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Strange Aeon (Player Edition) Lovecraftian Roleplay in a Post-Apocalypse Earth CREDITS
Produced by Forever People Games & RPG Written and illustrated by David Sharrock Additional Story Development Alberto Furlan Playtesters David Sharrock, Wyn F Dawkins, Jane Albright, Susan Walker, Steve Mumford Thanks to: Scot Ferra © Forever People 2016 all rights reserved This is a work of fiction. Any similarity to true events or persons living or dead is entirely coincidental. All content within this book is either the intellectual property of Forever People and/or David Sharrock or is freely available under the Creative Commons license 4.0. All artwork and photography sources covered under this license are listed below as 'Additional illustrations and photography'. Only the original unaltered sources (linked in the PDF version) may be used under the terms of the license. Please direct questions and comments to dave@foreverpeople.co.uk Visit us! www.foreverpeople.co.uk Art & Photography (non Creative Commons) Atelier Sommerland, Dusan Kostic, Fernando Cortes De Pablo, David Sharrock.
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Additional illustrations and photography (Hover for web link, PDF only) Foundry Co., Cocoparisienne , Phyreworx, US Army Africa (photo source), Epicantus, Michael Gaida, Marc Cooper, Mody Yash, Darius Z Sankowski, Skeeze, Konrad Ciężki, Fae, Ron Johns, J C Tatab, Duncharris, Unsplash, Petr Kovář, Navsource (photo source), Walti Goehner, Moto "Club4AG" Miwa, Spencer Likestorun, Quapan, Antriksh.
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That is not dead which can eternal lie... And with strange aeons even death may die.
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contents Introduction Author's Note Chapter 1 - The Player Character Character Creation Linear Points Hit Points Fate Horror Core Attributes Styles Character Sheet Issues Saving Throws How to Make a Saving Throw Difficult and Easy Saves Fate Rolls In a Nutshell Levels Benefits of Levelling Up Weapon Mastery Levelling Up & Path Abilities Combat Rounds and Combat Order Melee Attacks Boosting Attacks With Weapon Mastery Selecting a Core Attribute The Combat Roll The Enemy Combat Roll Enemy Strategies Resolving the Attack Applying Melee Damage Exhaustion Using Ranged Weapons Maximum Range Firearms Splash Ranged Weapons Splash Damage Critical Hits Damage and Death Retreat Replenishing Flux Values Healing and First Aid The Character Background Loner and Zoner PCs Characteristic Interpretations Representing Styles and Issues Interpreting Core Attributes Family and Friends Dysfunction The Layered Character The Character Engine Dual Engine Characters Secrets Other Layers Positive vs. Negative Staying Alive Chapter 2 - Path Abilities Path of the Hero Improved Style Feat Tank
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5 6 7 ^ ^ ^ ^ ^ 8 ^ 9 12 14 ^ ^ ^ ^ 15 ^ ^ ^ ^ ^ ^ ^ 16 ^ ^ ^ ^ 17 ^ ^ ^ ^ ^ 18 ^ ^ 20 ^ ^ ^ ^ ^ 21 ^ ^ ^ ^ 22 ^ ^ ^ ^ 23 26 27 ^ ^ ^
Faultless Heroism Weapons Master Fighter's Endurance Power and Might Luck of the Gods Path of the Charmer Morale Booster Conviction Too Pretty to Spoil Smack-Talk Not the Face Charmed Life Path of the Fighter Improved Agility Tactical Smarts Improved Tactical Smarts Spot Triggers Weapon Proficiency Feint and Parry Path of the Investigator Applied Science Para-Sensitive Strategy Improved Strategy Chemistry Insight Path of the Judicious Observation Verbal Restraint Inviolable & Assertive Stealth Shrewd Retreat Uncanny Recon Path of the Sniper Marksmanship Quick Draw Head Shot Pinpoint Accuracy Sharp Shooter Assassin Path of Endurance Improved Fitness Increased Stamina Fortitude Exceptional Fortitude Indomitability Die-Hard Path of Diplomacy Devil's Advocate Justified Retreat Read Between the Lines Fast Talk Street Rep Allegiance Path of the Realist Immune to Intimidation Clarity No Time to Bleed Pragmatic Horror Dogmatism Hard-Nose Path of the Scholar Applied Learning Erudite Foe Awareness Higher Learning Acquired Knowledge Tactical Advantage Path of the Tinkerer Mechanic Lateral Thinking Uncanny Talent Trap Design Defuse Tech Scavenge Path of the Trapper Hunter Gathering Snares and Stings Orienteering Lore Uncanny Sense Trap and Defuse
^ ^ ^ ^ ^ ^ ^ ^ ^ 28 ^ ^ ^ ^ ^ ^ ^ ^ ^ 29 ^ ^ ^ ^ ^ ^ ^ ^ ^ 30 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 31 ^ ^ ^ ^ ^ ^ ^ ^ ^ 32 ^ ^ ^ ^ ^ ^ ^ ^ 33 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 34 ^ ^ ^ ^ ^ ^
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Path of the Whisperer Tame Canine Horse Breaker Mesmerism Empathic Knowledge Moon-Howler Wild Sense Path of the Chieftain Vangard Motivator Fortune Favours the Bold Teamwork Daunting Authority Rally the Troops Path of the Martinet Karmic Returns Setbacks Prosthelytize Righteous Indignation Improved Scruples Further to Fall Path of Strength Feat of Strength Tensile Strength Increased Pull Herculean Effort Force Disengage Barbarian Strength Path of the Wizard Sorcery of the Matriculant Thaumaturgy of Hyperborea Cantrips of Carcosa Astral Magic Pan-Dimensional Magic Desecration of Apollo Path of the Acrobat Feat of Dexterity Tumble Impressive Leap Throwing Knives Leap, Cartwheel and Roll Silent Sneak Path of the Politician Oration Ivory Tower Illusion Je Ne Sais Quois Smack-Talk Noblesse Oblige Charm & Dissarm Path of the Maverick Happy Accident Loveable Rogue Dirty Tricks Takers Keepers Confidence Tricks Do or Die Path of the Medic Reboot TLC System Restore Applied Bioscience Medic Apropos Doctorate Path of the Scientist Cold Hard Logic No Destiny Measure and Control Celestial Sphere Quasi-Euclidean Mathematics Morbus Knowledge Path of the Sinister Skulk Disarm Traps Shadow Melt Cutthroat Occultism Dark Passenger Path of the Scavenger Rubble Comber Seasoned Looter
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^ ^ ^ ^ ^ 35 ^ ^ ^ ^ ^ ^ 36 ^ ^ ^ ^ 37 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 38 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 39 ^ 40 ^ ^ ^ ^ ^ 41 ^ ^ ^ ^ ^ ^ 42 ^ ^ ^ ^ ^ ^ 43 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 44 ^ ^ ^ ^ ^
Trapper Hawkeye Unlockable Content Pan-Dimensional Loot Finding Educational Courses Path of the Survivor Evasive Manouvres Sniper Expeditious Retreat Ever Vigilant Renaissance Person Combat Discretion
^ ^ ^ ^ ^ ^ ^ ^ 45 ^ ^ ^
TABLES Table A - Weapon Details Table B - Dual Character Engine Suggestions Table C - Sorcery
19 23 39
Got a god complex? For the full Strange Aeon experience, including guides on finding players and groups, running games, creating adventures and moderating the Strange Aeon game system, get the massive 250+ page Game Keeper Edition. Now includes three full adventure scenarios. Go to www.foreverpeople.co.uk or visit our catalogue on Drive Thru RPG and RPG Now!
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Introduction Strange Aeon is a mixed rules structured roleplaying game and campaign setting based in the world of the late, great H P Lovecraft. The emphasis is on narrative, story-telling and exploration of the Mythos setting as it is presented. This book, which contains everything you need to start a game and play through to completion, is based (loosely) on the stories of H P Lovecraft and other derivative works. This is a roleplaying game, in which players will take seats around a table, or a room, while a referee and story teller (the Game Keeper) describes the setting and action. Players control a protagonist within the narrative, struggling to survive, battling enemies and finding a safe path through each adventure. The game uses a set of rules and game mechanics which may be relied on for resolving combat and determining the outcome of events as required. These rules are designed to make game play interesting, with a gentle learning curve and familiar style. Lovecraft fashioned a world of enthralling narrative, evocative scenes, frightening imagery and fascinating characters. The emphasis for him was on the creation of a story in which the unimaginable horrors of the Mythos could be explored in all its mysterious and unsettling glory, and so too is this our own ambition. Our aim, in writing this book, was to simply provide a framework in which all players can enjoy exploring the Lovecraft milieu.
who is h. p. lovecraft? Lovecraft was a talent ahead of his time, a writer of horror fiction with an exemplary vision, as unique in his era as it is in our own. The Cthulhu Mythos, as it is known, is an ambiguously alien concept which describes a pantheon of god-like beings, old as time and largely, though not wholly, indifferent to the plight of mankind. Lovecraft posits that the cosmos is a vast, cruel and unfathomable void, heedless of human suffering; godless and populated by unseen eldritch forces. The very substance and essence of these ancient powers is anathema to the notion of the natural (as defined by the human condition at least). They are god-like but ungodly, wallowing in starstuff, somewhere between the logical dimensions we know and the irrational landscape of dreams. Occasionally these incomprehensible entities cross into our own sphere of existence and lay waste to reality. The unfortunate few are exposed to dreadful revelations. Some are driven mad by the knowledge they acquire. Others seek recognition from and reverence for the 'old ones', creating abominable cults of like-minded lunatics. They work mindlessly and tirelessly under the delusion that their adoration will one day mark them worthy of abominable favour. But the forces of the Mythos are not deities in the traditional sense. Rather, they are infestations, insidious within the fabric of time and space. They represent the impartial and incalculable horrors of an endless void, of the cold and the dark and of the inconceivable emptiness of space. They are a threat akin to the vacuum enormity that surrounds our inconsequential world; a doom so absolute that contemplation of its existence invites madness while exposure to its immediate presence can only lead to death and destruction. These are the cornerstones of Lovecraft's work and the calamitous mythology explored, described and defined with dutiful consistency in all of his many stories. For the roleplayer, the provides the ideal backdrop for a fascinating setting, while its easily identifiable themes and tropes provide hooks upon which stories will comfortably hang. The realm in which the roleplay takes place is our own world, but one in which strange Escher-like angles give unsettling glimpses into worlds beyond and tantalizing suggestions of adventure far outside the mundane. Deep within this arena lurk possibilities as alien as we, the players, are capable of conceiving. Strange Aeon aims to give newcomers and veterans of Lovecraft alike an accessible and new way to explore the, approaching Lovecraft's universe in unique ways while simultaneously mixing the art of tightly structured story telling with the broader brush-strokes of a roleplaying game.
why another lovecraft rpg? In crafting this recipe of RPG and story, we've exported the most well loved brands of Lovecraft into a campaign world designed to build on the best the genre has to offer while introducing new and previously unexplored angles. At the same time, we've attempted to present the in as refreshing and exciting a way without imposing steep learning curves on players new to the game or the Lovecraftian milieu. The ruins of the United Kingdom in a post-apocalypse dirge; prehistoric Earth; 1920s gaslight Arkham, Soviet Russia in the midst of World War II; the distant future; the modern era; even alternate history and dimensional shifts; all can be explored within the context of Strange Aeon. Within these pages you will find a structure for story telling, adventure crafting and exploration; a framework for gamesmasters designed to help them run fast-paced and terrifying scenarios, an extensive bestiary of familiar and all-new horrors and quick start methods designed to help you build scenarios. Thus do the shadows creep, so step forth into fear, where the horror of the void now stalks the waking world...
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player edition author's note This edition is content-lite, providing you with only the information a player will need in order to venture into the terrifying world of Strange Aeon. A more content heavy edition for the Game Keeper's eyes only is available from Forever People's catalogue. This PDF is intended to be printed then assembled as a booklet which you can use with your group, either sharing one copy or printing a bunch so that everyone has their own. Other than the odd page of art, we've tried to keep the presentation simple in order to spare your printer ink. Use your printer's greyscale option if you'd prefer black and white to colour. Some caveats: Monsters in Strange Aeon are extremely powerful and weapons cause real damage. In many cases it makes more sense to run from a peril than to stand and face it. Your group are provided with a safe haven, an initial selection of gear and even some heavy duty artillery! Use it wisely. Maintain your haven well, because the durability of your HQ may mean the difference between a long, fascinating campaign and a shortlived bloodbath. You will always need a fall-back position. So whatever happens, whatever you do, wherever your character chooses to roam - always keep the monsters out so you can go home when you're done and live to see another day. Having said that, you'll need to explore. You'll need to scavenge. You'll need to improve what you have and sustain your energy. The things you need are hard to come by, so get ready to sift through the rubble and scan the detritus of the post-apocalypse world. Start small while you find your feet. Stick to the town where your game begins and at first, stick to the building you find yourself in. At inception, you'll find adventure enough on your own doorstep without wandering far and wide. Be smart. Be armed. Don't die. Be vigilant for the enemy because the enemy is everywhere and in many cases seeks to inflict a fate worse than death. The lucky die quick. But the truly fortunate live to a ripe old age on the strength of cunning, agility and smarts. When you do expand your horizons, take great care. The stars are wrong. These are strange times and humanity an alien in his own world. Monsters are real. Hell is unleashed. The end has been... and gone. What remains is all that remains to be seen. Good luck!
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C h a p t e r
1
the player character This is the world after The Event. A world in which your character endures; a resilient victim of armageddon. You take on the role of a protagonist in the game, a survivor exploring both the mistshrouded horrors of the town of Midwich and the uncertain realms of time and dimensional space. Midwich, Britain in 1985, seven years after the sudden and cataclysmic events of 1978. Dark entities now hold sway. Monolithic necropolis cities loom on every horizon and Midwich lies in ruin. A deadly and evil mist known as the Morbus covers everything. Shadowy horrors move stealthily in the veiling cover. Oncehuman creatures known as The Devoured stalk the crumbling remains of human civilization, feeding on fear, while rogue bands of cannibalistic human survivors battle over meagre supplies. There is no electricity, no light, no water, no gas and no law.
LINEAR POINTS
Roll 3d12 (three twelve-sided dice) and select the highest roll. If the highest roll is less than or equal to 6, instead select the highest and the lowest value of the three rolls and add them together. Mark the result on your character sheet in the set and the flux Linear Points box. When deducting or adding Linear Points, always adjust the flux. Flux may never exceed the set value. Linear Points represent a variety of things but are primarily a measure of the character's mental and physical well being. HIT POINTS
Hit Points are equal to Linear Points x 10. For example, if you rolled 10 Linear Points, you have 100 HPs. If you rolled 7 Linear Points, you will have 70 HPs and so on.
character creation Before you generate your character you will need a pencil, eraser and at least three 12 sided dice (annotated from here on as d12). Character creation can be performed in one of two ways...
Mark the result on your character sheet in both the set Hit Points box and the flux Hit Points box. As with Linear Points, when deducting or adding Hit Points, always adjust the flux. Flux may never exceed the set value. Hit Points represent the character's ability to withstand damage, to endure pain and to resist the effects of injury, poison and illness. Damage is deducted from Hit Points before Linear Points. FATE
CHARACTER GENERATION (POINTS METHOD)
1. Roll Linear Points; 2. resolve Hit Points; 3. roll Fate; 4. choose Styles; 5. choose Issues (optional); 6. finally, write the character background based on choice of Styles and Issues. CHARACTER GENERATION (STORY METHOD)
1. Write the character background; 2. roll Linear Points; 3. resolve Hit Points; 4. roll Fate; 5. choose Styles, basing choices on the written background; 6. choose Issues, basing choices on the written background (optional);
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Roll 3d12 (three twelve-sided dice) and select the highest roll. If the highest roll is less than or equal to 6, instead select the highest and the lowest of your three rolls and add them together. Add 6 to the result and mark the total in both the set Fate and flux Fate boxes. Again, when deducting or adding Fate Points, adjust the flux. Flux Fate may never exceed the set value. The value of Fate is always replenished to match the set value at the start of each session. HORROR
The Horror value starts at zero. Horror points represent the ongoing wrench of experience and are acquired when something terrifying, paranormal or gory occurs in-game. Horror is used IC for various things, or OOC to increase your character Level. Levels will allow you to develop your character and acquire new skills known as Path Abilities.
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Certified Genius +1 set INT
CORE ATTRIBUTES
The Core Attributes are Strength (STR), muscularity.
physical
prowess
Dexterity (DEX), hand/eye agility, flexibility and speed.
and
coordination,
Intelligence (INT), mental capacity and brain power. Wisdom (WIS) sharpness of the senses and observational skills. Charisma (CHA) allure, charm and social skills. All Core Attributes begin at zero. No human Core Attribute is allowed a value greater than 6 Each Core Attribute has a set value and a flux value. When deducting Core Attribute points during battle (see Combat), only the flux is affected. The set value is only changed where points are permanently lost or gained. Core Attributes can be improved by choosing Styles (see below), or by levelling up. Alternatively, the acquisition of certain Path Abilities may boost Core Attributes. There are no 'dump stats' in Strange Aeon. All Core Attributes can be used effectively in combat, as well as serving as the basis for saving throws. STYLES
Styles are positive characteristics which inform the value of Core Attributes. Some are also used in combat. Primarily they are intended to give you inspiration for roleplay. Suggestions for how Styles might be role-played are provided but can be ignored or used, according to your preference. Divide set Fate by 3 and round fractions down. The result is the number of Styles you may select from the list below. Each Style increases a Core Attribute. Altruistic +1 set CHA A character who genuinely tries to help others with no personal gain in mind. Suggested RP: relied on for their kindness and will put themselves first, risking their own necks to protect others. Attractive +1 set CHA Appealing and impressive in demeanour. Suggested RP: Attractive characters either consider their appearance to be a gift or a curse. They might play up or play down their looks. Brawler +1 set STR A trained or born pugilist. Suggested RP: grew up in a rough part of town. Has learned to be inscrutable. An unnerving poker face and meaty fists make this character seem menacing.
