stops at that point and the character or monsters falls unconscious, but in stable condition. Healing: Characters heal one point of damage plus their Toughness bonus per day of bedrest. Non-lethal damage heals at a rate of Constitution +1 per hour. Death: When a monster or NPC reaches zero vitality points, it is dead (or unconscious, if non-lethal attacks were announced). When a character reaches zero vitality points, they are unconscious and bleeding out. They lose one additional vitality point per round until stabilized or they reach -10 vitality points. Stabilizing a character simply takes stating you are doing so and spending a round performing the action. Once a character reaches -10 vitality points, they are dead. Casting Spells: To cast a spell, the Sorcerer / Sorceress player throws percentile dice. The base chance to cast a spell is 50% 7 a large temple that sits among a series of other temples. Grandmother does not know what features are on the temple, but has been told it is the most unusual and beautiful of all the temples in Khem. It resides beside the River Khemit, the largest river in the country. Grandmother believes that Ifa or the library has knowledge they can use to defeat the beast-men. Beast-Men: ViD 1d8 (4 Vit.), DV 8, Move 30 ft., Attacks: 2 (punch/kick, sharpened stick/bone). Special: Enhanced Senses: Beast-Men gain +3 to any checks to detect using sight, hearing, or smell. They can only be surprised on a 1 on 1d6. Nightvision: Beast-Men can see perfectly well in all but the most absolute darkness. Pack Hunters: When a pack of beast-men attacks, they make excellent use of strategy and tactics, giving them a bonus to hit equal to +1 per three beast-men in the pack. Grandmother can provide directions to each location. The order the characters go in does not matter. It only matters that they visit either the oasis of Dirja or Ifa’s library. Lomos Island is a dead end, but Grandmother doesn’t know that. Act One: Campfire Tales The following day, the village wise woman sends children to find and bring the characters to her hovel. These children are her apprentices. She greats each of the characters and invites them into her home. The building is a one room, round affair, maybe ten feet in diameter, with a low, thatch roof. A firepit in the middle of the hovel keeps a pot of water warmed for tea. The characters only know this woman as “Grandmother.” The characters have access to food and drink. They will not need to hunt for food. The village has no mounts, so the characters will be traveling by foot. The characters do not own much more than what is on their character sheet. Let them take all of their gear and anything you deem a reasonable request. Act Two: Seeking Salvation Grandmother tells the characters she needs them to undertake a quest. The beastmen attacks are not ending and a solution is necessary to stop them. According to Grandmother, if they can find tools of the Old Ones, they should be able to stop the beastmen from attacking the village, once and for all. She suggests they visit Lomos Island, the oasis of Dirja, or Ifa the librarian. Lomos Island Lomos Island is a river-based island in western Ashurii. Once the island held a city filled with palatial homes belonging to the Old Ones’ favored servitors. The homes were filled with grandiose belongings and their gardens filled with flowers never since seen by modern people. Grand avenues crossed the island lined with all types of trees. Flying creatures lived in those trees singing songs to the residents. Lomos Island is the nearest location. It sits in a river in to the west of the village. Once, the island held a city of the Old Ones. What may or may not be there now, Grandmother does not know. However, she suggests there could be magics on the island of use to the village. Today, the island is naught but rubble and rocky outcroppings. The buildings that once reached the sky are now but barren structures no taller than three men standing on each other’s shoulders. Roofs are long gone, as are all of the beautiful plants and flying creatures that once graced the city. The next closest location is the oasis of Dirja. Dirja is a warrior who is building an army. Some say she is muddled in the head. Others claim she is a prophetess. Either way, Dirja may have access to weapons that could be of use fighting off the degenerate beast-men. Lomos can be reached by an old bridge, small watercraft, or swimming. The bridge is rickety and not entirely safe to use, but adventurers who take their time crossing it will not fall into the water below (no roll is necessary). The water is slow moving and The final location is Ifa’s library in the kingdom of Khem. Ifa built a library within 8 the river is only thirty feet wide, from island to shore. The average depth is only three feet, but something cut deep gouges in the riverbed leading to sections ten feet in depth. Anyone swimming across feels something brush their leg as they cross the middle of the river. Language test. Psychics using Empathy will pick up on feelings of hate and anger. Necromancers attempting to Channel the Dead will not enjoy the experience. The dead will not want to leave the Necromancer’s body and must be forced out. Using See the Dead reveals spirits screaming in pain and terror. Once the dead realize the Necromancer can see them, the spirits assault the Necromancer’s senses begging to be set free from whatever horrible fate they are suffering. Once this happens, the skeletons rise, skipping the next paragraph. Summon the Dead leads to a very similar experience, except the entire group gets to experience it. Again, the skeletons rise to attack soon after this occurs. See the appendices for more on how the Necromancer’s powers work. As the characters begin searching the island, the only sound they hear are their own footfalls. The shoreline of the island is lined with bones of the devoured dead. The Warrior can perform a Tracking test to look for clues of where other people have walked. If they fail, a Wits check (medium +5) or a d6 Rule of 2 check by the GM may allow the Warrior or other characters to pick up such signs. Sorcerers / Sorceresses, Sages, and Renegades can attempt to read the runes found amongst the ruined buildings. If successful, they learn the island was once used for manufacturing weapons used by the Old Ones’ servants. Treat this as a Read After the characters have searched for some time and if the Necromancer has not disturbed the dead, ask for the Psychic to 9 perform a Sixth Sense test and the Renegade to make a Danger Sense test. Alternately, the GM can make these checks in secret so as not to give it away to the players. If either pass the test, they have the distinct feeling that something is hunting the characters. A successful Perception test by the Renegade reveals light footsteps moving towards the characters. If these tests are failed, one skeleton gets a free attack against the Warrior. After that, it’s time for Initiative! If the players decide to flee instead of fighting the skeletons, let them. The skeletons will not pursue them once they are in the river. The players can either move on to the next location, try to search the island again at a later time, or slowly whittle down the number of skeletons from the river. Of course, the next time they spend more than 10-15 minutes on the island, more skeletons will arise to attack. The characters can finish searching the island after dispatching the skeletons. There is nothing here they can use, unless the Sorcerer / Sorceress wants to collect some bones as spell components or trade goods. Skeletons These bags of old bones are a threat that cannot be reasoned with, but also cannot be destroyed by arrow or blade. Characters who attack with those style of weapons quickly realize their attacks are not affecting these bone warriors. Their players will need to do some fast thinking to come up with solutions to help stop the skeletons. Large rocks and broken timber are possibilities, if they don’t have blunt weapons or magic to use. Characters with supernatural attacks, of course, can battle the creatures effectively. There are three skeletons per two characters. Skeletons: ViD 1/2 (3 vit.), DV 7, Move 30 ft., Attacks: 1 (axe, spear, or sword). Special: Immune to piercing and stabbing weapons. These weapons simply pass through or glance off the skeleton’s bones. Dirja’s Oasis Dirja’s Oasis is a tent city situated along the borders of Athenea and Irem. The land was once a fertile breadbasket. However, the Old Ones burned and salted this ground in some distant past war. The only viable resource in the oasis is a small pond of water. No plant or animal life was present prior to the arrival of Dirja. Dirja believes the Old Ones will return one day. She is also of the opinion that Ashurii will one day send an army to reclaim Athenea and Minoa as part of their country. Dirja plans to fight off all aggressors and is building her own military force. Ten years ago, Dirja established a camp at the oasis to train those who wished to learn the ways of the warrior. As more people came to learn, fighting schools, supply merchants, and bars slowly came to be. Today, there are fighting rings for competitions, small restaurants, and brothels. At the center of the tent city is a large, octagonal fighting arena. It is here that the best of the best competes. It is also where transgressors are left to die. While Dirja is acknowledged as the person in charge, she leaves the actual managing of day-to-day affairs to Belatsunat. Belatsunat is an Iremian woman, proud and regal in appearance. Anyone seeking an audience with Dirja will need to meet with Belatsunat first. Discovering this nugget of information is as easy as asking around. The characters will be provided directions to Dirja’s pavilion near the center of town. Dirja will not be present, but Belatsunat is. The Oasis The tent city has no wall and anyone can just walk into the city. There are a few avenues through the city, used primarily for animals and vehicles. There appear to be near 100 tents spread around the oasis. There is no set pattern throughout the city for how tents, pavilions, and simple leantos are arranged. Most “neighborhoods” are built around a central point, such as a car- 10 avanserai (a sort of inn, restaurant, café and tea house), merchant, or fighting school. However, there are sections that are completely random and outsiders are likely to become lost. does not provide audience to outsiders unless they pass a test. The test is, naturally, to survive a round of combat in the main fighting arena. If the characters refuse, Belatsunat is not bitter or angry, just disappointed. After all, the characters appear to be hardy adventurers and would likely provide a grand spectacle in the arena. If the characters accept, Belatsunat offers the characters a chance to rest and eat prior to entering the arena. She will have one of her guards show them to a tent where they can unwind, relax, eat, and drink. The different fighting schools, merchants, and other vendors have their own signage and heraldry in