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worlds apart, fantasy rpg about travelling

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Page 1: Worlds Apart

mark sabtato (order #6866731)

Page 2: Worlds Apart

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CreditsAuthor: Joseph Browning

Interior Art by: Tamas Baranya, Joe Calkins, The Forge, Ash Jackson, Kimagu, William McAusland, Jeremy McHugh,

Claudio Pozas, and V. Shane

All text in this work is Open Game Content, excepting the name Worlds Apart, company names, logos, artwork,

and the author and artist names.

Worlds ApArt

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Four islands

composed the sultry chain, floating upon a bright blue sea under

a tropical sun, each island gradually decreas-ing size as the eye passed from north to south.

They were mountainous, etched with deep valleys, and covered with lush foliage. Greysolt surveyed the

chain as best he could with his spyglass, taking the longest time upon the southernmost island, covered in a hazy

steam of warm clouds. The crew of The Dromedary remained silent as the Captain surveyed what no

other voyagers had ever seen. Each held dif-ferent thoughts in the silence: thoughts of receptive natives, thoughts of fresh water and fresh fruit, thoughts of spices

unknown to the civilized world, thoughts of slaughter and pillage.

The crew was a

motley sort, a dozen or so hardened men and

women in their late 30’s. Each had another life behind them;

some, several different lives. They were unreliable in the mainstay, but rock-solid in a clutch. They bickered

and feuded as they worked, helping each other make The Dromedary move,

breath, and live. Their ship was not just a thing of wood and artifice, it was a collection of elemental powers: it

was a voyager ship.

Greysolt declared the

all clear indicating an isolated cove to drop

anchor, and the crew jumped into action. Several went into the hull

to tend to the elementals bound within eldritch machinery, but most headed towards their cabins, gathering

various equipment for the coming landing. The

cove beckoned, the unknown called. The Dromedary

calmly pulled into the bay and slowed to

drop anchor. Two dinghies plopped into the water, and their

crew descended into the rocking ships. Crossbows ready, the small craft rowed to the black sand shores. Behind the shores a seemingly impenetrable wall of vegetation dazzled in a multi-

colored display. Now, to heed the call…

4103441505560677075798290

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Worlds ApArt

CAreers

tAsks And skills

MAgiC

equipMent

CoMbAt

VoyAger ships

ship CoMbAt

trAde

islAnds

lyArt subseCtor

bestiAry

Appendixmark sabtato (order #6866731)

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Long ago, the god of the soil and the goddess of the sea became lovers. Their union created the world composed of number-less islands in an endless sea. Upon these islands other creatures were born from the labors of other gods. These creatures grew and learned and prospered for countless generations, sailing upon the welcoming seas. After eons, after the rise and fall of hundreds of empires and kingdoms, Soil and Sea argued and rent the world asunder. The once-welcoming seas now stranded any that dared travel beyond the sight of land in a gigantic never-ending ocean upon which they died from priva-tion. The once-interconnected islands were isolated, only able to communicate with other nearby islands, for a ship needed to keep some type of shore in sight to avoid the terrible fate of those stranded in the Forever Sea. Each island or group of islands became independent worlds set apart from their brothers. This new and terrible isolation lasted as along as the era before it, and many new creatures, new gods, and new peoples were born during the long separation. Thisageofisolationendedwhenanunidentifiedgoddess,allegedlyadaughterofSoilandSea,taughtthepeoplesthe secret of taming elementals to create ships that could navigate through the Forever Sea. She believed that a return to thefirstagewouldrekindletheaffectionsthatSoilandSeaoncehadforeachother.Unfortunately,thediscoveryofhergift of knowledge was met by anger and rage by all of the gods, both new and old, and she was imprisoned in the sky, transformed into a cloud cursed to move forever against the wind. But the wondrous gift of Obstinate Cloud (as she is now named by those who tell her story) could not be undone, and the peoples of the islands began to explore a newly boundless world in their strange voyager ships.

Worlds ApArt

Worlds Apart is a fantasy role-playing game set during a period of expansion and exploration. For countless centuries, people were separated from each other upon their own single landmass, essentially worlds apart. But a recent magical invention, the voyager ship, found a way to pierce through the deadly oceans separating the people, and a giant melting pot of civilizations burst into existence nearly overnight. Play begins several hundred years after the development of the voyager ship, and great new empires of might and trade have risen from the first chaotic contacts. Unlike most fantasy games, Worlds Apart assumes that players will be most interested in exploration and trade using voyager ships to travel throughout the Forever Sea. Worlds Apart campaigns tend to revolve around several different themes: trading, exploring, military, or mixed. Trading: The lifeblood of all civilization, trade is at the root of almost all human endeavors, be it a goal in itself or the source of wealth that drives art and architecture. Characters engaged in a trading campaign tend to travel along relatively known paths, focusing on acquiring wealth through more sedate trade ventures. In a campaign focusing on traveling known paths, politics, intrigue, and perhaps a little ship-to-ship combat will fill the game as the players try to finesse or muscle their way around the larger trading enterprises and the many political entities.

Exploration: Although voyager ships have been available for quite some time, there is still more terra incognita that needs to be explored. Much of this is on the fringes of the known world, but there are still pockets of unexplored ocean everywhere. A less usual type of exploration game involves surveying the interiors of large and unexplored islands. Military: Military campaigns are easy to create and run in Worlds Apart. All the players have a similar background and serve in a unit together, combating pirates, other armies, or strange magical races bent upon destruction. Military campaigns can be a lot of fun to run and play, so if you’ve never done so, consider a military-oriented game— you may find your group ready for something new. Mixed: The traditional Worlds Apart campaign is a mixture of two of the above options. Trading and exploration gives you the greedy explorers, daringly going out into the Forever Sea searching for that special island that has that new commodity that will make them all rich beyond their wildest dreams. Trade and military features the group given orders to forge alliances and trade routes through force and guile, while military and exploration campaigns focus on finding new islands and new civilizations, bolding going where no one has gone before.

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Effect Total Result

Less than –6

Exceptional Failure: The character failed as completely as it is possibly to fail. Anything that can go wrong goes wrong. If attempting to repair a device, the device is further damaged or even destroyed. In a social situation, the character gets into further trouble.

–2 to –5 Average Failure: The character has failed the task.

–1

Marginal Failure: The character has almost, almost succeeded, and the Referee may permit him to scrape a success if he takes a significant consequence. Such as a character trying to jump across a chasm hangs onto the far side by his fingernails but can only pull himself up if he drops his leather backpack.

0

Marginal Success: The character barely succeeds at the task, and may have to accept a condition on his success. He fixes the engine but it will overheat. He finds a buyer for the goods but the buyer is an untrustworthy criminal.

1–5 Average Success: The character succeeds.

6+ Exceptional Success: The character succeeds in an impressive and elegant fashion.

Effect Table

Die Rolling ConventionsWorlds Apart uses two six-sided dice for most rolls. Below are a few of the conflict resolution terms used in the game. Check: To determine if a character succeeds or fails at a particular task, the player must make a check. To make a check, the player rolls 2d6 and adds any appropriate Dice Modifiers (such as a skill his character possesses or a bonus from a piece of equipment). If the total is equal to or greater than the target number for that check, he succeeds. A check will usually have a skill or characteristic associated with it. For example, a check of ‘Dex 8+’ means ‘roll 2d6, add your Dexterity Characteristic Dice Modifier, and you succeed if you have a total result of 8 or more. Checks are also sometimes called “throws.” Dice Modifier (abbreviated to DM): A number to be applied to a die roll before it is used. Dice Modifiers are preceded by a sign, which indicates if the number is to be added to or subtracted from the roll. For example, a Dice Modifier of –2 indicates that two is to be subtracted from the roll; a Dice Modifier of +4 indicates that four is added to the roll. Target Numbers: In many checks, the player needs to roll equal to or above a specific number (usually, 8 or more). This is denoted by a number followed by a plus, such as 8+ or 10+. Effect: If the degree of success is important, then subtract the target number (typically 8) from the total of the dice roll plus Dice Modifiers. This margin of success is referred to as the Effect. For example, if roll a 10 on a check with a target number of 8+, you have an Effect of 2 (10–8=2). If you roll a 6 on the same check, you have a –2 Effect (6–8=–2).

Character Generation SequenceCharacters in Worlds Apart begin with a long history behind them. Typically, they’ve served close to two decades in their various careers and are experienced professionals, not the wet-behind-the-ears characters of other role-playing games. The history of the character is created randomly during the character creation process; a player should interpret the results of the die rolls into a coherent back-story. It is recommended that rolling up characters be a group endeavor as there’s a lot of fun to be had in the collaborative storytelling resulting from character creation. Note: there is a charcter sheet on page 95.

A. Generate Abilities1. Roll 2d6 for each of your characteristics. If your GM permits,

arrange them in the order you prefer. The abilities are Strength (Str), Dexterity (Dex), Endurance (End), Intelligence (Int), Education (Edu), Social Standing (Soc), Magical Strength (Mag).

B. Choose Background Skills1. Choose your background skills based upon your Education

and your choice of home island. Also, you gain your native language for free at skill level 1.

C. First Term of First Career1. Choose 1st Career2. Choose Assignment3. Succeed on Qualification Roll. If failed, submit to Impressment

or the Drifter Career.4. Gain all the skills listed in the Service Skills table at Level 0

unless stated otherwise.5. Roll 1d6 on the appropriate skill table for your assignment to

gain a skill or roll on the Advanced Education table if you meet the requirements.

6. Roll 2d6 to see if you survive the 4 year term. If you succeed, go to step 8; if you fail, first go to step 7.

7. Roll on Mishap Table and leave this career — do not roll on the Mustering-Out table for this term. Go to step D.

8. Roll on the Events table and see what happens. Apply changes accordingly.

9. Roll 2d6 to see if you advance in your career. If you advance, note any gained skills from that advancement.

10. Roll on the Mustering-Out Table if you’re leaving this career. Choose Cash or Benefits and proceed to step F if this is your final career before beginning play. If you’re not leaving the career, store up your Mustering-Out roll for this term and proceed to step E.

D. First Term in Subsequent Careers1. Choose 2nd (or 3rd or 4th) Career2. Choose Assignment3. Succeed on Qualification Roll. If failed, submit to Impressment

or the Drifter Career.4. Pick one of the skills listed in the Service Skills table and gain it

at Level 0 unless stated otherwise.5. Roll 1d6 on the appropriate skill table for your assignment to

gain a skill, or roll on the Advanced Education table if you meet the requirements.

6. Roll 2d6 to see if you survive the 4 year term. If you succeed, go to step 8; if you fail, first go to step 7.

d66: You can use two six-sided dice to randomly generate 36 results by designating one of the dice as the “tens” die and the other as the “ones” die. You’ll find this type of roll in the trade section.

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7. Roll on Mishap Table and leave this career - do not roll on the Mustering-Out table for this term. Go to step F.

8. Roll on the Events table and see what happens. Apply changes accordingly.

9. Roll 2d6 to see if you advance in your career. If you advance, note any gained skills from that advancement.

10. Roll on the Mustering-Out Table if you’re leaving this career. Choose Cash or Benefits and proceed to step F if this is your final career before beginning play. If you’re not leaving the career, store up your Mustering-Out roll for this term and proceed to step E.

E. Additional Terms in the Same Career1. Roll 1d6 on the Personal Development table, the Service Skills

table, or the Assignment table to increase your statistics or gain a skill. Optionally, roll 1d6 on either the Advanced Education table if you meet the requirements or on the Commendation table if you were commended (only Soldier and Sailor careers).

2. Roll 2d6 to see if you survive the 4 year term. If you succeed, go to step 4; if you fail, first go to step 3.

3. Roll on Mishap Table and leave this career - do not roll on the Mustering-Out table for this term. Go to step D.

4. Roll on the Events table and see what happens. Apply changes accordingly.

5. Roll 2d6 to see if you advance in your career. If you advance, note any gained skills from that advancement.

6. Roll on the aging table if this is your fifth (or later) term.7. Roll on the Mustering-Out Table if you’re leaving this career.

Choose Cash or Benefits and proceed to step F if this is your final career before beginning play. If you’re not leaving this career, store up your Mustering-Out rolls until you finally leave this career, at which point you make all of your stored up rolls at once.

F. Buy Stuff1. End character generation by mustering out of your final career

and buy whatever stuff you’d like using the money you’ve acquired. Work with your GM to see what is appropriate and available to your character.

2 If there’s a chance you can draw a pension (you leave after the 5th term in a carrer), make your Soc roll and determine the result using the Pension table.

G. Final Steps1. If your GM approves, you can create connections between

your character and other player’s characters by incorporating them into your history as people you contacted during rolled Events. You gain a skill that is related to that contact, and the other character gains one as well. You can do this twice.

2. As a group, select a Skill Package that fits your ideas of what the group needs.

CharacteristicsEvery person and creature in Worlds Apart has seven characteristics (also called abilities or statistics) that describe their base mental and physical potential. Roll 2d6 for each characteristic. 15 is human maximum. Characteristics may provide a Dice Modifier (DM)

Strength (Str): A character’s physical strength, fitness and forcefulness of body.

Dexterity (Dex): Physical co-ordination and agility, reflexes. Endurance (End): A character’s ability to sustain damage, stamina

and determination. Intelligence (Int): A character’s intellect and quickness of mind. Education (Edu): A character’s learning and experience. Social Standing (Soc): A character’s reputation and standing. Magical Strength (Mag): A character’s magical power.

Characteristic Score Dice Modifier0 –3

1-2 –23-5 –16-8 +0

9-11 +112-14 +215-16 +317-18 +4

Every +2 +1 per every 2

Characteristic Table

SkillsIf a character has no level in a skill, then he is untrained and will suffer a –3 Dice Modifier when trying to use that skill. Some skills cannot be used if untrained. If a character has zero level in a skill (Skill 0), then he is competent in using that skill, but has little experience. He does not get any bonus from his skill ranks when using that skill but he avoids the penalty for being untrained. If a character has one or more level in a skill (Level 1, Level 2, and so on) then he is trained in that skill. Each rank represents several years of experience using that skill. A character with Level 2–3 in a skill is a skilled professional in that field. Some skills have specialties – specialized forms of that skill. A character picks a specialty when he gains level 1 in a skill with specialties. For example, a character might have Animals 0, allowing him to make any Animals skill checks without an unskilled penalty. He might then gain a level in Animals, giving him Animals (Riding) 1. He would make all Animals checks involving Riding at a +1 DM, but would make all other Animals checks at a +0 DM. A character can have multiple specialties in a skill – a beast handler might have Animals (Riding) 1 and Animals (Training) 2. He would make checks related to Riding with a +1 DM, checks related to Training with a +2 DM and all other Animals checks with a +0 DM. Not all skills with specialties act in such a manner, however. See individual skill descriptions for more details on which skills allow characters to make 0-level skill checks in all specialties and which ones do not. Skills that allow 0-level skill checks are termed broad skills. Those that do not allow 0-level skill checks are called narrow skills. Some skills are broad excepting certain specialties.

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Background SkillsBefore embarking on your careers, you get a number of background skills equal to 3 + your Education DM (1 to 5, depending on your Education score). Home Isle: Growing up on your home isle gave you three skills that depend on the island’s nature. You can select one of the skills that match each of your home isle’s island description and trade codes. If you came from an island already established, then consult those sources for the island’s description. If you come from an island that does not provide enough background skills options, select the second skill option as well. If that is still not enough, consult with your GM about what skills are appropriate for your character.

Agricultural (Ag) Agriculture 0, Survival 0Arid (Ar) Survival 0, Science 0Cold (C) Survival 0, Science 0

High Magic (Hm) Magic 0, Language 0High Population (Hp) Streetwise 0, Trade 0High Technology (Ht) Trade 0, Seafarer 0

Hot (H) Survival 0, Trade 0Industrial (I) Trade 0, Streetwise 0

Large (La) Language 0, Trade 0Low Magic (Lm) Science 0, Seafarer 0

Low Population (Lp) Survival 0, Animals 0Low Technology (Lt Orienteer 0, Survival 0

Lush (Lu) Animals 0, Agriculture 0Poor (P) Agriculture 0, Orienteer 0Rich (R) Carouse 0, Streetwise 0Small (S) Leadership 0, Seafarer 0

Home Isle Background Skills Table

Education: Your youthful education and experience may give you a basic level of competence in additional skills equal to the plus or minus your Education DM. Any character may choose from the following list: Admin 0, Advocate 0, Agriculture 0, Animals 0, Art 0, Carouse 0, Drive 0, Gambler 0, Language 0, Persuade 0, Trade 0.

CareersAt many points during a career, a character will have to make a check of some sort. Most of these checks are characteristic checks – roll 2d6, add the DM from the listed characteristic, and try to get a total higher than the listed value. A check of Int 8+ means ‘roll 2d6, add your Intelligence DM, and you succeed if you roll an 8 or more.’ A few throws are skill checks, where you add any levels in that skill and the DM from an appropriate characteristic. For example, a throw of Gunnery 8+ would mean ‘roll 2d6, add your Gunnery skill and the DM from an appropriate characteristic such as Dexterity, and get over 8 to succeed. Beginning Age and Term Length: You begin your first career at age 16. Each term lasts for 4 years. Qualification: What you need to roll to enter that career. If you fail this check then you cannot enter your chosen career this term. You must then submit to Impressment or the Drifter career for this term. You suffer a –1 DM to qualification rolls for each previous

career you have entered. Once you leave a career you cannot return to it. Impressment and the Drifter career are exceptions to this rule – you can be Impressed back into a previous career from which you were ejected and the Drifter career is always open. Skills and Training: Each career has skill tables associated with it – Personal Development, Service Skills, Specialist Skills and Advanced Education. In each term you spend in a career, pick one of these tables and roll 1d6 to see which skill you increase. You may only roll on Advanced Education if your character has the listed qualification (usually Education 8+ or a certain Rank). You may only roll on the Commendation Skills if your career has one and if you have received a commendation. Skills can be listed with or without an associated level. If no rank is listed, then you gain that skill at Level 1 if you do not have it already, or it increases its level by one if you are already trained in that field. If a rank is listed, then you gain the skill at that level as long as it is better than your current level in that skill. Early Training: For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your early training. For any subsequent careers, you may pick any one skill listed in the Service Skills table at Level 0 as your basic training. Survival: Each career has a survival roll. If you fail this roll, roll on the mishap table. This mishap forces you to leave this career unless stated otherwise. You lose the benefit roll for the current term only. A natural 2 is always a failure. Events: If you are still in your career after resolving the survival roll, roll on the events table to see what interesting things befall you this term. Some events give a bonus DM to advancement rolls or give automatic advancement. You can apply these DMs to commission rolls also. Commendation: This only applies to the careers of Soldier and Sailor. A character who earns a commendation gains access to additional skills due their commendable performance via the commendation skills table. Advancement: Each career has an advancement roll. If you make a successful Advancement roll, then you move to the next rank and gain an extra roll on any of the Skills and Training Tables for this career. You also get any benefits listed for your new rank. You may only attempt to advance once per term. If your result is equal to or less than the number of terms you have spent in this career, then you cannot continue in this career after this term. Either your services are no longer required, or you are simply bored and want a new challenge. If you roll a natural 12, then you must continue in this career. Ranks and Benefits: You start at Rank 0 in your career. Each time you succeed at an advancement check, you advance in Rank. Some ranks have benefits associated with them, such as extra skills or other benefits. You gain these benefits when you attain that rank. Mustering-Out: When you leave a career for any reason, you gain material rewards from that career. There are two tables – Cash and Benefits. You get one Mustering-Out roll per full term served. Leaving due to a mishap means you lose the roll for that term, but not previous full terms in that career. If you have Gambler 1 or better, add a +1 DM to your cash rolls. If you reached rank 1 or 2, you get an extra benefit roll when leaving that service. If you reached rank 3 or 4, you get two extra benefit rolls, and if you reached rank 5 or 6, you get three extra benefit rolls and may apply a +1 to rolls on the Benefits table that you gain from that career. These extra rolls are only benefit rolls, not cash rolls.

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Drifters and Impressment: You may attempt to enlist in one career each term if you are not continuing on in an existing career. If you fail to achieve a new career, you have two options. You may be Impressed and be randomly sent to one of the military services or you may spend that term travelling as a Drifter without a career or purpose. A character may only be Impressed once, but you can be Impressed back into a career from which you were ejected.

1d6 Career (specialty)1 Sailor (deckhand)2 Soldier (infantry)3 Sailor (deckhand)4 Soldier (infantry)5 Sailor (deckhand)6 Soldier (infantry)

Impressment Table

Life Events: If you roll a Life Event on the Events table for your career, roll 3d6 on the Life Events table.