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A natural born thinker, probably also well educated. Suggested RP: finds social interaction difficult and is loathe to venture beyond the safety of the shelter. Creative with engineering. Cunning +1 set WIS A shrewd character. Suggested RP: the background of this character may suggest something in the way of police service, private investigation, or conversely, criminal activity. Quick to spot a lie, sharp and self-reliant but untrusting of strangers. Dead Shot +1 set DEX Exceptional hand/eye coordination when using a firearm. Suggested RP: generally sharp coordination. The character might also be good at certain types of sport (a whiz on a billiards table, for example). Decathlete +1 set DEX A trained or self-styled athlete with up to ten athletic or sport skills. The player should note down what these skills are. Suggestions include swimming, sprinting, cycling, horse riding, archery etc. Diplomatic +1 set CHA Good with words and eager to keep the peace. Suggested RP: prefers to find the peaceful solution to any confrontational situation and to keep the status quo. A peaceful group is a happy group. Earthy +1 set STR A hard worker from the rough end of town, with experience in a physically demanding job. Suggested RP: stands for no nonsense. doesn't hold with scientific mumbo jumbo, and may be partial to superstition. A matter-of-fact approach to the mundane and supernatural alike. Educated +1 set INT A character with a university degree. The nature of this degree might define the character as an archaeologist, a historian, an astrophysicist, a theologist or any other number of experts in their field. Suggested RP: the character has reconciled their education with the paranormal world they now inhabit by employing unreasonable scepticism, insisting there must be a rational explanation for everything. Proving their theories may become an obsession. Engineer +1 set INT A character with a talent for fixing, building and understanding mechanical gizmos, from car engines to generator systems, plumbing, electrics and so on. Suggested RP: A born tinkerer, the character will always be on the lookout to scavenge tools and parts for improving the bunker. Hunter +1 set WIS Eagle eyed, this character is used to tracking and spotting prey. The Hunter is not squeamish and kills without compunction if the killing is necessary. Suggested RP: hard and cruel at face value, but in fact possessing the same level of
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STRANGE AEON CHARACTER SHEET - PAGE 1
Player Name Character Name Gender
Age
Weight
Appearance (In a Nutshell) LIFE FORCE
Damage from HP flux, then LP flux when HPs = zero.
Hit Points
Set HPs
Flux HPs
Linear Points
Set LPs
Flux LPs -1 Fate flux per Fate roll. Fate flux replenished to set value at start of each game session
SPIRITUALITY
Fate
Set Fate
Flux Fate
Horror
200 to power Celestial Sphere, 100 to purchase Path Ability (level up)
CORE ATTRIBUTES
flux cannot exceed set value
Max 6
Strength (STR)
Set STR
Flux STR
Dexterity (DEX)
Set DEX
Flux DEX
Attacks = DEX flux +1 +Weapon Mastery Saving throw = 1d12 + Linear Point flux + Core Attribute set + Path Ability bonus (if applicable)
Intelligence (INT)
Set INT
Flux INT
Wisdom (WIS)
Set WIS
Flux WIS
Charisma (CHA)
Set CHA
Flux CHA
Fate & Saving Throws: 2 - 7 abysmal fail, 8 - 15 fail, 16 - 23 success, 24 or more spectacular success Combat Roll: 1d12 + chosen Core Attribute flux + Linear Point flux + Path Ability Bonus (if applicable) Not to exceed DEX set value
CHARACTERISTICS
Weapon Mastery (+1 per Path Ability)
Weapon 1
WM Value
+
Weapon 2
WM Value
+
Weapon 3
WM Value
+
Styles Number of Styles = set Fate / 3 (round fractions down)
Issues (optional) Each Issue allows you to select extra Style (as applicable) and +2 to set Fate.
Path Abilities
Path
Ability / Rank
Details
One Path Ability costs 100 Horror. Abilities must be chosen in rank order, and relevant Style must be possessed
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Optional. Use this background to flesh out your character and inform in-game actions and decisions.
CHARACTER BACKGROUND
Previous life (Zoner/Loner?) Family and Friends Character Engine(s) Secrets Other information
GEAR
General Possessions Items owned, but not necessarily carried on the character's person at all times.
Carried Items Items carried about the person. Limited to twelve items in total. Game Keeper may ask player to quantify large, heavy or awkward shaped items.
Weapons and Ammo Weapon Name
Type
Capacity
Attacks per round
Full Damage
Secondary Damage
Max Range
Auto Range
NOTES
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compassion as any human. The character has learned to dissociate when required. Kinship +1 set CHA A character with a natural affinity to animals. Suggested RP: more comfortable in the company of animals than humans, the character pines for lost pets from a former life. Leadership +1 set CHA Charming and persuasive. Suggested RP: the character possesses an ability to think of others before themselves and is able to set aside personal needs and even personal principles for the good of the team. Likeable and therefore easy to obey when they do take charge. Ministerial +1 set WIS A shrewd wordsmith and politician with high principles. Suggested RP: has apparent community spirit but based on high principles unattainable by most. Difficult to please, aloof and judgemental. Probably also impractical. Muscled +1 set STR A muscular and physically impressive bodybuilder or weight lifter who works out regularly. Suggested RP: vain and narcissistic but fit, healthy, strong and highly motivated. Occultic +1 set INT Characters intrigued by the esoteric and occult. Suggested RP: eccentric and awkward. They see the world differently to most and this can give rise to anti-social behaviour. Their reactions are difficult to predict, but they have useful knowledge about the world after The Event. Parkour: +1 set DEX Restless, athletic and something of an adrenaline junky. Suggested RP: This character is likely to be keen to get out of the asylum basement and go for regular exercise in Midwich, despite the risks. Politicaster +1 set CHA Semi-sociopathic and out to further their own ambitions but typically doing so in way that benefits others. Suggested RP: uses leadership, natural charm and promises to get what they want. Has unusual and unique principles similar to the old adage pertaining to honour among thieves. Reckless +1 set WIS A character who tends to live life on the edge, seems unconcerned about the prospect of death and keen to take risks which other player characters might consider unnecessary. Suggested RP: in combat the character can be a liability, but can also display spectacular bravado. Surgery +1 set INT A character with a medical background. They may be a veterinarian, a doctor, or a surgeon but will possess rudimentary surgical skills and expertise in first aid. Suggested RP: naturally gifted carer
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who tries to keep the morale and health of the group a priority by encouraging a light-hearted mood and scavenging vital medical supplies. Scientific Mind +1 set INT Intellectual and dedicated to learning about their environment through science. Scientific fields include the humanities, histories and physics. Science can also cover psychology. Suggested RP: has been forced to adjust the method they use to approach science. The supernatural is now empirical and the scientific method inherently flawed. The character has taken it upon themselves to reinvent science (bordering on occultism). Sizeable +1 set STR A hefty character, imposing in some way. Suggested RP: may be proud of their size and flaunt it by standing tall, shoulders out, chin held high; or they may dislike their size and instead hunch their shoulders, try to loiter in the background and make themselves as unnoticeable as possible. Sneak +1 set DEX A stealthy character, good at hiding and difficult to spot. Suggested RP: the ability stems from criminal activities (burglary, for example) or from a troubled past; life with an abusive parent for example, where sneaking around unseen and unnoticed would be advantageous. Streetwise +1 set WIS A native of the urban jungle, with a sixth sense for trouble. Suggested RP: grew up in a rough neighbourhood as a petty thief. Unrefined and selfserving, they recognize suffering in others (having experienced it themselves) but can be cynical and callous in certain situations. Survival Smarts +1 set STR A character who can survive on their wits and durability acquired through raw experience. Suggested RP: In the aftermath of The Event, this Characteristic might be true of any character and requires no additional background motive. Survivors are typically self-reliant, sensitive to noise and sudden change, observant and quick to react, thus most characters in the game will display such attributes. Swiftness +1 set DEX Speedy and able to dodge quickly. Suggested RP: alert even when relaxed, which may result in an edgy or over-excited personality. Trained +1 set STR or +1 set DEX (player chooses) A character with a military or police background. The player chooses whether this Style awards a +1 bonus to STR (marine, special forces etc) or a +1 bonus to DEX (paratrooper, ranger, sniper etc). Suggested RP: independent and can snap out of emotional states quickly. Intolerant of lazy or parasitic characters but surprisingly protective of dependents and gentle or weak characters.
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ISSUES (OPTIONAL)
Issues represent both negative and positive aspects of your character's personality. They are included as prompts for roleplay but can also increase Core Attribute gains. Your Game Keeper may rule that Issues are not used in their game. This decision rests with each individual Game Keeper. As with Styles, the descriptions below include suggestions for working each Issue into your character depiction. These suggestions can be used as they appear, as inspiration for similar roleplay, or ignored as you see fit. You can select as many Issues as you like, or you can skip this section altogether and select none. For every Issue you select, you may also choose an extra Style but only those that are listed as allowed in the Issue details. Style bonuses are applied, provided they do not raise the set value of any Core Attribute above 6. Every Issue you select reduces your set Fate value by 2 points. Set Fate cannot be reduced to a value less than 3 when selecting Issues. Altered State (WIS or INT) After over-exposure to the Morbus mists and a close shave with the Devouring, your character has gained some kind of strange dreamland sense which they cannot comprehend and which they struggle to deal with every day. Suggested RP: the character might see colours that cannot be described, angles that appear to have no place in reality or sense something on surfaces or in sounds that defy explanation. All this leads to a degradation of the normal senses, leaving your character confused and unable to think clearly, even under normal circumstances. Black and White (STR, DEX or WIS) Your character has developed a sprained belief system wherein the workings of the world are black and white, with no grey areas. Suggested RP: your character believes the Morbus and the entities who dwell within it are evil. Since their prey is humanity, the character subsequently believes all humans are good (even when they are obviously bad), with the exception only of the Devoured. Dreamland Wound (WIS or CHA) Your character was bitten by a Morbus entity and experienced a strange reaction. The wound will not heal and inflicts all kinds of paranormal effects on the character. Suggested RP: the character has lost part of their essence and they know it. When they dream they see a severed limb floating just out of reach. In reality the limb is mangled, or lacerated, but not severed. Fanatic (STR, DEX or WIS) Your character holds fanatical and fundamentalist ideas about an established religion, a movement or
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their own contrived beliefs. Suggested RP: the character has a strange fascination with the Morbus entities and, though they battles them, they pay them homage and pray to them in a shrine which contains parts or bones. Fear of Doing Evil (INT or WIS) Obsessed with righteousness, your character second guesses their own actions and judges the actions of others. Such characters are dogmatic, arrogant and can be difficult to work with where they deem the actions of a fellow survivor go against or contradict their established world view. Suggested RP: having developed a black and white view of the world, the character has come to define the Morbus and everything associated with it as evil and humanity as the opposing good. The character lives in terror of unwittingly performing evil by their own standards and becoming a part of the Morbus. Fingore (INT or WIS) Your character has lost digits or has been similarly and permanently maimed in a previous accident or battle. Suggested RP: the character was captured by other survivors after mistakenly firing on them with a machine gun (thinking they were Morbus entities and unable to make a positive identification in the mist). The survivors punished the character by cutting off the trigger finger of their right hand. Forbidden Knowledge (STR, DEX or WIS) Your character has learned a dark, unutterable truth about the nature of the cosmos. This blemish on their sanity manifests as a nervousness and edginess. Suggested RP: the character has some obsessive trait. Perhaps they click their fingers perpetually, have a facial twitch, cannot step on cracks, or refuse to enter any building with a flat roof. They will never speak of their knowledge, and may withdraw if the subject of occultism arises. Functional Addict (STR or INT) Distracted by an addiction, your character operates at less than optimum levels most of the time. Suggested RP: the character is an alcoholic, struggling to function in the After Years where they are forced to brew their own product. While scavenging, the character will be distracted by their constant desire to find a store of alcohol. They may also be mildly inebriated most of the time. Players who select Functional Addict should avoid roleplaying permanent drunkenness or inebriation, which may be amusing in small doses but can grow stale over time. Instead there may be subtler ways to implicate a character's addiction. Foremost among these will be a desire to rummage through spoils for alcohol/drugs/etc and believable explanations for failed rolls. Great Failure (STR, DEX, INT or CHA) Your character has failed spectacularly at some point in the past. This event has led directly to the death of a loved one, or the accidental killing of an innocent. Suggested RP: while sheltering with
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family in the fallout of The Event, the character was inexperienced with firearms and mistook their young son for a Morbus entity when he loomed out of the mist. The child was killed and the character is now nervous and less able than before, particularly when using firearms. Inherited Guilt (STR, DEX, INT, WIS or CHA) Knowledge of a terrible crime committed by a parent or colleague (one for which they never atoned) leaves your character with an unshakable sense of guilt. Suggested RP: the character's wife or husband was among those obsessive cultists who came out of hiding in the last year before The Event. The character is convinced their spouse was instrumental in causing The Event and is consumed by both guilt and a desire to uncover the truth. Insomniac (INT or CHA) Memory of trauma and horror haunt your character and prevent them from sleeping. Suggested RP: the character has learned to survive on minimal sleep. When they do manage to rest and sleep they suffer intolerable nightmares from which they wake sweating and screaming. They may also sleep walk, or suffer sleep paralysis. Jitters (DEX, INT or WIS) A nervous character, prone to losing control and panic attacks. Suggested RP: your character struggles under pressure and in combat situations particularly. Their hands shake, their teeth chatter and they tend to hang back, even if the rest of the team have opted to fight. The character makes no secret of this. It is, they insist, beyond their control. Fair warning. Makeshift Limb (INT, WIS or CHA) A cataclysmic injury has been treated and healed, with the affected limb either replaced or augmented by some kind of makeshift prosthetic. Suggested RP: having lost the lower half of their left leg, your character has affixed a jury-rigged prosthetic made from a piece of metal pipe secured to the stump with leather straps. Mind Makes it Real (INT or WIS) Convinced that a part of their body has been possessed by the horrors in the Morbus mist, your character's natural strength and ability are permanently affected by the influence of this belief alone. In reality there is no possession. Suggested RP: the character believes he has narrowly escaped the Devouring but that his blood is infested with microscopic eldritch horrors trying to reach his brain, or his heart. The belief has weakened him, though his state is as much a result of stress as of psychosomatic delusion.
of the species? Only survival of the individual is relevant. Extinction is the natural order of things. Sanity Slip (STR or INT) A previous encounter with a Mythos entity leaves your character suffering from sporadic waking hallucinations. The hallucinations are short lived, but disturbing enough to be distracting. Suggested RP: the character sees shadow figures from the corner of their eye, hears furtive footsteps or growling and is often convinced Morbus entities are present when nothing is there. Sensory Flaw (STR, INT or CHA) A missing eye, deafness in one ear, reduced sense of touch or merely the absence of spectacles in the After Years. Suggested RP: your character suffered a loss of hearing in one ear after a grenade detonated close by. They now react to sudden loud noises and can be easily startled if someone surprises them. Touched (INT or WIS) Your character was exposed overly-long to the Morbus mists and is irreversibly affected. They are not Devoured, but have experienced the initial effects of Devouring. Suggested RP: the character was cut off from their fellow survivors and could not return to the shelter they were using at the time. They experienced the onset of Devouring but managed to find a basement to hide in before the effect became permanent. They now suffer protracted nightmares and occasionally waking visions of a dreamland populated by Hellish beings and strange angles. Others may find the character strange or unwholesome. Trauma Button (STR, DEX, WIS or CHA) Some events are harder to recover from than others. Certain triggers bring back memories your character would sooner forget. Suggested RP: the character watched a loved one claimed by the Devouring. Once the victim was turned, the character was forced to disable and bury them and must now live knowing that the interred corpse still lives. Any sighting of the Devoured and anything suggestive of digging a hole, graves or filling a hole with earth triggers dark memories. Weird Science (STR, DEX or WIS) A character who harbours delusions about the nature of the Morbus and the creatures who infest the mists. Suggested RP: your character is obsessed with the idea of capturing a Morbus entity to study and experiment upon it in the depths of the asylum bunker.
No Destiny (STR, DEX, INT or WIS) Your character's hopes for the future have been crushed by their experiences in the After Years. Suggested RP: the character harbours a belief that all humanity is inconsequential and that mankind has served his purpose as a conduit for the arrival of the Morbus. What point now is there in survival
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saving throws When facing a challenging situation you make a saving throw. Saving throws determine outcomes and provide a fair method of resolution. Lazlo is attempting to outrun a deadly predator. Rita wishes to recall something pertaining to a mystery she's trying to solve. The Game Keeper calls for saving throws. With the help of the Game Keeper, you will need to determine which Core Attribute best fits the challenge at hand. Usually the Game Keeper will simply ask, "player X, please make a <Core Attribute> saving throw", specifying the attribute to use in each given case. Strength should be used when attempting feats requiring exertion, physical endurance, or raw muscle power. Dexterity should be used when the challenge requires the application of agility, hand/eye coordination or requires the character dodge out of the way of some incoming peril. Intelligence when you're trying to measure intellectual capacity; for example, recalling information, understanding another language or memorizing a page of text. Wisdom is representative of sensibility and should be reserved for sensory challenges. Spotting a sneaking enemy, hearing a pin drop, and so on. Charisma is used when the character wishes to impress themselves on another person, persuade somebody they are telling the truth etc. HOW TO MAKE A SAVING THROW
Roll 1d12 and add your Linear Points flux value, the relevant Core Attribute set value and any bonus awarded by the acquisition of Path Abilities to the result. Note: to begin with your character will have no Path Abilities so this aspect of the saving throw can be ignored. 1d12 + Linear Point flux + Core Attribute set + Path Ability bonus (where applicable) To begin with you will have no Path Abilities, so the last factor can be ignored for now. If the total is between 2 and 7, you have failed the roll abysmally. The result should be particularly devastating with some kind of penalty. If the total is between 8 and 15, you have merely failed the challenge. The result should be indicative of a failure without any significant penalty. If the result is between 16 and 23, you have succeeded and meet the challenge. The result should be indicative of a success. If the result is equal to 24 or greater, you have succeeded spectacularly and the result should be exceptional with some kind of reward.
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The Game Keeper will need to improvise results according to the outcome of the roll. In the case of abysmal rolls (3 to 7 total) the result is likely to be suitably horrendous! DIFFICULT AND EASY SAVES
The Game Keeper may decide that a challenge is particularly difficult or particularly easy. This will always be based on external conditions (weather, chaotic surroundings, dangerous environment, highly skilled enemy etc.) and never on the character's own level of ability. For difficult challenges, the player only succeeds if they achieve 24 or greater. Any roll between 2 and 15 is classed as an abysmal failure. For easy challenges the player succeeds if they achieve 8 or greater. There is no chance of an abysmal failure.
fate rolls Fate represents the character's luck. The Game Keeper will call for a Fate roll when the outcome of any given situation rests in the lap of the gods and no amount of ability, agility or characteristic talent is likely to affect the result (for example, the character is flipping a coin and hoping for heads rather than tails). Roll 1d12 and add your Fate flux value plus any bonus awarded by a Path Ability. 1d12 + Fate flux + Path Ability bonus (where applicable) Again, you start the game with no Path Abilities, so until you acquire some the last factor can be ignored. If the result is between 1 and 7, your character is horribly unfortunate. As with a standard saving throw, the result should be suitably disastrous. If the result is between 8 and 15, your character merely suffers bad luck. The outcome should be indicative of poor but not disastrous luck. If the result is between 16 and 23 your character is lucky. The outcome should be suitably fortuitous. If the result is equal to 24 or greater your character enjoys a spectacular instance of good fortune. The outcome should be particularly beneficial and the Fate flux value is not reduced by the roll. Whenever you make a Fate roll, whether successful or not, the Fate flux value is reduced by 1 point. (If the character tempts fate too often, their luck will eventually run out). This rule doesn't apply if the roll is a spectacular success. IN A NUTSHELL
Both saving throws made using Core Attributes and Fate rolls are performed in much the same way. Saving throws utilise Linear Points, meaning it becomes harder to succeed if you're injured, tired or otherwise debilitated. Fate relies purely on luck, but is always less likely to succeed than a skilled roll.