use to draw attention to themselves. Soldiers and guards in service to Dirja all wear a black sash with plain, silver trim. Their arms and armor vary by person. The black sashes are the most frequently seen form of heraldry in the city. The Octagon The characters can ask around town for the whereabouts of Dirja. Most of the business owners know and will tell the characters to look for a very large pavilion with black and silver banners similar to the guardsmen. The pavilion is along one of the major avenues and will not take long to find. Once they are ready, Belatsunat will guide the characters through the city to the arena for their chance at an audience with Dirja. There are only a few real avenues within the tent city and she uses none of them. The trip though the city is a meandering maze of sights, sounds, and smells. The smell of cooked, exotic meats and vegetables wafts from restaurants. The sound of hammers forming steel into arms and armor surrounds the characters everywhere they go. People from around the world are here, complete with their own mannerisms, clothing, and lifestyles. One section of the pavilion is open to the road. Inside the pavilion, the characters will see Belatsunat seated in an ornately carved chair that appears to have been built for someone more than double her size. A more reasonably sized table sits in front of her and she is reviewing ledgers. There is food and drink on the table. The pavilion is divided into rooms with canvas walls and the characters can only see into this one room. There are two guardswomen armed with small clubs in the room with Belatsunat. The arena consists of a wooden palisade with risers placed around it for the audience. The risers are full of people and the sound of a fight echoes from inside. On the north side of the arena is a raised dais. This platform is where Dirja watches the competitions. There are several stools, all in use, upon the platform. There are also runes carved into every surface of the platform. These are to keep magical affects from harming the platform or those present on the platform. Belatsunat is dressed in white robes and hood adorned with pins and charms. The jewelry is of no one style or material. The Sage and Sorcerer / Sorceress can tell there are spells of protection woven into some of the charms. However, the arrangement of the jewelry suggests these are important to Belatsunat for personal reasons and not due to her role in the community. She is not armed. Dirja wears leather dyed crimson and stitched with silver wire. Her hair is dark and pulled back into a tail. The pupils of her eyes are solid black, much like a shark’s and when she smiles, the characters can see that all of her teeth are pointed like daggers. The others on the dais wear the garb and arms from far away lands. They all watch the fight with an intensity never before seen by the characters. Belatsunat will meet with the characters and ask them their business. She is quiet and respectful of the characters as they tell their tale. After hearing their story, she offers them water. The water is cool, refreshing, and has a slightly sweet taste to it. The water is completely harmless and just water; the taste is a byproduct of the source. Belatsunat tells the characters that Dirja 11 Belatsunat leads the characters to a barred gate that leads into the palisade. Six guards stand at the gate and Belatsunat addresses them upon arrival. She tells the guards she is here with the next set of competitors for the arena. One of the guards agrees to let her in after the current fight is over. It doesn’t take long for the fight to end. The characters will hear the growl of a large animal, the scream of a dying person, and the crowd cheering as the fight ends. After a few minutes, the guards open the gate and four go in. The characters watch as the guards drag out two dead warriors. The dead are placed on a wagon with their arms and equipment to be removed from the area. Belatsunat leads the characters into the arena. The sandy floor is splattered with fresh blood and ichor. On the other side of the arena is another gate. A cage of sorts can be seen behind the gate. The walls one the inside of the palisade are covered in the same runes as the platform. The arena is 30 yards in diameter. Belatsunat stops in the middle of the arena and faces Dirja’s platform, where she announces, “These adventurers seek a private audience with Dirja. In return, they have promised to give their best efforts in a contest of arms and willpower.” With that, Belatsunat bows and leaves the arena by the same gate she entered with the characters. The guards immediately shut the gate after she exits. The other gate slowly opens and terror birds enter the arena. The terror birds are hungry and are convinced the characters are their next meal. They do not act in concert and are not organized in any way. Mostly, they are angry at being kept captive and hungry. There is one terror bird for every 1 ½ characters, rounding down. It is time to roll for Initiative! Terror Birds Terror Birds are giant, flightless, carnivorous birds that are among the apex predators of the animal kingdoms. They stand between 3 and 10 feet tall and are highly muscular, with a huge beak not unlike that of a toucan. Terror birds have four-toed feet capped with talons which help them to gain traction in many types of terrain. Their fourth toe is high up on their angle and is a type of sickle claw which can be used as a kicking weapon. They are lightning-fast runners, enabling them to chase down their prey, which ranges from small mammals and reptiles to larger grazing animals and even, sometimes, other carnivores. Terror Birds: ViD 4d8 (16 vit.), DV 4, Move 60 ft., Attacks: 2 (sickle claws, hammer beak, lightning strike). Special: Lighting Strike grants an additional +2 to hit with its beak due to its lightning fast means of striking forward. The bird’s hammer beak deals 2d6 totaled damage on attacks when using the beak. Meeting Dirja After defeating the terror birds, the characters are cheered by the spectators. Both gates re-open. From the terror bird side, guards enter and drag their carcasses out. From the side the characters entered, six guards enter without weapons drawn and surround the characters. One of the guards addresses the characters and tells them to follow them if the characters still wish to meet with Dirja. The guards will escort the characters out of the arena and along a main avenue through the city. Arriving back at the pavilion, they are escorted in through a different partition. They are provided with divans and stools, wine and cheeses, and the opportunity to relax prior to meeting with Dirja. The guards instruct the characters to wait here for their audience. Half an hour later, Dirja and Belatsunat enter the room where the characters await. Dirja now wears a sword and dagger combination, but Belatsunat is still unarmed. Dirja will greet the characters and invite them to sit, if they are not already doing so. She will also sit, but Belatsunat remains standing off to the side. Dirja will confirm Belatsunat relayed their reason for requesting an audience. She then asks if the characters wish to expand on their request. If they do, she will interject questions as she has them. 12 If the characters have explained they are attempting to fight off beast-men, Dirja is willing to help them. She is willing to provide them with a sword, ten arrow heads, and a dagger she claims were forged from the fiery rocks that fell from the sky millennia ago, which drove the Old Ones from the world. She says they will be effective against denizens of the Deeper Dark. She will also send six of her soldiers with the characters to help defeat the beast-men. for others. The archer must aim for one full round before making such a shot. The Game Master sets the DV for making such a trick shot, with the following guidelines: shooting an arrow through a coin-sized hole requires an attack against DV 2; shooting the gallows rope to save a friend from hanging, or severing the chain on a chandelier is DV 1. Attaching a cable to an arrow and firing it at a far building side to create an anchor for a stable tightrope or grappling hook is DV 4. Dirja’s Opinions Dagger: When attacking from stealth or from behind an enemy, this dagger allows Vital Strike as an 8th level Renegade (+4 to hit and x4 damage) versus beast-men; standard 1d6 standard damage without Vital Strike to everything else (but still allows for supernatural attacks). If the characters ask about Lomos Island, Dirja will look to Belatsunat for an answer. Belatsunat feels that Lomos is a dead end and not likely to have anything. She has heard stories that whatever was once there is long gone. Sword: +1 to hit and 2d6 keep the best versus beast-men; 1d6 standard damage to everything else (but still allows for supernatural attacks). Those who already have additional dice, keeping the best for damage, instead add one more die and keep the best – thus, a Warrior who already rolls 2d6 keeping the best, when using this sword vs. beast-men, rolls 3d6 and keeps the best of the 3. If the characters ask about Ifa’s library, Dirja will suggest visiting Ifa could be beneficial to the characters and the defense of their village. Dirja knows that Ifa does not have weapons, but is very knowledgeable about the Deeper Dark. Dirja’s Gifts These weapons were indeed forged from alloys gained from meteors that broke off from the catastrophic strike which formed the K/T extinction event (which the denizens of the Dreaming Age simply refer to as “the cataclysm,” or “the day when the skies rained fire”). This asteroid strike hit the city of R’lyeh directly, sinking it into the ocean, wiping out the dinosaurs, and shifting the earth, which changed the stars and sent the Other Gods (the Old Ones) into their eternal slumber. Each allows a character to make supernatural attacks with that item (if they do not already have the ability) and provides several additional special abilities in addition. Ifa’s Library Ifa dwells in the western lands of Khem. Following Grandmother’s directions, the characters journey along a long river. The east side of the river is lined with colossal, limestone statues of men and beasts, as well as, the pyramid resting places of deceased Deeper Dark servants. To the west side of the river, giant lizards with mouthfuls of teeth large enough to bite a man in half sunbathe. Occasionally, one might enter the water to cool off, but they never climb the eastern bank. Arrowheads: These provide Trick Shot as per the Archer’s level 6 Ability, usable by anyone. The archer’s mastery of their craft is such that they can make astounding trick shots with his bow, avoiding obstacles and finding minute targets. In this manner, they can make shots that are simply impossible Ifa’s location is easy to identify. The building is an octagonal pyramid. The entrance to the library is a quarter of the way up the east lateral face of the pyramid. The steps leading up to the entrance are covered in smooth pirouza (a turquoise-colored stone). No other