Life Events Table3d6 Life Events

3 Disease: You contract a deadly disease. Do you live through it? Roll on the injury table.

4

Addicted: You acquire an addiction to a magic powder. Any cash Mustering-Out rolls are reduced by 1 point. You can try to quit during play: roll once per month and succeed if you roll Mag 12+. During play, temporarily reduce your Int by 1 as long as you’re still using the substance and reduce all your physical characteristics by 3 if you fail to dose at least once a week. Your fix costs 400 sp a month and increases by 25 sp for every successive month of use once play begins.

5Arrested: You are arrested for a crime you did not commit. You can defend yourself if you have the Advocate skill or you can hire a lawyer. If you defend yourself, roll Advocate 6+ to get the charges dropped. If you fail, apply a -2 DM to one Mustering-Out roll. If you hire a lawyer, apply a -2 DM to one Mustering-Out roll, but gain a Contact.

6 Birth: Someone close to you gives birth. If playing a male character, roll Soc 4+ or you’re the father.

7 Don’t Drink the Water: You drink a non-human’s drink on accident: gain Magic 0. If you already have it, gain Magic 1 (any) that is appropriate to the non-human’s race.

8

Secrets: You gain a secret. Roll the following three checks to determine what type of secret. If you succeed in all three checks; gain +1 End. 1st check - roll Soc 8+ to avoid it being socially distasteful. 2nd check - roll End 8+ to avoid it being a venereal disease. 3rd check - roll Mag 8+ to avoid it being related to magic in some manner. If you fail multiple times, mix the results to create your secret.

9 Fortune’s a Fickle Bitch: Fortune turns her dull-gray eyes upon you. Any prior negative (such as an injury or mishap) from any of your prior terms is removed. If you have no negatives, you gain one (roll a mishap).

10 Magic Item: During your term, you stumble upon an unclaimed magic item (other) and claim it as your own. You get away with it free-and-clear if you roll Mag 8+, but if you fail, gain an Enemy.

11 Lucky Dice: You have a long streak of luck with the dice. +2 DM to one Mustering-Out Cash roll. If you have Gambling, +3 to that roll instead.

12 Death: Someone close to you dies.

13 Slayer: You fight the good fight and are the last one standing at the end of a terrible, sudden combat. Gain one of Melee Combat (any), Missile Combat (any), or Tactics 1 (military). If you are a soldier or a sailor, you are commended.

14 Contact: You gain a new contact.15 Old Ones: You catch a brief glimpse of something that should remain unseen. Reduce your Int by 1, but increase your Edu by 2.16 Rival: You gain a new Rival.

17 A Foreign Table: You feast at the table of a clan of non-humans. They drug you and you’ve forgotten everything after the first taste, but you are certain that they put something inside of you… and its still there. Gain Magic 0.

18 Touch the Hand of God: Encounter a Divine Being. Gain one of Magic 0, Magic Talent 1 (abjuration), +1 End, +1 Int, +1 Soc, or +1 Mag. If you decide to worship the Being, gain two.

Contacts, Allies, Rivals, and Enemies: As a character is created, he may gain contacts, allies, rivals or enemies. These four different terms describe the friends or foes the character made during his careers before the game begins.

Contacts: Contacts are people the character has dealt with in the past who have a positive view of the character. Contacts typically have useful skills or influential positions that can be used to the benefit of the character. Contacts have a positive view of the character, but not as positive as allies.

Allies: Allies are contacts that have a very positive view of the character and who will go out of their way to assist the character in his goals. The level of assistance is up to the GM, but allies are strong friends.

Rivals: Rivals are the negative version of contacts. Rivals have a negative view of the character and will try to thwart his goals. Rivals work for the humiliation or moderate fiscal loss of the player character. Rivals are great for short-term villains working against the players.

Enemies: Worse than rivals, enemies truly loath the player character and work for the imprisonment, bankruptcy, or even death of the character. Enemies may even actively pursue the character. A GM should feel free to turn enemies into long-term villains.

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Injuries: Characters that are wounded in combat or by accident during character creation must roll on the Injury table. If any physical characteristic is reduced to 0, the character dies.

Injury Table1d6 Injury

1 Killed. (If this is your second character in a row to get killed this way, count this result as a 6 instead.)

2 Severely injured. Reduce one characteristic by 1d6.3 Missing eye or limb. Reduce Strength and Dexterity by 1.

4 Scarred. You are injured and scarred. Reduce any one physical characteristic by 1.

5 Injured. Reduce any characteristic by 1.6 Lightly injured. No permanent effect.

Mustering Out: Cash or benefits are gained when a character leaves a career for any reason other than failing a survival roll. A character with the Gambler skill at level 1 or better gets a +1 DM to all rolls on the Cash table. Benefits: When you leave a career in good standing, you may keep various pieces of equipment, passage on a voyager ship, or even shares for a voyager ship.

Ally: You gain an ally.Contact: You gain a contact.Crew Passage: By calling in a favor, you can gain one free crew

passage from one island to another.High Passage: By calling in a favor, you can gain one free high

passage from one island to another.Jack of all Trades: You gain Jack of all Trades.Magic Item (type): You gain a magic item. Private Passage: By calling in a favor, you can gain one free

private passage from on island to another.Voyager Ship: You gain a voyager ship (Pirateen, Tramp

Trader, or Traveler Trader). You own it, having put 20% down. You have a mortgage for the remainder. You can use ship shares to reduce the mortgage percentage by 1% per ship share.

Voyager Ship Share: You gain some shares you can put towards owning a voyager ship. Each share is worth 1% of the value of a ship.

Pension Pay:A character that leaves a service at the end of the 5th or later term of service in that career may receive pension pay. The character must throw a Social Standing 8+ with a +1DM for every term past the 5th. If successful, roll on the table below. The GM and player should work together to determine just how funds are received.

1d6 Pension1 500 sp annually2 750 sp annually3 1,000 sp annually4 2,000 sp annually5 3,000 sp annually6 4,000 sp annually

Pension Table

Aging: The effects of aging begin when a human character reaches 36 years of age. At the end of the fifth term, and at the end of every term thereafter, the character must roll 2d6 on the Aging Table. Apply the character’s total number of terms as a negative Dice Modifier on this table. If any characteristic is reduced to 0 by aging, the character dies.

2d6 Effects of Aging

–6 Reduce three physical characteristics by 2, reduce one mental characteristic by 1

–5 Reduce three physical characteristics by 2.

–4 Reduce two physical characteristics by 2, reduce one physical characteristic by 1

–3 Reduce one physical characteristic by 2, reduce two physical characteristic by 1

–2 Reduce three physical characteristics by 1–1 Reduce two physical characteristics by 1 0 Reduce one physical characteristic by 1

1+ No effect

Aging Table

Create Connections: You may make a connection between your character and up to two other player characters providing bonuses to you. For each connection you make, you may gain one level in any skill, but you cannot bring a skill above level 3 using this rule nor may you take the Jack of all Trades skill. Skill Packages: As a group, select one of the following skill packages. After selecting a package, each player takes turns selecting a skill from the skill package. Continue selecting skills until all skills are assigned.

Buccaneer Skill Package: Pilot (any) 1, Athletics (coordination) 1, Carouse 1, Gunner (any) 1, Missile Combat (any) 1, Persuade 1, Stealth 1, Medic 1.

Mercenary Skill Package: Admin 1, Advocate 1, Medic 1, Leadership 1, Heavy Weapons (any) 1, Melee Combat (any) 1, Missile Combat (any) 1, Stealth 1.

Trader Skill Package: Pilot (any) 1, Persuade 1, Medic 1, Streetwise 1, Broker 1, Advocate 1, Diplomat 1, Deep Ocean Navigation 1.

Sailor Package: Pilot (any) 1, Gunner (any) 1, Elemental Engineer (any) 1, Mechanic 1, Athletics (coordination) 1, Medic 1, Seafarer 1, Deep Ocean Navigation 1.

Explorer Skills Package: Pilot (any) 1, Deep Ocean Navigation 1, Melee Combat (any) 1, Survival 1, Recon 1, Missile Combat (any) 1, Stealth 1, Medic 1

Diplomat Skill Package: Advocate 1, Diplomat 1, Persuade 1, Stealth 1, Streetwise 1, Deception 1, Broker 1, Gambler 1.

Investigator Skill Package: Advocate 1, Admin 1, Investigate 1, Persuade 1, Stealth 1, Streetwise 1, Science (any) 1, Steward 1, Gunner (any) 1

Criminal Skill Package: Pilot (any) 1, Recon 1, Stealth 1, Deception 1, Persuade 1, Streetwise 1, Broker 1, Medic 1.

Non-Humans: There are dozens (if not thousands) of non-human races in Worlds Apart but only two are presented here as player character options. The terms used to describe each race should be viewed as comparative to human norm. Although non-human races can be somewhat stereotyped against humans, it is

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important to remember that, unless otherwise stated, non-human races are as diverse and culturally different within themselves as much as humans are. Generally speaking, non-human races tend to be superior to humans. It is recommended that players play humans, but if the GM allows, the two common non-human races (elf and dwarf) are detailed for game play.

Character Generation ExampleBelow is an example of character generation for Worlds Apart. Each section is letter/number coded to match with the Character Generation Sequence. Creation and First Term: A. Joe decides to roll up a character and starts with 7 2d6 rolls for the character’s statistics. Joe rolls 4, 3, 7, 11, 7, 10, 6, and asks his GM if he can arrange his rolls. His GM allows him to do so, and Joe decides that he’d like to try and play a dweomercraefter, so he arranges his character’s statistics to improve his chances. He names his character Bammon and settles on Strength 6 (+0 DM), Dexterity 4 (–1DM), Endurance 7 (+0 DM), Intelligence 7 (+0 DM), Education 10 (+1DM), Social Standing 3 (–1DM), Magical Strength 11 (+1 DM). B. Joe’s GM informs him that they’ll be playing in the Lyart example sub-sector and Joe decides that his home island is Sanshaw because it’s a High Magic island and he’ll be able to try for Dweomercraefter on his first term. He chooses three background skills based upon Sanshaw’s trade codes (H, Hm, La, P) and one based upon his Edu 10: Survival 0, Magic 0, Language (Seso) 0, Persuade 0. Bammon’s native language is Language (Faru) 1. C1-4. Joe decides to go for Dweomercraefter for his first career. Looking at the Survival and Advancement requirements, Joe realizes his best chance is to try for Wizard. Joe nails the qualifications roll with double sixes and starts his first career.Since this is his first career, Bammon learns all of the listed service skills: Magic 1, Magical Talent (wizard), and Strength Burn 0. However, since he’s learning Magical Talents, he has to dice to see if he successfully gains the ones he’s interested in. Joe decides that Bammon’s main interest is Necromancy and he easily rolls to learn it. To complement that, Joe picks Nigilri as his Magical Language. For his second Magical Talent, he picks Abjuration and easily learns that as well. Rounding out his service skills are Magic 1, Magical Talent (wizard), and Strength Burn 0. C5. Since Bammon has an Edu above 8, Joe has to decide if he wants to roll on the Advanced Education table. He goes with the Wizard Assignment option and rolls a 5, gaining Magical Talent (any human). Joe decides to swing his net wide and tries to pick up Magical Talent (enchantment) 1 as opposed to increasing one of the Magical Talent’s Bammon already possesses. Joe rolls well and Bammon gains another type of magic. So far, it looks like Bammon is very curious about all types of magic right now, and Joe thinks he’s more interested in learning broadly, rather than deeply. C6. Does Bammon survive his first 4 year terms? He needs an Edu 6+, and Joe rolls a 9. Modifed up by his +1Edu DM, Bammon easily survives. C8. Next, Joe rolls on the Events table to determine what of importance happened during Bammon’s first term. He rolls an 8: what luck! Bammon meets a member of a non-human race who teaches him his race’s magic. The GM tells Joe he’s met an Elf (the GM is only using the two sample non-humans and only the elf is magical) and Bammon learns Magical Talent (elf) 1. Sure, Bammon

owes the mysterious elf some sort of service in the future, but how dangerous could that really be? C9. After four years of study, practice, and work, Joe rolls to see if Bammon advances as a wizard. Bammon is promoted with an 8 roll and claims the rank of Dweomercraefter. As an Apprentice, Bammon learns Magical Language (korora) 1, and as a Dweomercraefter he decides to pick up Language (Lyartian) 1. For his first advancement roll, Bammon chooses Personal Development and gains +1 Mag. Second Term: E1. (Second Term) Bammon continues with his Wizardly profession and Joe decides to roll on the Personal Development table as he feels Bammon has a good range of skills, but some of his abilities are a bit lower than he’d like. Joe rolls a 6 and gains +1Str. Not a bad result – more strength for Strength Burn! Bammon’s now has a Strength 7 (+0 DM). E2. (Second Term) Bammon rolls his second survival roll and barely squeaks by with a total of 7. E4. (Second Term) The second roll on the Events table results in a Life Event. Joe rolls 16 on the Life Event table and poor Bammon gains a Rival. Joe decides that Bammon and his elven friend had a rather serious falling-out and are now on rather unfriendly terms. E5. (Second Term) Bammon’s advancement roll is an 11 and he advances to Rank 2 and rolls on Advanced Education and picks up Diplomat 1. He doesn’t get a new title, but he does learn up Science (any). Joe decides that Bammon learns Social Sciences (philosophy) 1. Perhaps this study is related to his new Rival? Third Term: E1. (Third Term) Finding success with wizardry, Joe decides to continue in the same career. For his third term, he decides to roll on the Service Skills table and gets Strength Burn. Bammon now has Strength Burn 1. At least his earlier gain of a point of Strength helps although Joe considers it a subpar result. E2. (Third Term) Bammon rolls his third survival roll and zips by with a total of 11. E4. (Third Term) The third roll on the Events table results in Bammon giving a lecture concerning necromantic theory from which he gains 2 Contacts. Joe decides one contact is an elderly necromancer whom Bammon impressed, while the second is a young illusionist who seemed a bit overwhelmed by Bammon’s detailed lecture. E5. (Third Term) Bammon’s advancement roll is a 10 and he advances to Rank 3, gaining the title of Master Dweomercraefter. and he choses to roll on Advanced Education, learning Advocate 1. He gains Magical Talent (wizard) 2, but since he possesses only Magic 1, the gain in rank is transferred to his Magic. Bammon now has Magic 2. Fourth Term: E1. (Fourth Term) Having no reason to change, Bammon continues in Wizardry. For his fourth term, he decides to roll on the Service Skills table, hoping to learn another Magical Talent. Joe rolls Magical Language (any) however, and Bammon increases to Magical Language (korora) 2. Another failure to get more magical ability, Bammon’s fourth term begins with a sense of discontent and disappointment. E2. (Fourth Term) Bammon rolls his fourth survival roll and passes with a total of 10. Bammon starts to think that perhaps he isn’t challenging himself as much as he should. E4. (Fourth Term) The fourth roll on the Events table results in Bammon finding a new mentor who pushes him in the right direction! Joe decides that Bammon focuses on necromancy and Bammon now has Magical Talent (necromancy) 1. E5. (Fourth Term) Bammon’s advancement roll is a 7 and he advances once again, this time to High Dweomercraefter. He picks

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up Leadership 1 and starts to feel back in control of his destiny. Bammon gains +1 Str from Personal Development. Fifth Term: E1. (Fifth Term) Satisfied with the last four years, Bammon focuses again on his Wizardry. For his fifth term, he again decides to roll on the Service Skills table, hoping once more to learn another Magical Talent. Joe rolls Strength Burn again, and Bammon now has Strength Burn 2. It just tough breaks that he doesn’t have more Strength to burn! E2. (Fifth Term) Bammon rolls his fifth survival roll and succeeds with a total of 12. Bammon’s dissatisfaction increases and he’s now convinced that he’s not pushing himself hard enough. He even starts to think about a radical change in career. E4. (Fifth Term) The fifth roll on the Events table results in a magical error. Bammon’s dissatisfaction causes him to stumble his magical words and now his eyes glow a soft purple color. Because of this, he gains a +1DM to all his Magical Talent (enchantment) checks. Bammon’s confidence in shaken, however, for the outcome could have been much worse. E5. (Fifth Term) Bammon’s advancement roll is another 7 and he advances once again, this time to Grand Dweomercraefter. He gains Magical Talent (wizard) 3, but since he possesses only Magic 2, the gain in rank is transferred to his Magic. Bammon now has Magic 3. Bammon feels his capacity for magic growing within him, but he cannot seem to unlock it as much as he wishes. He also gains +1 Soc from Personal Development. E6. (Fifth Term) Bammon’s starting to age (he’s now 36) and rolls on the Aging table. Bammon stays in fit health, rolling a modified 5. Sixth Term: E1. (Sixth Term) Bammon’s dissatisfaction has turned somewhat obsessive. He must gain more magical abilities! For his sixth term, he again decides to roll on the Service Skills table yet again, hoping to finally learn another Magical Talent. Joe rolls Magical Talent (specialty) and Bammon increases to Magical Talent (wizard) 1. Not quite what he wanted, but a definite step in the right direction. E2. (Sixth Term) Bammon rolls his sixth survival roll and almost doesn’t succeed with a 6. He’s pushing himself now, alright. E4. (Sixth Term) The sixth roll on the Events table results in another Life Event. Bammon stumbles upon a magic item! Joe fails the Mag 8+ check however, and Bammon gains an Enemy. The item had been previously claimed by another and that other is now very, very upset. Joe’s uncertain what to do here, so the GM decides that Bammon doesn’t even know who he’s pissed off. That’ll be a fun discovery, won’t it? E5. (Sixth Term) Bammon tries to reach the pinnicle of his career, and rolls yet another 7. He is now rank 6! There’s little real difference between rank 5 and rank 6 (one extra Mustering-Out roll), but he’s happy to have some serious bragging rights. Bammon acquires Magical Talent (necromancy) 2 from his final advancement roll. E6. (Sixth Term) Bammon’s aging again (he’s now 40) and rolls on the Aging table again, but he staves off old age, rolling a modified 4. Mustering Out: E7/F1. Joe decides that Bammon’s done with his career at the end of his sixth term and the call of the Forever Sea lures him to seek adventure. He’s completed 24 years of study and work and is eligible for many different types of benefits. He gets a massive 8 benefit rolls and applies a +1 to each of those rolls. Below are Joe’s eight rolls.

1. Joe first focuses on getting some cash, gaining 4,000 sp on a lucky first Cash roll.

2. Happy with that large amount, Joe rolls on the Benefits table and gets +1 Mag. This pushes Bammon’s up to a Mag 13. Not too shabby!

3. Again on the Benefits table, Bammon gains a High Passage.4. More Benefits and another High Passage is gained.5. More Benefits: Joe rolls +1 End and Bammon increases to an

End 8.6. Even more Benefits: another +1End and Bammon’s now at End

9. He’s getting tougher for the adventuring world.7. Second to last roll and Benefits are chosen again. Yet another

High Passage. Well, at least Bammon won’t get trapped on some island without a ride.

8. Joe’s final roll in on the Benefits table (that big 4,000 sp on his first roll really helped) and he rolls another +1 End, bringing Bammon up to End 10. The old guy’s hale and hearty now!

Buy Stuff: F1. Bammon’s got quite a bit of cash to play with. Bammon has no fighting ability, but Joe think’s he’d pick up a light crossbow and 20 quarrels (16 sp), a staff (2 sp), and leather armor (30 sp). He’ll keep 600 sp on his person (mostly in gold) and place the remainder with the local merchant guild. He receives a credit writ for his savings cashable at any other of the same guild’s houses. Bammon also has a magic item. The GM decides it’s his staff, so Bannon now owns a staff of deflecting and his staff now costs him nothing. Pension Pay: F2. There’s a chance that Bammon can draw a pension, but Joe knows it won’t be an easy check given his character has a lowly Soc 3. Luckily, there’s a +1DM on the roll since Bammon pulled a sixth term. Joe rolls a 10! Rolling on the Pension table, Bammon can draw 3,000 sp annually. Although disappointed with his magical studies, he’ll never worry for his old age, providing he survives his adventurous streak. Final Steps: G1. The GM doesn’t have any other players lined up right now, as this was just a test-run for when the whole group gets together, so none of Bammon’s connections can be used in that manner, but when the whole group arrives, Bammon has two Contacts that could be reworked as Connections, providing him additional skills. G2. Again, as a test run, there are no Skill Packages to choose, but were the group there, Bammon would gain the appropriate additional skill or skills.