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levels Levels represent experience, the time a character has been exposed to the game world and the opportunity they've had to improve their skills and abilities in the field. BENEFITS OF LEVELLING UP
Every time your character 'levels up' they acquire 1 floating point to add to any Core Attribute set value (provided this doesn't increase the Core Attribute score by more than 6) and the opportunity to acquire weapon mastery. Levels are not measured in values (i.e. Level 1, Level 2, etc. The term Levelling Up merely covers the act of gaining new abilities, points and skills at a simultaneous point in the game. WEAPON MASTERY
Whenever your character levels up you should make a DEX saving throw. If you succeed, you acquire one point of weapon mastery in the weapon of your choice. If you roll 12, you acquire 2 points which you can either spend on one weapon, or two. No single weapon can have more Weapon Mastery points than your character's DEX set value. You must own the weapon at the time and must have actively used the weapon in combat at least once. The weapon type (for example, bow, sword, baseball bat, chainsaw etc) is mastered rather than the specific weapon. Thus, if the weapon is broken or lost you can acquire another of the same type and retain mastery. Weapon mastery points increase the number of Attacks you may make per combat round but only if the weapon is wielded at least once during that round. It cannot simply be carried at the time. (See Combat). LEVELLING UP AND PATH ABILITIES
Players level up every time they acquire a new Path Ability. Each new Path Ability costs 100 Horror points in every instance. Path Abilities are focused skills which the character chooses to learn and develop during their lifespan. If a character dies, he or she loses all acquired Path Abilities and you must start over from scratch. As the name suggests, Path Abilities direct the player character along a specific skill path, allowing them to develop their specialist ability and improve in a piecemeal fashion. All Path Abilities belong to a unique ability group. When choosing your next ability you must choose an ability within the same group or path that has a lower rank than those with a greater rank. It is possible to gain skills in numerous paths, but this will invariably dilute the character's expertise as points will need to be shared across multiple
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abilities and every time you select a new path you must always start with the lowest ranked ability (one to six). See Path Abilities. Example: you choose to specialize in the Medic path. As you currently have the first Medic Path Ability you must select the ability with a rank of 2 and no higher. Later, you spend another 100 Horror Points on another Medic Path Ability. This time you can select the rank 3 ability. Later still, you spend another 100 points but this time decide to try abilities from the Survivor path. Because you don't have any Survivor Path Abilities you must select the rank 1 ability. If instead you were to choose the next Medic Path ability, you could select rank 4.
combat The following rules provide an organised system for fairly determining the outcome of battle. ROUNDS AND COMBAT ORDER
Combat breaks down into rounds, with each player taking a turn. During your turn within the combat round you may engage in melee, ranged (improvised), ranged (firearm) or splash damage combat, but you may select only one of these combat methods per round. The order of combat can be determined by proximity of player characters to the enemy where this is obvious. Otherwise players whose character has a higher WIS score fight first. Where WIS scores are relatively similar, all players should roll d12 to determine who fights when (higher rolls fight before lower rolls). The Game Keeper will match rolls with each player as they engage in combat, so the Game Keeper doesn't need to determine the position of enemy combatants within the combat round. In real-time, one round lasts as long as each player who wants to fight has the opportunity to do so. In game-time, one round lasts approximately 10 to 30 seconds, though the Game Keeper will rule where necessary exactly how long any given round lasts. Note: some Path Abilities will allow you to fight first in combat order. Such abilities will generally overrule even proximity based combat order as the character is assumed to charge into battle before all others in the same group. MELEE
Covering hand to hand (melee) combat, including unarmed and armed where combatants are fighting with handheld weapons at close range. ATTACKS
You may make a number of attacks against a single target or different targets (within melee range) during your position in the combat round equal to your DEX flux value +1. Weapon Mastery increases the number of Attacks you may make (see above).
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For example, if you have a DEX flux value of 3, you may either make four combat rolls vs. a single target or share out four combat rolls vs. up to four targets, provided all targets are within range for close quarters combat. All enemy combatants (monster or NPC) may make a number of combat rolls countering attacks by player characters equal to that enemy's DEX flux value +1, plus total Weapon Mastery bonuses. The Game Keeper may opt to reserve some of these attacks for later in the round (or the end of the round). Any player attack the combatant counters after all Attacks are used does not inflict damage, it only deflects the player's attack. The DEX flux value is unaffected and unchanged by attacks and only reduced when DEX is used as the Core Attribute for making a combat roll. At the end of the combat round, any outstanding Attacks still available to enemy NPC or monster combatants can be directed toward any player character in melee range. In this instance, the Game Keeper makes a combat roll first, and the player then counters with their own roll. Players are always able to counter attacks made at the end of a combat round by the Game Keeper, but can only inflict damage if they have Attacks remaining. BOOSTING ATTACKS WITH WEAPON MASTERY
To begin with you will not have any Weapon Mastery bonuses, but eventually you may acquire some. Provided you are using the weapon to which your Weapon Mastery bonus pertains, you may increase the number of Attacks you can make by adding the Weapon Mastery value to your Attacks score at the start of every new round. SELECTING A CORE ATTRIBUTE
When your turn in the combat round arrives, you should announce which Core Attribute you wish to use to make your attack (STR, DEX, INT, WIS or CHA).
Attacks made using Strength rely on brute force. Such attacks suit simple, direct and violent individuals who possess overbearing muscle power and are easily enraged. Strength combat lacks finesse, but is generally powerful. Successful attacks can cause devastating amounts of damage but can enrage enemies.
Attacks made using Dexterity are less brutal than those made using Strength and, typically, less damaging, but are also more complex and capable of confusing and entangling an enemy who lacks the capacity to fight back like for like.
Intelligence based attacks may prove that brains trump brawn and will include the use of feints, bluffs, smack talk and other distracting methods all intended to befuddle, confuse and perturb the opponent.
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Wisdom attacks use observation and the application of finely honed senses to break through an opponent's defences. Wisdom attacks are always defensive, allowing the fighter plenty of opportunity to identify their enemy's weakness.
Attacks made using Charisma are intended to demoralize the opponent, weakening their resolve, self belief and confidence. Simultaneously, successful Charisma attacks will bolster the fighter's own self-belief and focus but risk enraging the insulted enemy. THE COMBAT ROLL
Having announced your chosen Core Attribute, you should then make your combat roll. Note: items in <chevron brackets> are optional and only allowed where applicable/available. In most cases, and particularly early on in your game, these options will not be applicable. 1d12 + chosen Core Attribute flux + current Linear Points flux + <any Path Ability bonus> The total is your Attack Value. As soon as the Attack Value is established, you must reduce the flux value of your chosen Core Attribute by one point, unless the flux value is zero, in which case it remains unchanged. As your character draws on any one attribute he or she will spend energy in that ability. Combat-based flux reductions represent a mixture of physical and mental exhaustion. For this reason, you will find you can improve your character's combat efficiency by adapting the Core Attributes they use against different enemies with different attack styles. Where Linear Point flux is altered, this will also alter the Attack Value in the next attack, so you should always check and recalculate the Attack Value. THE ENEMY COMBAT ROLL
When the player has established their Attack Value, the Game Keeper announces which Core Attribute they intend to respond with and makes the enemy fighter's combat roll. This is done in much the same way as for the player. ENEMY STRATEGIES
Some enemies in Strange Aeon will change their tactics on a round by round basis. Some may have hidden combat abilities they keep in reserve, others my have set plans for dealing with attacks. Only the Game Keeper will know what any given enemy combatant's strategies involve and will likely try to use them as tactically as possible. Strategies introduce a level of uncertainty to combat and keep things fresh on a round by round basis. While dice rolls and application of Core Attributes can account for a lot, preparing for and recognising enemy strategies can also mean the difference between winning and losing.
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RESOLVING THE ATTACK
The winner of the attack is the combatant with the highest Attack Value. Where Attack Values are the same, the player is always deemed to win their combat roll. APPLYING MELEE DAMAGE
Damage type depends on the Core Attribute used by the victor for their combat roll. Damage points are always deducted from the Hit Points flux value first and when Hit Points are reduced to zero, from Linear Points flux thereafter. Strength Based Damage 2d12 + STR flux value Dexterity Based Damage 1d12 + STR flux value Intelligence Based Damage 1d12 + STR flux value Wisdom Based Damage No damage. Enemy Attacks for rest of this round reduced by value equal to WIS flux value. Charisma Based Damage 1d12 + STR flux value If the attacker achieves 12 on any d12 during the damage roll, the result is damage as shown + a Critical Hit (see Critical Hits below).
Firearms can be fired a number of times per round (during the player's turn in the combat round) equal to the weapon's Attack value. This is listed on Table A. Unlike melee combat, targets are unable to counter the attacker's combat roll with their own combat roll. The attacker's roll is handled as a standard saving throw instead and a success results in a hit and damage. Characters engaged in melee combat cannot also make ranged attacks unless they disengage by retreating. The attacker makes a DEX saving throw: 1d12 + Linear Points flux + DEX set value + <Path Ability bonus where applicable> If the total is between 2 and 7, the attack misses its target completely and no damage is inflicted. If the total is between 8 and 15, the attack glances off its target causing just 1 point of damage. If the result is between 16 and 23, the attack is on target and causes damage equal to the Full Damage value listed on Table A, or applied by the Game Keeper (for non-standard primitive weapons). If the result is between 24 or greater, the result is damage equal to the Full Damage value listed on Table A (or applied by the Game Keeper for nonstandard primitive weapons) plus a Critical Hit. See Critical Hits below. MAXIMUM RANGE
EXHAUSTION
Where combat perpetuates for too long, the player character (and NPCs/enemy monsters) risk reducing Core Attribute flux values to zero (running out of energy and becoming exhausted). When this occurs the player/Game Keeper can no longer apply a set Core Attribute to the combat roll and all attacks are deemed to be DEX attacks.
Ranged weapons automatically miss when fired or thrown beyond their maximum range. FIREARMS
Firearms differ from hand-to-hand or primitive weapons in the ease with which they might be used by experts and amateurs alike.
Exhausted combatants can only inflict 1d12 points of damage per successful combat roll (except WIS based combat rolls) and are no longer capable of achieving a Critical Hit.
A loaded revolver is as deadly a weapon in the hands of a child as those of a trained soldier at point blank range. Skill and hand/eye coordination only play a significant role in the use of firearms at medium to long range.
Exhausted combatants will ideally retreat from combat and rest, replenishing their Core Attribute flux values accordingly (see Replenishing Flux Values below).
The rate at which firearms can be used per combat round depends on the weapon and the firer. Capacity indicates bullets in the weapon or magazine. Reloading takes one full combat round.
using ranged weapons Ranged combat rules cover attacks using improvised or basic weapons (bows, crossbows, handheld catapults, slingshots, throwing knives and so on) and firearms, though the rules for both are somewhat different. All primitive ranged weapons require setting if they are not one-shot in nature. For this reason characters may only make one ranged combat (primitive) attack per combat round.
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Characters engaged in melee combat may also make ranged firearm attacks either at enemies they are engaged with or enemies at distance. They may not, however, make a melee attack in the same round as they make a firearm attack. The attacker makes a DEX saving throw: 1d12 + DEX set value +range bonus* Note, Linear Points are not added, since the
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physical health of the firer is irrelevant. No strength or wellness is needed to shoot a firearm. *If the attacker is firing at point blank (no distance greater than a few feet between them and the target) the range bonus is 12. If the attacker is firing from a distance equal to or less than the weapon's Automatic Range, but not point-blank, the range bonus is 6.
exploding device is centred on the intended target) or as Secondary Damage (the thrown missile or exploding device misses the intended target but the target is still found to be within the area of effect). See Table A for damage values. The Game Keeper must determine whether other characters, NPCs and enemies are likely to be within the area of effect at the time of detonation.
If the result is between 1 and 7, the firearm jams and cannot be used again this combat round. The character must make a successful Fate roll (one roll per round) to un-jam the weapon, taking no other actions during that time.
Damage is first applied in the usual way. The attacker then rolls 1d12 to establish critical damage:
If the total is between 8 and 15, the firer misses.
1 - Foot Maim. -1d12 points from set Hit Points.
If the total is between 16 and 23, the round hits its general mark and inflicts Secondary Damage (see Table A).
2 - Left Leg Maim. -1 point from DEX set value. If the victim has no points in DEX, they lose 2d12 points from set Hit Points instead. Flux HPs are reduced as necessary.
If the result is between 24 and 30, the round finds the bullseye and causes Full Damage. If the firer rolls 12 on any d12 when calculating Full Damage the target also incurs a Critical Hit. SPLASH RANGED WEAPONS
For ballistic weapons that are thrown, fired or set in position and which subsequently have an 'area of effect' when they hit their target. All splash attacks are deemed to be one-shot. While your character may possess more than one weapon or explosive, they may only throw or fire one per combat round. Unlike melee, targets are unable to counter the attack with their own combat roll. The attacker's roll is handled as a standard saving throw. Characters engaged in melee combat cannot make ranged attacks unless they disengage by retreating. Where the splash weapon is thrown or fired, the attacker makes a DEX saving throw: 1d12 + Linear Points flux value + DEX set value + Path Ability bonus (where applicable) If the total is between 2 and 7, the attacker fails abysmally. The splash weapon is dropped and lands at the thrower's feet (the thrower incurs full splash damage or they may attempt either a DEX saving throw to leap out of the way, or a Fate roll to incur only secondary splash damage). If the total is between 8 and 15, the missile misses its target. The attacker makes a Fate roll and if this succeeds the target still receives secondary splash damage. If the result is between 16 and 23, the attack is almost on target. The target incurs Secondary Damage as shown on Table A. If the result is between 24 or greater, the result is a dead-shot and the target incurs Full Damage. SPLASH DAMAGE
Splash ranged damage is applied in two ways; either as Full Damage (the thrown missile or
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critical hits
3 - Right Leg Maim. -1 point from DEX set value. If the victim has no points in DEX, they lose 2d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 4 - Torso. -1 point from STR set value. If the victim has no points in STR, they lose 3d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 5 - Left Arm. -1 point from DEX set value. If the victim has no points in DEX, they lose 2d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 6 - Right Arm. -1 point from DEX set value. If the victim has no points in DEX, they lose 2d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 7 - Left Shoulder. -1 point from STR set value. If the victim has no points in STR, they lose 1d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 8 - Right Shoulder. -1 point from STR set value. If the victim has no points in STR, they lose 1d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 9 - Weapon Hand. The victim drops their weapon. They also lose 1 point from the DEX set value. If the victim has no points in DEX, they lose 1d12 points from set Hit Points instead. Flux HPs are reduced as necessary. 10 - Face. The victim loses 1 point from CHA set value. If the victim has no points in CHA, they lose 1d12 points from Linear Point flux instead. 11 - Heart. The victim loses 1d12 points from their Linear Points flux and 1 point from the STR set value. If the victim has no points in STR, they lose 1d12 points from set Linear Points instead. Flux Linear is reduced as necessary. 12 - Head. The victim loses 1d12 points from Linear Points flux value, and all points from the STR set value. If the victim has no points in STR, they lose 3d12 points from set Hit Points instead. Flux HPs/Linear is reduced as necessary.
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Table A - Weapon Details (1970s/80s) Weapon Weapon Type Bonus Small Blade Melee 0 (dagger, knife etc) Large Blade Melee 1 (sword, axe, katana, etc) Small Bludgeon Melee 1 (Billy club, hammer, rock, etc) Large Bludgeon Melee 2 (club, chair leg, baseball bat, etc) Chainsaw Melee 6
Attacks per Full Damage round Equal to Dex See Melee Flux +1 Combat
Secondary Damage -
-
Equal to See Melee DEX Flux +1 Combat
-
Hand to hand only
-
-
Equal to Dex See Melee Flux +1 Combat
-
Hand to hand only
-
-
Equal to Dex See Melee Flux +1 Combat
-
Hand to hand only
-
-
-
-
-
Hand to hand only 700 ft
Capacity -
Max Range Hand to hand only
Automatic Range -
Primitive Ranged Primitive Ranged Primitive Ranged Primitive Ranged
-
1
Equal to Dex See Melee Flux +1 Combat 1* 1d12+10
-
1
1*
1d12+10
-
1000ft
-
-
1
1
1d12+12
-
150ft
-
-
1
1
1d12
-
-
Primitive Ranged Primitive Ranged
-
1
1
1
-
Equal to 40 +DEX Set value 20ft
Throwing Knife (Path Ability only, see p. 99) Molotov Cocktail Splash Ranged
-
-
1*
1d12+6
-
15ft
-
-
-
1
1d12+12
1d12
Grenade
Splash Ranged
-
-
1
1d12+12
TNT (set in position and detonated) Glass flask of acid
Splash Ranged
-
-
-
Splash Ranged
-
-
1
3d12+12 plus one Critical Hit 3d12+54 plus two Critical Hits 1d12+4
Equal to 40ft +STR Set value Equal to 40ft +STR Set value -
Short bow Longbow Crossbow Slingshot
Catapult
.22 Revolver
Ranged 6 2* 2d12+24 Firearm (barrel) .22 Pistol Ranged 12 3* 2d12+24 Firearm (mag) .22 Rifle Ranged 1 1* 2d12+30 Firearm (chamber) 7mm Rifle Ranged 6 1* 3d12+30 Firearm (mag) 9mm Sub Ranged 34 6** 3d12+36 Machine Gun Firearm (mag) 7mm Assault Ranged 32 8** 3d12+36 Rifle Firearm (mag) .45 Machine Gun Ranged 100 6** 3d12+30 Firearm (drum) Shotgun (double Ranged 2 2 2d12+36 barrel) Firearm (chamber) Shotgun (pump Ranged 4 2 2d12+30 action) Firearm (chamber) M2 Browning Ranged 250 10 3d12+30 Machine Gun Firearm (belt) *Doubled where the player has Weapon Mastery in this specific weapon type **Must be shared between no more than two targets
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1d12+24
2
-
-
1d12+24
Equal to 40ft +STR Set value 600ft 50ft
1d12+24
800ft
50ft
1d12+30
5000ft
50ft
2d12+30
10,000ft
50ft
2d12+36
600ft
50ft
2d12+36
1000ft
50ft
2d12+30
1000ft
50ft
1d12+36
200ft
50ft
1d12+30
180ft
50ft
2d12+30
800ft
50ft
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damage and death Hit Points are lost before Linear Points unless otherwise stated in the rules. If Hit Points flux reaches zero, you should then start to apply damage to Linear Points flux.