structure is eight-sided or 13 has pirouza steps. Many believe his library to have been a temple of some sort to the Old Ones before beginning their slumber. The entrance to the pyramid leads to a downward traveling hallway. Lit sconces provide a low level of light in the hallway. After thirty yards, the hallway opens up into a large chamber. This chamber is lit by a series of sconces and mirrors. The room is filled with shelves containing books, scrolls, and items of antiquity. Four doors lead out of this room. Eight people are present–some reading, others sorting books, and one is walking towards the characters. This is Ifa. Ifa is a balding, male Khemite with a braided, white beard. He wears a linen wrap-around skirt, sandals, and a knowing smile. He welcomes the characters to his library and asks how he may be of service to them. He is interested in helping the characters fight the Deeper Dark as that is of benefit to everyone. He offers two solutions: one long-term and the other short-term. The long-term solution is a bag of seeds. The seeds are from a faraway land. They will grow beautiful, purple flowers which have sharp edges and thorns. They will help form a barrier to keep out the beastmen and other vermin. The short-term solution is to undergo a series of meditations led by Ifa. Ifa claims the meditations will help the characters enhance their abilities and better understand their personal strengths. According to Ifa, this is more important than any weapon they can bring to bear against the Deeper Dark. If they agree, Ifa invites them to follow him and they will begin immediately. each of the characters. He tells them this is to complete their cleansing prior to the ritual. The final room contains ten seven pointed stars in a circle painted on the floor. The walls are covered in glyphs and runes. Most are too old for even Ifa to understand. Ifa invites each of the characters to sit in their own circle. He then lights the candles on the star points for each circle in use, including one for himself. He spends a few minutes instructed the characters how to perform the meditations necessary to complete the next step in their apotheosis. Ifa begins the ceremony and leads the characters through this process. The meditations involve chanting, special breathing techniques, and visualizing selfempowerment. The temperature in the room increases during the process, but there is no obvious source of the heat. As the heat in the room increases, the visualizing of self-empowerment becomes more akin to a dreamstate where the characters are learning more about their Divine Touchstones. After what feels like hours, the meditations are complete. Ifa leads the characters back out the way they came, passing the incense over them once more, guiding them back through the pool of water, and then returning their belongings. All of the characters are exhausted from the process. Ifa takes them to another room containing beds and leaves them to rest. Gaining Divine Touchstones After completing the meditations, the GM can either assign a new Divine Touchstone to each character or allow the players to choose one (if you have the Wasted Lands core book). If this scenario is part of a one shot, it is recommended that the GM assign the Touchstone from our recommended list in the appendices. Apotheosis In the first room Ifa takes them to, he asks the characters to leave behind their belongings. While he is not referring to clothing, he is referring to arms and armor, trinkets and baubles, supplies and equipment. The following room contains a long pool. Ifa leads the way and then invites each of the characters to wade through the pool. After passing into the next room, Ifa lights a purifying incense stick and passes it over Divine Touchstones are special powers granted to heroes by the Earth itself, from the soul of the planet, an energy known as Radiance. The polar opposite of Radiance is The Bleeding, the energy of the Deeper Dark. Earth is awakening during the Dreaming Age and finding it is powerful. It chooses special heroes (the player char- 14 acters) to help it battle against the Bleeding and drive back the Deeper Dark from the world. In order to actually receive their second Divine Touchstone, each player should be required at this point to explain how their exploits so far have played into either their personal mythology (if a player is portraying Artemis, for example, what parallels to her stories have they encountered?), or to a similar archetypal mythology (the Artemis player could actually claim that she has encountered the mythology of a different archer, which will be misremembered in future ages). One of Ifa’s devout waits in the hallway for the characters to wake up. Once they are up and ready, the devout guides them through a series of hallways to a dining area. Food and wine are brought for the characters. While they are eating, Ifa will enter the room and check in on the characters. He is curious as to whether or not they experienced anything during the meditations. He lets them know they are welcome to stay at the library for as long as they would like. Yet, he also understands they need to get home to help their village. Ifa’s Opinions If asked about Lomos Island, Ifa suggests it could be a good idea to visit the island as it once held wondrous items used by the Old Ones. If asked about Dirja and whether or not Ifa thinks Dirja could be of assistance, Ifa is unsure. If it is the Dirja he has heard of, he thinks it may be a bad idea. This Dirja is a raider of villagers and lives for the battle. That person may see a plea for assistance as a sign of weakness and attack the village. Act Three: You Can Always Go Home Arrival Arriving back in their village, the characters discover a few more missing people. The beast men have been back causing their usual destruction. It’s been a bit longer than usual since that attack occurred and many of their fellow villagers hope that means the beast-men have moved on to cause trouble elsewhere. The characters have a few days of downtime to rest and catch up on life. If they have weapons from Dirja, they can practice using them. If they accepted the help in the form of personnel from Dirja, they can work with those soldiers on how to defend the village. They can also work to build or improve fortifications, such as a palisade, trenches, and fences. Dirja’s soldiers will help with all of the above. The Coming Doom Within a few nights of their arrival home, the beast-men return. There are four times the number of characters. At least one beast-man per character has a more advanced weapon than is typically used by beast-men. Rusty axes, chipped swords, broken spears, and the like. The rest are armed with rocks and sharpened bones. Each of Dirja’s soldiers will take on a single beast-man. The other villages will also defend themselves against the enemy. Grandmother and her helpers bob and weave through the fight, trying to tend to the wounded or at least, pull them out of harms way. This leaves the characters to fight off the rest. GMs can hand wave the background fighting, if they like. If the GM would rather keep track of who is alive and who has died, roll a d6 for each non-player character fight during each round of combat. If the number is odd, a villager or soldier from Dirja dies. If the number is even, the beast-man dies. Combat with the characters should proceed as 15 normal. As the beast-men kill off the characters’ allies, the beast-men will flow over to attacking the characters. Act Four: Planning for the Future The beast-men have been watching and are instinctively aware that the villagers have been bolstering defenses against them; as such, this is a different fight from the initial conflict. The beast-men now have come in force, are unlikely to retreat, and will not surrender. They are led by their chieftain (such as it is), a beast-man with additional hit dice. Killing this bigger, more powerful beast-man will break the pack and see them scatter, a threat no longer. However, if the die rolls are going poorly for the players, a savvy GM may have the beast-men beat a hasty retreat in order to live to fight another day (and allow the characters to do the same). This denouement is a quiet one. With the beast-men defeated, the village can go back to living a normal life without Deeper Dark incursions (for now!). All that remains is to pick up the pieces, put things aright, heal the living, and see to the dead. Beast-Men: ViD 1d8 (4 Vit.), DV 8, Move 30 ft., Attacks: 2 (punch/kick, sharpened stick/bone). Special: Enhanced Senses: Beast-Men gain +3 to any checks to detect using sight, hearing, or smell. They can only be surprised on a 1 on 1d6. Nightvision: Beast-Men can see perfectly well in all but the most absolute darkness. Pack Hunters: When a pack of beast-men attacks, they make excellent use of strategy and tactics, giving them a bonus to hit equal to +1 per three beast-men in the pack. Beast-Man Chieftain: ViD 4d8 (13 Vit.), DV 6, Move 30 ft., Attacks: 2 (sword and axe). Special: Increased Damage (on one attack each round, the chieftain rolls 2d6 for damage, keeping the better of the two). Enhanced Senses: Beast-Men gain +3 to any checks to detect using sight, hearing, or smell. They can only be surprised on a 1 on 1d6. Nightvision: Beast-Men can see perfectly well in all but the most absolute darkness. Pack Hunters: When a pack of beastmen attacks, they make excellent use of strategy and tactics, giving them a bonus to hit equal to +1 per three beast-men in the pack. If any of Dirja’s soldiers survived the fight, they will stay on for another week and then return to Dirja’s oasis. They will pull their weight while in the village: guard duty, repairing buildings, putting up fences, farming, helping to dispose of the dead, etc. If none of them survived, the characters may choose to send word of their deaths. However, in this wasted land, the fact that the soldiers never return is enough of a message to Dirja and Belatsunat. GM Tips Rules Reminders Remember, this is the first time the players are experiencing this game. It may even be the first time some of them have ever experienced a roleplaying game. It could be your first time as the game masters and as the GM, you should remind the players when their characters would use their abilities, Fate Points, spells, etc. Their characters would know to do these things, it’s the people playing the game that have forgotten or not realized they could be doing them. Which Characters to use You may not have a table of seven players. If you don’t, you likely won’t need all seven characters we have for you. With that in mind, here are our recommendations to get the most out of this quick start and learning O.R.G.E.S. For the classic feel that everyone at the table will recognize, use the Warrior, Renegade, and Sorcerer / Sorceress. Not only are these the classic characters of fantasy fiction, they provide a direct path to how combat, skills, and spellcasting work. The 16 Archer can also work here, in lieu of the Warrior. It’s a different approach and one we think works very