Grand Dweomercraefter Bammon Nine-FingersRace/Age Human/40: 6 terms: 3,954 sp (600 sp on person): 3,000 sp annual pensionStr 8 (+0) Dex 4 (–1) End 10 (+1)Int 7 (+0) Edu 10 (+1) Soc 4 (–1) Mag 13 (+2)Skills: Advocate 1, Diplomat 1, Language (faru) 1, Language (lyartian) 1, Language (seso) 0, Leadership 1, Magic 3, Magical Language (korora) 2, Magical Language (nigilri) 0, Persuade 0, Social Sciences (philosophy) 1, Strength Burn 2Magical Talents: Magical Talent (abjuration) 0, Magical Talent (elf) 1, Magical Talent (enchantment) 1 (receives a +1DM to all enchantment throws), Magical Talent (necromancy) 2, Magical Talent (wizard) 1Possessions: Light crossbow (3d6) and 20 quarrels, leather armor (2 protection), staff of deflecting (2d6, Mag 6+ to deflect missile attack as minor action)Misc: 2 contacts, 1 rival, 1 enemy

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drifterEveryone’s got a hard-luck story they’re ready to tell at the drop of a hat. Everyone’s been down and out — unsure of what to do and how to do it.

Qualification: Automatic

Assignment: Choose one of the below:• Native: You spend the term living among a basic people, learning their skills

and ways.• Traveler: You wandered about, island to island and inter-island, calling no

place home.• Scavenger: You are stuck in a large metropolis, low on money and unable to

reach friends. Life is hard.

Note: Unlike other carreers, a Drifter gains the skills from the specialist table instead of the service skills during early training.

Assignment Survival AdvancementNative Soc 8+ End 6+

Traveler Edu 8+ Int 7+Scavenger Int 8+ End 6+

Roll Personal Development Service Skills No Advanced Education1 +1 Str Deception None2 +1 End Language (any) None3 Jack of all Trades Persuade None4 +1 Int Athletics (any) None5 +1 Edu Stealth None6 +1 Dex Streetwise None

Roll Assignment: Native Assignment: Traveler Assignment: Scavenger1 Agriculture (any) Admin Broker2 Magic 0 Animals (riding) Gambler3 Missile Combat (any) Broker Melee Combat (unarmed)4 Recon Language (any) Persuade5 Stealth Persuade Stealth6 Survival (any) Survival (any) Streetwise

Skills & TrainingRank Title Skill or Benefit

0 Drifter

1 Wanderer Recon 1 or Streetwise 1

2 Wayfarer +1 End

3 NomadGambler 1 or

Missile Combat (any) 1

4 Loner Melee Combat (any) 1 or Medic 1

56

Rank & Benefits

Roll Cash Benefits1 100 sp Voyager Ship Share2 200 sp Crew Passage3 400 sp Magic Item (any)4 600 sp Ally5 1,200 sp +1 Edu6 2,400 sp +1 End7 5,000 sp 1d6 Voyager Ship Shares

Mustering-Out

Career Progress

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)2 You find yourself doing demeaning, but legal, things to survive. Lose 1 point of Social Standing.

3You find a cache of ancient treasure hidden where no one thought to look and foolishly fail to keep your mouth shut. The discovery leads to a great row between the religious and non-religious in the nearby community. Roll Soc 8+ to avoid rolling 1d6+1 on the injury table.

4You spend a draining and strange week surrounded by talking trees. By the Gods, you don’t remember how you got there, how you got back, and what you did wherever you were, but you’re certain it means something important. Lose 1 point of Magic Strength.

5 You enter into an arrangement with some non-humans, but misunderstand their desires and end up beaten and bruised as you fail to uphold your end of the bargain. Gain a non-human Enemy.

6 Injured. Roll on the Injury table.

Mishaps

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2d6 Events2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3Although accustomed to desperate situations, you encounter one beyond normal - grim, gritty, and brutal. Roll Melee Combat (any) 8+ to avoid rolling on the injury table. If successful, gain an Ally and a free Cash roll (1d6-3, treat lower than 1 as 1)

4 Nothing happens. Well, nothing seems to happen. Gain Magic 0. 5 You hit a bit of luck. Gain a +1 DM to any one Mustering-Out roll.

6 You befriend someone who is living far below his rank. He teaches you a skill before dying. Gain one of Magic 0, Trade (Shipbuilder) 1 or Steward 1.

7 Life Event. Roll on the Life Events table.

8 You act as a go-between between two parties whom wish none to know of their contact. Gain one of Diplomat 1, Melee Combat (any) 1, Missile Combat (any) 1, or Stealth 1.

9 You stumble upon an injured woman. Roll Medic 4+ to prevent her dying. If you succeed, gain +1DM to any one Muster-Out roll. If you fail, gain a Magic Item (other) and an Enemy.

10 You stumble into an ancient burial ground, angering the restless dead within. Roll 8+ using Melee Combat (any) or Missile Combat (any) to avoid an injury. Gain one point of Magical Strength.

11 You save the life of a local bigwig. Either gain +1 Soc, or take a +4 DM to your next Advancement roll.12 Times are tough, but you’re tougher. Gain a +4 DM on your next roll to qualify for a new career.

Events

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dweomerCraefter

Skills & Training Rank & Benefits

Mustering-Out

Career Progress

Mishaps

Magic powers reality and you can tap into that power.

Qualifications: Mag 9++1 DM for every previous careerYou must possess Magic 0 to start this career.

• Wizard: You can change the world with a thought, a word, and a gesture.• Priest: You pray to the divine and channel their power through you.• Philosopher: You express the higher orders of reality that lie beyond the

understanding of the wizard and priest.

Note: Dweomercraefters must choose their particular Magical Talent specialty (wizard, priest, philosopher) during their first term. If dweomercraefting is not your first career, you must choose this Magical Talent specialty as opposed to choosing a single Service Skill. If during character creation, you gain a level of Magical Talent that would put your skill level in that Talent higher than your Magic skill, increase your Magic skill by one level instead.

Assignment Survival AdvancementWizard Edu 6+ Mag 7+Priest End 5+ Mag 7+

Philosopher Int 6+ Int 8+

Roll Cash Benefits1 500 sp Voyager Ship Share2 1,000 sp Magic Item (any)3 1,500 sp +1 Mag4 2,000 sp +1 End5 2,500 sp Magic Item (any)6 3,000 sp High Passage7 4,000 sp +1 Str, +1 Soc

Roll Personal Development Service Skills Advanced Education

(Minimum Edu 8)1 +1 Edu Magic Advocate2 +1 Int Magical Language (any) Art (any)3 +1 End Magical Talent (specialty) Diplomat4 +1 Soc Magical Talent (any human) Magical Talent (specialty)5 +1 Mag Magical Talent (any human) Magical Talent (any human)6 +1 Str Strength Burn Any Science (any)

Roll Assignment: Wizard Assignment: Priest Assignment: Philosopher1 Art (any) Advocate Advocate2 Leadership Diplomat Investigate3 Magical Language (any) Leadership Magical Language (any)4 Magical Talent (any human) Magical Language (any) Magical Talent (any human)5 Magical Talent (any human) Magical Talent (any human) Medic6 Persuade Steward Any Science (any)

Rank Title Skill or Benefit

0 Apprentice Magical Language (any)

1 Dweomer-craefter

Agriculture (any) 1 or Language

(any) 12 Any Science (any)

3Master

Dweomer-craefter

Magical Talent 2 (specialty)

4High

Dweomer-craefter

Leadership 1

5Grand

Dweomer-craefter

Magical Talent 3 (specialty)

6

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)

2Something there is that does not want you alive and healthy. Something that resides within you. When you sleep, roll Magical Strength 3+ to avoid losing 1 point of Endurance from the insubstantial and amorphous shadow that dwells within. Once a fortnight, roll Magical Strength 5+ to avoid the black touch instead of the normal 3+.

3You accidentally contact a long-dead spirit and it temporarily possesses you. During the possession, you commit a terrible crime, but you manage to push out the spirit and flee the scene before being caught. You gain 2 enemies: one of the family you wronged and one of the spirit that still haunts this earth, searching for you.

4 Something terrible happens during the casting of spell, backfiring the magical energy upon you. Unfortunately, your failure was witnessed by many people. Lose 1 point of Social Standing.

5 You get caught in the middle of a massive peasant revolt and subsequent Reign of Terror. You manage to get out with your life, but you take a -1 DM to every Mustering-Out roll for this career.

6 Injured. Roll on the Injury table.

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2d6 Events2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3 You’re taken by one particular type of Art. Gain Art 1 (any). Additionally, if you have another term in this career, roll Art 8+ during that next term. If you succeed, you’ve unlocked a new connection between art and magic and gain +1 Magical Strength.

4 You find a lucrative way to practice your dweomercraeft. Gain +2 DM to one Cash Mustering-Out roll. 5 You present a lecture concerning magical theory before a conclave of peers. Gain 1d3 contacts.

6 You have a vivid and powerful dream in which you gain new understanding. Throw Education 8+ to increase a Magical Talent you already possess by 1 level.

7 Life Event. Roll on the Life Events table.

8 You make a pact with a non-human spell caster who covertly provides you knowledge concerning the race’s magic in exchange for a service to him in the future. Gain Magical Talent (any non-human race) 1.

9 You gain a mentor who pushes you to new heights. Gain one level in a Magical Talent you already possess or gain a new Magical Talent.

10

During a long day of mediation and magic, you stumble with your final worlds. A bright flash of nacreous light fills the area. You wake up to find your eyes absorbed the light and now radiate a soft glow of a similar color (as bright as a candle). Your vision is in no way reduced. If you possess Magical Talent (enchantment), you gain a +1DM to all your rolls when activating that talent.

11 An influential noble takes interest in you, inviting you into her social circles. Either gain +1 Social Standing or a +4 DM to your next Advancement roll.

12 After weeks of intense study and contemplation, your knowledge grows. You are automatically promoted.

Events

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entertainer

Skills & Training Rank & Benefits

Mustering-Out

Career Progress

Mishaps

Every culture in the world has entertainers, bringing joy and moral education to their audience.

Qualifications: Int 6+–1 DM for every previous career.

• Artist: You create art, such as painting, sculpture, or literature.• Performer: You perform, dancing, singing, and charming

your way through society.• Spy: You travel the Forever Sea posing as an entertainer,

performing from island to island. You’re actually gathering information for a powerful merchant guild, crime syndicate, or noble house.

Assignment Survival AdvancementArtist Soc 6+ Edu 6+

Performer Int 5+ Soc 7+Spy Int 8+ Int 5+

Roll Cash Benefits1 500 sp High Passage2 1,000 sp Magic Item (any)3 1,500 sp +1 Int4 2,000 sp +1 Soc5 3,000 sp Two Voyager Ship Shares6 4,000 sp Contact7 6,000 sp +1 Edu, +1 Soc

Roll PersonalDevelopment Service Skills Advanced Education

(Minimum Edu 8)1 +1 Edu Art (any) Advocate2 +1 Int Carouse Broker3 +1 Dex Diplomat Art (any)4 +1 Soc Persuade Language 0 (no specialty)5 Stealth Steward Investigate6 Carouse Streetwise Deception

Roll Assignment: Artist Assignment: Performer Assignment: Spy1 Art (any) Athletics (any) Admin2 Carouse Art (any) Deception3 Gambler Deception Diplomat4 Language (any) Melee Combat (any) Investigate5 Persuade Persuade Melee Combat (any)6 Art (any) Steward Stealth

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)

2 After three lovers in three days (a new personal best) the fourth is a bit peeved and decides to put you out to pasture. Roll Melee Combat 8+ or Persuade 9+ to escape uninjured.

3

You acquire a wealthy patron who’s always robed and hooded. During one of your many midnight meetings, you detect a distinctive serpentine continence to your patron in a mirror. Roll Deception 8+ and the patron does not notice your observation. If you fail, you can either throw Melee Combat 10+ or flee with an Athletics 8+ or Stealth 8+. If you fail, you wake up with a massive headache and you’re certain something has been done to you.

4 You hit a creative brick wall and realize that art is not for you. Lose your Mustering-Out roll for this term and become a Drifter. If you are a Spy, you may choose another career as normal.

5You worked for several years on your greatest project, but its reception is far from expected. You cause a riot and barely escape with your life. You’re declared a blasphemer, an anarchist, and a wanted criminal. It’s time for a name change and a new career, methinks. Lose your Mustering-Out roll for this term.

6 Injured. Roll on the Injury table.

Rank Title Skill or Benefit0 Entertainer Trade (any) 0

1 Performer Art (any) 1 or Language (any) 1

2 Master Entertainer

Magic 0 and +1 Soc

3 Artist Streetwise 1 or Jack of All Trades 1

4 MasterArtist

Art (any) and +1 Soc

5 GrandArtist

Art (any) and +1 Soc

6

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Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3

You’re approached by a criminal organization that wants to steal some paintings or sculptures. If you’re a painter or sculptor, they’re willing to steal yours and hand them back over to you as long as you insure them through a “recalcitrant” moneylender who’s refusing to acquiesce to the gang’s demands. If you’re not a painter or sculptor, they request your social contacts to perform their heist. If you accept, roll Soc 7+ to gain a +3DM on one Cash Mustering-Out roll. If you decline (or you fail your Soc roll) you gain an Enemy.

4 A rich patron loves your work. Gain +2 DM to one Cash Mustering-Out roll. 5 You have a great run and can tell you’re improving. Gain one level in Art (any).

6 After a particularly fine performance or display, you find yourself sleeping for ten or twelve hours per day. In your sleep, you repeatedly perform the same actions over an over to a tune you can’t quite remember upon awaking. Gain Magic 0.

7 Life Event. Roll on the Life Events table.

8 One of your works gains notoriety among a non-human race — apparently it means something quite different to them than to your normal audience and is viewed as an inspired piece of art. Gain +1 Soc.

9 You travel extensively performing or supporting your work. You’re well-received and gain 1d3 contacts.

10You are contacted by a spy. If you are a spy, you receive additional training to perform your mission. Gain Recon 1 or +1 Soc. If you are not a spy, you have the opportunity to become a Spy next term without having to roll to change careers and without starting over in rank. You also gain a Contact.

11 Though happenstance, you end up teaching others your craft and expand your normal repertoire of abilities through interacting with the local nobility in a different field. Either gain Advocate 1 or a +4 DM to your next Advancement roll.

12 You create or perform a work that will be remembered. You are automatically promoted.

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merChant

Skills & Training Rank & Benefits

Mustering-Out

Career ProgressAssignment Survival Advancement

Broker Int 5+ Edu 5+Tramp Trader Edu 6+ Int 6+

Operator End 7+ Edu 5+

Trade is the lifeblood of every society.

Qualifications: Int 6+–1 DM for every previous career.

• Broker: You work in a port, selling and buying goods, employed by the port authority, a strong merchant guild, or a powerful noble family.

• Tramp Trader: You serve on an independent voyager ship, tramp trading through the Forever Sea.

• Operator: You are a special agent for a merchant family, noble family, or guild. You solve … problems.

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)

2 A crate of valuable ancient pottery falls on your head. Reduce your Intelligence by 1. You’re kicked out because it was your own damn fault.

3 You run afoul of smugglers and make a bad decision in a tight spot. Gain a +3 DM to join Rogues (pirate) for your next career, otherwise you must choose Drifter.

4 You go tits-up, lose all your money, and your Mustering-Out roll for this term.

5 You make a bargain with a mysterious being that proves all glitter and no gold. Lose your Mustering-Out roll and gain a dangerous and unusual creature as an Enemy.

6 Injured. Roll on the Injury table.

Mishaps

Roll Cash Benefits1 500 sp Private Passage2 1,000 sp +1 Soc3 1,500 sp +1 Edu4 2,000 sp Magic Item (any)5 3,000 sp 1d6 Voyager Ship Shares6 4,000 sp 2d6 Voyager Ship Shares7 6,000 sp Tramp or Traveler Trader Voyager Ship

Roll PersonalDevelopment Service Skills Advanced Education

(Minimum Edu 8)1 +1 Int Admin Advocate2 +1 Edu Broker Recon3 +1 End Gambler Orienteer4 +1 Dex Language (any) Language 0 (no specialty)5 Carouse Diplomat Investigate6 Investigate Melee Combat (any) Jack of all Trades

Roll Assignment: Broker Assignment: Tramp Trader Assignment: Operator1 Admin Broker Athletics (any)2 Advocate Deep Ocean Navigation Deception3 Deception Jack of All Trades Investigate4 Diplomat Elemental Engineer (any) Melee Combat (any)5 Investigate Mechanic Missile Combat (any)6 Persuade Pilot (any) Stealth

Rank Title Skill or Benefit0 Merchant

1 Trader Stealth 1 or Missile Combat 1

2 Trafficker

3 Master Merchant

Streetwise 1 or Recon 1

4 GrandMerchant

Persuade 1 or Melee Combat (any)

56

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2d6 Events2 Disaster! Roll on the mishap table, but you are not ejected from this career.3 Someone in your trading group is leaking information to other merchants. You know the source and can squeeze

him for some baksheesh (+2 DM on one Mustering-Out roll) gaining a Rival in the process or reveal him to your organization (+1 Soc) and gain an Enemy

4 You spend a month experiencing terrible nightmares. Gain Magic 0. 5 It seems as if everything you touch turns golden. Gain a +1 DM to any one Mustering-Out roll.6 You trade extensively in livestock. Gain Animals 1 and an appreciation for bathing.7 Life Event. Roll on the Life Events table.8 You have several years of extensive trading contact with a non-human race. You draw the attention of one of their

youths who takes an interest in you. Gain a contact and Language 1 (any).9 You perform admirably and are offered some extra training. Gain one of Advocate 1, Pilot 1 (any), or Tactics

(military) 1.10 A normal day turns difficult in the blink of an eye. Roll Melee Combat 10+. If you succeed, gain a Magic Item

(potion) and +2 DM to a Cash roll. If you fail, Roll End 8+ or roll 1d6+2 on the Injury table.11 Your superior makes you a supervisor. Either gain Leadership 1 or a +4 DM to your next Advancement roll. 12 You discover a misplaced shipment that could have bankrupted your organization. You are automatically promoted.

Events

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rogue

Skills & Training Rank & Benefits

Mustering-Out

Career Progress

Mishaps

Assignment Survival AdvancementPirate Dex 6+ Int 6+Thief Int 6+ Dex 6+Thug End 6+ Str 5+

Roll Cash Benefits1 200 sp Voyager Ship Share2 400 sp +1 Dex3 800 sp +1 Int4 1,000 sp Magic Item (any)5 1,200 sp Two Voyager Ship Shares6 3,000 sp Private Passage7 5,000 sp Pirateen Voyager Ship

Roll PersonalDevelopment Service Skills Advanced Education

(Minimum Edu 8)1 +1 Dex Navigate Admin2 +1 Edu Streetwise Advocate3 +1 Int Stealth Broker4 +1 End Athletics (any) Language (any)5 Gambler Language 0 (no specialty) Medic6 Melee Combat (any) Melee Combat (any) Persuade

Roll Assignment: Pirate Assignment: Thief Assignment: Thug1 Broker Athletics (any) Animals (any)2 Elemental Engineer (any) Deception Athletics (any)3 Gunner (any) Gambler Gambler4 Mechanic Recon Melee Combat (any)5 Melee Combat (any) Stealth Missile Combat (any)6 Missile Combat (any) Streetwise Recon

Rank Title Skill or Benefit0 Rogue

1 Miscreant Stealth 1 or Persuade 1

2 Crook Deception 1

3 Scalawag Streetwise 1 or Melee Combat 1

4 Outlaw

5 ScoundrelRecon 1 or

Elemental Engineer (any)

6 Boss Diplomat 1 or Advocate 1

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)

2You got sloppy and get caught. Lose your Mustering-Out roll and get drafted (Impressed) for your next term. If you don’t like that, you may roll Soc 8+ or you can hang by your neck until dead. If you make your Soc roll, you lose a single Mustering-Out roll, but you may continue in your career.

3 Words turn ugly and blades are drawn. Roll Melee Combat 8+ to avoid injury.4 The going gets tough. Roll Edu 8+ to see if you know when to get going. If you fail, lose your Mustering-Out roll for this term.5 You fall in love but it turns out to be a set-up. Your next term is spent as a Drifter. 6 Injured. Roll on the Injury table.

The easiest way to get something is to take it from someone else.

Qualifications: Dex 6+–1 DM for every previous career.

• Pirate: You make your living attacking other voyager ships upon the Forever Sea.

• Thief: The urban lure leads you into a life of theft on the streets.• Thug: Everyone needs hired muscle: especially criminals.

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Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3You find that you don’t really have the stomach to last with the group you’ve found yourself among. You use their friendship against them, however, and hit them where it hurts before leaving to a new career. Gain a free Mustering-Out Cash roll. If you roll Stealth 6+, they don’t know it was you. If you fail, gain an Enemy.