HEALING AND FIRST AID
Linear Points and HP heal separately and under different circumstances. It is possible (theoretically, though unlikely in practise) to have full Hit Points but zero Linear Points and vice versa.
Hit Points are regained at a rate equal to the Linear Point flux value every time the character sleeps one full night (deemed to be a period of no less than six hours uninterrupted sleep).
Hit Points are regained one point for every meal the character eats (maximum five meals per 24 in-game hours).
Linear Points are regained at a rate equal to set STR+1 every time the character convalesces for a full 24 hour period. Convalescence must be uninterrupted. Any activity such as walking over distance (rule of thumb: more than 50m) fighting or undertaking any physical actions will disrupt the convalescence and prevent healing. Ideally the character will lie down and remain lying and resting for the full 24 hour period.
Core Attribute Set values may be damaged by Critical Hits. These can be healed by 1 point if the character takes one in-game week of convalescence, but cannot be healed by more than 1 point, even if the character has lost multiple points and rests for numerous weeks. Convalescence in this instance requires the same level of rest and inactivity as described for healing Linear Points.
Neither Hit Points nor Linear Points may be reduced to less than zero. Flux values may not exceed set values. When Hit Points are reduced to zero, but Linear Point flux has a positive value (i.e. greater than zero) your character has suffered cataclysmic damage which will affect their ability to act but does not prevent them from fighting or taking actions in the usual way. They are, however, critically wounded or sick. If Hit Point flux has a positive value (i.e. greater than zero) but Linear Point flux is reduced to zero, the character is incapacitated. They cannot move, fight or take any action under their own steam. Only if Linear Points are replenished above zero will they then be able to act, fight and move again. If both Hit Points and Linear Points have a flux value of zero, the character is dead. RETREAT
Combatants may retreat at the start or end of any combat round (but not midway through). If one character/enemy is fighting one or more enemy combatants and retreats, the enemy scores an automatic hit on the retreating character. Damage is applied accordingly (note: this may be particularly devastating if an enemy monster is able to engage a Special Attack during retreat). If more than one character/enemy is fighting one or more enemy combatants and retreats, all may do so without penalty, though it should be noted that certain monster Special Attacks might counter this rule. REPLENISHING FLUX VALUES
For every successful application of damage a player or enemy NPC inflicts on their enemy they gain 1 flux point in a Core Attribute of their choice (not to exceed set values). Otherwise, Core Attribute flux values are replenished at a rate of one point per one combat round the character has retreated from and is not engaged in combat or any other form of action. The player (or Game Keeper in the case of NPC enemy combatants) decides which attributes are replenished on a round by round basis.
the character background Whether you choose to write your character background first or last will depend on whether you use stats to inform the character's personality or the personality to inform your choice of stats. LONER AND ZONER PCS
How has your player character (the PC), survived the past seven years of this apocalypse?
Once combat is over flux points are recovered at a rate of 1 per 10 in-game seconds.
They will, in most cases, fit one of two categories of survivor. The Loner or the Zoner.
If there is no expectation of imminent combat, the Game Keeper is likely to allow you to replenish all Core Attribute flux values to match set values. This will be preferable in most instances where a conflict is clearly finished.
Loner PCs were once solitary raiders who either operated on their own or, more likely, in small clans consisting of just a few members. They survived on their wits, raiding buildings, other Loners and Zoner territories for supplies, scavenging everything else they needed from the ruins of the old world. They were probably
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nomads; expert at travelling through the mist shrouded landscape of the After Years and hiding from its many perils. Zoners, by comparison, were characters who belonged to a Zoner gang. These are territorial gangs, comprised of many people living communally in one territory. Zoners are typically savage, controlled by brutal leaders using oppression, violence and localized law. If your character was a Zoner it is likely they quit a gang of this sort to escape the intolerable conditions. CHARACTERISTIC INTERPRETATIONS
Characters with low set Linear Point values can be considered weaker, or more vulnerable than characters with high values. This might be the result of previous injuries, maiming or sickness, or the character may simply be small and slight compared with larger, more muscular characters. A low set Fate value can be written into your character background as good or bad fortune, but the character's destiny may better be left as something to discover rather than something preset. A character can have low Fate, but you might find yourself blessed with good dice rolls! REPRESENTING STYLES AND ISSUES
Use these to define your character, fleshing out the skeleton created by attributes to produce something unique which you can roleplay easily and readily simply by referring to your character sheet. Characters with numerous Issues make for more interesting roleplay opportunities. Remember that Issues reduce set Fate, and while they will produce interesting results, they may not always be favourable at the same time. INTERPRETING CORE ATTRIBUTES
Personalities are often influenced by personal attributes but rarely will a person's character be entirely informed by things like physical strength (STR), athleticism (DEX), intellect (INT), shrewdness/senses (WIS) or attractiveness (CHA). A handsome man can as easily be charitable and altruistic as he can be self-possessed and vain. Strong characters may not necessarily display strength of character, while characters with physical flexibility may prove incapable of mental flexibility. In short, Core Attributes might be used to shape aspects of your character's background and personality, but you should be wary of generating stereotypes based entirely on these attributes. The strong hero, rippling with muscles and oneliners; the healthy body/healthy mind athlete whose military past makes him the perfect companion in a post apocalypse setting; the bespectacled brainiac obsessed with science; the eagle-eyed thief; the sleazy ex-model who gets what she wants through acts of seduction. Such characters are avatars of Core Attribute scores, but may prove shallow and uninteresting when the game starts to unfold. The section below explores layered characters and uses juxtaposition to bend established clichĂŠs. For
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example, the strong hero, rippling with muscle and one-liners who also wears spectacles and studies Nietzsche; the healthy athlete addled by drugs and afflicted with kleptomania; the sleazy ex-model who also has a military past which is proving invaluable in the post-apocalypse setting. FAMILY AND FRIENDS
The Event occurred just seven years ago. Before that cataclysmic moment your character probably lived a normal life, had a daily routine along with family and friends whom they loved and cared for. In the aftermath of The Event, their routines have been destroyed along with a life they once probably considered immutable. Survival is an allconsuming task and most of the family and friends once dear to them will now be dead or missing. Include relevant relationship details and be sure to tell your Game Keeper if you intend to attempt to find out where missing relatives and friends may be or would like to explore this side of your player character some other way. DYSFUNCTION
Few (any?) human beings are without some form of personality dysfunction. This can be caused by troubling past events or by inherent genetic traits. Loss and grief can play a tremendous role in defining dysfunction. The father who walks out on his family, the lover who strays; the younger sibling who dies an unnecessary death; the wife or husband who perishes slowly at the hands of some cruel disease. Such experiences will warp the personality and, in the period of healing thereafter, these warps become raw scars upon the topography of the character. The human mind often seems bent upon reliving such pain and will do so without warning, many years after the trauma and its associated memories have been suppressed. Life itself can often provide all that is needed for a personality to break and reassemble. A harsh period of imprisonment; torture at the hands of an interrogator; a messy divorce or public disgrace; bankruptcy or the loss of a career, are just a handful of examples. The victim of crime, of false accusation leading to undeserving punishment or of some other miscarriage of justice can produce a particularly tormented kind of personality. Where a matter remains unresolved, a debt unsettled and a lie still accepted as truth, the character may suffer from a seemingly unending despair and sense that life is unconscionably unfair. Tarnished erroneously with some hideous lie from which the victim cannot escape, they may begin to adopt the lie as truth, masquerading as the monster society has chosen to portray them instead of fighting to clear their name. Bitterness and cynicism may not always be the outcome of dysfunction. Anger, fear and a drive to self-sabotage any chance at happiness are more common, but so too is ambition to become better. The dark aspects of the character's personality can often define them more than the light aspects.
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THE LAYERED CHARACTER
In writing your background, aim to create something you can explore in the same way as you might explore the many concealed rooms of an underground bunker or the closed off chambers of a mansion. Many doors will remain closed. Fellow players and the Game Keeper may never open some of those you keep locked at the heart of the mansion. Others may be wide open, and intriguing enough to spark some interesting scenarios. Furnish these rooms with histories. Pictures showing the people and events associated with the memories and times represented by the room. Layer your character history like an onion and include mystifying moments which even you don't know the answers to at the point of character creation. Avoid too much detail. Ambiguity will offer greater scope for interpretation later on. THE CHARACTER ENGINE
If you find yourself struggling with this layered character concept, try beginning with a simple core idea (the heart of the onion!); an archetype you can explain in just a few words. Think of this core as the engine that drives and motivates the character. Ingame, base your character's behaviour on this engine and repeatedly refer to it in your roleplay. For example, the character is a soft hearted bruiser or a gentle giant; he's under the delusion that he's some kind of chosen one; she's cynical of love and friendship because she's been hurt in the past; he struggles as an emotional character to apply logic; she struggles as a logical character to deal with emotion; he's a lovable rogue; she has a rebellious spirit and so on. Keep the engine short and simple, but full of potential. Don't be afraid of stealing from movies, TV shows or video games. Avoid clichĂŠs, but exploit your favourite tropes to the full. The engine might be an obvious motivator, or for secretive characters it might be hidden by a fake engine that the character tries to use instead. Under duress, such characters are likely to revert to their true selves. If you'd like to generate a random character engine, roll 2d12 and take a look at Table B overleaf. DUAL ENGINE CHARACTERS
The dual engine PC is an advanced version of the basic single engine character. The PC should have a false and a true engine. The false engine is the one they present to the world, the person they truly wish they were. The true engine is the one that slips out when the character is under pressure, stressed or faced with nearimpossible decisions. The nature of the character's true engine may only be known with any degree of intimacy by those who grow close to the character, or who learn to see through the pretence. For example, the character's false core is that of a boisterous hero, while his true core is that of a coward who struggles with various phobias; the
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character's false core is that of a lady of distinction and refinement while her true core is that of a survivor from a rough neighbourhood; the character's false core is that of a warrior poet with unrealistic and romantic notions of anarchy, while the true core is that of a capitalist who longs for wealth, comfort and a family who love him. The more disparate the two engines are, the more interesting the character may prove to be. SECRETS
A character background informed by a dual engine might already provide a secret or two, but you might also opt to include an aspect of your PC's past or their personality which remain hidden from other members of your group. A character's secret (or if you wish, secrets) might never be known by other players or the Game Keeper. Secrets might simply serve to inform you how your character acts and reacts within the game, much like the true engine from the dual engine method. However, the best kind of secrets are often those the Game Keeper can use to introduce interesting elements into the game, so consider letting the Game Keeper in on your character secrets. Avoid anything likely to alienate your fellow player characters (or worse, fellow players)! Characters secretly sabotaging the efforts of the rest of the group bring nothing to the game beyond unnecessary conflict and are likely to generate paranoia both in and out-of-character. Secrets should serve to flesh out and deepen your own character background without damaging the group dynamic. For the same reason, exceptionally dark secrets may be ill-advised without at least seeking the approval of your Game Keeper before the game begins. If in doubt, ask your Game Keeper first. OTHER LAYERS
The most obvious layer immediately after that which defines the character's inner personality may be the layer of immediate family. A wife or husband, girlfriend or boyfriend, maybe even children, though NPCs of this nature should not be immediately available and should instead be either dead or missing. Immediate family could also refer to parents, siblings or even best friends. Describe key relationships and how they work within the context of your character's life. For example, the character never knew his parents and was raised by austere religious fanatics whose views turned him into a staunch atheist; or he inherited an estate which belonged to an uncle known in family circles as The Mad Doctor. Be bold with family ties and feel free to create intriguing relationships that might prove interesting in future game sessions. The next layer could explore the wider sphere of friends and colleagues. The next, the character's employment, place of work and professional aspirations.
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The last layer should be that of community. Where did the PC live, how did they interact with the world around them? Was the world their playground, or were they home-bodies, keen to curl up with a good book and shut out the world beyond the window? Did they serve the community somehow? Were they involved in politics, in charity, in criminal activity? As you explore these layers, consider the character engine at every turn. If the character is involved in politics, what part of their core driving engine pushed them to get involved in the first place? Were they serving the false engine, or the true engine? If the character worked for charitable causes or was a philanthropist, were they entirely altruistic or were they scratching some psychological itch based on their own guilt. For example, a character who donates vast amounts of money to a mental health charity might be doing so because they fear for their own mental health, or have lost a loved one to suicide. Such details are likely to be irrelevant in the context of the After Years setting, but will help to flesh out your character, giving you a better idea of what motivates them and where the roots of their ambitions lie, while keeping them consistent and realistic in the eyes of other players. POSITIVE VS NEGATIVE
Table B ~ Dual Character Engine Suggestions 2d12
Engine 1 (False Engine)
Engine 2 (True Engine)
2
Power & Wisdom
Insecurity
3
Party Animal
Depressive
4
Super Cynic
Seeks Purity
5
Committed Soldier
Pacifist
6
Heroic Saviour
Cynical of Life
7
Rebellious
Wants to Fit In
8
Hardened Hero
Redeemed by Love
9
Shallow/Indifferent
Secretly Gifted
10
Dogmatic
Confused by Life
11
All Round Hero
Craves Attention
12
All Round Hero
Prone to Villainy
13
All Round Hero
Cynical of Humans
14
All Round Hero
Self Serving
15
Unemotional Logic
Traumatic Youth
16
Spoiled But Nice
Hidden Genius
Balance the positive events in your character's past with the negative and vice versa. Negative events can result in positive outcomes (where they teach the character a valuable lesson, or the character becomes stronger because of their experience) and positive events can result in negative outcomes (for example, a character who becomes wealthy overnight after choosing the correct lottery numbers thereafter suffers abandonment because family and friends dislike the way the money seems to have changed him).
17
Tries to Fix Things
Can't Be Fixed
18
Natural Villain
Atoning For Sins
19
Blustering Joker
Traumatised by War
20
Handsome Heroic
Easily Shocked Naive
21
Wants to Save Everyone
Failure Guilt
Table B provides some positive/negative dual character engine combinations which you might use as presented, or which might give you some inspiration when drawing up your own ideas (or which you might ignore completely!) The twenty four positive character suggestions and twenty four negative suggestions can also be mixed up in different combinations for, potentially, hundreds of different permutations.
22
Self Exiled
Forced to Return
23
Wants to Defeat Evil
Manipulative
24
Celebrity Personality
Hates the Spotlight
Power & Wisdom / Insecurity An apparently immutable character with unwavering morals, inherent wisdom and a firm opinion on all things. The hidden core of this character is insecurity and uncertainty. The character has developed a solid structure of personal beliefs, ethics and posits but isn't entirely sure any of them are right. If challenged, or idealistic viewpoints are exposed as less than ideal, the character is likely to withdraw or become offended. The result will never be a change of opinion or moral standing. Party Animal / Depressive The depressive aspects of this character are possibly triggered by some childhood trauma or merely a
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personality disorder which makes up an intrinsic aspect of the character. The character started partying to numb the pain, but discovered a side effect. They became liked and fun to be around, the person they wish they were but not the person they truly are. The character likes to project this personality but struggles to maintain the illusion 24/7. Sometimes the mask slips. Super Cynic / Seeks Purity A character who has no faith in humanity and finds almost all aspects of human culture either exasperating or ridiculous in some way. Only the super cynic understands the world and it's an understanding that can't be passed on because to understand it, you have to step away from the human condition. In effect, the character doesn't consider themselves part of the race they observe with such derision. This, of course, is contradictory.
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The character cannot be anything but a human, so they desperately want the human race to redeem themselves. They need to witness true altruism, true love or unfettered truth itself in order to accept their own humanity. But instances of truth are likely to be brushed aside with cynicism, perpetuating the cycle.
playing gambler might have the painting skills of an old master. The clothes-horse who seems to care only about keeping his shoes clean might have an Einstein-ian flair for mathematics. The nature of the talent might be a particular skill, or it could simply be more depth of character than the individual allows others to see.
Committed Soldier / Pacifist
Dogmatic / Confused By Life
A character once dedicated to saving or nurturing life has been forced to take life for a cause they believe in or which is unarguably righteous. Faced with invasion from abroad by an oppressive death cult, for example, the character became an officer in the military and turned their love for others to good use by protecting the soldiers under their command. Their pacifism is further tested when these soldiers must be sent to almost certain deaths in conflict against an oppressive tyrant. The greater good renders the character's own principles moot.
Similar to Power & Wisdom / Insecurity, the dogmatic character has a particular point of devotion around which they have built their life and which they refuse to denounce. They might be religious, dogmatic in their politics, an advocate of some kind of half-baked science or otherwise principled in ways that can't be altered. Even when this unshakeable belief is repeatedly shown to be either flawed or outright wrong, the character won't change their way of thinking. Such characters are likely to be prone to self doubt which is quickly replaced by an even firmer belief in their principles. If the point of dogmatism is ever proven to be even fractionally correct, the character will take this as evidence that they were right all along.
Heroic Saviour / Cynical of Life A character with a moral code whose outrage at the unethical practises of the villainous or righteous stance against pure evil is tempered by a general cynicism for human culture, society and behaviour. The character has no illusions about the nature of humanity, but still feels compelled to save people from pain, death, the enemy and themselves. Rebellious / Wants to Fit In Though the character presents cynicism of others, a self-serving attitude, seems reluctant to do the right thing or is otherwise antagonistic, they have an unwavering loyalty to their friends and will do surprising things to please them and maintain a place among them. This type of character is likely to take their lead in terms of morality from other characters. They suspect that if they fall in with a bad crowd they'll become utterly corrupt and beyond redemption. They possess enough good in them to consciously avoid this outcome at all costs, though temptation will surely arise. Hardened Hero / Redeemed by Love A character who lacks emotional empathy or is otherwise stony-faced and apparently ruthless but one who has been made good by falling in love with someone incorruptible. The significant other might be a son or daughter, a wife or husband or a mentor whom the character adores. While the significant other exists, the character is driven by dedication and adoration. If the significant other dies or leaves, the character will be driven by a desire to honour their memory. If the significant other is missing the character will be driven by an almost religious worship of their memory and a desire to find them and save them.
All Round Hero / Craves Attention The character is heroic, righting wrongs and helping others, but is driven by a shallow desire to impress others, to grab the limelight, to have the last word and to amass an audience and actually cares little about doing the right thing. This lack of humility may give them an air of arrogance and may also leave fellow characters feeling their own accomplishments have been pushed aside. Nevertheless, the character is aware of their flaw and is likely to try to repair damage caused by narcissism, but only after the event and only if others call them out on their behaviour. All Round Hero / Prone to Villainy Similar to Rebellious / Wants to Fit In, the all round hero has embraced the good-guy philosophy and their actions will almost always seem good but will often be tainted by questionable behaviour. They genuinely care about the value of human life and will strive to help the underdog. But their loose personal morals will probably lead to bad or impulsive decisions. Their proposals for actions will sometimes seem morally bankrupt to other characters and they may not understand why. All Round Hero / Cynical of Humans The hero, dedicated to helping others and doing the right thing, nonetheless lacks respect for those they help. Such characters likely feel let down or shunned by society, yet this same sense of abandonment by the greater collective also drives the character to strive for a higher personal moral standards.