well. If you have a player that likes to play support characters, the Sage and Psychic are great options. Players looking for something a little darker or different than the Sorcerer / Sorceress will enjoy the Necromancer. Those are just our recommendations. It’s your game, play it your way. Travel Times Travel between the locations can take as long or as short as you want. If this scenario is used as a one shot, the travel should be handwaved and ignored. You can think of it as a travel montage or a “commercial break” between scenes. If using this scenario as part of a series of adventures, GMs should consider adding in encounters to add flavor to the world. Random monsters, refugees seeking help, and traveling merchants are all great options for further adventures. Expanding the Game There are several ways in which a GM can expand this game. Here are our suggestions. Random Encounters The first is to add random encounters between the scenes as the characters are traveling between locations. The characters may come across merchants, monsters, or raiders. The stat blocks for Dirja’s soldiers or the beast-men can be substituted for raiders. The Terror Bird can be used as a random monster. Perhaps, the characters fight a Terror Bird or two on their way to Dirja’s oasis, giving them an opportunity to learn how to fight one before stepping into the arena during the tent city scene. Beneath the Island of the… Lomos Island was once housed weapons testing facility. The characters could find a trap door under some rubble. Opening it, carved stairs descend into a stale smelling darkness. Does this lead to old technology and weapons not understand by modern humans? Why is there an exit to an underground river? Is this another secret entrance to the Underworld of K’n-Yan? Working the Circuit There are several fighting schools and fighting arenas in the tent city. Characters could spend time improving their abilities while in the tent city. This could result in leveling up or gaining a permanent +1 bonus to their Melee or Ranged attacks. They could also spend time fighting in the different arenas, trying to make money. There are plenty of opportunities to bet on the different fights. Valley of Old Ones Ifa’s library is one of many buildings along the River Khemit. If the characters are willing to go spelunking, Ifa is willing to equipment them with food and water. Ifa asks that they bring him any books or scrolls they find and in return, they can keep anything else that they find in the tombs of the Old Ones. Hunting the Beast-Men in their Lair If the characters decide to backtrack the beast-men’s trail to their lair, they can (particularly if the beast-man chieftain escapes). If this is a one-shot, we recommend that their lair be a large cave filled with the bones of the dead. The dead were beastmen meals. If this is part of a larger story, GMs can expand upon the scenario to add a network of caves to be explored and secured. The Dreaming Age Campaign Guide and Gazetteer contains plenty of nasties to pit against your players and characters, if you want more than just what’s in this quick start kit. 17 You may also consider checking out Night Shift: Veterans of the Supernatural Wars and its Night Companion sourcebook, which also contain extensive bestiaries of creatures of the night that can easily be adapted to the Dreaming Age. Appendix A: Full Creature Stat Blocks Beast-Men Beast-men, sometimes referred to as Degenerates, are any number of species of proto-humans, including Australopithecus, neanderthal, homo habilis, and others. In the lost epoch of The Dreaming Age, all of these proto-humans exist together, millions of years before our own archaeology believes them to appeared on the planet. They range from short and slender, averaging between three and four feet in height, to hulking brutes hovering around 7 feet high. All, however, have limited intellect as their brains are less developed than humans. Many scholars believe that these species represent dead ends among the experiments of the Old Ones, Elder Things, and Mi-Go to create humankind. It is certain that all can interbreed with humans, and the resulting children are often fully human, though they may inherit a slow intellect or increased physical abilities from their proto-human parent. Most of these creatures live in rudimentary communities little more evolved than herd animals, though they have developed the ability to use tools, and some of the more advanced can make fire and even bury their dead. Others, however, are cannibalistic and use their dead for sustenance. They are vicious hunters and aggressively defend their territory. They also have greater nightvision than full humans, able to see keenly into dark and shadows. On occasion, packs of these creatures have attacked outlying civilizations to steal such luxuries as furs, clothing, tools, and even human captives, who generally are never seen again. Beast-Men Special Abilities: • Enhanced Senses: Beast-Men gain +3 to any checks to detect using sight, hearing, or smell. They can only be surprised on a 1 on 1d6 • Nightvision: Beast-Men can see perfectly well in all but the most absolute darkness. • Pack Hunters: When a pack of beastmen attacks, they make excellent use of strategy and tactics, giving them a bonus to hit equal to +1 per three beastmen in the pack. No. Appearing: 1-100 DV: 8 (no armor) Move: 30 ft Vitality Dice: 1 Special: 2 attacks (punch/kick 2d6 keep the worst, sharpened bone / stick or sword / axe / spear d6), enhanced senses, nightvision, pack hunters XP Value: 15-240, depending on Vitality Dice Dirja’s Soldiers Dirja’s soldiers are a varied lot. They come from around the world to train at her oasis. Their outfits do not match and neither do their weapons. These soldiers are here, because Dirja sent them, but also because they want to prove themselves to Dirja. Helping the village survive and then reporting back on their works will improve their worth to Dirja. No. Appearing: 6 DV: 7 (Leather 8 + Improved Defense) Move: 30 ft. Vitality Dice: 1 Special: 1 attack (sword 1d6), Improved Defense, Supernatural Attacks XP Value: 20 18 Skeletons These undead abominations are animated piles of bones. They are re-animated by some malign intelligence, whether it’s a necromancer or a disembodied soul. Regardless, they have no intelligence, are clumsy, and pursue a single end to distraction until they are destroyed (usually they are driven to guard something, attack, or destroy the living). Skeleton Special Abilities: • Immune to piercing and stabbing weapons. These weapons simply pass through or glance off the skeleton's bones. Characters with supernatural attacks can bypass this immunity. No. Appearing: 3-30 DV: 7 Move: 30ft. Vitality Dice: 1/2* Special: Immune to firearms and stabbing weapons *Divide Vitality Die by 2 (minimum 1 hp) XP VALUE: 7 Terror Bird (Phorusrhacidae) Terror Birds are giant, flightless, carnivorous birds that are among the apex predators of the animal kingdoms. They stand between 3 and 10 feet tall and are highly muscular, with a huge beak not unlike that of a toucan. Terror birds have four-toed feet capped with talons which help them to gain traction in many types of terrain. Their fourth toe is high up on their angle and is a type of sickle claw which can be used as a kicking weapon. They are lightning-fast runners, enabling them to chase down their prey, which ranges from small mammals and reptiles to larger grazing animals and even, sometimes, other carnivores. When at rest, it appears to have a short neck, but when it strikes it has the startling ability to extend its neck, striking like a serpent, but with a force that crushes as much as it pierces. Domesticated Terror Birds are highly sought after as mounts, but they can be temperamental, especially if not regularly fed (and they have a voracious appetite). Many are the stories of riders who were feasted upon by their own trusted mounts. Terror Bird Special Abilities: • Lightning Strike: The Terror Bird gains an additional +2 to hit with its beak due to its lightning fast means of striking forward. • Hammer Beak: The Terror Bird deals 2d6 (totaled) damage on attacks with its beak. No. Appearing: 1-10 DV: 4 Move: 60 ft. Vitality Dice: 4 Special: 3 attacks (2 sickle claws (1d6 each) and hammer beak (2d6 totaled)); lightning strike XP Value: 60 19 Appendix B: Character Rules Handouts Some Terms Die Codes: When you see a code of “xdy,” x is the number of dice rolled, d means “dice,” and y is the type of die. So, 4d6 means, “roll four, six-sided dice.” Sometimes you will total the results, sometimes you will keep the best subset. This is detailed in the individual roll. Percentile Dice: Percentile dice are two, ten-sided dice, with one rolled as the “tens” and one rolled as “one.” You must designate which represents each prior to rolling. Most people use a die with two digits as tens and one digit as ones. So, one die will read 10, 20, 30, etc. while the other will read 1, 2, 3, etc. However, it is perfectly acceptable to use two differently colored dice. Read the dice as they fall, so if your tens die is 3 and your ones die is 7, your result is 37%. A roll of “00” and “0” means 100, not zero. When rolling percentile dice, a low roll is almost always better. You’re trying to roll under a percentage chance for success. If the chance of success if 50%, anything from 01-49% succeeds. Vitality Dice (ViD): The number and type of dice a creature or character has for health. The dice are rolled and totaled. This was already done for you in the creature and character stats. Three Mechanics There are three mechanics at play in O.G.R.E.S: the percentile check, the d20 check, and the Rule of 2. Percentile Checks: The first is the percentile check. In a percentile check, you will roll percentile dice against a chance of success, to use a class ability, cast a spell, etc. The GM can set a difficulty for a task, modifying your base chance of success up or down. They need not tell you what the modifier is; they simply may ask you want your base chance of success is and secretly modify it, then ask you what your die roll result is and tell you if you succeeded. For some tasks, the GM may even secretly roll the ability for you. For example, when a Renegade tries to sneak, they always think they’re doing it right. The GM’s role may determine otherwise. Likewise, when you search for traps in a given area, you don’t know if you simply failed the roll or there’s nothing there to find. In either case, the GM may opt to roll secretly and simply tell you what happens. The d20 Check: The second is the d20 check, wherein you will roll 1d20 plus applicable bonuses in an attempt to get 20 or higher. This is used for combat, saving throws, and ability checks. Difficulties for these checks are often modified based on the hit dice or level of the person you are challenging. If you try to seduce someone, you might make a Persona check, which will be modified by the difference between your level and the opponent’s level. Alternately, if an NPC (who doesn’t have full statistics) tries to seduce