4 Things are surprisingly slow and routine. During the lull, you pick up 1 of either Agriculture (any), Animals (any), Art (any), or Trade (any).

5 You spend several months planning a crime that stretches all involved to their limits. Gain one of Melee Combat (any) 1, Broker 1, Deception 1, or Recon 1.

6You discover some of your associates have been selling slaves to cannibals. If you bust them you gain +1 Soc, if you demand a cut of the action roll Persuade 6+. If you’re successful gain a +2 DM to any one Mustering-Out roll. If you fail your Persuade attempt, roll End 8+ or end up on a plate yourself.

7 Life Event. Roll on the Life Events table.

8 You find yourself surrounded by a small gang of non-human criminals. By chance or fate, you fit in so well they accept you as one of theirs. Gain a non-human Language (any) and an Ally.

9 You make a big score and fund some education outside your normal scope. Gain one of Diplomat 1, Pilot 1 (any), or Tactics (naval) 1.

10 That wasn’t vodka. Gain Magic 0.

11 You draw the favorable attention of a powerful crime syndicate. You can move to them and gain a +4 DM to your next Advancement roll and a +1 DM on one Mustering-Out roll, but if you do, you gain an Enemy of one of your old associates.

12 You pull off quite the heist. You are automatically promoted.

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sailor

Skills & Training Rank & Benefits

Mustering-Out

Career Progress

Mishaps

The lure of the sea has always been strong, but now that the Forever Sea has returned, trade has grown and grown. Maintaining that trade against the continual barrage of pirates demands a strong military force.

Qualifications: Dex 5+–1 DM for every previous career.

• Deckhand: You serve as a deckhand upon a capital voyager ship sailing the Forever Sea.

• Marine: You’re a soldier at sea protecting your capital voyager ship. You man the guns and run the defenses, you engage hostile boarders, and you’re the first off the boat when attacking enemy ports.

• Artificer: You’re trained to deal with the technical aspects of voyager capital ships; journeys upon the Forever Sea rely upon your knowledge.

Assignment Survival AdvancementDeckhand End 5+ Edu 5+

Marine End 7+ Int 6+Artificer Int 8+ Edu 6+

Roll Cash Benefits1 1,000 sp Magic Item (weapon)2 1,500 sp +1 End3 2,000 sp 1d6 Voyager Ship Shares4 3,000 sp Private Passage5 4,000 sp +1 Edu6 5,000 sp Magic Item (any)7 6,000 sp 2d6 Voyager Ship Shares

Roll PersonalDevelopment Service Skills Advanced Education

(Minimum Edu 8)Commendation

Skills1 +1 Str Athletics (any) Advocate Gunner (any)2 +1 End Melee Combat (any) Deep Ocean Navigation Leadership3 +1 Soc Carouse Elemental Engineer (any) Medic4 +1 Int Seafarer Mechanic Recon

5 +1 Edu Natural Sciences (astronomy) Pilot (any) Stealth

6 +1 Dex Streetwise Tactics (naval) Tactics (naval)

Roll Assignment: Deckhand Assignment: Marine Assignment: Artificer1 Athletics (any) Gunner (any) Elemental Engineer (any)2 Gambler Melee Combat (any) Deep Ocean Navigation3 Gunner (any) Missile Combat (any) Elemental Engineer (any)4 Language (any) Recon Gunner (any)5 Mechanic Stealth Pilot (any)6 Melee Combat (any) Tactics (military) Tactics (naval)

Rank Title Skill or Benefit

0 SailorGunner (any) or Elemental

Engineer (any)

1 Salthand Steward 1 or Gunner (any)

2 Waverider +1 End

3 VeteranPilot (any) 1 or Elemental

Engineer (any)

4 Lieutenant Tactics (naval) 1 or Leadership 1

5 Captain Advocate 1 or Persuade 1

6 Commodore Admin 1 or Diplomat 1

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)

2 You find yourself with a lot of spare time and take up Gambling. Gain Gambler 1. Roll Gambler 8+ or lose your Mustering-Out roll for this term. If you win, add a +1DM.

3 You are contacted by an enemy promising you wealth and a higher position in their navy. You report the contact, but the stain doesn’t leave and you’re discharged. You keep your Mustering-Out roll, however.

4You swear that you’ve got the most hard-nosed, pain-in-the-ass commander ever. He’s convinced that you’re a worthless bilge rat and, unfortunately, he’s right. It’s not four weeks before you screw up so badly that three people die. Say goodbye to the Navy, sailor. If this is your first term in the Navy, roll Dex 5+ to avoid rolling on the injury table as well.

5 You contract the plague. You are covertly dropped off at the nearest port as fear sweeps through your ship. Fortunately, you didn’t really have the plague.

6 Injured. Roll on the Injury table.

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Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3 You ship is attacked and crippled on the Forever Sea. The subsequent boarding action doesn’t go as the attackers planned due your impressive leadership. You are commended and gain a +1 DM on your next Survival roll.

4You run down a large slaver ship and successfully board and capture. One of the slaves turns out to be a high priestess of Ashtoreth (A Goddess of Fertility). She says she sees something special in you and offers to teach you to become receptive to the touch of magic on the way back to a friendly port. Gain Magic 0, and some bragging rights.

5 Your hard work and exemplary efforts draw the positive attention of the ship’s captain. Gain a +1 DM to any one Mustering-Out roll.

6 Your ship is battered and beaten in a fierce combat with several pirate vessels. Gain one of Deep Ocean Navigation, 1 Elemental Engineer (any) 1, Gunner (any) 1, or Pilot (any) 1.

7 Life Event. Roll on the Life Events table.8 Your ship runs through a green mist on the Forever Sea. Gain one point of Strength.

9You and your crewmates are captured through a truly deceptive plan. During transfer to the slave holding pens, an idea occurs and you act upon it instantly. You give your mates a fighting chance and eventually win the day. You are commended for your actions.

10 Your orders are obvious to everyone but you. By some near-divine providence however, your subsequent screw up turns out to look like a bit of truly inspired action. Good job, Sailor! Gain one of, Magic 0 or Jack of all Trades 1.

11 During an attack on an enemy port, your actions save the lives of hundreds of civilians. Gain a Contact among them, and either gain +1 Soc, or take a +4 DM to your next Advancement roll.

12 Your cool head saves the day. You are automatically promoted.

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Knowledge is power: upon it everything is built.

Qualifications: Edu 8+–1 DM for every previous career.You must possess Magic 0 to start this career

• Bard: You have a vast body of memorized stories and the wisdom to know when they are of importance.

• Librarian: You spend your time among books, gaining a wide knowledge in many subjects.

• Naturalist: You split your time between the shelves and the wild, learning all that you can learn.

Note: Scholars must choose their particular Magical Talent specialty (bard, librarian, naturalist) during their first term If scholar is not your first career, you must choose this specialty as opposed to choosing a single Service Skill. If during character creation, you gain a level of Magical Talent that would put your skill level in that Talent higher than your Magic skill, instead increase your Magic skill by one level.

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sCholar

Skills & TrainingRank & Benefits

Mustering-Out

Career Progress

Mishaps

Assignment Survival AdvancementBard Soc 4+ Edu 7+

Librarian Edu 7+ Int 7+Naturalist End 6+ Edu 6+

Roll Cash Benefits1 500 sp Voyager Ship Share2 1,000 sp +1 Int3 1,500 sp +1 Edu4 2,000 sp +1 End5 2,500 sp Magic Item (any)6 3,000 sp Two Voyager Ship Shares7 4,000 sp +1 Mag, +1 Soc

Roll PersonalDevelopment Service Skills Advanced Education

(Minimum Edu 8)1 +1 Edu Magic Agriculture2 +1 Int Magical Language (any) Animals (any)3 +1 End Magical Talent (specialty) Investigate4 +1 Soc Any Science (any) Language (any)5 +1 Mag Language (any) Magical Talent (any human)6 Magical Talent (any human) Any Science (any) Any Science (any)

Roll Assignment: Bard Assignment: Librarian Assignment: Naturalist1 Advocate Advocate Animals (any)2 Art (any) Investigate Diplomat3 Jack of All Trades Language (any) Jack of All Trades4 Magical Talent

(any human)Magical

Language (any)Magical Talent(any human)

5 Melee Combat (any) Magical Talent (any human) Orienteer6 Persuade Any Science (any) Survival (any)

Rank Title Skill or Benefit

0 Scholar Art 1 (any),

Athletics 1, or Any Science (any)

12 Any Science (any)

3 Master Scholar

Magical Talent 2 (specialty)

4 Magical Talent (any human)

5 Renowned Scholar +1 Edu, +1 Soc

6

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)2 There is danger in delving into long-lost tomes. Gain an Enemy. The Enemy is non-human and of some magical nature.

3You misremember some vital piece of information and your failure results in the death of over a dozen explorers. You question your abilities. For the first year of game time once play begins, you suffer a -1 DM to any Science rolls until you regain your confidence.

4You suffer from a mild magical madness that expresses itself during stressful situations. When the GM determines appropriate, throw End 6+ to avoid freezing from uncertainty and/or fear. There is a solution to your problem, but you’re not going to like it…

5 You spend a year working on a text only to find that your information is incorrect. Lose 1 point of Social Standing.6 Injured. Roll on the Injury table.

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Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3 A renowned weapon master takes interest in you, trading his physical acumen for your knowledge. Gain Missile Combat 1 (any) or Melee Combat 1 (any).

4 Your knowledge is in strong demand. Gain +2 DM to one Cash Mustering-Out roll.

5 You are approached by a small group seeking to study at your side. Gain 1d3 contacts and a +1 DM to one Cash Mustering-Out roll.

6 You spend a very fruitful term gaining additional knowledge and wisdom. Gain 0 in two different Any Sciences (any) or gain a level of a Magical Talent you already possess.

7 Life Event. Roll on the Life Events table.

8You toil ceaselessly for a non-human merchant house. During your years of labor you secretly acquire their language (gain Language 1 (any non-human) and an awareness of their unusual thought patterns. This knowledge triggers something within you. Gain a Magical Talent (any human).

9 Your knowledge leads you to a hidden treasure. Gain a Magic Item (any).

10 Your knowledge of historical battles proves vital as you’re caught in the midst of a siege. Gain an Ally, and a +2 DM to one Benefits Mustering-Out roll.

11 You unexpectedly find yourself moving in new social circles. Either gain +1 Social Standing or a +4 DM to your next Advance-ment roll.

12 After weeks of intense study and contemplation, your knowledge grows. You are automatically promoted.

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sCout

Skills & Training Rank & Benefits

Mustering-Out

Career Progress

Mishaps

Scouts are one of the backbones of the seafaring world, conveying important messages, surveying border islands, and exploring the depths of the Forever Sea. They can be found at almost every port that launches into the deep sea.

Enlistment: Int 5+ –1 DM for every previous career.

Assignments: Choose one of the following:• Courier: You serve as a message bearer for an important

patron (organization, noble, trading company).• Surveyor: You travel to border islands, assessing their worth

to your patron.• Explorer: You explore strange new islands, seeking out new

life and new civilizations. Boldly going…

Assignment Survival AdvancementCourier End 5+ Edu 8+Survey End 6+ Int 7+

Exploration End 7+ Edu 6+

Roll Cash Benefits1 500 sp Voyager Ship Share2 1,000 sp +1 End3 1,500 sp Jack of all Trades4 2,000 sp Magic Item (any)5 3,000 sp 1d6 Voyager Ship Shares6 4,000 sp Contact7 6,000 sp Scout Voyager Ship

Roll PersonalDevelopment Service Skills Advanced Education

(Minimum Edu 8)1 +1 Str Orienteer Medic2 +1 Dex Survival (any) Seafarer3 +1 End Mechanic Elemental Engineer (any)4 +1 Int Deep Sea Navigation Language 0 (no specialty)5 +1 Edu Diplomat Broker6 Jack of all Trades Melee Combat (any) Jack of all Trades

Roll Assignment: Courier Assignment: Survey Assignment: Explorer1 Admin Athletics Deep Sea Navigation2 Advocate Broker Missile Combat (any)3 Carouse Orienteer Orienteer4 Deception Investigate Recon5 Diplomat Persuade Seafarer6 Persuade Streetwise Stealth

Rank Title Skill or Benefit0 Scout

1 Traveler Jack of all Trades 1 or Recon 1

2 Outrider Seafarer 1 or Orienteer 1

3 Vanguard Pilot 1 or Deep Sea Navigation 1

4 Pioneer Persuade 1 or Deception 1

5 Senior Scout

6

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)2 Psychologically damaged by your time in the scouts. Reduce your Intelligence or Social Standing by 1.

3 Your ship is damaged, and you have to trek your way back across the Forever Sea. Gain 1d6 Contacts and 1d3 Enemies.

4 You inadvertently cause a conflict. Gain a Rival and Diplomat 1.5 You have no idea what happened to you—your ship was found abandoned and you unconscious. 6 Injured. Roll on the Injury table.

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Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3Your ship is ambushed by enemy vessels. Either run, and throw Pilot 8+ to escape, or treat with them and throw Persuade 10+ to bargain with them. If you fail the check, then your ship is destroyed and you may not re-enlist as a Scout at the end of this term. If you succeed, you survive and gain Leadership 1. Either way, gain an Enemy.

4 You survey a virgin island. Gain one of Animals (riding or training) 1, Survival 1, Recon 1 or Natural Science (biology or earth science) 1. You are commended for your efforts.

5 You perform an exemplary service for your patron. Gain a +1 DM to any one Benefit roll.

6 You spend several years Jumping from island to island in your voyager ship. Gain one of Deep Sea Navigation 1, Orienteer 1, Pilot 1 or Mechanic 1.

7 Life Event. Roll on the Life Events table.

8When dealing with a non-human race, you have an opportunity to gather extra intelligence about them. Roll either Persuade 8+ or Deception 8+. If you succeed, gain an Ally in your native realm and a +2 DM to your next Advancement roll. If you fail, roll on the Mishap table, but you are not ejected from this career.

9 Your voyager ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medic 8+ or Mechanic 8+. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy.

10 You spend a great deal of time on the fringes of the known sea. Roll Survival 8+ or Pilot 8+. If you succeed, gain a Contact in a non-human race and one level in any skill of your choice. If you fail, roll on the Mishap table.

11 You serve as the courier for an important message for a king or emperor. Either gain one level of Diplomat, or take a +4 DM to your next Advancement roll.

12 You discover a virgin island, a magic item, or information of great worth to your Patron. You are automatically promoted and commended.

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soldier

Skills & Training Rank & Benefits

Mustering-Out

Career Progress

Mishaps

Soldiers are land-based warriors. They learn melee and missile combat skills, serve in cavalry units, or act as guards or other law enforcement in urban environments. Skilled soldiers are always in high demand, regardless location.

Enlistment: End 5+ –1 DM for every previous career.

Assignments: Choose one of the following:• Infantry: You serve in the mud and the blood. When lucky,

you perform garrison duty.• Cavalry: You serve from horseback, fighting enemies as

ordered by a large city army, a merchant guild army, or a noble’s army.

• Guard: You act as a guard for a large city, a merchant house, a caravan route, or a noble family.

Assignment Survival AdvancementInfantry End 6+ Edu 6+Cavalry End 5+ Soc 6+Guards End 4+ Int 5+

Roll Cash Benefits1 1,000 sp Magic Item (weapon)2 1,500 sp +1 End3 2,000 sp Voyager Ship Share4 3,000 sp Crew Passage5 4,000 sp Magic Item (any)6 5,000 sp Private Passage7 6,000 sp 2d6 Voyager Ship Shares

Roll Personal Development Service Skills Advanced Education

(Minimum Edu 8)Commendation

Skills

1 +1 Str Animals (riding) Heavy Weapons (any) Language (any)

2 +1 Dex Athletics (any) Medic Leadership3 +1 End Melee Combat (any) Melee Combat (any) Magic 04 +1 Edu Melee Combat (any) Stealth Mechanic5 Gambling Missile Combat (any) Survival (any) Persuade

6 Melee Combat (unarmed) Recon Tactics (military) Tactics (military)

Roll Assignment: Infantry Assignment: Cavalry Assignment: Guards1 Athletics (any) Animals (riding) Admin2 Heavy Weapons (any) Drive (chariot) Advocate3 Melee Combat (any) Melee Combat (any) Investigate4 Missile Combat (any) Persuade Jack of All Trades5 Stealth Recon Melee Combat (any)6 Tactics (military) Tactics (military) Streetwise

1d6 Mishap1 Severely injured in action. (This is the same as a result of 2 on the Injury table.)

2 You survive a near-massacre of your unit by pretending to be dead after being injured. Roll on the Injury table treating 1’s and 2’s as 6’s.

3 You serve in some blasted hell-hole under a pompous ass of a commander. You survive a disastrous battle, but gain your commander as a Rival after you truthfully describe his inadequate performance to his superiors.

4 You decimate a troop sneaking up on your camp only to discover they were on your side. Once the error is discovered by your superiors, you’re lucky to escape with your life. Leave your career and suffer a -1 to your mustering out throw.

5 You put the finger on an innocent fellow soldier or guard. He is executed and you gain Enemies of his kin.6 Injured. Roll on the Injury table.

Rank Title Skill or Benefit0 Soldier

1 CorporalMelee Combat

(any) 1 or Missile Combat (any) 1

2 Veteran Recon 1 orStealth 1

3 Sergeant Leadership 1 or Persuade 1

4 Lieutenant Tactics (military) 1 or Leadership 1

5 Captain Diplomat 1 or Persuade 1

6 Colonel

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Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3While patrolling, you prevent an ambush if you throw Recon 8+. If you fail the check, your unit triumphs if you throw a Tactics (military) 10+. If you fail both rolls, your unit is destroyed and you barely escape. You may not re-enlist at the end of this term. If you succeed, you and your unit survive, you are commended, and you gain one free roll on the Commendation Skills table.

4 You spend a long time in an urban environment. Gain one of Streetwise 1, Carouse 1, Gambling 1 or Language (any) 1 5 You perform an exemplary service for your commander. Gain a +1 DM to any one Benefit roll.

6 You’re subject to a long siege and rations grow terribly low. Thrown Social Standing 8+ to avoid catching a disease and losing 1 point in a physical characteristic. If you fail the roll, gain Leadership 1; if you succeed, gain Persuade 1.

7 Life Event. Roll on the Life Events table.

8While on patrol, you are captured and sold into slavery. You later manage to escape with help, but wander for over a year with the person who assisted your escape before returning to your unit. Gain one of Deception 1, Survival 1, or Magic 0. You are commended for your bravery.

9

You play an important part in a successful local genocidal war against a non-human race, wiping them out in the nearby area. Gain one of Stealth 1, Tactics (military) 1, Deception 1, or Leadership 1. When encountering members of the non-human race you warred against, they may recognize you as being involved if they throw an Education 13+. If they succeed, they immediately become Rivals, unless you throw a Social Standing 10+, convincing them otherwise.

10 You single-handedly slay a war elephant with an amazing series of quick (and very lucky) attacks. Gain +1 Social Standing and a commendation.

11 You save your commander’s bacon and he takes you under his wing. Either gain one level of Leadership, or take a +4 DM to your next Advancement roll.

12 You show great courage and valor in combat. You are automatically promoted and commended.

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dwarf

Skills & Training Rank & Benefits

Mustering-Out

Career ProgressDwarves are a hardy and artistic race, quick to love, laugh and brawl. They love a good little fight and well up with deep emotion at the drop of a hat. They are an intrinsically non-magical race with a preternatural understanding of mechanical works. Their love of wealth is well-known and true and matched only by their love of drink. On average, dwarves live around 90 years..Qualification: End 5+ –1 DM for every previous career.

Assignments: Choose one of the following:• Brawler: You love a good fight and are always ready for

another. Death in combat is your destiny.• Bawler: All those who die need remembrance. You remind

your people of those who have gone before.• Bastard: You realize that between the battle and the tears,

there’s money to be made.