Shallow/Indifferent / Secretly Gifted
All Round Hero / Self Serving
The character appears to lack depth. They may be interested only in their appearance, an inane pastime or may lack any particular opinion. But they have an impressive talent which surprises everyone when it finally comes to the fore. The giggling shopaholic might display awesome talents for using, stripping and shooting firearms. The card
A character who does the right thing, but only if the right thing will perpetuate their own position in life. The character need not be selfish, particularly in the context of post-apocalypse 1985; they may merely be focused on self preservation, keen to maintain their humanity but only if they can do so without risking their own neck.
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Unemotional Logic / Traumatic Youth The character comes across as logical, unemotional and cold in their behaviour. They will avoid physical contact and will be reluctant to participate in any frivolous activity. They possess emotions, of course, and are as human as any character, but some terrible traumatic experience in their childhood has caused them to suppress their emotion in order to save themselves from further humiliation or pain. Emotion is likely to leak, particularly when the character is under duress, or they will show high levels of empathy with young characters whom they recognize as being in the same or similar situations. Spoiled But Nice / Hidden Genius The Spoiled But Nice character is a friendly personality but privileged and probably from an immensely wealthy background. Despite their apparent desire to be surrounded by creature comforts, their expensive tastes and their cultured manner, these things are almost entirely a result of indoctrination. The character's true love is more philosophical, or scientific, maybe even earthy (engineering or construction). Beneath it all they possess an impressive mind capable of astonishing clarity and wisdom. Tries to Fix Things / Can't Be Fixed Due to some past event, the character is utterly shattered inside. Their personality and emotional health has been almost entirely destroyed by this event, leaving them troubled and dark. Their paramount desire in life is to return to being the person they were before the event, but know this will never happen. The desire manifests in an obsessive need to fix external things, which extends to mechanical items, general objects, buildings, situations and maybe even people. Natural Villain / Atoning For Sins The character was born bad, has led a life thus far devoted to debauchery and villainy but has recently experienced an epiphany and a catalyst for self reflection. The natural villain is trying to be a better person and will project themselves as a hero, but their heroics are performed as a kind of atonement for past sins, helping others and doing the right thing in an attempt to cancel out the horrendous wrongs they probably inflicted in the past - the character is unlikely to genuinely care about helping. The natural villain wants more than anything to pretend the formative years never happened, so any allusion to the past will likely be avoided. There may be a fake back-story which the character gives to fellow player characters to cover such moments. Blustering Joker / Traumatised by War A clumsy character who makes up for their lack of skill and agility by projecting a lively personality. They make light of most situations, particularly their own, and will come across as borderline imbecilic in their frivolity. Underneath all this is the simmering trauma of shell-shock, caused by exposure to the horrors of combat in some past war
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(in the context of 1985, probably the battlefields of the Falklands or, for American characters, the jungles of Vietnam). The character's lack of skill and agility are caused by the after-effects of terrible wounds. The memory of these things will cause the character enormous pain, so they shy away from the subject and will avoid anything serious, solemn or self-reflective. Handsome Heroic / Easily Shocked Naive An attractive or appealing character whose behaviour is righteous or based on moral principle. The character is likely to be highly sexually charismatic, but exceptionally naive when it comes to the actual mechanism of sex and intimate relationships. The reasons for this will need to be determined by the player, but will probably stem from a sheltered or austere upbringing. The upbringing in question is likely also to be the reason the character has such firm morals. Wants to Save Everyone / Failure Guilt At some point in the past the character decided to always do the right thing, in their own eyes, or according to some ethical code. This decision led to an obsession with helping whenever help was needed, which in turn led inevitably to a moment when the character was too late, was unable to help or was somehow unaware that help was needed. They failed to do the right thing and the result was cataclysmic. Deaths were likely involved, or the loss of someone whom the character loved deeply. Since that moment they live under an oppressive blanket of guilt, self-loathing and a constant terror that history might repeat itself. Self Exiled / Forced to Return Disillusioned with family, friends or the community in which the character lived, they left to find a better life elsewhere and shunned their former home. For this character the Event was a catalyst. They realized what was and wasn't important and journeyed home to try to make amends. In this instance, Midwich is probably the home formerly shunned, but upon arrival the character found the thing that meant so much to them all along was no longer here. The town was in ruins, their parents were dead, their wife and child were missing, and so on. This probably leaves the character with a sense of permanent loss and a desire to rebuild things as they once were; to rediscover the past if not to return to the past entirely. The Celestial Sphere may be a particularly alluring object for such a character. Wants to Defeat Evil / Manipulative The character wishes to destroy the evils of the Morbus mists, to eradicate the horror from the world and to return humanity to its (as they see it) rightful place at the top of the food chain. But there is likely a self-serving aspect to such ambitions. The character aggrandizes their own importance in the scheme of things and will probably want to run the show if humanity does regain its hold on the world. Such characters are politically motivated and will assume positions of command without waiting to be voted in.
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Celebrity Personality / Hates the Spotlight A character who was a former celebrity or who has somehow become well known due to their actions and heroism in the After Years, but one who despises the limelight and would sooner shrink into the background. Such characters will be recognized, even in the post-apocalypse setting, but may be obscure in Celestial Sphere journeys where they visit timelines in which they are not famous and their face is not well known. This character is unlikely to seek commanding positions in the group or to give their opinion very much and may even come across as shallow or aloof. In fact they merely have more interest in others than in themselves and would sooner hear what others have to say than listen to the sound of their own voice.
staying alive Britain, circa 1985 is a deadly setting and venturing out beyond the bunker will be a perilous business. Monsters lurk in the ubiquitous and all-enveloping 'Morbus' mists, horrific fear-feeders and former humans known as Devoured haunt the ruins and even the mist itself can be lethal. Strange Aeon, on the whole, is designed to be a survival game, with elements of action horror, rather than the other way around. So be prepared to run and hide, to evade enemies and to use tactics to ensnare them, advanced weapons and traps to catch and kill them and combat strategy to survive. Combat and damage are designed to be realistically fatal, but capture is also a distinct possibility. Not all creatures who stalk the Morbus are intent on killing or eating the humans they encounter. Some want only to generate terror (the psychic energy that somehow sustains them), while others will gleefully drag their victims off to some dark corner where they can torture them for their own amusement or set them to some grim task. Survival is the central objective of this game, the narrative flowing around this core theme and adventures all reflecting the precarious and tenuous nature of the player character's existence. Whether you are racing against time in some historic location, fighting the sinister forces of the Morbus mists or battling rival Zoner gangs in the broken streets of Midwich, your main focus should always be on keeping your character alive.
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C h a p t e r
2
path abilities Abilities from the same Path must be gained in order of rank, starting at 1 and rising to 6 but you may acquire abilities from any Path you like, provided the abilities are acquired in rank order. Once you embark on a Path, abilities made available offer greater benefits at higher ranks. There are advantages and disadvantages to specializing in a single Path, to lessening proficiency but gaining a wider variety of abilities by choosing a few Paths.
path of the hero Main Style: Altruistic Always first to throw themselves into the line of fire, risk their necks for others and take one for the team, these abilities define bravery, courage and bravado. To take this Path the player must possess either/or the Altruistic, Decathlete, Leadership, Muscled, Reckless, Sizeable and/or Trained Styles. If the character possesses Altruistic they gain 2 Ranks in the Path of the Hero as soon as they choose this Path. (1A) IMPROVED STYLE FEAT*
The player may improvise a Style Feat* on any roll of 11 or 12 (instead of only 12) where the roll contributes to an overall successful result. *If the Game Keeper has opted to omit Style Feat rules, this Path Ability should be substituted for 1B. Ask your Game Keeper for details. (1B) TANK
When using STR as the combat Core Attribute in melee, the STR flux value never decreases and the character is never exhausted. However, the player may not use alternative Core Attributes once he or she opts to use STR and must continue using STR until the combat is complete. (2) FAULTLESS HEROISM
The character can no longer fail abysmally. Any saving throw result of 1-7 simply counts as a normal failure instead of an abysmal failure.
similar to Rank 1B, the player may mix and match Core Attributes in the usual way when making combat rolls instead of sticking only to STR. (6) LUCK OF THE GODS
The character's confidence accelerates with their level of heroism. Their Charisma set value increases to 6 (flux value rises correspondingly) and the player may, from now on, add a +2 bonus when making any Fate roll. In addition, set Fate score increases to 13, with Fate flux increasing accordingly.
path of the charmer Main Style: Attractive The charmer develops his or her reliance on good looks and charisma as a means to an end. To take this Path the player must possess either/or the Attractive, Diplomatic and/or Politicaster Styles. If the character possesses Attractive they gain 2 Ranks in the Path of the Charmer as soon as they choose this Path. (1) MORALE BOOSTER
Having the company of someone with natural optimism, positivity and general charisma provides a boost to all other characters in the group. The Charmer does not benefit from this ability, but all others in the player group gain a +1 bonus to all saving throws while the character is present. When the character uses CHA as the basis for their combat roll, all other allied characters engaged in combat acquire a +1 bonus to their own combat roll for the same combat round, but only if their roll comes after that of the charmer.
(3) WEAPONS MASTER
Once this Path Ability is acquired the character automatically gains Weapon Mastery every time they level up and no longer need to make a DEX saving throw. (4) FIGHTER'S ENDURANCE
Where the character incurs a Critical Hit, damage normally subtracted from set values is instead only subtracted from flux values. (5) POWER AND MIGHT
When using STR as the combat Core Attribute and the STR flux value is reduced to zero, it immediately replenishes to its set value. While this ability is
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(2) CONVICTION
When another player makes a Fate roll, the charmer may make a CHA save, boosting the player's roll by +1 if the saving throw is successful. Conviction represents the art of encouragement, talking someone into success, whether they believe in themselves or not. (3) TOO PRETTY TO SPOIL
The charmer develops an uncanny ability to endear themselves to others (even without speaking and in many cases without making a spectacle of themselves in any way), even if those others are enemies of the general group to which the charmer belongs.
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When the character is part of a group targeted by enemies with ranged weapons, or a mob of enemies moving in for melee, the character will always come last in being selected as a target. In other words, enemies will favour other characters or NPCs as targets before they will consider the charmer, engaging any other target before considering the charmer. This is a subconscious decision and not something the enemy will be aware of, however enemies with an INT set value equal to or greater than the charmer's own CHA set value will be immune to this ability. (4) SMACK-TALK
The charmer develops their ability to talk down the morale of their enemy while simultaneously raising the morale and self belief of themselves and their allies during combat. In game terms, the character's CHA flux value cannot be exhausted during combat and replenishes to the set value as soon as it has been reduced to zero.
path of the fighter Main Style: Brawler This Path suits the character who wishes to specialize in combat proficiency, with the emphasis on tactical melee strategy and combat intuition. In order to select this Path the player character must already possess either/or the Brawler, Muscled, Swiftness and/or Trained Styles. If the character possesses Brawler and they start this Path they gain the first two ranks immediately. (1) IMPROVED AGILITY
Where the fighter's DEX flux value is reduced to zero as a result of using DEX as the basis for combat rolls, the value is immediately replenished to match the DEX set value at the start of the next round. (2) TACTICAL SMARTS
Where other player characters reduce their own CHA flux value to zero as a result of using CHA in combat rolls, the charmer may make a CHA saving throw and if they succeed the other player character replenishes their own CHA flux to match their set value. There is no limit to the number of times an ally's CHA can be replenished in one combat, but if the charmer's CHA saving throw fails at any time that ally cannot replenish their CHA flux during the same combat as a result of further saving throws.
Where the fighter's INT flux value is reduced to zero as a result of using INT as the basis for combat rolls, the value is immediately replenished to match the INT set value at the start of the next round.
(5) NOT THE FACE
(4) SPOT TRIGGERS
The character's charm and demeanour are all important. During combat and generally they will go to great lengths to protect their assets.
At the start of combat against any enemy with Special Attacks listed in its stat block, the Game Keeper must take the player possessing this ability to one side and disclose any combat roll choices players might make which will trigger special attacks.
Any Face or Head Critical Hit occurring as a result of rolling 1d12 for a random Crit on the Critical Hit list should be re-rolled until a different body-part results. Where a Face or Head Critical Hit occurs as a direct result of some ruling that doesn't require a random roll, damage applies in the usual way. (6) CHARMED LIFE
The character's proficiency as a charmer has reached such an elevated level that they now seem to always land on their feet as a matter of course, apparently effortlessly and enviably breezing through life. The Fate flux value is now reduced by 1 point only when the character fails a Fate roll.
(3) IMPROVED TACTICAL SMARTS
Where the fighter's WIS flux value is reduced to zero as a result of using WIS as the basis for combat rolls, the value is immediately replenished to match the WIS set value at the start of the next round.
The nature of the special attacks is not disclosed, only the combat roll selection likely to trigger them. If there are no combat roll based triggers, the Game Keeper should also make this known. (5) WEAPON PROFICIENCY
The character doubles all Weapon Mastery values. In other words, instead of applying Weapon Mastery value per mastered weapon equal to DEX, the character applies a value equal to DEX x 2. This bonus applies to all existing Weapon Mastery values and any the character acquires hereafter. (6) FEINT AND PARRY
The fighter may opt to feint or parry a successful attack by their enemy instead of automatically incurring damage. Where they fail a combat roll and before the enemy calculates or rolls for damage, the fighter makes a DEX saving throw, avoiding damage if they succeed.
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path of the investigator Main Style: Certified Genius and/or Scientific Mind The post-apocalypse dirge of the After Years can be a struggle for the scientifically minded. All that has been learned must be unlearned and a new diagnosis of the physical realm applied. This Path suits the character driven by logic and the application of scientific reasoning within a world unhinged. In order to select this Path the player character must already possess either/or the Certified Genius, Educated, Engineer and/or Scientific Mind Styles. If the character possesses Certified Genius and/or Scientific Mind and they start this Path they gain the first two ranks immediately. (1) APPLIED SCIENCE
The Investigator adds their INT flux value to their Fate flux value when making Fate rolls. This represents a reliance both on fate and the fate one makes for oneself by the application of logic and reason. (2) PARA-SENSITIVE
As a result of their former understanding of the workings of the universe, the Investigator is increasingly sensitive to and affected by the abnormal and abhorrent, particularly where physical laws seem to be broken. Upon acquiring this Path ability the Investigator doubles all Horror they incur from any paranormal source. This includes witnessing or battling Morbus entities and witnessing events, but does not extend to witnessing gore, dead bodies or other events which can be described as natural. (3) STRATEGY
The Investigator develops a strategic approach to the necessary evil of combat, using brain-power to defeat the enemy. Where the Investigator uses INT as the basis for their combat roll and the INT flux value is reduced to zero, the flux value is replenished at the start of the next combat round to match the INT set value. (4) IMPROVED STRATEGY
Where the Investigator uses WIS as the basis for their combat roll and the WIS flux value is reduced to zero, the flux value is replenished at the start of the next combat round to match the WIS set value. (5) CHEMISTRY
Where the group come into the possession of any of the items listed below, they may double the number of items acquired. Doubling can be applied in terms of the number of objects (i.e. four candles become eight candles) or in terms of measure (i.e. 40 litres of gasoline becomes 80 litres of gasoline). Items: candles, provisions (food and liquid), fuel
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(gasoline, propane, methane etc), medicine (antibiotics, opiates, pain killers etc), seeds (food or plant seeds, for example). (6) INSIGHT
The Investigator lends their superior intellect to most problems. They add a +3 bonus to any INT saving throw they make, and lends a general +1 bonus to any INT saving throw another player character in their group makes. This only applies to saving throws and not to combat rolls.
path of the judicious Main Style: Cunning This Path suits the shrewd character, a self-assured but cautious individual who survives by a mixture of careful observation, measured response and inscrutability. To select this Path the player character must already possess either/or the Cunning, Diplomatic, Ministerial, Streetwise and/or Trained Styles. If the character possesses Cunning and they start this Path they gain the first two ranks immediately. (1) OBSERVATION
The character watches and waits before striking. Where they use WIS as the basis for their combat roll and the WIS flux value is reduced to zero, the flux value is replenished at the start of the next combat round to match the WIS set value. (2) VERBAL RESTRAINT
A non loquacious individual, the character only speaks when necessary, imparting only so much as they feel needs to be imparted which may, at times, be nothing at all. Where the player says something apparently incharacter that has a detrimental result (perhaps upsetting an NPC or revealing sensitive information by accident) the player can retract his words provided he does so within 15 real-world seconds. For example, the group are meeting with a gang of Zoners and are aware the meeting could turn sour at any moment. The player says something insensitive or intimidating which triggers an aggressive reaction from the Zoner NPCs. The player character would likely know how best to avoid this upset, so the player is able to retract their mistake and the upset is avoided. The game proceeds as though the player had not spoken. This ability may cause issues where the Game Keeper reveals sensitive information as a result of something the player has said or has asked. In this case the Game Keeper will need to overrule in order to avoid the player group benefitting from information their characters don't actually receive as a result of applying this ability. In other words, the ability is overruled by the Game Keeper and the player's words remain spoken. As a general rule, if players benefit from something NPCs say in reaction to provocation, the provocation cannot be retracted.
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(3) INVIOLABLE AND ASSERTIVE
(1) MARKSMANSHIP
The character possesses unwavering self-belief during combat, either as a result of confidence resulting from military training or because they seem simply to be impervious to the effects of self-doubt.
The player may choose to apply Marksmanship to firearms or primitive ranged. When using the specified ranged weapon type the player may apply a bonus to their ranged attack roll which is equal to their WIS flux value at the time.
Where they use CHA as the basis for their combat roll and the CHA flux value is reduced to zero, the flux value is replenished at the start of the next combat round to match the CHA set value. (4) STEALTH
The player gains the Sneak Style (assuming they did not possess this already) and acquires a +4 bonus to any WIS saving throw made where the character is attempting to sneak unnoticed or attempting to listen for or spot a sneaking enemy. (5) SHREWD RETREAT
The character may retreat from combat without penalty. Any ally engaged in the same combat may also retreat without penalty provided they do so before the judicious character retreats. The player is allowed to tell other players he intends to do so. (6) UNCANNY RECON
When the player character enters a new location he or she is able to read that location, picking up on clues and telltale signs likely to pass other characters by. The player may request the Game Keeper allow an Uncanny Recon roll for any new location, room, site or NPC the group encounter. The player makes a standard WIS saving throw but adds their Fate flux value to the roll. If they succeed the Game Keeper should impart at least one item of interest which might give a hint as to the nature of the room, secrets an NPC might be hiding and so on. Information gleaned can be simple (is the NPC lying, can the NPC be won over or convinced easily of a lie) or complicated (a mark scratched around a door lock indicates a lock-pick has been used). Whether the saving throw succeeds or fails, the player must deduct 1 flux point from their Fate, as though they had made a standard Fate roll. Where there is nothing to be gleaned from any particular room, location or NPC the Game Keeper is free to say so, but should only do so after the saving throw and point deduction have already been made.
path of the sniper Main Style: Dead Shot A Path that develops the sharp shooter's skills with firearms or primitive ranged weapons. In order to select this Path the player character must already possess either/or the Dead Shot, Hunter, Survival Smarts and/or Streetwise Styles. If the character possesses Dead Shot and they start this Path they gain the first two ranks immediately.