you, you might roll a Wits saving throw, with the difference between your level and their hit die modifying the check. In general, attacks and magical effects notwithstanding, ability checks and saves should slant towards the player rolling the dice for the check versus the GM rolling for the NPC or monster. Naturally, if the character casts Command on an NPC, it needs to make a save check, but in general. . . Primary, Secondary, and Tertiary Abilities: During character creation in Wasted Lands, abilities are designated as primary, secondary, and tertiary. Each character will have check bonuses marked with * and **. Those asterisks correspond to ability scores which are marked similarly, and the bonuses are added together for ability checks with that attribute. So, you might see a Strength check bonus of +3*, and then Toughness and Persona check bonuses of +2**, and three abilities will not have an asterisk. For that character, Strength is primary, Toughness and Persona are secondary, and the final three are tertiary. Characters receive higher check bonuses for the primary and then down. 20 Note that the check bonus is only added to ability checks and not to combat rolls. Combat rolls use the attack bonus instead of the check bonus. Rule of 2: The Rule of 2 is largely reserved for the GM, though it applies to characters in terms of their surprise changes. The GM can use the Rule of 2 to adjudicate situations on-the-fly that are otherwise not covered by the rules. Choose a die based on how likely the scenario is to succeed and throw it. A result of 1 or 2 is a success. For example, the characters are looking for a wanted criminal in the marketplace. The Renegade has a Perception skill they can roll, but everyone else just has to use the basic peepers. The Renegade rolls their percentile skill, while the GM rolls 1d6 for each of the other characters. If any of those rolls come up a 1 or a 2, they find the criminal. If the Renegade fails their percentile roll, they still get a Rule of 2 check. The GM can alter the probabilities by changing the die type thrown or by changing the range of success (1 in 6, 3 in 8, etc.). Some GMs may do away with the Rule of 2 altogether and simply use percentile dice for probabilities. This is fine, too, but we think the Rule of 2 adds an elegant and very basic symmetry to quickly adjudicate these things. Combat The first step in running combat is to determine initiative. Each player rolls 1d10 for their character and the GM rolls one for each enemy or group of enemies. The highest roll on the d10s goes first and a tie between the GM’s die roll and the players always allows the players to act before the GM. Order then proceeds in descending order. Combat is structured in rounds, which are defined as however long it takes for each character to accomplish one action. The entire combat comprises one scene. Movement: Characters can move up to their standard movement (typically 30 feet) and still perform an action. Alternately, they can “dash” up to double their move without taking any other actions. Attacking: To attack, you will roll 1d20, adding your character’s Attack Bonus, Ability Bonus, (Strength for melee, Agility for ranged) and the GM will add the opponent’s defensive value to the roll. The goal is to achieve a total of 20 or better. Monsters and NPCs add the number of Vitality Dice they have as a bonus to their 1d20 roll, plus their target’s defensive value. Damage: All weapons deal 1d6 damage, unless otherwise noted. Most characters have the ability to make supernatural attacks. This doesn’t necessarily mean the attacks are magical, but represents their access to the tactics and equipment they need to harm creatures of a supernatural origin. Characters without a supernatural attack ability will need to find magical weapons, hunt down cold iron weapons, or take another tactic in combat. Saving Throws: Saving Throws, when necessary, work the same as attacks, but instead of adding the attack bonus, characters add their check bonus and ability bonus to their 1d20 roll, attempting to get a 20 or better. They may also add a bonus or penalty based on the difference between their level and their opponent’s vitality dice. Non-Lethal Combat: If a character wants to knock another character or monster out, instead of losing vitality points past zero, the damage stops at that point and the character or monsters falls unconscious, but in stable condition. Healing: Characters heal one point of damage plus their Toughness bonus per day of bedrest. Non-lethal damage heals at a rate of Constitution +1 per hour. Death: When a monster or NPC reaches zero vitality points, it is dead (or unconscious, if non-lethal attacks were announced). When a character reaches zero vitality points, they are unconscious and bleeding out. They lose one additional vitality point per round until stabilized or they reach -10 vitality points. Stabilizing a character simply takes stating you are doing so and spending a round performing the action. Once a character reaches -10 vitality points, they are dead. 21 Casting Spells: To cast a spell, the Sorcerer / Sorceress player throws percentile dice. The base chance to cast a spell is 50% plus 5% per level of the character. Thus, a first-level Sorceress has a base chance of 55% to cast a spell. This percentage is penalized by 10% per level of the spell (thus, a second-level spell imposes a penalty of -20%). If the player beats the base percentage chance to cast a spell by 10% or more, the spell goes off immediately. If they succeed at less than a 10% margin, the spell goes off in the following round. If the base chance is ever over 100%, there is no roll needed to case; the spell always words at immediate effect. Spell Backfire: Anytime a Sorcerer / Sorceress or Sage fails to cast a spell, it can backfire – sometimes catastrophically. When a spell fails, the player throws 1d20, adds the spell’s level, and consults the following table to see what happens. Spell Backfire Table 1-10: Fail. Spell simply fails to work 11: Fail and loss. Spell fails, is lost, and cannot be cast until the next day 12: Stunned. Caster is stunned and cannot act for 1d4 turns. Spell remains available to use. 13: Fail, Stun, and Lost. Caster is stunned and cannot act for 1d4 turns. Spell is lost and cannot be cast until the next day. 14-15: Unconscious. Spell fails. Caster is knocked unconscious; treat as if affected by the sleep spell. Spell remains available to use. 16-17: Unconscious and Loss. Spell fails. Caster is knocked unconscious; treat as if affected by the sleep spell. Spell is lost and cannot be cast until the next day. 18: Spell burn. Spell fails. Caster suffers 1d6 damage per 2 spell levels. Spell remains available to use. 19: Spell burn and loss. Spell fails. Caster suffers 1d6 damage per 2 spell levels. Spell is lost and cannot be cast until the next day. 20-21: Inverse Targets. Spell affects the wrong parties (allies instead of enemies, enemies instead of allies). Spell is lost and cannot be cast until the next day. 22-23: Horror of the Deeper Dark. Spell summons a horror of the Deeper Dark with a number of vitality dice equal to the spell’s level. The creature is immediately hostile towards the caster and their allies. Fate Points Fate Points are a system intended for cinematic games, though they may be added to realistic games in order to add a bit of extra player agency. They should never be included in gritty play style. When included in play, all characters begin with a number of Fate Points that they can spend to gain additional in-game effects. There are a number of uses for these points and are as follows: Down but Not Out: Avoid death when reduced to below -10 vitality points. You’re unconscious and table. This costs 3 Fate Points. Fortune’s Favor: Roll 1d6 and add it to an attack or ability check or double the value to the percentage chance for success of a class ability or spell being cast. Costs 1 Fate Point. Mighty Blow: For 1 Fate Point, you can treat your die roll as a Natural 20 and deal double damage on your attack, then make an unmodified d20 roll. On a 9 or less, you are stunned for 1 round, unable to act. Providence Smiles: Gain a minor plot break or scene edit (“Oh look, someone dropped a sword right next to me!” or “good thing the bolt was rusted out on that ladder, so that I could kick it away”) with the GM’s approval. Righteous Rage: Spend 3 Fate Points and gain +5 to all attacks and actions for an entire scene and +10% to all percentile abilities. You must have a good in-game reason (simply fighting the big bad level boss is not enough of a reason). Second Wind: Recover half of all lost Vitality points. 22 You Missed! Spend 2 Fate Points to avoid an attack. Note: A character always has a limited amount of Fate Points and while the character replenishes this supply with every new level attained, the rate of attrition can far outstrip the rate of gain. As such, players must use them wisely. Appendix C: Magic and Touchstone Descriptions Necromancy, Psionics, and Spells Arcane Powers Shapeshifting: You make yourself—including anything you wear and carry—look different. You can seem up to 1 foot shorter or taller or alter your weight by as much as 100 lbs. to be thin, fat, or in between. You cannot become a creature that is not humanoid (an animal or completely inhuman monster). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. You do not gain the abilities or mannerisms of the chosen form, nor do you gain the perceived tactile (touch) or audible (sound) properties of any simulated equipment. A creature that interacts with you, who knows the person you are impersonating may attempt a Wits-based save to recognize something "off" about the person you are pretending to be. You can use this ability for up to 1 hour, and you may change a number of times per day equal to your Persona modifier. Psychic Powers Bio-Feedback: The psychic can heal damage, both damage that they have suffered and that inflicted upon others. Healing requires an activation roll, and the amount of damage healed is equal to 1d8 per three levels of the power. This power can also be used to inflict psychic harm on others, requiring a psychic activation roll, followed by an attack roll, using the psychic’s Wits bonus instead of their Strength or Agility bonus, and a Hit Bonus as though the psychic were a Warrior. Damage is a base 1d6 plus Wits bonus at first level. Empathy: Empathy is similar to telepathy, but revolves around emotion rather than thoughts. Empaths can read the emotional state of others, which can lead them to know when someone is lying, when they are aggressive, etc. The range is the same as the range for telepathy. In general, empathy is used against a single target; otherwise, the onslaught of emotions gets to be overwhelming for the reader. With this power, two other abilities are possible. First, the empath can set up an empathic bond with a number of willing recipients equal to three times their Wits bonus. While this empathic bond is active (which is permanent, unless the empath decides to end it), all members will be