Assignment Survival AdvancementBrawler End 6+ Edu 6+Bawler Soc 5+ Edu 6+Bastard Edu 4+ Int 6+

Roll Cash Benefits1 2,000 sp Magic Item (weapon)2 3,000 sp +1 End3 4,000 sp Voyager Ship Share4 5,000 sp +1 Str5 6,000 sp Magic Item (any)6 7,000 sp +1 End7 8,000 sp +2 Soc, +1 End, +1 Str

Rank Title Skill or Benefit0 Dwarf Carouse 1

1 JackjawMelee Combat (any)

1 or MissileCombat (any) 1

2 Stonefist Streetwise 1

3 Ironhand Leadership 1 or Persuade 1

4

5 Master Dwarf

Tactics (military) 1 or Leadership 1

6

Roll Personal Development Service Skills Advanced Education

(Minimum Edu 8)1 +1 Str Art (any) Leadership2 +1 Soc Athletics (any) Medic

3 +1 End Broker Missile or MeleeCombat (any)

4 +1 Edu Mechanic Social Science (history)5 Gambling Melee Combat (any) Streewise

6 Melee Combat (unarmed)

Melee Combat(unarmed) Tactics (military)

Roll Assignment: Brawler Assignment: Bawler Assignment: Bastard1 Athletics (any) Art (any) Admin2 Carouse Carouse Advocate3 Melee Combat (any) Melee Combat (any) Broker4 Missile Combat (any) Persuade Jack of All Trades5 Recon Stealth Melee Combat (any)6 Streetwise Streetwise Streetwise

Characteristics: Dwarves add a +1 to Strength and Endurance. Dwarves have a maximum of 17 in those two abilities. Dwarves have a +2 DM to morale. Special Effects: Every time a dwarf is directly and personally subjected to some magical effect, there is a slight chance (throw 12+ without modifiers of any sort) that it simply does not work. This does not work on magic that affect an area, only upon magic that targets the dwarf specifically. Surprisingly, dwarves have no difficulties using magic items. Background Skills: A dwarf gains background skills as does a human. However, all dwarves gain Mechanic 0 as an additional background skill.

Careers: A dwarf character must go through two terms as a dwarf before other careers (except drifter) are allowed. Of course, a dwarf may choose to remain in the dwarf career. Dwarves do not count their required dwarf terms when determining their number of previous careers for qualification purposes. Unlike humans who begin rolling on the aging table at the end of their 5th term, dwarves do not start rolling on the aging table until at the end of their 10th term. A dwarf may never learn to use magic: if such is indicated, ignore the result.

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Mishaps1d6 Mishap

1 Severely injured by a case of a smart mouth at the wrong time. (This is the same as a result of 2 on the Injury table.)

2 Not everyone appreciates a singing drunk. Roll Melee Combat 8+ to avoid injury. Roll on the Injury table treating a 1 result as a 6.

3 Magic fails you at an important time, leaving you wounded. Reduce a randomly determined characteristic by 1 point.

4 You make a shady deal that comes back to bite you in the rear end. Leave your career and suffer a -1 to your mustering out throw. If you have not completed two terms as a dwarf you become a drifter for your next career.

5 You drink much more than you should, even for a dwarf. You must make at least one cash Mustering-Out roll and that roll is reduced by 4 points.

6 Injured. Roll on the Injury table.

Events2d6 Events

2 Disaster! Roll on the mishap table, but you are not ejected from this career.3 A renowned weapon master takes interest in you, trading his knowledge for your abilities. Gain Missile Combat 1 (any).4 The lure of the city calls you. Gain one of Streetwise 1, Carouse 1, Gambling 1 or Language (any) 1 5 A rich patron finds you very useful. Gain +2 DM to one Cash Mustering-Out roll. 6 You somehow end up in a library and find yourself interested in the sciences. Gain 0 in two different Any Sciences (any)7 Life Event. Roll on the Life Events table.

8 You act as a go-between between two parties whom wish none to know of their contact. Gain one of Diplomat 1, Melee Combat (any) 1, Missile Combat (any) 1, or Stealth 1.

9 You make a big score and fund some education outside your normal scope. Gain one of Diplomat 1, Pilot 1 (any), or Tactics (naval) 1.

10 You perform a valuable service to your people. Gain +1 Social Standing.

11 You end up teaching others your craft and expand your normal repertoire of abilities through interacting with the local nobility in a different field. Either gain Advocate 1 or a +4 DM to your next Advancement roll.

12 You show great courage and valor in combat. You are automatically promoted.

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elf

Skills & Training Rank & Benefits

Mustering-Out

Career ProgressElves are a tall and extremely strong race. They are slow to anger and rarely laugh. They are often called taciturn or somber. Elves are an intensely magical race and they claim it is this affinity that leads towards their fatalistic world-view. They have a great understanding of the ultimate inconsequentiality of mortal life.

Qualification: Str 5+ –1 DM for every previous career.

Assignments: Choose one of the following:• Brooding Warrior: There is little to be done about today.

Tomorrow will be the same. Death comes for all.• Morose Wizard: Magic is non-transitory. It infuses all, it

passes through, and only it remains.• Glum Rogue: What little happiness to be found on this mortal

coil is gained by coin.

Characteristics: Elves add a +2 to Strength. Elves have a maximum of 19 in Strength. Elves have a +1 DM to morale. Special Effects: Elves are immune to disease and, once mature, seem unaging until the day of their death when they age extremely rapidly. On average, elves live around 150 years. Backgound Skills: An elf gains background skills as does a regular human. However, all elves gain Magic 0 as an additional background skill.

Careers: An elf character must go through four terms as an elf before other careers (except drifter) are allowed. Of course, an elf may choose to remain in an elf career. Elves do not count their required four elf terms when determining their number of previous careers for qualification purposes. Unlike humans who begin rolling on the aging table at the end of their 5th term, elves never roll on the aging table.

Assignment Survival AdvancementBrooding Warrior End 6+ Edu 6+

Morose Wizard Soc 5+ Edu 6+Glum Rogue Edu 4+ Int 6+

Roll Cash Benefits1 2,000 sp Magic Item (weapon)2 3,000 sp +1 End3 4,000 sp Voyager Ship Share4 5,000 sp +1 Str5 6,000 sp Magic Item (any)6 7,000 sp +1 End7 8,000 sp +2 Soc, +1 End, +1 Str

Roll Personal Development Service Skills Advanced Education

(Minimum Edu 8)1 +1 Str Agriculture (any) Leadership2 +1 Mag Athletics (any) Medic3 +1 End Diplomat Missile or Melee Combat (any)4 +1 Edu Magical Talent (elf) Magic5 +1 Soc Melee Combat (any) Streewise6 Melee Combat (any) Missile Combat (any) Tactics (military)

Roll Assignment:Brooding Warrior

Assignment:Morose Wizard

Assignment:Glum Rogue

1 Athletics (any) Leadership Stealth

2 Carouse Magical Language (any) Deception

3 Melee Combat (any) Melee Combat (any) Broker4 Missile Combat (any) Persuade Jack of All Trades5 Recon Stealth Melee Combat (any)6 Streetwise Magical Talent (elf) Streetwise

Rank Title Skill or Benefit0 Elf Recon 1 or Stealth 1

1 WardenMelee Combat (any) 1 or Missile Combat

(any) 1

2 Strider Athletics(endurance) 1

3 Guilder Leadership 1 or Persuade 1

4

5 Master Elf

Tactics (military) 1 or Leadership 1

6

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Mishaps

Events

1d6 Mishap1 Severely injured. (This is the same as a result of 2 on the Injury table.)2 Depression takes its toll and you’re more risky than you should be. Roll on the Injury table treating a 1 or 2 result as a 6.3 Your words of wisdom offend and bladeplay commences. Roll Melee Combat 8+ to avoid injury.

4 Your memory fails you at a vital time and it results in the death of several of your friends. During the first year of game time once play begins, you suffer a -1DM to any Edu checks.

5 You take up gambling and gain Gambler 0 However, you lose a Mustering-Out role learning your skill. If you’d like, you can lose another Mustering-Out role to increase your skill to Gambler 1.

6 Injured. Roll on the Injury table.

2d6 Events2 Disaster! Roll on the mishap table, but you are not ejected from this career.

3 You train extensively with a bowmaster. If you wish, sacrifice a Mustering-Out roll for Missile Combat 2 (bow). Otherwise, gain Missile Combat (bow).

4 The lure of the wild calls you. Gain one of Survival 1, Orienteer 1, Deception 1 or Animals (any) 1 5 You secure a lucrative position and milk it for all it’s worth. Gain +2 DM to one Cash Mustering-Out roll. 6 Life is calm and good. You gain one in either Agriculture (any), Animals (any), Art (any), or Trade (any).7 Life Event. Roll on the Life Events table.8 You find an interest in mechanics. Gain one of Mechanic or Elemental Engineer (any).

9 You take the time to educate yourself about naval matters. Gain one of Pilot 1 (any), Deep Ocean Navigation 1, or Tactics (naval) 1.

10 You perform a valuable service to your people. Gain +1 Social Standing.

11 You have a flash of brilliance and matters come together nicely Gain one in any skill of your choice or a +4 DM to your next Advancement roll.

12 You save your comrades from certain doom. You are automatically promoted. Doom will come another day.

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tAsks And skillsMost of the things done by a player character do not require checks. Success is assumed unless the character is under unusual stress or performing an action requiring more skill than average. In this way, a character needs not make an Animal (riding) check just to stay ahorse during a day’s normal travel, or an Art (instrument) check to play a song. However, if the horse is in rough terrain and at speed, or if the song is what determines if the player character can spend the night at an inn in exchange for entertainment, a check is justified. As a general rule, the GM should only call for checks:

• whenthecharactersareindanger.• whenthetaskisespeciallydifficultorhazardous.• whenthecharactersareunderthepressureoftime.• whensuccessorfailureisespeciallyimportant/interesting.• and most importantly, only when abstractions are

needed for adjudication.

Task ChecksTo make a check, the player rolls 2d6 and any appropriate Dice Modifiers. If the total is 8 or more, the character succeeds. The most common forms of task checks are characteristic checks and skill checks. Characteristic Check: These checks are used when the task is one not covered by an obvious skill, or where the character’s innate abilities are the most important influence on the result. To make a Characteristic check, roll 2d6 and add the appropriate characteristic Dice Modifier. Skill Check: For a skill check, the character adds both his skill level and an appropriate characteristic DM. When making a skill check, if a character does not have any levels in that skill, then he suffers a –3 unskilled Dice Modifier.

Characteristic Check: = 2d6 + Appropriate Characteristic DMSkill Check = 2d6 + Skill Level + Appropriate Characteristic DM

Task DifficultiesSome tasks have modifiers based upon the expected difficulty of the task. Remember this difficulty is judged only after the GM has determined that a check is necessary at all.

Simple tasks have a difficulty DM of +6.Easy tasks have adifficulty DM of +4.

Routine tasks have a difficulty DM of +2.Average tasks have a difficulty DM of +0.Difficult tasks have a difficulty DM of –2.

Very Difficult tasks have a DM of –4.Formidable tasks have a difficulty DM of –6.

Situational ModifiersIf a character has help, such as good tools, competent aids or other beneficial circumstances, he receives a +1 DM to his skill check.

Multiple ActionsA character may try to do two or more things at once. For every extra thing that the character is doing, he suffers a –2 DM to all skill checks.

Opposed ChecksIf two characters are opposing each other directly in a task, then the character who obtains the highest Effect wins.

Aiding Another Character If the GM allows, the result of one check can give a DM to the next. A good example would be a Recon check modifying a Tactics check to determine where a weak spot lies in an enemy’s earthenworks. It is possible to string several different checks together in such a manner. This is called a task chain. See the Task Chain Table for DM modifier information.

Effect Total Result

Less than –6

Exceptional Failure: The character failed as completely as it is possible to fail. Anything that can go wrong goes wrong. If attempting to repair a device, the device is further damaged or even destroyed. In a social situation, the character gets into further trouble.

–2 to –5 Average Failure: The character has failed the task.

–1

Marginal Failure: The character has almost, almost succeeded, and the GM may permit him to scrape a success if he takes a significant consequence. Such as a character trying to jump across a chasm hangs onto the far side by his fingernails but can only pull himself up if he drops his leather backpack.

0

Marginal Success: The character barely succeeds at the task, and may have to accept a condition on his success. He fixes the engine but it will overheat. He finds a buyer for the goods but the buyer is an untrustworthy criminal.

1–5 Average Success: The character succeeds.

6+ Exceptional Success: The character succeeds in an impressive and elegant fashion.

Effect Table

EffectIf the degree of success is important, then subtract the target number (typically 8) from the total of the dice roll plus Dice Modifiers. This margin of success is referred to as the Effect. For example, if roll a 10 on a check with a target number of 8+, you have an Effect of 2 (10–8=2). If you roll a 6 on the same check, you have a –2 Effect (6–8=–2).

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Percentage Chance of Success Target Number Total Dice

Modifier0% 13+ –5 or worse3% 12+ –48% 11+ –3

17% 10+ –228% 9+ –142% 8+ 058% 7+ +172% 6+ +283% 5+ +392% 4+ +497% 3+ +5

100% 2+ +6

Probabilities in Worlds ApartIn order to more-fully understand the Worlds Apart system, the below table breaks down the probabilities of success after all DMs have been applied to a roll. As you can see, the standard 8+ throw has a 42% chance of success without any modifiers

Failures Successes

The Previous Check

DM to Current Check

The Previous Check

DM to Current Check

Failed With Effect –6 or less –3 Succeeded With

Effect 0 +0

Failed With Effect –2 to –5 –2 Succeeded With

Effect 1–5 +1

Failed With Effect –1 –1 Succeeded With

Effect 6+ +2

Task Chain Table

Going Faster or SlowerYou can choose, before you roll, to move up or down one or two rows on the Time Frames table. Moving up (reducing the time increment) gives you a –1 DM for every row you move; moving down and increasing the time taken gives you a +1 DM for every row you move. In general, moving down the rows is much easier than moving upward and a GM may wish to impose a –2DM per row when moving up more than one row.

1 Round1 Minute

10 Minutes1 Hour

12 Hours1 Day

1 Week1 Month3 Months6 Months

1 Year5 years

Learning New SkillsA character’s Skill Total is calculated by summing the levels of each skill (level zero skills count as zero). A character with Mechanic 1 and Melee Combat (blade) 2 would have a Skill Total of 3. This total is the number of weeks required to learn a new skill. To increase a skill, a character must train for a number of weeks equal to his current Skill Total plus the desired level of the skill. So, to advance from Pilot 2 to Pilot 3 with a current Skill Total of 3 would take six weeks (three, plus three). A character may only train one skill in a given week. Access to a private or semi-private instructor (an individual who has the desired skill at the desired level or higher) reduces training times by 35%. An instructor can train up to 5 individuals at a time and cannot train any of his skills during periods of instruction. The Jack of all Trades skill cannot be learned. The Magic skill also cannot be learned, only acquired through play.

Skill Summation and ListIf a character has no level in a skill, then he is untrained and will suffer a –3 Dice Modifier when trying to use that skill. Some skills cannot be used if untrained. If a character has zero level in a skill (Skill 0), then he is competent in using that skill, but has little experience. He does not get any bonus from his skill ranks when using that skill but he avoids the penalty for being untrained. If a character has one or more level in a skill (Level 1, Level 2, and so on) then he is trained in that skill. Each rank represents several years of experience using that skill. A character with Level 2–3 in a skill is a skilled professional in that field. Some skills have specialties – specialized forms of that skill. A character picks a specialty when he gains level 1 in a skill with specialties. For example, a character might have Animals 0, allowing him to make any Animals skill checks without an unskilled penalty. He might then gain a level in Animals, giving him Animals (Riding) 1. He would make all Animals checks involving Riding at a +1 DM, but would make all other Animals checks at a +0 DM. A character can have multiple specialties in a skill – a beast handler might have Animals (Riding) 1 and Animals (Training) 2. He would make checks related to Riding with a +1 DM, checks related to Training with a +2 DM and all other Animals checks with a +0 DM. Not all skills with specialties act in such a manner, however. See individual skill descriptions for more details on which skills allow characters to make 0-level skill checks in all specialties and which ones do not. Skills that allow 0-level skill checks are termed broad skills. Those that do not allow 0-level skill checks are called narrow skills. Some skills are broad excepting certain specialties. Below is a list of all the skills in Worlds Apart. Each skill has a description (including specialties if there are any) and most have some sample checks showing what characteristics can be paired with the skill under different circumstances.

Admin This skill covers bureaucracies and administration of all sorts, including the navigation of bureaucratic obstacles or disasters. Sample Checks [1. Admin, Average (+0): Hustling through the paperwork required by a busy port to avoid undue delays. Social Standing or Education] [2. Admin, Difficult (–2): Dealing with aggressive authorities. Social Standing or Education]

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Advocate Advocate gives a knowledge of common legal codes and practices, especially laws of the sea. Sample Checks [1. Advocate, Routine (+2): Know the common practice concerning salvaging a found vessel according to the vessel’s origin. Education or Social Standing] [2. Advocate, Average & Opposed (+0): Arguing a case in court. Education or Intelligence] [3. Advocate, Difficult (–2): Writing a legal opinion designed to sway the reader. Education or Intelligence]

AgricultureThe character is trained in the planting, harvesting, and storage of agricultural products. Agriculture is a broad skill. Sample Checks [1. Agriculture (tropical), Easy (+4): Give a short presentation on the care and maintenance of the banana tree. Education] [2. Agriculture (temperate), Average (+0): Design a crop rotation system that maintains the health of the soil. Education] [Agriculture (arid), Difficult: Create a small-scale irrigation system. Education or Intelligence]

Specialties• Arid: The character can farm in arid environments. • Temperate: The character can farm in temperate

environments.• Tropical: The character can farm in tropical environments.

Animals This skill provides knowledge concerning the using, raising, and care of animals as well as for preserving them after slaughter. Animals is a broad skill. Sample Checks [1. Animals (animal husbandry), Easy (+4): Check a fenced field to remove plants detrimental to the diet of a domesticated grazer. Education] [2. Animals (training), Routine (+2): Train a dog to obey basic commands such as stay, fetch, and roll over. Education] [3. Animals (riding), Average (+0): Control a mount during combat. Dexterity. A successful check controls the mount for 1 minute + 1 minute per Effect. A war-trained mount adds a +2DM to such checks. ]

Specialties• Riding: The character knows how to ride an animal that is

trained to bear a rider. Unusual animals may increase the difficulty until the rider becomes acclimated to them.

• Veterinary: The character is trained in veterinary medicine and animal care. The character can treat humans and other living creatures, but such is a very difficult (–4) task.

• Training: The character knows how to tame and train domesticated and wild animals.

• Animal Husbandry: The character can grow, raise, slaughter, and preserve animals.

AthleticsThe character is a trained athlete and is physically fit. Athletics can be used by any character as an untrained skill without penalty. Athletics is a broad skill, except for Flying. Athletics can be used in place of any Strength, Dexterity, or Endurance statistics check. Sample Checks [1. Athletics (coordination), Average (+0): Sprint for a full round while doing nothing else. Dexterity. The

character sprints for 25 yards + 1 yard per Effect.] [2. Athletics (endurance), Average (+0): Run for more than two hours. Endurance. The character can run for an additional 30 minutes per Effect.] [3. Athletics (strength), Difficult (—2): Lift your bodyweight over your head. Strength]

Specialties• Coordination: Climbing, juggling, throwing.• Endurance: Long-distance running, hiking.• Strength: Feats of strength, weight-lifting.• Flying: Species that fly gain this skill for free at level 0.

ArtThe character is trained in a creative art. Art is a narrow skill. Sample Checks [1. Art (acting), Average (+0): Perform a role in a play without error. Intelligence] [ 2. Art (instrument), Difficult (–2): Give a performance capable of attracting a patron. Education] [3. Art (sculpting), Very Difficult (–4): Produce an accurate bust of a wanted criminal based upon eyewitness accounts. Inteligence]

Specialties• Acting: The character is at home on the stage. • Dance: The character is a trained dancer and performer.• Oratory: Remembering and producing aesthetically

pleasing and impacting oratories.• Instrument: Playing a particular musical instrument,

such as flutes, lyres or drums.• Sculpting: Making artistic or abstract sculptures.• Writing: Composing inspiring or interesting pieces of

text.

BrokerThe Broker skill allows a character to negotiate trades and arrange fair deals. Sample Checks [1. Broker, Average (+0): Broker a fair deal in a normal situation. Education] [2. Broker, Average (+0): Find a buyer or a supplier for a trade good. Social Standing]

CarouseCarousing is the art of socializing; of having fun, but also ensuring that other people have fun, of infectious good humor. Sample Checks [1. Carouse, Average & Opposed (+0): Drinking contest! Endurance. Strength of drink may act as a DM.] [2. Carouse, Average (+0): Provide an entertaining night for visiting members of an important merchant guild. Social Standing] [3. Carouse, Difficult (–2): Find a gambling table in a location were gambling is frowned upon. Social Standing]

DeceptionDeception allows a character to lie fluently, disguise himself, perform sleight of hand and fool onlookers. Sample Checks [1. Deception, Routine (+2): Perform a simple card trick. Dexterity] [2. Deception, Average (+0): Convince a guard to allow you into a relatively unimportant area without proper identification. Social Standing] [3. Deception, Difficult (–2): Pretend to be a noble to pull off a con. Social Standing]

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DiplomatThe Diplomat skill is for negotiating deals, establishing peaceful contact and smoothing over social faux pas. Sample Checks: [1. Diplomat, Formidable (–6): Bring two long-warring factions to the peace table. Education] [2. Diplomat, Average (+0): Appropriately introduce a great noble to others. Education] [3. Diplomat, Routine (+2): Render an effective surrender with reasonable terms. Education]

Deep Ocean NavigationThis skill is for plotting the courses of voyager ships and calculating accurate journeys upon the Forever Sea. Sample Check [1. Deep Ocean Navigation, Easy (+4): Plot a Jump on the Forever Sea. Education. Each hex travelled during the applies a –1DM. This check takes 10 minutes per plotted hex.]