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(2) QUICK DRAW
The player may double the Attacks per Round value of any ranged weapon including both firearms and primitive ranged but not splash weapons. This ability has no effect on the character's Attacks or Weapon Mastery. (3) HEAD SHOT
When using a firearm within automatic range and the character achieves a Critical Hit, the Crit is automatically deemed to be a head shot. (4) PINPOINT ACCURACY
When using a firearm within automatic range and the character achieves a Critical Hit, the player may choose the type of Crit instead of rolling for a random body location. This ability renders the Head Shot ability moot. (5) SHARP SHOOTER
When using a firearm at any range and the character achieves a Critical Hit, the player may choose the type of Crit instead of rolling for a random body location. (6) ASSASSIN
When using any type of ranged weapon (including firearms or primitive ranged weapons, plus thrown weapons like throwing knives or hatchets) and the character achieves a Critical Hit, the player may choose the type of Crit instead of rolling for a random body location. Moreover a Critical Hit is achieved on a roll of 11 or 12.
path of endurance Main Style: Decathlete A Path for the athletic character who wishes to improve and apply their strength, dexterity and fitness in the context of the post-apocalypse setting. In order to select this Path the player character must already possess either/or the Decathlete, Muscled, Parkour and/or Swiftness Styles. If the character possesses Decathlete and they start this Path they gain the first two ranks immediately. (1) IMPROVED FITNESS
This ability raises the character's set Hit Points by 1d12+12 points. (2) INCREASED STAMINA
This ability raises the character's set Linear Points value by 1.
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(3) FORTITUDE
All damage incurred by the character is reduced by a number of points equal to the character's STR set value. (4) EXCEPTIONAL FORTITUDE
All damage incurred by the character is halved, with fractions rounded down (for example, 15 points of damage is converted to 7 points, not 7.5). (5) INDOMITABILITY
The character's Hit Point flux value increases by 5 points every in-game day regardless of whether the character rests or not. Hit Points may not increase above their set value. (6) DIE-HARD
The character's Linear Point flux value cannot be decreased to less than 1 point if Hit Points have a positive value (i.e. greater than zero). In addition, the character's Linear Points flux value increases by 1 point every in-game day regardless of whether the character rests or not. Linear Points may not increase above their set value.
path of diplomacy Main Style: Diplomatic A Path suited to wordsmiths and shrewd intellects who wish to use their talents as a tool for survival. In order to select this Path the player character must already possess either/or the Cunning, Diplomatic, Educated, Ministerial and/or Politicaster Styles. If the character possesses Diplomatic and they start this Path they gain the first two ranks immediately. (1) DEVIL'S ADVOCATE
The character is able to calm potentially volatile situations by taking the middle ground between two opposing points of view. The player makes a CHA saving throw and if successful talks down the situation. Devil's Advocate might be employed during a stand-off with a Zoner gang, while interacting with a potentially violent or hostile NPC or any other number of situations too numerous and specific to fully list here. (2) JUSTIFIED RETREAT
The player character is able to negotiate a mutually beneficial retreat during any combat with human opponents, allowing both sides to replenish their Core Attribute flux values. All members engaged in the combat, including the player character and allies and NPC enemy combatants retreat simultaneously with no penalties on any side. Enemy combatants must be human and must have a minimum INT value of 1, otherwise their lack of intellect negates any negotiating ability the character attempts to apply. No further combat ensues during the same combat
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round or the next combat round between any of the parties involved, though allies of the character not involved in the justified retreat may move in and attack. If this occurs, however, the character may not apply Justified Retreat again in the same combat with the same opponents. (3) READ BETWEEN THE LINES
The character gains an uncanny ability to read the facial expressions and body language of other human NPCs, giving them an insight into what that NPC may be thinking or planning. The ability only works for human NPCs and requires a successful WIS saving throw. Insights might include whether or not an NPC is lying, leading player characters on, planning to betray the player characters or hiding other meanings in their words. Insights can be as deep or shallow as the Game Keeper sees fit, but should be informative enough to make the ability worthwhile. (4) FAST TALK
The character's loquacious nature allows them to talk their way out of sticky situations. A simple INT saving throw is required and, if successful, indicates that the character has talked their way out of a perilous situation. This might be interpreted as disarming a hostile NPC with charm or good humour, convincing another NPC of a lie, coming up with a cover-story on the spot or winning an argument with an NPC. If the target NPC has zero INT set points the character may use Fast Talk to confuse them. This time the player makes a CHA saving throw and, if successful, is able to perplex the target with nothing more than a twist of words. This ability might be used to change a dogmatic NPC's mind about a complex issue, to leave a low intelligence NPC dazed and confused (a useful diversion perhaps) or to win over an otherwise neutral or even hostile NPC who will subsequently consider the player character to be trustworthy and charming. (5) STREET REP
The character has nurtured, through word of mouth and a variety of shrewd and cunning methods, a reputation which has spread to local Zoners and probably even Loners in the area. This reputation follows the PC wherever they go like an accompanying aura, allowing them to use this ability no matter how far from home they may stray. When meeting with a new group of human NPCs, whether these are neutral, hostile or outright enemies, the player makes a Fate roll. If successful, the newly met group have heard good things about the PC and are intrigued to meet him or her. They will probably demand to see and speak with the PC to confirm their identity, and thereafter are far more likely to be amenable to the group as a whole. Outright enemy NPCs will become merely cautious, untrusting and hostile. Previously hostile NPCs will become neutral and neutral NPCs will become open and friendly. Friendly NPCs will
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merely be confirming what they already know, but their trust in the group will become deeper.
flux value is replenished at the start of the next combat round to match the WIS set value.
(6) ALLEGIANCE
(3) NO TIME TO BLEED
The next step up from the 5th ranking ability, Allegiance takes the reputation of the player character as it applies to newly met NPCs and allows the player to nurture the improved relationship to the point of forming an allegiance.
Pain is inefficient, easily disconnected in order to concentrate on more important matters.
A Street Rep roll must first be successful. Thereafter the player must wait at least 24 in-game hours before making an Allegiance roll. This is a CHA saving throw with Fate flux added to the roll. If the roll is successful, NPCs that were formerly cautious, untrusting and hostile become neutral. Neutral NPCs become friendly and friendly NPCs become extremely trusting of the player group. Allegiance rolls can be made once every in-game 24 hours (though the Game Keeper might also rule one roll per game session) for the same NPC or NPC group. Each successful roll will improve the player group's standing with that NPC/NPC group accordingly. However, as soon as a roll fails the level of relationship cannot be improved any further with that specific NPC/NPC group. Poor behaviour negates the effects of Allegiance rolls. Thus, if the player group betray the trust and friendship of NPCs won over through Allegiance rolls, the trust and bond is broken and cannot be repaired with further rolls.
path of the realist Main Style: Earthy The realist is pragmatic, hard nosed and realistic about situations and relationships. They often make for formidable survivors because they live entirely within the realms of reality and are virtually immune to the influence of imagination. They see things clearly and as such are quick to act on instincts in which they have not a shred of doubt. In order to select this Path the player character must already possess either/or the Earthy, Scientific Mind, Streetwise, and/or Survival Smarts Styles. If the character possesses Earthy and they start this Path they gain the first two ranks immediately. (1) IMMUNE TO INTIMIDATION
The character cannot be beaten in combat by an enemy who uses CHA as the basis for their combat roll. If the enemy wins combat they simply inflict no damage. The character may still use CHA for their own combat rolls, inflicting damage in the usual way if they win. (2) CLARITY
The character watches and waits before striking. Where they use WIS as the basis for their combat roll and the WIS flux value is reduced to zero, the
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The character reduces all Hit Point flux damage by an amount equal to their STR flux value. This ability does not apply to damage incurred to the Linear point flux value. (4) PRAGMATIC HORROR
The character is able to understand with unfettered clarity how awful a situation is, particularly where the situation is paranormal and therefore anathema to the character's pragmatic outlook on life. Horror gained from witnessing and/or fighting Morbus entities is doubled. All other Horror gained is increased by an amount equal to the character's current INT flux value. (5) DOGMATISM
The character knows their own mind, with not an ounce of self doubt. Such dogmatism is hard to oppose, making the character very persuasive when they want to be. An INT saving throw is required and, if successful, indicates that the character has persuaded the target NPC (which must be human) of their point. The point in question must be true to the character's (and player's) knowledge. This ability cannot be used to push a lie or prey on gullibility since it relies wholly on the character's self assurance (not their ability to deceive) in order to succeed. (6) HARD-NOSE
As the character's path proceeds they become ever more self-assured in their pragmatism. Confidence is unwavering at this point, and seems to seep from every pore. The character may increase WIS or CHA set values to match the STR set value. They also become intimidating during combat, imposing an acrossthe-board penalty on all enemy combatants equal to the character's current CHA flux value. Remember this value will likely change during combat, so penalties imposed should be re-calculated accordingly at the start of each new combat round.
path of the scholar Main Style: Educated The Path of the Scholar allows the player to nurture their character's natural talent for intellectualism, learning and observation, turning this talent into a mechanism for survival. In order to select this Path the player character must already possess either/or the Certified Genius, Educated and/or Scientific Mind Styles. If the character possesses Educated and they start this Path they gain the first two ranks immediately.
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(1) APPLIED LEARNING
path of the tinkerer
If the character has the Educated Style, they may acquire any rank 1, 2 or 3 Path Ability from any other Path provided at least one character in the group has already acquired that Path Ability. In effect, the character learns from them.
Main Style: Engineer
If the character lacks the Educated Style they may acquire any rank 1 or 2 Path Ability from any other Path provided at least one character in the player group has already acquired that Path Ability.
In order to select this Path the player character must already possess either/or the Certified Genius, Educated, Engineer and/or Scientific Mind Styles.
(2) ERUDITE FOE
The character's superior intelligence gives them an intimidating edge in combat or conflicts with NPCs of a lesser intelligence. NPCs in question must be human. Where the character's INT set value is greater than the INT set value of their enemy they may use INT as the basis for their combat roll without reducing the flux value. In addition, they may apply general intimidation, persuasion and deception practices (outside combat), successfully convincing or intimidating their target if they make a successful INT saving throw. (3) AWARENESS
When exploring the character develops an ability to read the terrain, observing the best routes to take and the safest locations to investigate. Aspects of this Path Ability have an effect on game mechanics only known to the Game Keeper. Ask the Game Keeper to reference this Path Ability in the Game Keeper edition rulebook for details, though the details should only be known by the Game Keeper unless he or she chooses to divulge.
A Path suited to characters who want to build, repair and tinker with the remains of old world technologies and mechanisms.
If the character possesses Engineer and they start this Path they gain the first two ranks immediately. (1) MECHANIC
When making an INT saving throw in order to identify a piece of machinery, repair a mechanism or otherwise apply intelligence, ability and knowledge to a mechanical puzzle or challenge, the player may add their WIS set value to the roll. (2) LATERAL THINKING
The character thinks creatively, solving even the most unexpected problem by approaching it from angles other characters might overlook. When making a Fate roll, the player may add INT flux to the roll. (3) UNCANNY TALENT
The character has a natural and uncanny talent when it comes to handling mechanisms. Where the character achieves Weapon Mastery with any weapon containing moving parts or mechanisms (firearms primarily, though some primitive ranged weapons like crossbows will also count) the Weapon Mastery value is doubled (DEX x 2).
(4) HIGHER LEARNING (4) TRAP DESIGN
If the character has the Educated Style, they may acquire any rank 1, 2, 3, 4 or 5 Path Ability from any other Path provided at least one character in the player group has already acquired that Path Ability. If the character lacks the Educated Style they may acquire any rank 1, 2, 3 or 4 Path Ability from any other Path provided at least one character in the player group has already acquired that Path Ability. (5) ACQUIRED KNOWLEDGE
When making an INT saving throw the player adds the character's Fate set value to the roll. (6) TACTICAL ADVANTAGE
The character's increased confidence in their own intellectual ability now extends to combat. They combine their INT and WIS flux values into one combat roll (adding both), reducing only one value per round. When INT flux reaches zero it is replenished to match the set value at the start of the next combat round. WIS flux remains at zero and will need to be replenished in the usual way.
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The character may build and set traps. The nature of these traps are listed in the Game Keeper edition of these rules (ask your Game Keeper to reference this Path Ability in their version of this chapter). (5) DEFUSE
The character is able to defuse traps. The nature of these traps are listed in the Game Keeper edition of these rules. The trap does not trigger and is automatically deemed to be spotted and defused. The character may then take the defused trap and reset it for their own use. (6) TECH SCAVENGE
The character has a keen eye for a useful piece of machinery, can spot broken gadgets they may be capable of repairing and can generally find interesting tech that other characters overlook as junk. Certain details of this Path Ability are shown only in the Game Keeper edition of these rules. Your Game Keeper will need to study their version of this chapter and familiarise themselves with the details.
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path of the trapper Main Style: Hunter For the character who aims to specialise in the arts of the hunter gatherer, using trap making and resource finding techniques to improve their chances of survival. In order to select this Path the player character must already possess either/or the Cunning, Hunter, Kinship and/or Sneak Styles. If the character possesses Hunter and they start this Path they gain the first two ranks immediately. (1) HUNTER GATHERING
In a wilderness setting (countryside or Dead Wood, but not urban) the character can track and hunt wild animals or harvest wild fruit and vegetables enough to provide the group with provisions for one meal. The process takes a minimum one ingame hour and requires a successful WIS saving throw.
(6) TRAP AND DEFUSE
The character may build and set traps and may defuse traps they find. The nature of these traps are listed in the Game Keeper edition of these rules (ask your Game Keeper to reference this Path Ability in their version of this chapter).
path of the whisperer Main Style: Kinship A Path for characters who have an almost preternatural relationship with the animal kingdom. Whisperers are not only knowledgeable in the area of natural science, they are able to somehow control and tame the wild creatures they encounter. In order to select this Path the player character must already possess either/or the Earthy, Hunter and/or Kinship Styles. If the character possesses Kinship and they start this Path they gain the first two ranks immediately.
(2) SNARES AND STINGS
(1) TAME CANINE
The character can set snares and basic traps using rope and raw materials immediately at hand. Snares can be used to catch small prey or to entangle larger prey for short periods of time. Acquiring this ability allows the player to add +6 to their WIS roll when using Hunter Gathering.
The character can tame and bring under their control any wild dog they encounter using simple dog-whispering techniques and a natural way with the canine species.
(3) ORIENTEERING
When lost, the character can immediately find their way by making a successful WIS saving throw, although they must possess a compass to do so. (4) LORE
The character knows which berries to eat and which to use as poison, which fish to cook and which to throw back. They can identify the names of trees, breeds of wild animal and use tracking methods to follow their quarry. They can tell if a predator has passed through recently by examining animal droppings and can even identify the direction of potential prey or predation by sniffing scents on the air. Any successful use of Lore requires a WIS saving throw, but the player may add their INT set value to the roll. (5) UNCANNY SENSE
The character develops a sixth sense for danger, their natural senses heightened through the use of standard wilderness lore. They become naturally silent and stealthy, allowing them to automatically succeed any sneak or attempt to remain hidden behind cover. Certain aspects of this Path Ability are only detailed in the Game Keeper edition of these rules. Your Game Keeper should be deferred to their version of this chapter as they will need to familiarise themselves with the pertinent details.
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The character can also cause wolves to turn away and leave the character's presence but achieving this is much harder than simple dog-whispering and requires the player make a successful CHA saving throw. (2) HORSE BREAKER
The character can break in any wild or semi-tame horse, riding the animal without a saddle until all the fight is gone. Success depends on a WIS saving throw, but the player may add their character's CHA set value to the roll. Once a horse has been broken, the character has full control of the animal from that point forward. (3) MESMERISM
This ability allows the character to mesmerise animals. The animal must be non-human and not of the Morbus or variety. It must also have an INT set value of 1 or less. Achieving mesmerisation requires a successful CHA saving throw, but the player may add their Fate flux value to the roll (Fate is not reduced because of the roll). Mesmerising any one animal takes at least one combat round (10 to 15 in-game seconds) and once entranced the animal will remain so for a number of combat rounds equal to the Whisperer's CHA set value x 2. Entranced animals will not move or react unless they are attacked. Any harm or pain will immediately rouse the animal from its trance. (4) EMPATHIC KNOWLEDGE
The Whisperer gains an innate empathic sympathy for the strength and well being of other creatures.
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This stretches to both animals and Morbus entities. While this gives the character a special kinship with pets, familiars and steeds (pet owners will immediately identify the character as a 'dog-person' or 'cat-person' etc.) the ability is most useful in gauging the health of an animal or creature in combat. The Game Keeper must divulge to the player the exact Hit Point and Linear point flux values of any creature the Whisperer can see. This is of particular use during combat and allows the Whisperer to observe how much damage an enemy is incurring and how their health is affected in turn. (5) MOON-HOWLER
The character can tame wolves using an advanced technique akin to that used for the rank 1 ability in this Path. A successful CHA saving throw is required. If this fails, the wolf turns away from the character and leaves. It won't attack the character but may attack other player characters. Once tamed the wolf will obey the Whisperer's commands as though he or she were a pack leader and will defend the Whisperer if he or she is attacked. Any amount of wolves can be brought into the pack, but for each new wolf, the player must make a Fate roll as soon as they succeed their CHA saving throw, deducting from the roll a value equal to the number of wolves currently in the pack (including the new wolf). If the Fate roll fails, the newly tamed wolf is an alpha male and sees fit to establish its status among the pack by attacking one of the other wolves (chosen at random by the Game Keeper). If the Whisperer attacks the new alpha all other wolves in the pack will join in, otherwise they will simply watch the fight without reaction. (6) WILD SENSE
The character's kinship with animal kind achieves an almost preternatural level. They step silently and develop a heightened awareness of their surroundings. The WIS set value is raised to 6 and a +4 bonus is awarded to any WIS saving throw which pertains to sneaking or observation (spotting sneaking enemies, listening for approaching threats, trying to find a lost item, etc). The bonus applies only to saving throws, not combat rolls.
path of the chieftain Main Style: Leadership A Path for naturally gifted alpha leaders and particularly suited to players (as opposed to player characters) who like to take the lead. This Path gives such players a chance to turn their share of the limelight to the overall advantage of the group. In order to select this Path the player character must already possess either/or the Altruistic, Diplomatic, Leadership and/or Politicaster Styles. If the character possesses Leadership and they start this Path they gain the first two ranks immediately.