constantly aware of the emotions of the others, as well as having a vague awareness of where they are (base direction and relative distance), no matter how far apart they are. Second, the empath can attempt to control the emotions of others, implanting any emotional state they desire. Victims are entitled to a Persona saving throw to resist. Necromancy Powers Channel the Dead: Necromancers may channel dead spirits, allowing the spirit to possess their body temporarily, to speak through them. While possessed in this manner, the Necromancer is only vaguely aware of what the spirit does with their body. Worse, the spirit has access to both its own knowledge and that of the Necromancer, allowing unscrupulous spirits to try and masquerade as the Necromancer. To expel a spirit that is unwilling to leave when requested, the Necromancer must force it out. The base chance to do so is 5% plus the Necromancer’s Persona score. This chance increases by 5% per level of experience. An unwilling spirit will fight back; the GM should assign a power level of the spirit from 1-10. The Necromancer’s percentage chance to expel the spirit is reduced by five times the spirit’s power level. If this reduces 23 the Necromancer’s chances to 0% or less, they cannot force the spirit out, though a character with access to spells such as Dismissal can force the spirit out through an exorcism. There may also be other, ritualistic, options to exorcise a spirit, but this is left to the discretion of the GM. For example, a first-level Necromancer with a Persona of 18 has a 23% base chance to expel the spirit (5% plus the Necromancer’s Persona score). The GM sets the difficulty level of a possessing entity to 2, which translates into 10% (2 × 5). The Necromancer has a 13% chance to expel this spirit. This ability may also be used to perform exorcisms, but when exorcising another possessed person, each successful use of Channel the Dead deals 1 die of damage to the spirit, while each failed use requires the Necromancer to make a Persona save or suffer 1d6 damage from the spirit’s psychological assault. When the spirit is reduced to 50% or less of its maximum vitality, it must succeed at a saving throw or be expelled. This saving throw is at a -1 penalty for each prior save against being expelled that it has made. Spirits reduced to 0 vitality in this manner are destroyed; as such, many will choose to flee (voluntarily failing a save) before this occurs. See Dead People: Necromancers can always sense and see the spirits of the dead who linger in the space between worlds. If there are ghosts present, the Necromancer will know it’s there and can see it. In addition, the ghost can always speak to the Necromancer, and the Necromancer cannot “shut off” this communicative ability. This means that they, as among the rare people with this ability, are constantly harassed by local spirits for one reason or another. Summon the Dead: Necromancers can attempt to summon spirits of the dead to their location. The base percentage chance to do this is 15% at first level, plus 10% per level thereafter. The Necromancer adds +5% per point of Wits bonus to this chance. In order to be summoned, a spirit must not have moved on to an afterlife—if they are in Heaven, Hell, or another world where they have been taken to eternal reward or punishment, they cannot be summoned. Only those spirits that are restless and still wander the world or are trapped between worlds may be thus summoned. Turn Undead: The Necromancer, due to their powerful connection with the spirits of the dead, can have a measurable effect on corporeal undead as well. By focusing their energy and will, taking an action, and issuing a censure, they have the ability to drive away, or even destroy, corporeal undead. The base percentage chance to do so is 20% for an undead of less than one Vitality die, such as an animated skeleton, and increases by 10% per level of the Necromancer. This chance is reduced by 10% per Vitality die the undead has—a 1 Vitality Die creature, thus, reduces the base chance by 10%, while an 8 Vitality Die vampire reduces the base chance to turn by 80%. In addition, undead that are intelligent may attempt a saving throw to resist the turn attempt. If the Necromancer succeeds in their attempt, and the creatures fail any allowed saves, the creature flees as far from the Necromancer as possible for 1d4 minutes. If it cannot flee, it cowers in a corner as far away as it can. If such creatures are attacked, the turning is broken and the creatures may act as normal. If the Necromancer is more than 4 levels higher than the targeted creature’s Vitality Dice, the creature must succeed at a saving throw or be destroyed and turned to dust. This save is penalized by the Necromancer’s levels. Only one group of undead may be targeted at a time, with the lowest Vitality Dice gaining priority—thus, if a Necromancer faces a group of skeletons, zombies, and wights, the skeletons are targeted first, followed by the zombies (requiring a second turn attempt), then the wights (requiring a third turn attempt). Up to 2d6 undead can be targeted per turning attempt. Spells Chill Ray (Level 1): A ray of blue energy erupts forth from the caster, which disrupts the life force of living creatures. Each ray channels negative energy that deals 2d6 points of damage. The affected creature may 24 make a Strength-based save for half damage. The Caster gains one ray per level and must make a Ray Attack to hit. Undead creatures take no damage, but must make a successful Wits-based save or flee as if panicked for 1d4 rounds +1 round per caster level. disabling any part of the body touching the metal for a number of days equal to 25% of the creature’s Toughness score unless Revitalize or Renewal is cast. Gloves, padding, or clothing do not protect against this spell’s magical effects. Command (Level 1): The caster issues a one-word command to a creature that the caster can see, and who can hear and understand the caster. The creature must make a Wits save or be compelled to follow the command its next action. If the caster issues a command that would be directly harmful (such as “die”) the spell fails. Undead are immune to this spell. If the target is incapable of following the command, the spell fails. The reverse of this spell, cool metal, lowers the temperature at the same rate with the same effects as heat metal. Either version of the spell can dispel its reverse. Create / Extinguish Light (Level 1): This spell causes an object to shed light with the brightness of a torch, in any color chosen by the caster. If the object enchanted can be carried, the light will move with it. Light is dispelled by an area of magical darkness of higher level. The spell lasts for ten minutes per level of the caster. The reverse of this spell, Extinguish Light, will quash a single light source for ten minutes per level of the caster. It does not destroy the light entirely; a torch, for example, targeted by extinguish light, will cease to shed light for 10 minutes, but still may generate heat, and at the end of the spell will generate light once again. Extinguish Light does not create magical darkness; the quelling of light creates the equivalent of natural darkness. Heat / Cool Metal (Level 2): This spell raises the temperature of metal items including weapons and armor. The spell affects one creature per every two caster levels. If the caster affects multiple creatures, they must be no further apart than 25 feet. Alternately, it can affect 25 pounds of metal per level which is not worn or held. The spell lasts for 7 rounds and its effects ramp up and then recede as follows. On the first and last round of the spell, the metal becomes uncomfortable to hold or touch. On the second and sixth round, the metal becomes searing or freezing, dealing 1d6 damage. During the remaining three rounds the metal deals 1d6+2 damage and Nightvision (Level 1): This spell enables the caster or a recipient the caster touches to see in normal darkness as though it were daylight, and doubles the range of visibility granted by light sources such as torches, lanterns, and campfires, in the dark. True, pitch darkness like that deep underground remains impenetrable through this spell, as does magical darkness. The spell lasts for 1 hour per caster level. Protection from Good or Evil (Level 1): This spell creates a magical barrier around the subject at a distance of 1 foot offering protection against good or evil creatures as defined by the spell caster when the spell is cast. It does not defend against characters of less than 8 levels/Vitality Dice, but will defend against powerful supernatural creatures of the appropriate alignments or nature. The barrier moves with the subject and grants a +2 bonus to DV and +1 to saves against evil creatures. The protection ends if the warded creature makes an attack against, or tries to force the barrier against, a blocked creature. The spell lasts for one hour. Protection from Undead (Level 1): This spell functions identically to Protection from Evil or Good, but works against undead rather than evil creatures. Intelligent undead are allowed a Wits-based save to negate the effects of the spell. Restore/Drain Vitality (Level 1): This spell either restores or drains 1d6 points of Vitality per four levels of the caster, upon a subject on whom the caster lays hands. Restoring or Draining Vitality upon an unwilling subject requires a successful spell attack and contact (laying on of hands). Vitality drained does not transfer to the caster; it merely siphons off, harming and weakening the target. 