DriveThis skill is for controlling and maintaining ground vehicles of various types. There are several specialties. Drive is a broad skill. Sample Checks [1. Drive (stagecoach), Average (+0): Avoid an unexpected obstacle on the road. Dexterity] [2. Drive (chariot), Average (+0): Control a chariot during combat. Dexterity. A successful check controls the chariot for 1 minute + 1 minute per Effect. War-trained mounts add a +2DM to such checks.] [3. Drive (wagon), Difficult (–2): Repair a broken wheel. Dexterity]

Specialties• Chariot: The character can operate and maintain a

chariot. • Wagon: The character can operate and maintain a wagon.• Stagecoach: The character can operate and maintain a

stagecoach.

Elemental EngineerThe Elemental Engineer skill is used to operate and maintain voyager ships. Elemental engineer is a broad skill. Sample Checks [1. Elemental Engineer (voyager drive), Average (+0): Convince the elemental within a voyager drive to engage a plotted jump. Education] [2. Elemental Engineer (life support), Average (+0): Performing maintenance upon a voyager ship’s life support. Education] [3. Elemental Engineer (hull & power), Average (+0): Repair hull damage to a voyager ship. Education] [4. Elemental Engineer (maneuver drive), Average (+0): Repair a damaged maneuver drive. Education]

Specialties• Maneuver Drive (M-Drive): Maintaining and operating a

voyager ship’s water elemental. • Voyager Drive (V-Drive): Maintaining and operating a

voyager ship’s fire elemental.• Life Support: Maintaining and operating a voyager ship’s

air elemental.• Hull & Power: Maintaining and operating a voyager ship’s

earth elemental.

GamblerThe character is familiar with a wide variety of gambling games and has an excellent grasp of statistics and probability. A Gambler 1 or greater rank provides a +1DM to Cash Mustering-Out rolls. Sample Checks [1. Gambler, Average (+0): Sharking some rubes out of 2d6 sp. Intelligence] [2. Gambler, Difficult (–2): Winning 2d6 sp at a table composed of non-novices. Intelligence] [3. Gambler, Difficult (–2): Beating the house for 2d6 sp in a game stacked in its favor. Intelligence] [Gambler, Very Difficult (–4): Sharking some professionals out of 10-100 gp. Social Standing]

GunnerThe various specialties of this skill deal with the maintenance and operation of ship-mounted weapons on voyager ships. Gunner is a broad skill. For more information, see the chapter on Ship Combat. Sample Checks [1. Gunner (ship-to-ship), Average (+0): Attack another ship. Dexterity or Intelligence] [2. Gunner (artillery), Average (+0): Attack a fortified position. Dexterity or Intelligence] [Gunner (screens), Average (+0): Activate a screen. Education]

Specialties• Ship-to-Ship: Operating ship-to-ship weapons on board

a voyager ship.• Artillery: Using a ship’s weapons for island bombardment

or attacks on stationary targets.• Screens: Activating and using a voyager ship’s elemental

screens.• Capital Weapons: Operating bay weapons or spinal

mount weapons often found on capital voyager ships.

Heavy WeaponsThe Heavy Weapons skill covers using and maintaining man-portable and larger weapons that cause extreme damage, such as ballistas, catapults, and trebuchets. Heavy Weapons is a broad skill. Sample Checks [1. Heavy Weapons (catapult), Routine (+2): Inspect a catapult to ensure it is in working order. Education] [2. Heavy Weapons (ballista), Average (+0): Assemble a functioning ballista from pre-made materials. Education] [3. Heavy Weapons (trebuchet), Difficult (–2): Assemble a functioning trebuchet from pre-made materials. Education] [4. Heavy Weapons (catapult), Very Difficult (–4): Disable a catapult so it self-destructs when used and hide the sabotage from routine inspection. Education]

Specialties• Ballista: The character can operate and maintain a ballista.• Catapult: The character can operate and maintain a

catapult.• Trebuchet: The character can operate and maintain a

trebuchet.

InvestigateThe Investigate skill incorporates keen observation and detailed analysis. Of great use for explorers of hidden ways. Sample Checks [1. Investigate, Average (+0): Inspect a chest for traps. Intelligence] [2. Investigate, Difficult (–2): Watch a market from a good vantage point while trying to find a unique individual visitor. Intelligence]

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Jack of All TradesThe Jack of All Trades skill works differently to other skills. It reduces the unskilled penalty a character receives for not having the appropriate skill by one for every level of Jack of All Trades. Jack of All Trades is limited to Rank 3. If a character gains a higher rank during character creation, the GM should assign another appropriate skill or skill rank to the character.

LanguageThere are numerous different Language specialties, each one covering reading and writing a different language. All characters can speak and read their native language providing there is a written version. Having Language 0 (no specialty) means that the character has a smattering of simple phrases in many languages. There are thousands of different languages that can be learned—the list below is far from expansive and is based upon the sample Lyart Subsector. A GM should create several other common languages for his individual campaign. Sample Checks [1. Language, Routine (+2): Asking for simple directions or ordering a meal or other basic need. Education] [2. Language, Average (+0): Engaging in a simple conversation. Education] [3. Language, Difficult (+4): Speaking properly in a formal setting. Education] [4. Language, Very Difficult (–4): Properly phrasing an impromptu complex thought to a noble of high standing. Social Standing]

Specialties• Domarine: Spoken by the natives of Ballaw, Cair, and

Neuk.• Faru: Spoken by one of the cultures of Stoit.• Indupag: Spoken by one of the cultures of Stoit.• Lyartian: Spoken by the natives of Lyart and through

much of their empire.• Seso: The most common Trade language reputedly

derived from the languages spoken by Sea and Soil to the first beings.

• Trvok: Spoken by the natives of Byssim.• Whilper: Spoken by the natives of Whilper and

throughout their empire.

LeadershipThe Leadership skill is for directing, inspiring and rallying allies and comrades. It also increases an individual’s morale equal to his Leadership skill level +1. Additionally, the Leadership skill can be used to increase another character’s Initiative. The character with Leadership makes a Leadership check, and the target character’s Initiative is increased by the Effect of the check. Making a Leadership skill check is a significant action. Restoring a broken unit’s morale is a Leadership 10+ check. Sample Checks [1. Leadership, Average (+0): Dressing down a subordinate to increase the chance he’ll do what he should the next time. Social Standing] [2. Leadership, Difficult (–2): Convincing a superior to try things your way this time. Education]

MagicThe Magic skill determines how a character can use magic via talents. This skill is very complex compared to other skills. Unlike other skills a Magic 0 means the character can be trained to use

magic, not that he can currently do such. Characters untrained in this skill at the end of character creation cannot learn to use magic. See the Magic chapter for a full description and details about this unique skill.

Magical LanguageThere are many ancient magical languages, unknowable by any that cannot harness the power of magic. A character must have at least a Magic 0 to gain any magical languages. Magical Language is a narrow skill. Sample Checks [1. Magical Language (dragorian), Average (+0): Correctly read a magical scroll written in Dragorian. Education.] [2. Magical Language (nigilri), Difficult (–2): Speak with an ancient ghost. Education] [Magical Language (korora), Very Difficult (–4): Write a treatise on the ethereal flow. Intelligence]

Specialties• Celesarian: The language of creation.• Dragorian: An ancient language spoken by dragons.• Nigilri: The language of death.• Korora: The language of wizards.

MechanicThe Mechanic skill allows the character to maintain and repair equipment as well as repair or jury-rig simple mechanical devices or tools. When appropriate, a character can choose to use this skill or another (such as Drive, Melee Combat, Missile Combat, and Heavy Weapons) if attempting a maintenance check. Sample Checks [1. Mechanic, Average (+0): Repair hull damage to a voyager ship. Education] [2. Mechanic, Difficult (–2): Design and build a heavy weapon or a vehicle. Intelligence] [3. Mechanic, Very Difficult (–4): Create a potentially lethal trap with a limited supply of materials. Intelligence]

MedicThe Medic skill covers emergency first aid and battlefield triage as well as diagnosis, treatment, surgery and long-term care. See medical treatment in the Combat chapter for more information. Sample Checks [1. Medic, Average (+0): First aid. Education. The Effect is the number of characteristic points regained by the patient.] [2. Medic, Difficult (–2): Understand a complex medical text. Education] [3. Medic, Very Difficult (–4): Identify the type of poison just ingested by a noble based upon the symptoms. Education]

Melee CombatThe Melee Combat skill covers attacking and defending in hand-to-hand combat as well as maintaining the battle-readiness of various weapons. A level of 0 in any specialty (excluding unarmed) allows the character to maintain non-heavy armor. Using, as well as maintaining, heavy armor requires the heavy armor specialty. Melee Combat is a broad skill, except for the specialties Heavy Armor and Natural Weapons. See the Combat chapter for additional information.

Specialties:• Unarmed Combat: Whether it is trained martial arts

or street fighting learned the hard way, this is the skill for using your body as a weapon. This skill is used for improvised melee weaponry.

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• Blade: Attacking with swords, rapiers, blades and other edged weapons.

• Bludgeon: Attacking with maces, clubs, staves and so on.• Heavy Armor: The character can effectively use heavy

armor in combat. Without this skill, subtract 1 from the Protection rating of any heavy armor and the character suffers a –1 DM to all of his physical actions. Additionally, possession of this skill reduces the movement penalty of heavy armor by 5 feet.

• Lance and Pole: Attacking with lances, pole arms or any other such weapons.

• Natural Weapons: The favored combat skill of wild animals, this covers fighting with claws, teeth, and other weapons that are a part of you.

Missile Combat The Missile Combat skill covers using and maintaining a variety of ranged weapons. Missile Combat is a broad skill, except for Blowguns. See the Combat chapter for additional information.

Specialties• Blunt Missile: Using

slings, thrown clubs, killing sticks, bolas, or boomerangs.

• Edged Missile: Using thrown daggers, axes, or shuriken.

• Blowguns: Using blowguns.• Bows: Using bows.• Crossbows: Using crossbows.

OrienteerOrienteer covers plotting courses, finding directions, and reading local conditions when landbound. Sample Checks [1. Orienteer, Routine (+2): Find your way back after a day’s hike. Intelligence] [2. Orienteer, Average (+0): Read a map and successfully plot a course for travel. Intelligence] [ 3. Orienteer, Difficult (–2): Recognize a coming weather change with enough time to locate shelter. Intelligence]

PersuadePersuade is a more casual, informal version of Diplomacy. Sample Checks [1. Persuade, Routine (+2): Convince a prospective employer that you are more capable than you really are. Social Standing] [2. Persuade, Average (+0): Convince a guard that, although you look like the guy they’re after, you’re really not him, when you really are not him. Intelligence or Social Standing] [3. Persuade, Difficult (–2): Intimidate the local thug. Social Standing or Strength] [4.Persuade, Very Difficult (–4): Convince a guard that you’re not the guy they’re after when you are the guy they’re after.]

PilotPilot allows a character to captain a vessel. The Pilot skill specialties cover different forms of voyager sea craft or craft requiring 6 or more sailors to control. Pilot is a broad skill. For more information, see Voyager Ship Operations in the Voyager Ship chapter.

Specialties• Large Ships: Non-voyager ships requiring 6 or more

sailors to control.• Voyager Ships: The majority of voyager ships.• Capital Voyager Ships: The largest types of voyager ships

built for combat. Capital ships are generally classified as combat vessels of over 1,500 tons.

ReconA character trained in Recon is able to scout out dangers and

spot threats, unusual objects, or out of place people. Sample Checks [1. Recon, Average (+0): Determine the watch pattern at an enemy fortification. Intelligence] [2. Recon, Difficult (–2): Locate hidden watch posts.

Intelligence]

ScienceThere are two separate Science skills – Natural

Sciences and Social Sciences. Each science skill has a number of specializations. Natural Sciences and Social Sciences are broad skills. Sample Checks [1. Any Science,

Routine (+2): Remember a fact commonly known in your field. Intelligence] [2.

Any Science, Difficult (–2): Remember a little-known fact of importance.

Intelligence] [3. Any Science, Very Difficult (–4): Locate an

obscure fact from a library with assistance from the librarian.

Social Standing or Intelligence]

Natural Sciences• Astronomy: The study of celestial objects.• Physics: The study of fundamental forces.• Alchemy: The study of matter.

• Biology: The study of living organisms.• Earth Science: The study of material related to the world.

Social Sciences• Archaeology: The study of ancient civilizations. It also

covers techniques of investigation and excavations. • Economics: The study of trade and markets.• History: The study of the past, as seen through documents

and records as opposed to physical artifacts.• Linguistics: The study of languages.• Philosophy: The study of beliefs and religions. • Sophontology: The study of intelligent creatures.

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SeafarerThe Seafarer skill provides knowledge concerning the sea, its creatures, swimming, fishing, and all manner of small boats that can be controlled by no more than 5 sailors. Sample Checks [1. Seafarer, Routine (+2): Skippering a small craft in good weather. Dexterity] [2. Seafarer, Average (+0): Skippering a small craft in choppy weather. Intelligence or Dexterity] [3. Seafarer, Average (+0): Accurately identify a non-unusual sea creature. Education]

StealthA character trained in the Stealth skill is adept at staying unseen and unheard. Additionally, he can perform feats of slight of hand and pickpocking. The latter is successful with a successful skill check, but using Stealth in this manner is risky, as those with the Stealth or Streetwise skill are allowed to make a skill check to see if they noticed a pickpocket. If the player rolls a 2 on his pickpocket attempt, he is discovered regardless the skills of the target. Sample Checks [1. Stealth, Routine (+2): Sneaking past bored guards that expect no trouble. Dexterity] [2. Stealth, Average (+0): Palming a small object unseen by viewers. Dexterity] [3. Stealth, Formidable (–6): Sneaking past an animal with good senses, such as a dog. Dexterity or Intelligence)

StewardThe Steward skill allows the character to serve and care for nobles and high-class individuals. Sample Checks [1. Steward, Routine (+2): Cooking a good meal. Education] [2. Steward, Average (+0). Cooking an excellent meal. Education] [2. Steward, Difficult (–2): Calming a disgruntled noble over an unexpected delay. Education or Social Standing] [3. Steward, Formidable (–6): Defeating Hiroyuki Sakai in a cooking battle. Education]

StreetwiseA character with the Streetwise skill understands the urban environment and the power structures in society. Sample Checks [1. Streetwise, Routine (+2): Contacting an organized criminal underworld. Social Standing] [2. Streetwise, Average (+0): Finding a black market supplier. Education or Social Standing] [3. Streetwise, Difficult (–2): Finding a contact who wants to stay particularly discreet. Social Standing]

Strength BurnThis skill allows dweomercrafters to burn Strength instead of Magical Strength when using magical talents. Only those with the Magic skill can gain this skill. A successful Endurance Check allows the caster to spend Strength to fuel his magic, rather than Magical Strength. A failure results in spending Magical Strength as normal.

SurvivalThe Survival skill is the wilderness counterpart of the urban Streetwise skill – the character is trained to survive in the wild, build shelters, hunt or trap animals, avoid exposure and so forth. Survival is a broad skill. Sample Checks [1. Survival (any), Average (+0): Gathering enough materials to survive for a week. Education or Intelligence. Every additional week after the first gains a cumulative -1DM unless the location is one particularly suited for survival.] [Survival (any), Difficult (-2): Correctly identify a poisonous insect or plant that looks rather similar to a non-poisonous one. Education]

Specialties• Arid: The character can survive in arid environments for

a limited period.• Temperate: The character can survive in temperate

environments for a limited period.• Tropical: The character can survive in tropical

environments for a limited period.

TacticsThis skill covers tactical planning and decision making, from board games to squad level combat to fleet engagements. It also increases an individual’s morale by +1. The Tactics skill can be used to give an Initiative bonus to a whole unit at the start of combat. The unit commander may make a Tactics check, and everyone in the unit may increase their Initiative by the Effect of the check. Tactics is a narrow skill. Sample Checks [1. Tactics (any), Average (+0): Boost Initiative in combat. Social Standing or Education. Add the Effect of the check.] [2. Tactics (military), Average (+0): Prepare an attack strategy against a fortified position. Education or Intelligence] [Tactics, Very Difficult (–4): Plan a long campaign involving infantry, cavalry, and heavy weapons. Education or Intelligence]

Specialties:• Military: Coordinating the attacks of foot troops or

cavalry on the ground.• Naval: Coordinating the attacks of a ship or fleet.

TradeA character with a Trade skill is trained in producing some useful goods or services. There are many different trade specialties, some of the most common are listed below. Trade is a narrow skill. Sample Checks [1. Trade (any), Easy (+4): Assess the quality of a normal item. Intelligence or Education][2. Trade (any), Routine (+2): Practice your trade, earning 2d6 sp per week. Intelligence or Education] [3. Trade (any), Average (+0): Practice your trade, earning 3d6 sp per week. Education] [4. Trade (any), Very Difficult (–4): Produce a notable work capable of attracting the eye of a wealthy patron. Education]

• Blacksmith: Producing metal goods, including some arms and armors..

• Carpenter: Designing structures and buildings in wood.• Mason: Designing structures and building in stone and

brick.• Shipbuilder: Building ships.• Weaver: Making cloth.

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MAgiCCharacters possessing a Magic 0 can be trained to use Magic Talents. Characters that are untrained in this skill after character creation cannot learn to use Magic Talents. There are many Magical Talents, each of which works like a skill for the powers in question. A character possessing a Magical Talent may develop his existing talent over time just as if it was a normal skill. Unlike other skills, magical talents cannot be used untrained. Every career has a special magical talent only available to it, but all human spell casters have access to the universal human magical talents: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Non-humans only have access to their racial Magical Talent during character creation, although they may learn human magic. Gaining Magical Talents During Character Creation: Unlike other skills wherein a player selects which specialty within a skill to possess or increase, magic is fickle and one must dice to determine what initial talents are uncovered. As part of character creation when a Magical Talent skill is gained, the character may attempt to learn any of the Common Human Magical Talents on the Magical Training table by making a Magical Strength check. The character may attempt the talents in any order, but suffers a –1 DM per check attempted. If a character learns a talent, he gains that talent at level 0. In the unlikely chance that a character fails to learn any Magical Talent, he instead gains +1 Magical Strength. A character cannot possess a talent at a greater rank than his Magic skill rank. For example, a character with Magic 1 who has Magic Talent (necromancy) 1 cannot increase his Magic Talent (necromancy) to rank 2 unless he first increases his Magic 1 to Magic 2. He can, however, have any number of Magic Talents at rank 0 or rank 1. Each talent grants access to all of its powers – a character with Abjuration 0 can use banish, buttress the soul, dispel magic or shield as the situation demands. Using a magical talent costs a listed number of Magical Strength points depending upon the talent, temporarily reducing the character’s total. As the Characteristic DM for all Magical skill checks is determined by the characters’ current Magical Strength total, it is more difficult to use talents as the character’s Magical Strength declines. Using a talent in combat is a significant action.

Talent Learning DMAbjuration +4

Conjuration +3Divination +2

Enchantment –1Evocation –1

Illusion +0Necromancy +1

Transmutation +0Per previous check –1

Gaining Magical Talents Table

Using A Magical TalentTo activate a talent (cast a spell) the character must make a skill check using the appropriate talent (Abjuration, Conjuration, etc), adding his Magical Strength characteristic DM and any other DMs. He must also spend the listed number of Magical Strength points if he succeeds. If this cost brings him below zero Magical Strength, then any excess points are applied to his Endurance score as damage. A character with no Magical Strength points cannot attempt to use a Magical Talent. Unless otherwise indicated, Magical Talents require the character be able to speak and have hands and arms relatively free for gesturing. Speech is composed of magical words and syllables and gestures are usually non-dramatic and easily disguised as normal movements. Additionally, unless indicated in the talent, metal armor of any sort cannot be worn, nor can any other types of armor as determined by the GM. Casting when bound (if possible at all) is done at a -DM based upon the GMs interpretation of the extent of the binding. Recovering Magical Strength Points: Expended Magical Strength points are recovered at the rate of one point per hour, beginning three hours after the character last used a magical talent.