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(1) VANGARD
The natural leader rallies the group and charges into combat, selflessly risking their own neck to bolster the courage of their companions. If the character is first to attack in combat all combatants receive a +1 bonus to combat rolls for the rest of the duration of the same combat against the same foe, or allies of the same foe provided there is no combat round break between battles. Other players may opt to allow the Chieftain to attack first in combat round order in order to receive the bonus. If another player fights before the Chieftain, the bonus is not awarded. (2) MOTIVATOR
Always talking up the rest of the group and bolstering their morale, the natural leader is able to encourage and incentivize their allies when necessary. When any player in the group makes a saving throw (not including combat rolls or rolls for ranged attacks) the Chieftain may first make a CHA saving throw. If the roll succeeds the other player gains a +2 bonus on their own roll. If the roll succeeds spectacularly, the other player gains a +6 bonus on their own roll. Bonuses only apply to any given roll and cannot be used to cover a multitude of rolls by the same player or different players. The Chieftain must make CHA saving throws for each. (3) FORTUNE FAVOURS THE BOLD
The presence of an alpha leader in their midst emboldens the player group. All characters may increase their set Fate value by 1 point. The Chieftain does not increase their own Fate but instead gains +1 to their CHA set value (provided this does not raise CHA above 6) and all Core Attribute flux values are immediately raised to match their respective set values. (4) TEAMWORK
This ability is somewhat abstract in that it requires some meta-gaming on the part of players and Game Keeper. The Chieftain's organisational influence on the rest of the group pays off as the group begin to work more effectively and as a tight knit unit. Where a character is in a situation where they are removed from the immediate company of other player characters (perhaps located out of earshot, in a completely different location, or simply in a situation where anything PCs say amongst themselves will be overheard by enemy NPCs) and another player has a sudden insight, idea or suggestion, they may vocalize this to the player in question if that player can make a successful INT saving throw. The result is deemed to be a flash of inspiration or an idea out of the blue.
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Example of a successful Teamwork roll Player characters 1, 2 and 3 are fleeing a gang of Zoners chasing them through an abandoned building. The three hurry into a room and close the door and turn a bolt, providing them a few minutes in which to prise open a window and make a more permanent escape. As characters 2 and 3 try to open the window, character 1 stays at the door. The player characters hear the Zoners picking the lock. They will be through the door quicker than expected. Player 1 is at a loss. He has no weapons to bring to bear except for an electric cattle prod (hardly much use against the many Zoners about to break through the door) and isn't sure how to make the door more secure. Listening to this, player 2 (whose character is unaware of the situation at the door) has an idea. Player 2 tells player 1 to make an INT saving throw, which player 1 succeeds. Player 2 then suggests that player 1 touch the cattle prod to the lock, sending an electric current through to the lock-picker on the other side. The plan works. The lock-picker is thrown away from the door by the shock and the other Zoners are thereafter reluctant to touch the door themselves. (5) DAUNTING AUTHORITY
The character's commanding presence allows them to impress their authority on NPC enemy combatants. Application of Daunting Authority requires a successful CHA saving throw (made before or during combat), but the highest INT value of the targeted NPC group must be deducted from the roll. If the saving throw is a success all enemy combatants must reduce their CHA flux values to zero. These can be replenished in the usual way if the targets retreat from combat. (6) RALLY THE TROOPS
At any point during the game the Chieftain may make a CHA saving throw for any one other player character. If the roll is successful, the target character's Fate flux value is replenished to match their set value. Rallying the Troops reduces the Chieftain's own Fate flux value by 1 regardless of whether or not the roll is a success. The ability cannot be used by the Chieftain on their own Fate and the ability cannot be used on another character if that character also has the Rally the Troops Path Ability.
path of the martinet Main Style: Ministerial The Martinet demands conformity to rules and accepted behaviour. This Path is suited to characters with high principles, religious morality and/or a desire to improve the general morality of their group and generally introduces some interesting roleplay aspects to the game. In order to select this Path the player character must already possess either/or the Leadership, Ministerial and/or Politicaster Styles.
STRANGE AEONS
If the character possesses Ministerial and they start this Path they gain the first two ranks immediately. (1) KARMIC RETURNS
The Martinet will need to keep track of Karmic Returns, which are awarded by the Game Keeper. The player in charge of the Martinet will almost certainly need to prompt the Game Keeper, reminding them that they might award a Karmic Return for any given roleplay situation. Karmic returns are awarded when any player character performs an obviously good, righteous or selfless deed in the course of their game. This applies strictly to in-character situations. Each Karmic Return is given in the form of points which the Martinet's player should jot down and keep track of somewhere on their character sheet. The Game Keeper should award 1 point for a mildly righteous, goodly or selfless deed and up to 6 points (maximum) for a startlingly righteous, goodly or selfless deed. Each Karmic Return the Martinet earns can be converted in the following ways at the end or start of each game session (points can be saved up or spent as the Martinet/rest of the group see fit). 1pt = 1 Horror awarded to any player character in the group with the Occultic and/or Cunning Styles or any character possessing Path of the Sinister abilities. 24 points = any player in the group, excluding the Martinet themselves, may level up, acquiring one Path Ability, 1 Core Attribute point and the option of Weapon Mastery (see page 20). (2) SETBACKS
As with the first ability in this Path, the Martinet's player will need to keep track of Setbacks, though in this instance the Game Keeper must award Setbacks without prompt rather than relying on the Martinet player to give reminders. Setbacks are the antithesis of Karmic Returns. They are inflicted by the Game Keeper when any member of the player group performs some kind of misdeed or evil action which the Game Keeper deems to be heinous (usually in accordance with the projected morality of the Martinet character therefore the more specific the Martinet's player is about the Martinet's beliefs and principles the more likely the Game Keeper is to be accurate). The Martinet is repulsed by these misdeeds and earns 10 Horror points for each one. Each misdeed also reduces the current Karmic Return score by 6 (not to reduce the score below zero). The inclusion of this ability will present an interesting balance challenge to the game. On the one hand the Martinet benefits from the misdeeds of fellow characters, while the group as a whole suffers. Whether the Martinet encourages good or bad behaviour, then, will depend on how truly altruistic and principled you play your Martinet.
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(3) PROSTHELYTIZE
(1) FEAT OF STRENGTH
The player targets another player character (or NPC) and spends some quality time preaching on the subject of morality and the importance of high principles.
When making a STR saving throw (non-combat roll) the player may boost the roll with a bonus value. The value is deducted point-for-point from the character's Linear Point flux value.
The Martinet's player makes a CHA saving throw, deducting the target character's INT from the roll. If the result is successful, the target character's Fate is replenished to match its set value.
The player must leave at least 4 points in their Linear Point flux value, unless they have the Reckless Style, in which case the must leave at least 2 points.
Whether the prosthelytize works or not, the Martinet's Fate flux is reduced by 1 point.
(2) TENSILE STRENGTH
(4) RIGHTEOUS INDIGNATION
Bolstered in combat by an unwavering belief in a higher force, inner strength of character and a righteous indignation the character gains a powerful adrenaline boost during combat. Where STR is used as the basis for combat rolls, the player may opt to reduce Fate flux by 1 point instead of the STR flux value. When/if Fate flux is reduced to zero, STR flux must then be reduced in the usual way. (5) IMPROVED SCRUPLES
Karmic Returns efficiency:
can
be
spent
with
greater
The player combines the character's STR and DEX flux values when making a STR saving throw (noncombat roll). This can be used in conjunction with Feat of Strength if the player wishes. (3) INCREASED PULL
The character is able to increase the range of any primitive ranged weapon with the exception of crossbows. Maximum range is increased by a number of feet equal to the player character's STR flux value x 10. For example, a character with a STR flux value of 4 can fire a bow with a maximum range of 150ft a new maximum distance of 180ft. (4) HERCULEAN EFFORT
1 point = 4 Horror awarded to any player character in the group with the Occultic, Cunning, Reckless, Sneak and/or Streetwise Styles.
The player may expend everything they have on one Herculean effort. This ability is best used when everything hinges on a successful roll.
12 points = any player in the group, excluding the Martinet themselves, may level up, acquiring one Path Ability, 1 Core Attribute set point and the option of Weapon Mastery (see page 20).
The STR and DEX flux values must both be at least 1. The player makes a Tensile Strength saving throw, but uses the Core Attribute set values instead of flux and for this roll only STR and DEX are doubled. STR and DEX flux values are then reduced to zero, whether the saving throw succeeds or not. Hit Points are also reduced by 2.
(6) FURTHER TO FALL
With a higher expectation in the general behaviour of others, the Martinet is all the more likely to suffer crushing disappointment when the objects of his hope behave badly. Further to Fall is essentially the same as Setbacks, but each Setback now earns the Martinet 50 Horror instead of 10. Each Setback also reduces the Karmic Return score by 12 instead of 6 (not to reduce the score below zero).
path of strength Main Styles: Muscled/Sizeable A simple Path which highlights the player character's ability to utilise their brute force, muscularity and overbearing size. In order to select this Path the player character must already possess either/or the Decathlete, Muscled and/or Sizeable, Styles. If the character possesses Muscled and/or Sizeable and they start this Path they gain the first two ranks immediately.
STRANGE AEONS
(5) FORCE DISENGAGE
When the character uses STR as the basis for their combat roll and wins the combat they may opt to push their enemy away, forcing a retreat. No damage is applied, but all combatants involved in the same combat disengage safely and without penalty. The enemy can re-engage in the next combat round, but cannot fight or retaliate in the same round, allowing those combatants that need to retreat to do so without retaliation. (6) BARBARIAN STRENGTH
When making a STR saving throw or combat roll the character may add their Hit Points flux divided by 10 to the roll, rounding up to the nearest whole number. For example, if the character has 29 Hit Points, they may add 3 to the STR saving throw. The Barbarian Strength bonus can be combined with the Tensile Strength and Herculean Effort abilities, but for each extra ability included the character loses an additional 2 Hit Points once the roll is concluded.
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path of the wizard Main Style: Occultic The occultist wizard looks for tomes, ancient artefacts, tablets, relics and parchments from which they can learn magical spells and dark sorcery. The occultist pays for the gifts they attain with the energy of their soul, their inner spirit and health ebbing as their sorcerous power grows. In order to select this Path the player character must already possess either/or the Cunning, Occultic and/or Reckless Styles. If the character possesses Occultic and they start this Path they gain the first two ranks immediately. (1) SORCERY OF THE MATRICULANT
In order to take this Path Ability, the character must possess at least one mythos or occult book. This Path Ability allows the player to cast any of the rank 1 magical spells listed on Table C. Note that each spell casting requires an expenditure of points.
The character translates a complex passage at the end of the book which describes a ritual known as the Desecration of Apollo. Taking this Path Ability assumes the character performs the ritual. The player may not know the nature of this spell, or the associated ritual, until they have acquired Ability 5 of this Path. Details of the spell and ritual can be found in the Game Keeper edition of these rules. Ask your Game Keeper to read you these details at the appropriate time.
path of the acrobat Main Styles: Parkour/Swiftness The acrobat draws on their natural dexterity, agility and fitness, developing various techniques to help them survive the post-apocalypse setting. In order to select this Path the player character must already possess either/or the Decathlete, Muscled, Parkour and/or Swiftness Styles. If the character possesses Parkour and/or Swiftness and they select this Path they gain the first two ranks.
(2) THAUMATURGY OF HYPERBOREA
(1) FEAT OF DEXTERITY
In order to take this Path Ability, the character must possess at least one mythos or occult book.
When making a DEX saving throw (non-combat roll) the player may add their WIS flux value to the roll.
This Path Ability allows the player to cast any of the rank 2 magical spells listed on Table C. Note that each spell casting requires an expenditure of points. (3) CANTRIPS OF CARCOSA
The character must retain the mythos or occult book(s) used to acquire rank 1 and 2 of this Path, otherwise they will need to locate a new book. This Path Ability allows the player to cast any of the rank 3 magical spells listed on Table C. Note that each spell casting requires an expenditure of points. (4) ASTRAL MAGIC
The character must retain the book(s) used to acquire rank 1, 2 and 3 of this Path, otherwise they will need to locate a new book. This Path Ability allows the player to cast any of the rank 4 magical spells listed on Table C. Note that each spell casting requires an expenditure of points. (5) PAN-DIMENSIONAL MAGIC
The character must acquire a copy of the tome known as the Book of Eibon. This Path Ability allows the player to cast the rank 5 spell listed on Table C. (6) DESECRATION OF APOLLO
The character must retain their copy of the Book of Eibon.
STRANGE AEONS
(2) TUMBLE
When falling from a height of 24ft or less the character may make a DEX saving throw, incurring no damage from the fall if the roll succeeds. (3) IMPRESSIVE LEAP
The character is able, without making a saving throw, to leap across a span equal in feet to their DEX set value + Linear points flux value. To jump further than this the character must make a DEX saving throw in the usual way. (4) THROWING KNIVES
The character becomes proficient in the use of throwing knives or throwing axes (player choice). When using either type of weapon the player may add a +4 bonus to their DEX saving throw. See Table A, Throwing Knives. (5) LEAP, CARTWHEEL AND ROLL
The character may employ this acrobatic feat in order to confuse the aim of any enemy targeting them with a firearm or primitive ranged weapon at a distance greater than automatic range. A successful DEX roll is required, but the player must deduct the shooter's DEX flux from the roll. If successful, the character is able to cross a span of distance up to 24ft and any shots fired upon them will automatically miss. This ability is particularly useful when clearing one piece of cover to reach another.
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Table C - Sorcery Rank Spell Name 1 The Zoan Chant 1
Shield of Naath-Tith
1
Prayer of Tsathoggua
2
Eldritch Sign of Al-Kahira
2
Enfeeble
3
Deoppilation of Leng
3
Automatic Writing
3
Purge Morbidity
4
Astral Guide
4
Astral Agress
5
Game Keeper Edition only
Details Reflects any spell cast against the character and sends the spell effect back to its original caster. If the Zoan Chant is used in turn, the effect is dispelled. Produces an invisible shield wall directly in front of the caster which extends 6ft from side to side and 6ft from base to top. The shield remains in position for a number of combat rounds equal to the caster's Fate set value. The caster gives praise to Tsathoggua and calls for blessings. Requires a successful CHA saving throw to succeed. If successful the prayer replenishes the Fate flux points to match the Fate set value. If the spell fails, Fate flux is drained to zero and Fate set is drained by 1 point. The caster marks an eldritch sign upon the ground. Anyone who stands within the mark will be protected from the servants of Nyarlathotep and from the avatar of Nyarlathotep. The protective magic lasts only for so long as the caster and their allies remain within the sign. If anyone steps outside they break the barrier and the sign is no longer effective. The spell is ineffective against Nyarlathotep's true form. A spell designed to cause harm to the caster's enemy. The spell acts as a ranged splash attack. Attacks per round: 1, Full Damage: 1d12+4, Secondary Damage: 2, max range: 100ft. The caster is rendered invisible to all Morbus entities originating from the bowels of the realm of Leng. This includes any natural or Borax spiders, Crawling Ones, Mist Stalkers and Rancid Spiders. Invisibility only extends to the caster and only lasts for a number of combat rounds equal to the caster's Fate set value. The caster sets a pen to paper and is blindfolded. Their hand moves as if of its own accord and writing appears. The method can be used to acquire answers from the spirit realm, though answers to questions can be abstract, abusive or demonic by nature. Answers are determined by the Game Keeper. This spell halts and reverses the effects of the Devouring, but only if the effects have not run their course and transformed the victim from a natural creature into a Devoured.
All Fate flux points.
Requires minimum CHA flux value of 1. Drains CHA flux to zero.
Requires minimum CHA flux value of 1. Drains CHA flux to zero. Requires minimum 7 Linear Points flux value. Drains Linear Points flux by 6 minus CHA flux value. Requires minimum CHA flux value of 1. Drains CHA flux to zero. Requires minimum 7 Linear Points flux value. Drains Linear Points flux by 6 minus CHA flux value.
The precise details of the spell can only be known at the time of acquisition (these details are only listed in the Game Keeper edition of these rules). The precise details of the spell can only be known at the time of acquisition (these details are only listed in the Game Keeper edition of these rules). The nature and name of this spell remains unknown until acquired and is only listed in detail in the Game Keeper edition of these rules.
(6) SILENT SNEAK
The character becomes so light-footed that they achieve an almost preternatural ability to move unseen and unheard. When sneaking or trying to stay hidden, provided there is little light and some cover the player need not make a saving throw and enemy NPCs cannot make saving throws to spot or hear them. Other characters are not deemed silent or invisible to enemy NPCs by association and if they are seen or heard, the acrobat is likely to be seen/heard too.
STRANGE AEONS
Cost 1d12 Fate flux points (if roll exceeds points available, cast fails) 1d12 Fate flux points (if roll exceeds points available, cast fails)
path of the politician Main Style: Politicaster Although the politician is ever the diplomat, the Path of the Politician differs from the Path of Diplomacy in its focus on the character's desire to acquire leverage, power and control. In order to select this Path the player character must already possess either/or the Attractive, Certified Genius, Cunning, Diplomatic, Educated, Leadership, Ministerial, Politicaster and/or Streetwise Styles.
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If the character possesses Politicaster and they start this Path they gain the first two ranks immediately.
have a great deal to lose by aligning themselves with the character or the player group.
(1) ORATION
(4) SMACK-TALK
A lucid speaker, the character is able to orate with aplomb, presenting a convincing argument which results in a favourable outcome for them. In almost every case, the character only says what they know their target wants to hear, steering them by playing on their own prejudices and desires.
The character develops their ability to talk down the morale of their enemy while simultaneously raising the morale and self belief of themselves and their allies during combat. Their vocal attacks will play on the enemy's psychological weaknesses and the vanity of allies to achieve this. Understanding these aspects requires sharp senses, hence the character uses WIS instead of CHA as would be the case - for example - with the similar Charmer Path Ability.
When making a saving throw to convince or persuade (attempting to tell a convincing lie, attempting to persuade an NPC of the merit of the PC group's opinion etc.) the player may combine their CHA and WIS flux values for the roll. (2) IVORY TOWER ILLUSION
Whether the character has lived a privileged life or not, they are capable of conveying the sense that they have and that they should be treated with dignity and respect even in the most dire situation. Human NPCs (not including Devoured) will automatically feel that the character has entitlement simply because of the way they present themselves. The character is able to play on this, pushing their luck and making demands or claims that other characters would never get away with. A successful CHA saving throw is required, but the player may add their character's Fate flux value to the roll. Fate is reduced by 1 whether the roll succeeds or fails.