25 Subtle Influence (Level 2): This spell allows the caster to implant a post-hypnotic suggestion of a sentence or two, which the listener will obey to the best of its ability. The suggestion must seem reasonable; suicidal actions or self-injury are not possible and will end the spell. Likewise, attacking or causing harm to the target during the spell’s duration will cancel the spell. The target is entitled to a Wits save to resist. As part of the suggestion, the caster can implant conditions that will trigger the suggestion. If the condition isn’t met before the spell expires, the activity isn’t performed. The spell lasts for up to 8 hours. Paralyze Person (level two): once per day you can completely paralyze a single, medium-sized or smaller living and sapient humanoid target, causing them to freeze in place, their muscles locked and unable to move, unless they succeed at a Wits save. The person remains in the position they were in, including standing, is aware, and can breathe, but they cannot take any action, unless that action is purely mental (so Psychics can still use their powers). The spell lasts for one round per level. Vampiric Augmentation (Level 2): This spell allows the caster to draw forth the life force of a dying creature and use it to temporarily augment themselves. The caster touches a creature that has 0 or fewer Vitality but has not yet died; the creature makes a Toughness save and if it fails, it dies. The caster then gains 1d6+1 Vitality (which may exceed the caster’s normal maximum), and +2 to any ability score of the caster’s choosing. The caster’s effective caster level also increases by +1, improving spellcasting chances and spell effects accordingly. The spell lasts for 10 minutes per caster level, and when it ends, all effects (including increased Vitality) disappear. Sleep (level one): once per day this spell causes up to 2d6 Vitality Dice worth of creatures that are capable of sleep into a comatose slumber. The spell affects all creatures in an area 30 feet across, within 100 feet of the caster, and centered on a location chosen by the caster. Weaker creatures with lower Vitality fall before stronger ones and among creatures with equal Vitality, those closest to the center of the spell fall first. Creatures with more than 5 Vitality Dice are immune, and if not enough Vitality Dice remain to affect a creature, the creature is not felled. Sleeping creatures are helpless but can be awakened by shaking, slapping, wounding, or other such concerted efforts to awaken them. Normal noise does not awaken those affected. The spell lasts for 10 minutes per caster level, and creatures are entitled to a Wits save to resist. Divine Touchstones More information on Divine Touchstones can be found in chapter three of the Wasted Lands corebook. Each character starts with the level one Touchstone. If they visit Ifa and perform the meditations, they gain the second Touchstone. Any Touchstones that mimic spells or psychic powers, or otherwise create supernatural effects work automatically, requiring no casting or activation roll and no components. In most cases such mystical abilities may be used once per day. Archer Favored Weapon (Bow) (level one): +1 to hit, +2 to damage, all attacks from this weapon are considered magical. This Divine Touchstone is always active. Necromancer Warp / Straighten Wood (level two): once per day, this spell permanently destroys the form of wood, causing it to warp and twist into bent, misshapen form. It affects up to one cubic foot of wood per two caster levels, and can affect worked wood such as boards and planks or weapons, which are rendered useless. It cannot affect magical wood of any type. Its reverse, Straighten Wood, can restore bent or warped wood to its original form. Psychic Phantom Lights (level one): once per day, this spell creates illusory lights within 100 feet plus 10 feet of the caster that take 26 one of three forms chosen by the caster: either a series of four “flames” resembling flickering torches or lanterns; four glowing light spheres, or a single vaguely humanoid glowing shape. Regardless of the form chosen, the spell generates light equivalent to four torches. Even if multiple lights are created, they must remain within 20 feet of each other, but the caster can direct their movement with a thought at a rate of 100 feet per round, plus 10 feet per level of the caster. If a light moves out of the caster’s line of sight it winks out. Creatures that interact with these lights may attempt a Wits save to recognize they are illusory. This spell lasts for one minute. Eternal Flame (levels two): once per day, a flickering light that looks like a flame and takes a color of the caster’s choice springs forth on an object the caster chooses and touches. The flame sheds light as bright as a normal torch but generates no heat and doesn’t require fuel to continue to burn. It can be covered and hidden, but not extinguished by any means. It can be temporarily hidden by a globe of darkness spell for the duration of that spell, and likewise will cancel that spell. Thus, an eternal flame brought into a globe of darkness will dispel the globe, but will also appear to go out for the duration of the globe. The spell is permanent. Renegade Arcane Darts (level one): once per day, cast shards of arcane energy which unerringly strike their target with no attack roll required, bypassing all mundane armor. The shards deal 1d6-1 damage with a minimum of 1 point of damage. Invisibility (level two): once per day, the Renegade and all personal belongings become completely invisible to all sight, including special vision. Light is not rendered invisible, though it can render the source of the light invisible, such that if a character carried a lit torch, all that would be visible is the radius of light. If an item extends more than 10 feet from the subject, it becomes visible, as does any item dropped or put down. If the subject makes an attack or performs a hostile action, the invisibility is canceled. Anyone with a reason to look for the invisible person may attempt a Wits save to see through the invisibility. The spell last for up to one hour or until otherwise canceled. No spell roll is required. Sage Arcane Power (Telepathic Transmission) (level one): once per day, you can send and receive telepathic messages to any number of willing participants. This communication is as selective as verbal communication. Non-willing creatures can also be targeted for communication, but they are entitled to a Wits saving throw to resist. The duration is up to 15 minutes, and the range is up to 60 ft. +1 to all Saving Throws (level two). This Divine Touchstone is always active. Sorcerer / Sorceress +10% to Class Ability (Spellcasting) (level one). This Divine Touchstone is always active. Luck (level two): once per session, roll 1d6 and add it to any roll Warrior +1 Bonus to Melee Attacks (level one). This Divine Touchstone is always active. Invoke Fear (level two): once per day, you invoke powerful words of threatening force, causing terror to race through the hearts of all enemies of the caster in a 25foot area. If creatures in the affected area fail a Charisma-based save, they flee from the caster as fast as possible for 1 round per level of the caster. If cornered and unable to run, creatures simply cower in a corner. If forced to confront the caster, affected creatures suffer -2 to all rolls. 27 What Gods Are These? We have deliberately left the characters nebulous regarding which mythological deity’s origin they represent. The players or GM are free to fill in these details as you like. The Archer, for example, could be Apollo, Diana, Rama, Arjuna, Skadi, or any other mythological figure the player wishes to portray who fits into that archetype. Likewise, the Renegade could be Loki, Coyote, Kokopelli, Moui, Hermes, or Azaban. In the end, you choose the all-too protohuman person whose exploits will one day be remembered as a god of old. What Beast Are You? In the Dreaming Age, there are no homo sapiens. The “humans” you portray are actually proto-humans, evolved from various species of animals by the Great Old Ones as servitor species. This means that every character has a completely unique look. You can choose the type of beast from which you were evolved to add a bit of extra flavor to your character. Some examples follow, but you are by no means limited to these. Aquatic: You were evolved from some sort of fish, mollusk, shark, or water mammal, and possess features accordingly. Your skin may be scaly or rubbery, but always seems slick. You prefer to be in moist environments, but can function in dry regions with a modicum of discomfort, and in dry environs will always be looking for water or moisture to spread across your skin. You cannot breathe underwater, as your evolution has made you a land-based creature, and you gain no advantages from your original bestial origin. Avian: Your character is covered with downy feathers of any color in the rainbow, depending on the specific avian species from which you were evolved. You have round eyes, moved far apart on your face, and you may possess a beak. Your hands and feet resemble bird talons, though any claws or talons are vestigial and cannot be used as weapons. You likewise may have wing-like feathers on your arms, but again, these are vestigial. 28 Canine: You have the features of a dog, wolf, coyote, hyena, or other canine species. This consists of a long snout, elongated ears, and fur ranging from white to black to red to yellow to brown or any shades between. Feline: You have cat-like features, ranging from a house cat to a lion, tiger, jaguar, or any other feline species. You are covered in fur ranging from short, wiry fur to long, luxurious mane-like fur, depending on the specific type of feline from which you were evolved. Your eyes are blue, yellow, green, or orange, with pupils which dilate wide in the dark and contract to slits in bright light. You may be nocturnal and have a highly carnivorous diet. have extended front teeth and scavenge for food, but have an omnivorous diet. Your eyes are small and beady, your ears range from nonexistent (simply holes on your head) to extremely long, and you may have a thin layer of slick fur, or you may be completely hairless. You tend to move in sudden jerks and quick bursts, and your instincts are to remain out of sight when possible. Insect or Arachnid: Your body is in two to three sections, and you may possess additional, albeit vestigial and non-useful, limbs. Your body can range in colors to suit the entire rainbow, depending on what type of insect or bug from which you were evolved. You may also have vestigial wings, even a vestigial stinger. Your body is covered in a very thin exoskeleton which provides no additional protection, but gives your skin a smooth, hard texture. You may be covered with short, coarse hairs and have complex eyes which bulge on the sides of your head. You may also have complex mouth parts and feed either on nectar or carrion, partially digesting your food in your mouth before consuming it. Primate: Your character is descended from monkeys, apes, or other primates. They can look like anything from a fully bipedal chimpanzee to a sasquatch, to a normal, modern human. If you wish to be a “normal” human being, choose this origin and simply describe your character as you would any human character in a fantasy game. Reptilian: Your character has green, brown, yellow, or pale pinkish-white skin marked by scales. They chill easily in cool weather and become languid and sluggish in warm weather (though this has no effect on the game). Their eyes are yellowish with either round or slit pupils. Rodent: Your character was evolved from a rodent, such as a prehistoric version of a squirrel, rat, mouse, even rabbit. You 29 Appendix D: Pregenerated Characters Divine Touchstones Favored Weapon (Bow): +1 to hit, +2 to damage, all attacks from this weapon are considered magical (already factored in) Class: Archer Ability (Bonus) Strength: 12 (+0) Agility: 17 (+2)* Toughness: 15 (+1)** Intelligence: 14 (+1) ** Wits: 10 (+0) Persona: 8 (-1) Fate Points: 5 Defense Value: 5 (8 from leather armor), (-3 from Improved Defense) Vitality: 19 (3d8+3 - Level 3) Degeneracy: 0 Corruption: 0 Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: +1 Ranged Bonus: +5 (+2 from Class) (+2 from Agility) (+1 from Divine Touchstone) Saves: +3 to all Ability-based saves Weapons: Long Bow (2d6+4 keep best), Long Sword, (1d6), War Club (1d6) Armor: Leather Special Abilities Eagle Eye: double all range increments Improved Ranged Damage: +1d6 keep best (already factored) Improved Defense: -3 to hit (already factored) Master Archer: once per round, 37% chance to bypass armor and do full damage, if failed, can still make a standard attack Ranged Combat: only the Archer can add their Agility to ranged attacks and damage Supernatural Attacks: ranged attacks are treated as supernatural for the purpose of overcoming damage immunities due to their knowledge of fighting the Deeper Dark. No extra damage is granted by this ability. 