Range of Magical TalentsEach Magical Talent has an associated range determined by the below table. When approved by the GM, the range of a Magical Talent can be increased according to the range table at the cost of +2 DM for every row a character moves. You can move a maximum of two rows.

Name Distance

Personal Only the caster or an object/creature touched by the caster

Close Within 10 feetShort Within 30 feet

Medium Within 150 feetLong Within 750 feetFar Within 1,500 feet

Very Far Within 2 milesTruly Far Within 100 miles

Continental Within 1,000 milesIntercontinental Within a Jump 2 range

Planar Within a connecting PlaneFar Planar Within any Plane

Magical Talents Range Table

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Learning New Magical TalentsNew Magical Talents (wherein a player character knows all the spells in that talent) cannot be learned. However, new spells under an unknown Magical Talent can be learned as if they were skills using the Skill Total method described in the Skills chapter. If a character acquires all of the individual spells listed within a single Magical Talent, the character gains that Magical Talent at level 1 and no longer has the individual spells on his character sheet. For example, a character who learns all the spells in Magical Talent (abjuration) gains Magical Talent (abjuration) 1. Doing this reduces the characters Skill Total (since he now has only a

AbjurationAbjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

Banish (Abjuration)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Short

This spell forces a single creature not of this realm (other planar) to return to its plane. The creature throws against its Magical Strength and its Effect is compared to the caster’s. If the caster’s Effect is equal to or greater than the creature’s, the creature is banished. If the effect is less, the creature is unaffected. A caster may attempt a second banishment against the same creature at a cost of 4. A third attempt can be made at a cost of 8. If a third attempt fails, the caster is physically enslaved to the wishes of the creature he tried to banish - his mind free, but his body captive.

Buttress the Soul (Abjuration)Difficulty: Average (+0)Cost: 1Casting Time: 1 MinuteRange: Personal

This spell fortifies the soul against evil and foulness. Those protected by a buttress cannot be touched or physically attacked by evil creatures for 1 hour. Magical attacks by

an evil creature against one buttressed may be reduced or negated in effect, according to the judgment of the GM.

Dispel Magic (Abjuration)Difficulty: Average (+0)Cost: 4Casting Time: 1 RoundRange: Short

By channeling magical strength-of-will, the character can dispel an existing magical talent or magical effect. Dispelling a magical talent requires a successful opposed Magical Strength check against the caster of the spell to be dispelled. When dispelling magics that are not recently created by another caster, the GM should apply situational DMs to a Magical Strength check depending upon the strength of the magic the character is attempting to dispel. A weak magic may have a DM of +2 while a powerful dweomer may have a -6 or even higher. Typical magics are considered +0 to dispel. Additionally, the dispelling character must spend additional Magical Strength points equal to the negative DM of the check if it is of above average difficulty. For example, a Very Difficult (-4) dispelling attempt requires the character spend an additional 4 points of Magical Strength when the dispel is completed. Only a single attempt to dispel magic can be made in this way — if failed, the character can never dispel the magic.

Shield (Abjuration)Difficulty: Easy (+4)Cost: VariesCasting Time: 1 RoundRange: Personal

By channeling magical strength into a body-enveloping membrane of magical energy, the character can enhance his ability to absorb damage. A shield lasts for a number of rounds equal to twice the Effect

of the check and provides an armor rating equal to the number of Magical Strength points expended. This armor stacks with worn armor as normal. A caster can choose to cast this spell upon another, but doing such costs an additional 2 Magical Strength Points. These additional points do not add to armor.

ConjurationConjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, or transport creatures or objects over great distances. Creatures you conjure usually, but not always, obey your commands.

Confusing SpaceDifficulty: Average (+0)Cost: 2Casting Time: 1 roundRange: Medium

The powers of the caster conjures a small piece of another plane into the mortal realm, causing confusion in those with the area. The conjurer chooses a central location around which all within 30 feet are mentally subjected to the strange angles and maths of some distant, unearthly land. Every enemy creature within the area must throw Magical Strength 8+ or become confused and unable to do anything but defend themselves from attack for the next two rounds.

Mark Object (Conjuration)Difficulty: Simple (+6)Cost: 1Casting Time: 1 MinuteRange: Personal

The dweomercraefter places a unique magical mark upon an object. Each caster has a unique mark, unable to be duplicated

single level in a Magical Talent as opposed to many single levels in individual spells) and will reduce his learning times for additional skills or Magical Talents.

Universal Human Magical TalentsThe following Magical Talents are common to humanity and are found throughout the world in some form or another. These are the Magical Talents referred to when you see the skill Magical Talent (any human).

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by others. Depending upon the caster’s choice, the mark may be seen by all or invisible to all but the caster and those possessing magical sight. Marked objects are magically linked to the caster, allowing the marker to manipulate them in other magical ways. A caster can have three marked objects. Additional markings erase the oldest existing mark. An object can only bear one mark.

Summon Marked Object (Conjuration)Difficulty: Easy (+4)Cost: 1Casting Time: 1 RoundRange: Truly Far

With this impressively powerful magic, the dweomercraefter summons a previously marked object to either his hand or on the ground within 10 ft.

Summon Smoke Servant (Conjuration)Difficulty: Routine (+2)Cost: 2Casting Time: 1 MinuteRange: Short

The caster brings forth a smoky form that willingly obeys the caster’s commands for 10 minutes. The form flies at 100 feet per round, can pass through any size crack or hole, and has an effective Strength of 4. The shape of the form varies, and some claim that what shape a smoke servant takes is an omen. The smoke servant cannot fight, nor can it be injured except in the most unusual of circumstances.

DivinationDivination spells enable characters to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive magics.

FindingDifficulty: Difficult (-2)Cost: 2Casting Time: 1 HourRange: Continental

Meditation upon a single creature or object brings knowledge of its location to the caster of this powerful magic.

ForesightDifficulty: Difficult (-2)Cost: 2Casting Time: 1 HourRange: Personal

This spell reaches into the far planes and retrieves an answer to a single question about the future. The answer is usually truthful, but not always. Casters are reminded that knowledge of the future often carries a hard price.

HindsightDifficulty: Average (+0)Cost: 2Casting Time: 1 HourRange: Personal

This spell reaches into the far planes and retrieves an answer to a single question about the past. The answer is usually truthful, but not always. Casters are reminded that the past is often forgotten for a reason.

Identify Item (Divination)Difficulty: Difficult (-2)Cost: 2Casting Time: 10 MinutesRange: Short

Through meditation and the subtle working of magic, the caster gains knowledge of the powers of a magic item without having to touch an item.

Magical Sight (Divination)Difficulty: Simple (+6)Cost: 1Casting Time: 1 RoundRange: Long (but within sight)

This dweomer allows the caster to see magical auras around those who can use magic as well as to detect magic objects, areas, writing, or any other forms of magic. The caster gains knowledge about what type of dweomer is seen, but not of its power or abilities. The spell lasts 10 minutes.

Sight Beyond SightDifficulty: Simple (+6)Cost: 1Casting Time: 1 RoundRange: Personal

This handy magic allows the caster (or a target creature at an additional cost of 1 Mag) the ability to see regardless light or obscuring conditions. This means the affected can see perfectly in pitch blackness as well as in the thickest smoke.

EnchantmentEnchantments affect the minds of others, influencing or controlling their behavior.

Alter Opinion (Enchantment)Difficulty: Routine (+2)Cost: 1+ (see below)Casting Time: 1 RoundRange: Short

Casting this spell allows the enchanter to alter one opinion of the target or group of targets. Every additional target increases the difficulty by one step. For example two targets results in an Average (+0) difficulty, while four targets ups the difficulty to Very Difficult (-4). The altered opinion lasts for one hour’s time.

Forget (Enchantment)Difficulty: Routine (+2)Cost: 1+ (see below)Casting Time: 1 RoundRange: Short

An individual targeted by this spell forgets what happened in the last minute. For every additional point of Magical Strength spent during casting, the target forgets another minute. For example, 5 Magical Strength points results in the target forgetting the immediately preceding 5 minutes. A target may resist this spell by throwing Magical Strength 10+.

Friendly (Enchantment)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Short

Casting this spell makes the target friendly to the caster providing the target fails to throw Magical Strength 8+. This friendship is fleeting, lasting only an hour. If during this time the ensorcelled is asked to perform a task that they would not normally do for one of their friends, he is allowed a Magical Strength 6+ throw to shake off the effects of the spell.

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Ignore (Enchantment)Difficulty: Difficult (-2)Cost: 2Casting Time: 1 RoundRange: Personal

This spell creates an aura around the caster through which none notice him as anything unusual or unexpected. The spell lasts for 1 hour or until the caster does something so out of the ordinary (such as attacking) that forces observers to note that the caster is not who they thought he was. A caster can choose to cast this spell upon another, but doing such costs an additional 2 Magical Strength Points

EvocationEvocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.

Alaric’s Eye (Evocation)Difficulty: Routine (+1)Cost: 1Casting Time: 1 RoundRange: Long

Rumored to be the most ancient of all human spells, Alaric’s Eye produces a bolt of magical energy from the eyes of the caster. This bolt instantly hits whatever the caster is viewing, dealing 1d6 damage plus a number of additional points of damage equal to the Effect of the check. Alaric’s Eye ignores all mundane protections (such as armor), but is subject to magical protections and wards.

Explosive Stone (Evocation)Difficulty: Average (+0)Cost: 3Casting Time: 1 RoundRange: Medium

This spell suddenly crushes a single stone under great pressure, exploding it into multiple pieces of hot shrapnel. Those within 10 feet suffer 3d6 damage, those within 15 feet take 2d6, and those within 30 feet are dealt 1d6. This spell only works where there are stones to explode, so it would not work in a sandy desert, most swamps, etc.

Frozen Shield (Evocation)Difficulty: Easy (+4)Cost: 1Casting Time: 1 RoundRange: Personal

The evoker brings into reality a small floating shield made of solid ice that interferes in attacks made against the caster. The shield remains for a number of rounds equal to twice the Effect of the check and it inflicts a -1DM to all rolls made to hit the caster in combat. A caster can choose to cast this spell upon another, but doing such costs an additional 3 Magical Strength Points

Flame Burst (Evocation)Difficulty: Easy (+4)Cost: 1+ (see below)Casting Time: 1 RoundRange: Short

This spell releases a powerful spout of flame that bursts from the palm of the caster’s outstretched, open hand. This magical flame burps and gurgles out towards the target, dealing 1d6 damage per point of Magical Strength spent during casting to a maximum of 4d6. Every additional d6 added to the initial damage increases the difficulty of the spell one step. For example, casting a 3d6 Flame Burst costs 3 and is done at a Average (+0), while a 4d6 Flame Burst costs 4 and is Difficult (–2). A flame burst hits everything in its line of travel as it makes its way towards its target This means that multiple creatures can be hit by a single flame burst. It also means that combustibles may be lit by its flaming passage.

IllusionIllusion spells deceive the senses of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, smell phantom smells, or taste illusory tastes.

Figment (Illusion)Difficulty: Easy (+4)Cost: 1Casting Time: 1 RoundRange: Short

With this spell, the caster may create a single illusion of something that is not there, but the spell cannot make something

seem to be something else. For example, the caster could produce an illusionary painting upon a wall, but could not hide a real painting or the caster could create an illusionary wall covering over an opening, but could not create an illusionary opening upon a wall that is already there. Figments last until they are interacted with, at which point they disappear. It is rumored that many a richly decorated Dweomercraefter residence is more figment than real.

Glamer (Illusion)Difficulty: Routine (+2)Cost: 2Casting Time: 1 RoundRange: Short

The weaver of a glamer may change the sensory qualities of a single object, making it look, feel, taste, smell or sound like something else. Through this magic an ordinary cup may appear as a golden chalice or a bowl of gruel the most subtle soup. A glamer lasts for 1 hour. Passively seeing through a glamer requires a successful throw of Magical Strength 11+. Actively seeing through a glamer (when deliberately attempting to see through the illusion) requires a 9+.

Invisibility (Illusion)Difficulty: Difficult (-2)Cost: 1+ (see below)Casting Time: 1 MinuteRange: Short

This illusion seems to pluck a person or object out of existence itself, removing the target from sight. Invisibility lasts for 1 hour per point of Magical Strength spent in casting or until the caster engages in combat. Detecting an invisible creature or object requires a successful Magical Strength 12+ throw modified by any additional points spent in casting. For example, an illusionist casts a 4 point Invisibility spell upon himself so those attempting to detect him must throw a Magical Strength 15+ to do such. A GM should apply situational modifiers to

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this roll, for a guard seeing a door opening by itself will most assuredly try to detect an invisible intruder. A caster can choose to cast this spell upon another, but doing such costs an additional 1 Magical Strength Point which does not count towards duration or detection difficulty.

Phantasm (Illusion)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Short

A phantasm is a glamer placed within the head of a target, in which they perceive a change that only they and the caster of the phantasm can see. Breaking a phantasm requires a Magical Strength 9+ throw.

Shadow Servant (Illusion)Difficulty: Routine (+2)Cost: 2Casting Time: 1 MinuteRange: Short

Through powerful illusionary magic, the multi-verse itself is fooled into believing that the caster’s shadow possesses substance. It detaches itself from the caster and eagerly obeys his command for the next 24 hours. The shadow flies at 100 feet per round, can pass through any size crack or hole, and has an effective 4 Strength and 12 Endurance. If destroyed, the caster casts no shadow for a year’s time and is unable to cast this spell until it returns.

Effect Result Random Duration (1d6)

-6 or less Nightmares: -1 DM to natural healing rolls 1 - 1 Hour-5 to -2 Nightmares: -2 DM to natural healing rolls 2 - 1 Day

-1 Diminishment: -1 DM to all rolls (except healing rolls) 3 - 1 Week0 Diminishment: -2 DM to all rolls (except healing rolls) 4 - 1 Month

1 to 5

Aging: Victim ages 4 years and is subject to appropriate aging checks. The effects are removed when the curse

expires. However, the victim has a 2% chance of out-right death for every year above 50 he ages from this spell.

5 - 3 Months

6+

Aging: Victim ages 12 years and is subject to appropriate aging checks. The effects are removed when the curse

expires. However, the victim has a 3% chance of out-right death for every year above 50 he ages from this spell.

6 - 6 Months

Curse Table

NecromancyNecromancy manipulates the powers of life and death.

Balm (Necromancy)Difficulty: Routine (+2)Cost: 1Casting Time: 1 RoundRange: Personal

The caster lays his hands upon the target who glows a sallow yellow and heals 1d6 points of damage.

Curse (Necromancy)Difficulty: Average (+0)Cost: 4Casting Time: 1 RoundRange: Short

The target of this spell is cursed based upon the Effect of the caster’s roll. Each curse has a randomly determined duration. A target can avoid a curse by throwing Magical Strength 8+. Curses can be removed via the spell Dispel Magic (Abjuration). Such an attempt has a DM equal to the Effect of the curse. For example, a necromancer curses with an Effect of -1 resulting in an abjurer receiving a -1 DM to dispel the curse. This means that weaker curses are the hardest to remove before they naturally expire. Note: Unlike normal spells, Curse always works to some degree.

Harm (Necromancy)Difficulty: Easy (+4)Cost: 1Casting Time: 1 RoundRange: Short

1d6 Roll Undead1 Skeleton2 Skeleton3 Zombie4 Zombie5 Ghul6 Ghul7 Draugr8 Wight

Raise Dead Table

A black ray shoots out of the forefinger of the caster, enervating the target for 1d6 damage. This damage ignores armor, excepting for magical protections and wards.

Raise Dead (Necromancy)Difficulty: Difficult (-2)Cost: 4Casting Time: 1 DayRange: Personal

The caster lays his hands upon a corpse that glows a sparkling black purple and animates in 10 minutes. The corpse is a randomly determined type of undead unless it was mostly skeletal, in which case it always animates as a skeleton. When rolling on the table, add the Effect of the roll. The undead is *not* under the control of the necromancer unless he successfully casts Undead Servant upon it.

Undead Servant (Necromancy)Difficulty: Difficult (-2)Cost: 2Casting Time: 1 roundRange: Short

The saturnine words of the caster convinces unintelligent undead to obey his words and follow him. A caster can have as many unintelligent undead servants as he has Magical Strength. If used against an intelligent undead, the creature throws against its Magical Strength and its Effect is compared to the caster’s. If the caster’s effect is equal to or greater than the undead creature’s, the creature obeys single-word commands of the caster, such as flee, surrender, back, halt, or other such words for the next 10 minutes. This spell can be cast upon another at an additional cost of 2 Magical Strength. This allows the target individual to control unintelligent undead (for 24 hours) as if he was a necromancer who successfully cast Undead Servant.

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Bard

Convey Understanding (Bard)Difficulty: Easy (+4)Cost: 6Casting Time: 12 HoursRange: Short

This long and costly spell transfers one non-magical skill the bard possesses to his listeners. After a long 12 hours, all those to whom the bard has spoken gain a skill of his choosing at the same level as the bard. Knowledge of this skill lasts for 48 hours, after which it fades from memory.

Lore (Bard)Difficulty: Easy (+4)Cost: 1+Casting Time: 1 MinuteRange: Personal

For every point of Magical Strength spent in casting Lore, a bard gains a 15% chance of remembering some unusual detail concerning the history or lineage of a creature, object, or peoples that seems just on the tip of his tongue. This spell can only be used after a skill failure.

We Happy Few (Bard)Difficulty: Average (+0)Cost: 2Casting Time: 1 MinuteRange: Medium

With a rousing speech, the bard improves morale for all within hearing, rendering them unable to fail morale checks for the next two hours. Any opponents faced during this period suffer a –1 to their morale checks from the terrible continence of those roused to great anger by the bard’s silver tongue.

Voice of Time (Bard)Difficulty: Average (+0)Cost: 1Casting Time: 1 RoundRange: Short

A voice most terrible flies from the bard’s mouth into the souls of those who now know that time itself is working against them. Those within 30 feet that the bard considers enemies must make a morale check. If resisted, an individual is immune to that particular bard’s Voice of Time for one full day.

Librarian

Digest Book (Librarian)Difficulty: Average (+0)Cost: 1Casting Time: 1 MinuteRange: Personal

A librarian casts this upon a tome he wishes to read. For the next 4 hours, the librarian reads at 10 times his normal rate when reading the enchanted tome.

Blade Page (Librarian)Difficulty: Average (+0)Cost: 1Casting Time: 10 MinutesRange: Short

With this spell, the librarian creates a magical page within a target book. The page can later be ripped out and thrown at a target (a significant action), dealing 2d6 damage as the page shatters into a thousand barbed words. A single tome can hold only two Blade Pages.

TransmutationTransmutation changes the properties of some creature, thing, or condition.

Disarm (Transmutation)Difficulty: Average (+0)Cost: 3Casting Time: 1 RoundRange: Short

This spells transforms a particular weapon into something non-harmful of the caster’s choice. Typical choices are flowers, non-poisonous snakes, sticks, etc. Disarm does not work on magical weapons.

Grace (Transmutation)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Personal

The recipient of this spell gains 1d6 points of Dexterity. The spell lasts for 1 day. A person under one Grace spell cannot be affected by another.

More Useful (Transmutation)Difficulty: Average (+0)Cost: 4Casting Time: 1 MinuteRange: Personal

This spell permanently transforms a single inexpensive mundane item into another such item that is more useful to the caster at the moment. For example, this allows the transformation of a backpack into a rope, a weapon into food, or dirty water into drinkable water.

Power (Transmutation)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Personal

The recipient of this spell gains 1d6 points of Strength. The spell lasts for 1 day. A person under one Power spell cannot be affected by another.

Speed (Transmutation)Difficulty: Average (+0)Cost: 3Casting Time: 1 RoundRange: Personal

The recipient of this spell acts twice as fast as normal. The spell lasts for 1 minute. A person under one Speed spell cannot be affected by another.

The Specialty and Racial Magical TalentsAll careers that gain the use of magic have a unique Magic Talent associated with them. Some races have unique Magic Talents accessible only to those of that race or to those who have earned respect and honor from members of that race. There is only one magic-using non-human race (the elf) presented in the core rules of Worlds Apart, but there are surely hundreds more awaiting discovery. GMs are welcomed to create their own custom races to suit their campaign.

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Research (Librarian)Difficulty: Average (+0)Cost: 1Casting Time: 1 HourRange: Personal

When desirous of an answer to a particular question, a librarian casts this upon himself and follows the magic’s musty smell to the tomes that contain the answer within. Not all questions can be answered by such a method, of course, and the particulars of this magic are left to the GM’s discretion.