In game terms, the character's WIS flux value cannot be exhausted during combat and replenishes to the set value as soon as it has been reduced to zero. Where other player characters reduce their CHA flux value to zero as a result of using CHA in combat rolls, the Politician may make a WIS saving throw and if they succeed, the other player character replenishes their own CHA flux to match their set value. There is no limit to the number of times an ally's CHA can be replenished in one combat, but if the Politician's WIS saving throw fails at any time that ally cannot replenish their CHA flux during the same combat as a result of further saving throws. (5) NOBLESSE OBLIGE
(3) JE NE SAIS QUOIS
Further exploiting their own natural nobility, poise and self-assurance (whether they have it or merely project that they have it), the character can play on the (almost always wrong) assumptions of others.
The character has that indefinable something which makes them irresistible when they switch on the charm. Members of the opposite (or same?) sex will be ever susceptible to the character's twinkly-eyed mischief, unaware that the whole thing is an act turned on and off at will.
Those of a lesser status within any society will naturally assume the political class unquestioningly adhere to a noble form of ethics. Any deviation will be regarded as a shocking scandal and a fall from grace. Few politicians care nearly so much about this as those they purportedly serve!
When the character meets a new NPC capable of being seduced (sexual compatibility and availability on the part of the NPC should be taken into consideration - for the player character it may be irrelevant, depending on how they wish to proceed with the seduction) and makes a successful CHA saving throw, the NPC is immediately intrigued by the character and attracted to them. The player may make another CHA saving throw, but must wait until their next encounter with the same NPC, allowing some time between for the NPC to think about the character. If the second saving throw succeeds, the NPC will accept the character's advances should they make them and will thereafter be amenable to most things the character requests or requires. NPCs with an INT set value of 3 or more will be harder to seduce. Two successful saving throws will have the desired effect, but the NPC will have a mind of their own and may attempt to play games before giving in to the character's will. This will be particularly true of enemy NPCs and NPCs who
STRANGE AEONS
This assumption gives the Politician free license to misbehave while remaining at all times above suspicion. No saving throw is required to convince any NPC with an equal or lesser INT set value to that of the Politician that the Politician is incorruptible, unless that NPC already knows from personal experience that the Politician is a crook. If the latter is true, the Politician can still invoke Noblesse Oblige by making a CHA saving throw. If successful, the NPC gives the Politician another chance (there is no limit to the number of chances the character can be given by the same NPC!) (6) CHARM AND DISSARM
The character speaks with a velvet tongue, addresses the vanity, intrigue and self-delusions of their target and puts them into a semi-trance. When the target's guard is suitably lowered, the character strikes. The player makes a CHA saving throw, adding their WIS set value to the roll. If they succeed they are able to mesmerise any enemy with a set INT of 3 or less by simply talking to them, perhaps pacing
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with exaggerated poise, using flourishing hand gestures and eye-catching body language. Their remarks have a hypnotic effect so that when they attack the target, the target is too stunned by the sudden switch from charm to violence to react. The Politician inflicts automatic damage in the first round and the target may not retaliate or react in that same round, though any allies of the target might react (since they are not the target of the Politician's charm).
path of the maverick Main Style: Reckless A Path suited to characters that refuse to play by the rules, are almost guaranteed in any given situation to either test boundaries or act outside the law entirely, but who wish to mould their own imprudence into useful shapes. In order to select this Path the player character must already possess either/or the Brawler, Occultic, Parkour, Reckless and/or Streetwise Styles.
hasn't already fought the Maverick. The Maverick has a number of sneaky tricks equal to their INT set value. The player should make a note of this somewhere on their character sheet in a place visible enough to act as a clear reminder during combat. The player may introduce each trick only once in any combat against the same enemy. If a trick is introduced in a fight against one enemy but another enemy is also engaged in the same fight, that secondary (or any other number) enemy will also be wise to the trick which cannot later be employed upon them. Each trick awards a number of points bonus to the combat roll equal to the player's Fate flux. (4) TAKERS KEEPERS
The character develops their skills as a thief and a pickpocket. When stealing, the player makes a DEX saving throw to take without being seen, sensed, heard or otherwise caught by observant NPCs, adding their WIS set value to the roll.
If the character possesses Reckless and they start this Path they gain the first two ranks immediately.
This ability can be used for picking pockets, picking locks, taking objects from under the noses of their owners, and any other number of questionable situations.
(1) HAPPY ACCIDENT
(5) CONFIDENCE TRICKS
Once per game session the player may turn any failed Fate roll into a spectacular success, but the Fate flux value is thereafter reduced to 1 and cannot be replenished until the start of the next game session.
The character develops an uncanny ability to convince 'marks' to part with their possessions. The character might be offering a service, selling an item, swapping an item, or otherwise making some convincing promise to reimburse the target.
(2) LOVEABLE ROGUE
When meeting any new NPC the player makes a Fate roll (if they wish). Provided the NPC is not an enemy and has no prior hostility toward the character, they will automatically warm to the character if the Fate roll succeeds. The player may then make a CHA saving throw to turn this to their favour. If the roll succeeds the NPC is enthralled by the NPC and may either be open to seduction (where applicable/required) or will have a strong desire to develop a friendship with the PC. Friendships and seductions formed this way will be hard, if not impossible, to break. The NPC will forgive the character almost any discretion thereafter and is likely to become obsessed with the character if the character ups and leaves. The player (and Game Keeper) should remember this if the Loveable Rogue ability is employed in order to gain some temporary advantage.
They have no intention of paying or providing the service offered, but are able to use their wiles and complete indifference to morality to trick the target into making a payment before the event. Payment can take many forms and may include cash or wealth, an item the player wants but which an NPC currently possesses, a service an NPC can provide on the promise of payment and so on. Convincing the target requires a successful CHA saving throw. If the roll is merely successful the mark believes the Maverick but is somewhat cautious and will only make a part of the payment (in the case of an item, the mark is likely to ask for some kind of deposit in the form of something the character cherishes before they will hand anything over). If the roll is a spectacular success, the mark will make payment in full and without a quibble. If, however, the roll fails the mark becomes highly suspicious and the Maverick character may find themselves in danger of exposure or outright violence from the NPC.
(3) DIRTY TRICKS
While there is no real dishonour in a true fight to the death and virtually any tactic is a reasonable tactic if it keeps one side or the other alive, the character has some truly unique and sneaky tricks up their sleeve and may use these during any combat against any foe. The precise nature of these tricks may be irrelevant, suffice to say that they work on almost any enemy provided that enemy
STRANGE AEONS
(6) DO OR DIE
Possibly the ultimate Path Ability in more ways than one. Do or Die should only be used in the direst of circumstances, when all hope is lost and a potential disaster is looming. The ability can also be played retrospectively in a meta fashion, allowing the player to invoke Do or Die after the cataclysmic event has already occurred.
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The player makes a Fate roll. If successful, the roll is a spectacular success and the outcome is an unbelievable stroke of good fortune with the Maverick at the heart of the matter. But if the roll fails, the outcome is fatal. The Maverick and all other player characters die as a result. Because the life of all characters is at stake, the ability cannot be used on a whim by the player in charge of the Maverick. It can be used, however, if a total party kill has already occurred, is expected or at the very least extremely likely. Use of this ability should be given careful consideration, not only by the player in charge of the Maverick but by all players, with input from the Game Keeper where necessary. In every instance, all players must be in full agreement. If even one player says no, the ability cannot be employed.
path of the medic Main Style: Surgery
(3) SYSTEM RESTORE
The character will require a defibrillator unit. These are a rare commodity which might be found somewhere under the rubble of civilisation if the player group look hard enough. The medic will be able to restore to life any other character whose HPs and Linear Points have both been reduced to zero. The medic must make an INT saving throw and if successful the subject gains 1 Linear point flux and 1d12 Hit Point flux. Resuscitation must occur within one in-game minute of the subject losing all points. (4) APPLIED BIOSCIENCE
This Path provides medical skills, surgical proficiency and other special abilities designed to heal and restore lost points. In order to select this Path the player character must already possess either/or the Surgery, Certified Genius, Educated, Scientific Mind and/or Trained Styles. If the character possesses Surgery and they start this Path they gain the first two ranks immediately. (1) REBOOT
Where any character (except the medic) has Linear Point flux reduced to zero, the medic can resuscitate them. Hit Point flux must be greater than zero. The subject recovers 1 Linear Point flux and may participate in combat/take actions again. (2) TLC
TLC can be used by making an CHA saving throw. When the medic successfully applies TLC to any injured party the following rules supersede the normal rules for healing and recovering points:
Hit Points are regained at a rate equal to the injured party's Linear Point flux value + the medic's INT set value every time the subject sleeps one full night (deemed to be a period of no less than six hours uninterrupted sleep).
Linear Points are regained at a rate equal to the injured party's STR flux plus the medic's INT set value +1 every time the character convalesces for a full 24 hour period. Convalescence must be uninterrupted. Any activity such as walking over distance (rule of thumb: more than 50m) fighting or undertaking any physical actions will disrupt the convalescence and prevent healing. Ideally the character will lie down and remain lying and resting for the full 24 hour period.
convalescence under the medic's care, but cannot be healed by more than 1 point, even if the character has lost multiple points and rests for longer. Convalescence in this instance requires the same level of rest and inactivity as described for healing Linear Points.
Core Attribute Set values can be healed by 1 point if the character takes two in-game days of
STRANGE AEONS
Where a Critical Hit reduces the set value of any given attribute, the character uses their expertise to quickly treat damage, allowing the subject to instead reduce the flux value of the same attribute by the same amount. The medic must make a successful INT saving throw to apply this ability successfully. (5) MEDIC APROPOS
When scavenging, the medic has an eye for items which may aid in healing and/or surgery but which may be overlooked by other characters. If the player chooses to do so, the player may specifically state that their character is looking for medical items. Certain aspects of this Path Ability are shown only in the Game Keeper edition of these rules. Defer your Game Keeper to their version of this chapter so they can familiarise themselves with the full details. (6) DOCTORATE
The character acquires a large cache of medical and surgical textbooks when they are next searching for useful items in the rubble of civilisation (further details can be found in the Game Keeper edition of these rules). Reading these books will take fourteen in-game days, during which time the character is deemed to be out of action. These game days may be taken at disparate times if the player prefers, spreading the research out over a greater time span. When all books have been read the character gains 2 points to their INT Core Attribute set value and 2 points to their WIS Core Attribute set value (provided this does not raise the set value to 7 or more). Flux values are raised correspondingly to match the new set values. If subsequent characters take the Medic Path and achieve 6 Ranks, they do not find the books but acquire the information some other way. It may be that they are taught by the first character to achieve this Rank, or use the same books.
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path of the scientist Main Style: Scientific Mind The character may be scientific in their thinking, but the onset of The Event has surely changed how they perceive the world. Previously fixed ideas about a rational universe are now tenuous, but this doesn't prevent the character from seeking answers. In order to select this Path the player character must already possess either/or the Certified Genius, Educated, Engineer, Surgery and/or Scientific Mind Styles. If the character possesses Scientific Mind and they start this Path they gain the first two ranks immediately. (1) COLD HARD LOGIC
The character no longer acquires Horror from witnessing anything other than a Morbus entity or battling a Morbus entity (or witnessing proof of fate if they acquire No Destiny (see below). Everything else, the character will attempt to rationalize (to the irritation of other characters) and gains 1 point of Fate flux instead for every chunk of Horror they would normally acquire (regardless of amount). (2) NO DESTINY
The character shuns the concept of destiny and fate. A person makes their own luck. The character's set Fate is reduced to 6 and under no circumstances may this value be increased (even if the rules say otherwise). Conversely, every time the scientist or another player character succeeds a Fate roll (thus undermining the scientific assertion that there is no such force in the universe) the character gains 10 points of Horror. Note: Horror can only be gained from genuine Fate rolls. Players may not roll Fate simply in order to generate Horror. (3) MEASURE AND CONTROL
The character learns that mind can be more powerful than matter when applied to the arena of combat. Where others rush in with guns blazing, or blades flashing, the scientist waits to identify their enemy's weaknesses, exploiting these to their advantage. If the player character does not fight in the first two rounds of any given combat, when they engage in the third round and the player uses INT as the combat Core Attribute at any point during melee from that point on, they gain a +6 Path Ability bonus. (4) CELESTIAL SPHERE
The character begins an extensive study of the mythos relic known as The Celestial Sphere and discovers occultic inner workings that seem to suggest some kind of logic. Further details for this Path Ability can only be found in the Game Keeper edition of these rules.
STRANGE AEONS
(5) QUASI-EUCLIDEAN MATHEMATICS
The character studies the strange angles and dimensional anomalies associated with Morbus entities and Morbus effects. How this might prove useful is not detailed here and can only be found in the Game Keeper edition of these rules (defer your Game Keeper to their version of this chapter). (6) MORBUS KNOWLEDGE
Using advanced quasi-Euclidean mathematical techniques, the character is able to ensnare certain aspects (namely hostility and the naturally murderous hatred for all things non-Morbus) of Morbus entities, rendering them harmless. This effect requires a successful INT saving throw and only works on Morbus entities that inflict 20 or less Witness Horror. This effect doesn't work on paranormal entities, ghosts, ghouls or demonic spirits and has no effect on human or animal enemies.
path of the sinister Main Style: Sneak The sinister character was almost certainly a Loner in a previous existence. This Path allows the blackhearted character to enhance their natural tendencies and to embrace their inner darkness. To take this Path the player must possess either/or the Cunning, Occultic, Sneak and/or Streetwise Styles. If the character possesses Sneak they gain 2 Ranks in the Path of the Sinister as soon as they select it. (1) SKULK
When sneaking and attempting to move without being seen or heard, the player makes a WIS saving throw in the usual way but may add their INT set value to the result. (2) DISARM TRAPS
With the sinister in possession of this Path Ability and on the lookout for perils, traps set by Zoners and Loners will be easily spotted and the character in danger will be warned of the trap. In essence, this Path Ability immunises the player group to traps, unless the sinister is not present when the WIS and Fate rolls fail. Further details on this Path Ability can be found in the Game Keeper edition of these rules. (3) SHADOW MELT
The sinister may retreat from combat at any time without incurring penalties by melting expertly into the shadows. A WIS saving throw is required to successfully Shadow Melt. If the roll fails the character still retreats without penalty, but remains visible.
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While hidden by Shadow Melt, the character cannot be located by his or her former adversary unless that adversary is intentionally searching for them and makes a successful WIS saving throw.
(2) SEASONED LOOTER
The character develops a sixth sense for spoils and an uncanny ability to find the most exquisite loot hidden in the most (apparently) unlikely places.
(4) CUTTHROAT
In the hands of a sinister, the dagger takes on all new levels of deadliness. The player should arm their character with daggers for use in combat and as throwing missiles. As small bladed melee weapons the dagger gains a Weapon Bonus equal to the character's DEX set value when used in hand to hand combat by them. The sinister also acquires the ability to use knives as a throwing weapon (see Table A). (5) OCCULTISM
The natural path of the sinister within the Morbus environment of post-Event Earth. The character develops a morbid fascination for occultism and an uncanny, inherent knowledge of occultic magic. From this point on the player may acquire Path Abilities from the Path of the Wizard in the usual way (starting at rank 1) but can do so without the necessity for finding and retaining books. (6) DARK PASSENGER
The character becomes changed as demonic energies possess the void where their soul once resided. Something about their temperament and the unnatural glint in their eyes will set others on edge. The CHA set value is permanently reduced to zero. The character is now immune to the effect of the Devouring. They can move freely in the Morbus mists without fear of contamination or change. Further details regarding this Path Ability can be found in the Game Keeper edition of these rules. Defer your Game Keeper to their version of this chapter in order for them to familiarise themselves with the pertinent details.
path of the scavenger Main Style: Streetwise The scavenger knows where to look; what rocks to turn over; what drawers to prise open; what buildings to check and which to avoid. Details relating to the logistics of this Path can only be found in the Game Keeper edition. Defer your Game Keeper to their version of this chapter in order for them to familiarise themselves with the pertinent details. To take this Path the player must possess either/or the Cunning, Hunter, Sneak, Streetwise and/or Survival Smarts Styles. If the character possesses Streetwise they gain 2 Ranks in the Path of the Scavenger as soon as they choose this Path.
(3) TRAPPER
This ability allows the character to set snares in order to catch animals suitable for eating. The player character sets a trap which he or she returns to one hour later. Upon returning to the trap, the player makes a Fate roll and if successful the Game Keeper rolls 2d12 and refers to Table R2. Animals captured by a snare will be made lame by the trap and cannot subsequently be used as mounts, though they may be kept as pets (they will require healing and TLC). (4) HAWKEYE
The character becomes accustomed while scavenging to keeping a sharp eye out for anything sneaking out of the mists. They develop a sixth sense for approaching danger and may add a value equal to their Linear Point flux score to any WIS saving throw made when listening or trying to spot enemies and danger in general. (5) UNLOCKABLE CONTENT
Game Keeper only. (6) PAN-DIMENSIONAL LOOT
Game Keeper only. FINDING EDUCATIONAL COURSES
The Path of the Scavenger can potentially allow for finding educational home-study course material which, in turn, allows the player character (any fellow player character they opt to share the material with) to gain a set of new Styles, increasing Core Attributes in turn. Ask your Game Keeper for further details if/when you consider selecting this ability.
path of the survivor Main Style: Survival Smarts This path gives the player character an array of abilities which will help them to stay alive in the post-apocalypse setting. To take this Path the player must possess either/or the Cunning, Hunter, Streetwise, Survival Smarts and/or Trained Styles. If the character possesses Survival Smarts they gain 2 Ranks in the Path of the Survivor as soon as they choose this Path. (1) EVASIVE MANOUVRES
When using INT as the combat Core Attribute, this ability awards a +1 bonus to the combat roll.
(1) RUBBLE COMBER
(2) SNIPER
The character becomes proficient at finding useful items with little effort.
Survivors learn to keep their distance in combat. Those who risk hand to hand, risk death with every
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confrontation. The character who acquires this Path Ability gains a +1 bonus to the DEX saving throw when using any type of ranged weapon (ranged, primitive; ranged, splash; ranged, firearm). (3) EXPEDITIOUS RETREAT
The character becomes proficient in retreating from armed combat and may do so without penalty at any time. (4) EVER VIGILANT
The character learns to sleep with one eye open and consequently learns to get by on far less rest than other characters. When healing Hit Points the character needs no more than three hours uninterrupted sleep to gain Hit Points equal to their Linear Point set value (as opposed to six hours and points equal to Linear point flux).
STRANGE AEONS
(5) RENAISSANCE PERSON
The survivor learns early on that self-reliance requires a certain level of ingenuity, improvisation and generalisation when it comes to the application of talent. This ability allows the player to gain two immediate Ranks in any one other Path. The two Ranks must be consecutive though the player may choose a Path in which they already possess a Rank or Ranks. Ranks gained cannot be used to achieve Rank 6 of the Path of the Survivor. (6) COMBAT DISCRETION
The character is proficient at fighting as quietly as possible in order to avoid attracting other enemies to the site of combat. Further details can only be found in the Game Keeper edition of these rules.
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