30 Divine Touchstones Sleep (level one): once per day this spell causes up to 2d6 Vitality Dice worth of creatures that are capable of sleep into a comatose slumber. The spell affects all creatures in an area 30 feet across, within 100 feet of the caster, and centered on a location chosen by the caster. Weaker creatures with lower Vitality fall before stronger ones and among creatures with equal Vitality, those closest to the center of the spell fall first. Creatures with more than 5 Vitality Dice are immune, and if not enough Vitality Dice remain to affect a creature, the creature is not felled. Sleeping creatures are helpless but can be awakened by shaking, slapping, wounding, or other such concerted efforts to awaken them. Normal noise does not awaken those affected. The spell lasts for 10 minutes per caster level, and creatures are entitled to a Wits save to resist. Class: Necromancer Ability (Bonus) Strength: 8 (-1) Agility: 10 (+0) Toughness: 12 (+0) Intelligence: 14 (+1)** Wits: 15 (+1)** Persona: 17 (+2)* Fate Points: 5 Defense Value: 8 (leather) Vitality: 12 (3d6 - Level 3) Degeneracy: 0 Corruption: 0 Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: +0 Ranged Bonus: +0 Saves: +3 to all Persona-based saves Weapons: Scimitar, Dagger, Short Bow (all do 1d6 damage) Armor: leather Special Abilities Channel the Dead: you may channel dead spirits, allowing them to inhabit your body and speak through you. You have no control over the spirit. Worse, if the spirit does not wish to leave, you must expel it. Your base chance is 32%, minus a difficulty set by the GM based on the spirit’s power. See Dead People: you can see and sense those spirits who linger between here and the great beyond. You always know if they are present and can see them. The dead can speak with you all they desire and you cannot turn this power off. Summon the Dead: you have a 35% chance of summoning spirits who have not moved on from this plane of existence. Spell Like Abilities: you may cast the following spells without the need for spell components twice per day. Command (vs spirits only), Protection from Undead, Subtle Influence (vs spirits only), Turn Undead, Vampiric Augmentation 31 Class: Psychic Ability (Bonus) Strength: 10 (+0) Agility: 8 (-1) Toughness: 14 (+1)** Intelligence: 12 (+0) Wits: 17 (+2)* Persona: 15 (+1)** Fate Points: 5 Defense Value: 8 (leather) Vitality: 15 (3d6+3 - Level 3) Degeneracy: 0 Corruption: 0 Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: +1 Ranged Bonus: +1 Saves: +3 to all Wits saving throws Weapons: Dagger, Hand Axe, Short Bow (all do 1d6 damage) Armor: leather Supernatural Power (Shapeshifting): Psychics choose one power from the Sorcerer Arcane Power list, which they use exactly as a Sorcerer of their individual level. Divine Touchstone Phantom Lights: once per day, this spell creates illusory lights within 100 feet plus 10 feet of the caster that take one of three forms chosen by the caster: either a series of four “flames” resembling flickering torches or lanterns; four glowing light spheres, or a single vaguely humanoid glowing shape. Regardless of the form chosen, the spell generates light equivalent to four torches. Even if multiple lights are created, they must remain within 20 feet of each other, but the caster can direct their movement with a thought at a rate of 100 feet per round, plus 10 feet per level of the caster. If a light moves out of the caster’s line of sight it winks out. Creatures that interact with these lights may attempt a Wits save to recognize they are illusory. This spell lasts for one minute. Special Abilities Psychic feedback: Psychic powers are dangerous and unreliable. If a Psychic rolls 90 or greater on percentile dice, regardless of whether the power succeeds or fails, they suffer 1 die of damage from psychic feedback and mental overload, are stunned for one round (unable to take actions), and likely exhibit bleeding from the nose, ears, or eyes. They also lose access to the power until they get a full night’s sleep, unless they succeed at a Wits or Persona saving throw. Some advanced power usage may increase the chance for psychic feedback (and even the damage and consequences suffered from it). Psychic Powers: Bio-Feedback 3rd level proficiency (50%), Domination 1st level proficiency (40%). Sixth Sense: Psychics have a basic “sixth sense” that warns them of danger in the surrounding world. They can only be surprised on a roll of 1 on 1d8. Supernatural Attacks: All damage dealt by psychic powers is considered supernatural in nature for purposes of overcoming damage resistance. 32 Class: Renegade Ability (Bonus) Strength: 10 (+0) Agility: 17 (+2)* Toughness: 15 (+1)** Intelligence: 12 (+0) Wits: 14 (+1)* Persona: 8 (-1) Fate Points: 5 Defense Value: 7 Vitality: 11 (3d4+3 - Level 3) Degeneracy: 0 Corruption: 0 Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: +1 Ranged Bonus: +3 (+1 from Class, +2 from Agility) Saves: +3 vs. death attacks and area effects (explosions and the like). Any saving throw that would normally allow for half damage on a success, the Renegade takes no damage on a success. Weapons: Short Sword, Dagger, Throwing Knives (all 1d6 damage) Armor: Studded Leather Special Abilities Climbing: 75% Danger Sense: Renegades have a keen ability to sense danger, whether by hearing the slightest sounds, spotting something out of place, or just sensing something is wrong. The chance to sense danger is 1-3 on 1d6. A successful Danger Sense check always gives warning that something bad is about to happen, with any other appropriate information (“you hear whispering around the next corner,” for example); this also means the Renegade can make preparations against the danger and cannot be surprised. Improved Defense: Renegades with an Agility of 15 or greater reduce opponents’ chances to hit them, imposing a penalty of -1 per point of Agility above 14. Perception: 50% Ranged Combat: Renegades add their Agility bonus to ranged attacks in combat. Read Languages: 80% chance to read any language they encounter. Stealth Skills: Open Locks: 35% Bypass Traps: 30% Sleight of Hand: 40% Sneak: 40% Failed Checks: A failed check to sneak, or perform a feat of sleight of hand does not automatically mean detection. Observers with between 0 and 3 Vitality Dice have a 1 in 6 chance of detecting the failed stealth. If the observer has more than 3 Vitality Dice, for each level or Vitality die of the potential observer, there is a 5% chance they will detect the Renegade on a failed check; otherwise, the attempt succeeds regardless of a failed roll. Vital Strike: A Renegade attacking from stealth or from behind an enemy gains +4 to attack, and the attack deals double damage. Such attacks are also considered to be supernatural for the purposes of overcoming damage immunity to mundane attacks. A Renegade can Vital Strike if the opponent is unaware of their presence, or if they are battling the same enemy as another ally and can as such maneuver into a vulnerable spot. Vital Strikes can be ranged, but only if the Renegade is within 30 feet of their target and the target is unaware or distracted. Divine Touchstones Arcane Darts (level one): once per day, cast shards of arcane energy which unerringly strike their target with no attack roll required, bypassing all mundane armor. The shards deal 1d6-1 damage with a minimum of 1 point of damage. 33 Class: Sage Ability (Bonus) Strength: 8 (-1) Agility: 10 (+0) Toughness: 14 (+1)** Intelligence: 17 (+2)* Wits: 12 (+0) Persona: 15 (+1)* Fate Points: 5 Defense Value: 8 (leather) Vitality: 15 (3d6+3 - Level 3) Degeneracy: 0 Corruption: 0 Divine Touchstones Arcane Power (Telepathic Transmission) (level one): once per day, you can send and receive telepathic messages to any number of willing participants. This communication is as selective as verbal communication. Non-willing creatures can also be targeted for communication, but they are entitled to a Wits saving throw to resist. The duration is up to 15 minutes, and the range is up to 60 ft. Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: +1 Ranged Bonus: +1 Saves: +3 versus spells and magical effects Weapons: Long Sword, Dagger, Long Bow (all do 1d6 damage) Armor: Leather Special Abilities Languages: speak, read, and write two languages Lore: 47% Mesmerize Others: three times per day, 30% chance Read Languages: after using up your Language slots, you have an 80% chance of reading a language Renegade Skills: Open Locks: 15% Bypass Traps: 10% Sleight of Hand: 20% Sneak: 20% Spells: 65% base chance -10% per level of the spell cast; can cast two first level spells per day at a 55% base chance 34 Class: Sorcerer / Sorceress Ability (Bonus) Strength: 8 (-1) Agility: 10 (0) Toughness: 12 (0) Intelligence: 17 (+2)* Wits: 15 (+1)** Persona: 14 (+1)** Fate Points: 5 Defense Value: 9 Vitality: 8 (3d4+6 - Level 3) Degeneracy: 16 Corruption: 4 Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: +0 Ranged Bonus: +0 Save versus Spells and Magical Effects: +3 Weapons: Dagger, Short Bow (both are 1d6) Armor: Padded Special Abilities Arcana: 55% Spellcasting: 65% base chance Arcane Power: Innate Magic (Restore / Drain Vitality) Spells: Beguile Person (45%), Chill Ray (55%), Protection from Good or Evil (55%) Divine Touchstones +10% to Class Ability (Spellcasting) 1 Divine Touchstones +1 Bonus to Melee Attacks (already factored in to Melee Bonus) Class: Warrior Ability (Bonus) Strength: 17 (+2)* Agility: 15 (+1)** Toughness: 14 (+1)** Intelligence: 12 (+0) Wits: 8 (-1) Persona: 10 (+0) Fate Points: 5 Defense Value: 4 with shield, 6 w/o shield Vitality: 22 (3d8+3 - Level 3) Degeneracy: 0 Corruption: 0 Standard Check Bonus: 3 (Aspect*), 1 (Normal**), 0 (Disadvantaged) Melee Bonus: + 6 (+3 from Class, +2 from Strength, +1 from Divine Touchstone) Ranged Bonus: +3 (+2 from Class, +1 from Agility) Saves: +1 to all saves Weapons: Sword (1d6+3), Mace (1d6+3), Short Bow (1d6) Armor: Studded Leather, Shield Special Abilities Combat Expertise: +1 attack per level against enemies with 1 vitality die or less, +2 attacks versus enemies with 2-3 vitality dice Improved Defense: -1 to hit (already factored into DV) Master of Battle: 41%, if successful, do full damage, if not, make a normal attack Melee Combat: only Warriors can add their Strength to melee attack and damage rolls Spell Resistance: 16%, if failed, may still make a standard saving throw Supernatural Attacks: melee attacks are treated as supernatural for the purpose of overcoming damage immunities due to their knowledge of fighting the Deeper Dark. No extra damage is granted by this ability. Tracking: 60% 2