Rumination (Librarian)Difficulty: Average (+0)Cost: 1Casting Time: 1 RoundRange: Personal

The recipient of this spell gains a +2DM to any throw concerning activities primarily based upon recall of details. The librarian effectively bends time, allowing the recipient to gain the advantages of moving two rows down the time frame table (see Going Faster or Slower in Skills) without actually spending the required time.

Naturalist

Good Guess (Naturalist)Difficulty: Average (+0)Cost: 1Casting Time: 1 MinuteRange: Personal

When presented a single choice that can only be construed as random (which way

to go when a passage splits, for instance) a naturalist may use his magic to increase his chance of selecting the best (as determined by the situational goal) choice by 50%. For example, if a naturalist has a 50% chance of choosing the best option before casting this spell, he has a 75% after the spell. If he has only a 10% chance, he manages to increase that to 15% after the spell.

Identify (Naturalist)Difficulty: Easy (+4)Cost: 1+Casting Time: 1 MinuteRange: Personal

For every point of Magical Strength spent in casting Identify, the naturalist gains a 15% chance of identifying some unusual plant, creature, or non-magical object.

Lucky Break (Naturalist)Difficulty: Simple (+6)Cost: 8Casting Time: 1 RoundRange: Personal

This spell puts fortune on the side of the naturalist, who is the beneficiary of something unusual happening in his favor. For instance, a rope bridge that should easily hold the dozen natives chasing the naturalist suddenly collapses, or the naturalist falls into a pit but finds just slightly buried behind the muddy walls a lattice of tree roots allowing him to climb out. This is powerful magic and it comes at a powerful price. If a naturalist uses Lucky Break more than once per day, he must press his luck to insure that the Lucky Break works for him instead of against him by throwing a Magical Strength 8+ after casting.

Resist Poison (Naturalist)Difficulty: Easy (+4)Cost: 1+Casting Time: 1 RoundRange: Personal

The target of Resist Poison gains a +2DM to metabolize a poison for every point of Magical Strength spent by the Naturalist.

Uncanny Sense (Naturalist)Difficulty: Difficult (+2)Cost: 4Casting Time: 1 RoundRange: Personal

After casting this spell, a naturalist gains a +1 DM to any rolls associated with perception or detection for the next 24 hours. In this manner, a naturalist is harder to ambush and more easily finds hidden objects, for example.

Philosopher

Clockworks (Philosopher)Difficulty: Average (+0)Cost: 3Casting Time: 1 RoundRange: Medium

This spell brings the higher mathamagical realities of the universe into perception by those who normally cannot perceive them. The philosopher chooses a point in space (within range) from which a knowledge wave propagates. Those within 20 feet of the origin are stripped of their individual will and subject to the greater order unless they throw Magical Strength 9+. Those affected are physically under the control of the universe for two rounds. The GM should decide what happens to those subject to the higher power. Remember, the universe is inexplicable and often cruel.

Counterpoint (Philosopher).Difficulty: Simple (+6)Cost: 1Casting Time: ImmediatelyRange: Personal

When a philosopher is subjected to any form of mind-control or influence, the strange thoughts of philosophy protects its chosen and turns the spell or effect back upon the caster or source. In this manner, those attempting to charm a philosopher may find themselves charmed by their own perfidy. Counterpoint occurs instantaneously and requires no words or gestures.

Logical Assault (Philosopher)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Short

An unrefined mind, when logically assaulted by a philospher, suffers 2d6 + Effect damage. Unlike normal damage, Logical Assault damage is first applied to Magical Strength, then Intelligence, then Endurance. Magical Strength and

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Endurance return as normal. Intelligence returns at the rate of one point per day. When a philosopher is logically assaulted by another philosopher, the two make opposed Logical Assault checks. If the attacker wins, the victim suffers damage as normal.

Oblique Leap (Philosopher)Difficulty: Average (+0)Cost: 1Casting Time: 1 RoundRange: Short

This spell transports the philosopher along unseen and timeless angles of the universe, resulting in the caster teleporting to a desired area. The caster must be able to see where he will arrive, or the difficulty increases to Very Difficult (-4). An Exceptional Failure of this spell results in the caster intermingling his body with some other solid substance, resulting in a randomly determined permanent loss of 1 point of Strength, Dexterity, or Endurance.

Priest

Aura of the Unbeliever (Priest)Difficulty: Average (+0)Cost: 1Casting Time: 1 RoundRange: Personal

A priest may radiate and aura of protection against those who worship other gods. In this manner, all who attempt to attack or injure the priest suffer a -1 DM to their rolls providing they worship a different god. The aura lasts 5 minutes. If a creature worships nothing, it gains a +1 DM on its next attack against the priest. A priest can choose to cast this spell upon another creature that worships as the caster, but doing such costs an additional 3 Magical Strength Points.

Detect Good/Evil (Priest)Difficulty: Easy (+4)Cost: 1Casting Time: 1 RoundRange: Personal

With this spell, a priest gains insight into the morality of magical beings. Any who are cruel and evil glow with a pink color while those who are kind and good glow sky blue. Evil extraplanar beings glow in a deep crimson while good extraplanar

beings glow pthalo blue. Detect Good/Evil lasts for 10 minutes.

Divine Radiance (Priest)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Short

With a word and a gesture, the priest flashes with a bright light. Those within 30 feet that can see the priest and whom he does not consider friendly will be temporarily blinded for three rounds.

Exorcise (Priest)Difficulty: Average (+0)Cost: 2Casting Time: 12 HoursRange: Short

This spell forces all possessing spirits to leave a creature, object, or location. Any affected possessing creatures throw against their Magical Strength (with a -2 DM) and their Effect is compared to the priest’s. If the priest’s Effect is equal to or greater than a possessing creature’s, it leaves and cannot return for 100 years. If the effect is less, a possessing creature is unaffected. A priest may attempt a second exorcism against the same creature at a cost of 4. A third attempt can be made at a cost of 8. If a third attempt fails, the priest is subjected to possession by that which he sought to exorcise.

Heal (Priest)Difficulty: Routine (+2)Cost: 1+Casting Time: 1 RoundRange: Personal

The priest lays his hands upon the target who glows a bright white and heals 1d6+3 points of damage. Every additional point of Magical Strength spent during casting heals 2 additional points of damage. For example, a 3 point Heal spell heals 1d6+7 points of damage.

Rally (Priest)Difficulty: Difficult (-2)Cost: 1Casting Time: 1 RoundRange: Short

With quick words and an implacable demeanor, the priest raises the morale of those who have lost it. All those friendly to the priest within 30 ft. regain their morale.

Wizard

Bands of Force (Wizard)Difficulty: Average (+0)Cost: 1Casting Time: 1 RoundRange: Medium

With this spell, a wizard shoots glowing blue bands of energy from his staff. The bands fly out and surround a single target, rendering it unable to move, attack, or defend. The target can break the bonds if he throws a Strength 10+. Otherwise, he is bound for 1 minute.

Legerdemain (Wizard)Difficulty: Simple (+6)Cost: 1Casting Time: 1 RoundRange: Medium

With this spell a wizard may create simple magical effects for 1 hour. For example, during the duration of the spell a wizard could raise or lower 1 pound of material or methodically clean his tower. He could warm his soup or cool a pot of water. Finally he could perform illusions of the most minor sort, such as shaping smoke rings into other shapes or making twinkling lights that sound like wee bells. This is the first spell taught to a wizard apprentice and is most commonly seen at fairs and other jolly situations.

Light the Way (Wizard)Difficulty: Simple (+6)Cost: 1Casting Time: 1 RoundRange: Personal

The tip of the wizard’s staff shines brightly, illuminating the surrounding area to a range of 60 feet for up to 6 hours. During this time, the wizard may dim or extinguish the light when the situation requires and summon it back when needed again. Finally, a wizard may concentrate the light into a beam that can illuminate a smaller area out to 120 feet.

Shatter/Mend (Wizard)Difficulty: Varies (see below)Cost: 1Casting Time: 1 RoundRange: Close

This spell repairs or destroys a small, non-magical item. Mending is a Routine

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(+2) task while shattering is Average (+0). Shattered objects are rendered magically useless and can only be repaired through Mend. If an object is currently in the possession of a creature, the creature may throw a Magical Strength 8+ to avoid having it shattered or mended.

Staff Store (Wizard)Difficulty: Varies (see below)Cost: 1+ (see below)Casting Time: 12 HoursRange: Personal

Through this spell, a wizard creates a well of Magical Strength within his staff that he may draw upon at a later time. Drawing Magical Strength placed within his staff is a free action. The difficulty, as well as the cost of the spell is proportionate to the amount of Magical Strength placed within (see below table). At the end of this spell, the caster loses an amount of Endurance equal to the amount of Magical Strength placed within his staff. One imbued, a staff cannot be imbued again until drained of all energy. Any staff can be used for Staff Store, including magical staves.

CostMagical Strength Imbued

Difficulty

1 2 Easy (+4)2 4 Routine (+2)3 6 Average (+0)4 8 Difficult (-2)5 10 Very Difficult (-4)6 12 Formidable (-6)

Staff Store Table

A wizard wishing to increase the range of this spell must spend 2 additional points per range increment, but doesn’t acquire any negative DMs as is normal when increasing ranges. For example, using Telekinesis at Medium range would require spending a total of 4 points.

Elf

Doomless (Elf)Difficulty: Routine (+2)Cost: 1+Casting Time: 1 RoundRange: Close

The elf mutters a brief rhyme and the target of this spell dimly glows a dark and unearthly purple. The target heals 1d6+1 points of damage. Every additional point of Magical Strength spent during casting heals 2 additional points of damage. For example, a 3 point Doomless spell heals 1d6+5 points of damage.

Senseless (Elf)Difficulty: Routine (+2)Cost: 1+ (see below)Casting Time: 1 RoundRange: Short

An individual targeted by this spell is unable to sense the caster by any means, direct or indirect. This spell lasts for 10 minutes, afterwards, the target feels like he should remember something but he just can’t put his finger on what it is. For every additional point of Magical Strength spent during casting, the target is senseless of the caster for another 10 minutes. Senselessness is only broken by violence (i.e. the caster has to commit violence against something within the target’s sense radius).

Volundr’s Ward (Elf)Difficulty: Easy (+4)Cost: 1Casting Time: 1 RoundRange: Personal

The elf brings forth this spell by inscribing a magical sigil in the air. The sigil takes the form of a glowing green disk that protects the elf against injury. Volundr’s ward lasts for 4 hours and adds 2 to the armor rating of the elf. The disk may also act as a light for the elf as it is as bright as a torch. An elf can choose to cast this spell upon another, but doing such costs an additional 2 Magical Strength Points.

Wisdom of the Ageless (Elf)Difficulty: Average (+0)Cost: 3Casting Time: 1 RoundRange: Medium

This spell hits the target’s brain, quickly evolving it through time. This process leads to great wisdom, but as with all things elven, wisdom brings sadness. The target realizes the true futility of any action and immediate surrenders to the caster. Wisdom of the ages lasts for a minimum of one minute plus a number of minutes equal to 10 -the target’s Education. Unlike other spells, a caster can cast this spell but twice per day. Additional castings backfire upon the caster sending him into a catatonic state for the duration of the spell, for his magical essence knows that sharing the knowledge of the universe is a deeply unnatural thing. Wisdom is to be earned, not given.

Telekinesis (Wizard)Difficulty: Average (+0)Cost: 2Casting Time: 1 RoundRange: Short

This spell allows the wizard to move objects at range for 1 minute. All manipulation is treated as if the wizard was personally handling the item. However, the wizard’s Magical Strength is used to determine the Strength and Dexterity of the Telekinesis. If telekinesis is attempted against a living creature, or against anything in possessed by a living creature, that creature throws against its Magical Strength and its Effect is compared to the caster’s. If the caster’s Effect is greater than the creature’s, the Telekinesis is successful.

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equipMentEvery character needs money and in Worlds Apart, money is a complex thing. Among the countless islands upon the Forever Sea there are dozens, perhaps hundreds of different types of currencies, and of those who use coinage (copper, silver, gold, platinum) there are thousands of different types and mints. This makes is difficult for those who travel extensively to move their wealth. Silver and gold generally trade in a 1:10 to 1:15 ratio, but at times the ratio can change to 1:5 to 1:20. Copper to silver normally trades in a 1:5 to 1:10 ratio, but at times the ratio can change to 1:10 to 1:20. At any time, there can be a “craze” wherein the ratio skyrockets to the advantage of a particular metal with values decreasing when a metal is in surplus and increasing when it is short. For ease of gaming, a decimal system is used 1pp=10 gp= 100 sp=1,000 cp when presenting listed prices. A GM should alter prices based upon local circumstances. There is money to be made by moving specie from places of low ratios to one of higher ratios. Of particular interest to adventurers are letters of credit. These letters are promises made by merchant guilds, banks, or wealthy

nobles to pay the amount indicated when the letter is presented to a representative of the same merchant guild, bank, or wealthy noble. A letter of credit bears the amount to be presented as well as a series of symbols. To claim the funds, another series of symbols must be made before the representative, who checks in a magically-defended code book to ensure the claim is honest. If the symbols match, the sum is paid in full, if possible. Typically, however, only part of the full amount of a letter of credit is claimed and a new letter written for a reduced amount. It is not unusual for large sums to be moved about through letters of credit via exchange. For example, Merchant A buys some goods from Merchant B, who accepts a letter of credit A possesses along with some coin as payment. A shows B the proper symbols to draw on the letter and a large purchase is performed with little actual coin changing hands. Prosperous merchants will have dozens of letters of credit at hand and prefer dealing in paper rather than metal.

ArmorOnly one type of armor can be worn at a time, but a shield may be used with all armors or alone. Resolve damage from the outside in – damage that gets through the shield is applied to the armor. Heavy armors have a required skill, Melee Combat (heavy armor) without which a character suffers a –1 DM to all physical actions taken when wearing heavy armor per missing skill level, including level 0. Additionally, Armor is described thusly:

Name: The name of the armor.TL: The lowest Technology Level

at which the armor is available. Note: armor purchased from islands with TL 3+ more than the required TL for the armor add +1 to their Protection ratings from better construction. These fine armors cost twice standard.

Skill: The skill used with such armor.Protection: The amount of damage

the armor absorbs. Protection is sometimes referred to as armor or armor value.

Cost: The armor’s cost.

Leather: A full suit of armor made from leather, or leather-like, materials. Chain: A full suit of armor made from small links of small metal rings.

Scale: A full suit of armor made from small pieces of scale (made of metal, horn, or other hard material) woven onto a thick backing shirt. Scale armor looks much the scales of a fish or reptile. Banded: A full suit of armor made of horizontal and overlapping rows of metal plates. Banded is a heavy armor.Plate: A full suit of armor made from metal plates. Plate is a heavy armor.

ShieldsShields can be made of many different materials such as leather, wood, wicker, turtle shells, metal or of any combination of materials. Shields add to the protection of a character, but they also improve parrying. When parrying, a character using a shield increases his effective Melee Combat by 1. A character with no Melee Combat skill counts as having Melee Combat 1 when using a shield to parry.

ArmsThe weapons of Worlds Apart are described by the following eight statistics:

Name: The name of the weapon or weapon type.

TL: The lowest Technology Level at which the weapon is available. Note: weapons purchased from islands with TL 3+ more than the required TL for the weapon deal +1 damage from better construction. These fine arms cost twice standard.

Skill: The skill used with the weapon.Heft: The heft rating of the weapon.Damage: The damage the weapon

inflicts.Range: The range modifiers used for

that weapon.Cost: The weapon’s cost.Ammo Cost: The cost to buy a 20

rounds for a missile weapon or 1 round for a heavy weapon.

Name TL Skill Protection Move Cost (sp)Shield 3 None 1 N/A 10

Leather 4 None 2 N/A 30Chain 7 None 4 N/A 60Scale 7 None 4 N/A 60

Banded 8 Heavy Armor 6 -5 ft. 80Plate 10 Heavy Armor 8 -10 ft. 150

Armor Table

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Melee WeaponsAxe: These short-handled one-handed axes are suitable for throwing as well as melee.Battle Axe: These full-sized axes can be wielded one or two-handed. If used one-handed, increase its Heft to 2. Cutlass: The standard shipboard blade weapon, a bit shorter than a long sword, but a bit thicker and heavier.Club: Perhaps the first weapon, clubs are always popular.Dagger: Daggers are especially suited to close-quarters combat – while grappling, someone armed with a dagger can do Effect + 4 damage when hurting their opponent.Flail: Derived from an agricultural tool, combat flails are more deadly and much sturdier. They may be used two-handed and when wielded as such, ignore the Protection value of any shields as well as their parrying special effect.Halberd: A two-handed pole weapon featuring an axe’s blade at the end of pole

topped with a metal spike. On the back is a hook, providing a +1 DM on grapple checks against mounted opponents.Hammer: Derived from a work tool, combat hammers are similar, but sturdier.Heavy Sword: A heavy hand-and-a-half sword. It can be used one or two-handed. If used one-handed, increase its Heft to 3.Improvised Weapon: When there’s no real weapon available and your bare hands just aren’t enough, any snatched-up object can be used as an impromptu weapon.Lance: A pole weapon designed for use when mounted. Long Sword: A long-bladed one-handed sword.Mace: The metal, flanged variety; similar to a hammer, but more damaging.Maul: A two-handed giant hammer. Pick: A miner’s tool converted for war.Pike: A very long thrusting pole arm. It can be used to attack opponents at short range - the only melee weapon that can do such.

Rapier: A long, thin blade. A character using a rapier increases his effective Melee (blade) skill by one level when parrying.Short Sword: A short-bladed one-handed sword.Spear: A staff with a pointy head made of rock, bronze, or steel. Spears can be used one or two-handed. If used two-handed reduce Heft to 0.Staff: A length of wood that can be used in a variety of combat styles, to aid walking, or to poke potentially dangerous things from a distance. A staff is a two-handed weapon.Trident: A staff with a three-pronged head. It adds a +1 DM to disarming attempts. Tridents can be used one or two-handed. If used two-handed reduce Heft to 0.Two-Handed Sword: A large sword requiring two hands to wield properly.Unarmed: Fisticuffs or martial arts.

Name TL Skill Heft DamageRange Modifiers

Cost (sp)Close <10ft.

Short10-30ft.

Medium30-150ft.

Long150-750ft.

Far 750-1,500ft.

Axe 4 Blade 0 2d6+2 +0 +0 -1 N/A N/A 12Battle Axe 8 Blade 1 (2) 3d6 +2 +0 N/A N/A N/A N/A 20

Club 0 Bludgeon 0 2d6 +0 +0 -1 N/A N/A 1Cutlass 10 Blade 0 2d6+4 +0 N/A N/A N/A N/A 18Dagger 5 Blade - 1d6+2 +0 +0 -1 N/A N/A N/A

Flail 9 Bludgeon 1 3d6 +0 N/A N/A N/A N/A 16Halberd* 9 Lance & Pole 3 4d6 +0 N/A N/A N/A N/A 24Hammer 5 Bludgeon 1 2d6+2 +0 N/A N/A N/A N/A 6

Heavy Sword 8 Blade 2 (3) 3d6+2 +0 N/A N/A N/A N/A 20Improvised 0 Unarmed - 2d6-2 +0 N/A N/A N/A N/A -

Lance 9 Lance & Pole 3 4d6+2 +0 N/A N/A N/A N/A 24Long Sword 6 Blade 0 3d6 +0 N/A N/A N/A N/A 16

Mace 3 Bludgeon 0 2d6+2 +0 N/A N/A N/A N/A 5Maul 9 Bludgeon 3 4d6 +0 N/A N/A N/A N/A 24Pick 7 Bludgeon 1 3d6 +0 N/A N/A N/A N/A 16Pike* 10 Lance & Pole 2 4d6 -1 +0 N/A N/A N/A 24

Rapier 11 Blade - 1d6+4 +0 N/A N/A N/A N/A 10Short Sword 5 Blade - 2d6 +0 N/A N/A N/A N/A 8

Spear 1 Lance & Pole 1 (0) 2d6 -1 +0 -1 N/A N/A 3Staff 1 Bludgeon 0 2d6 +0 N/A N/A N/A N/A 2

Trident* 5 Lance & Pole 1 (0) 2d6+2 +0 N/A N/A N/A N/A 10Two-H Sword 10 Blade 3 4d6 +0 N/A N/A N/A N/A 24

Unarmed 0 Unarmed - 1d6 +0 N/A N/A N/A N/A -*indicates special rules - see description

Melee Weapons

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Missile WeaponsAxe: Axes can be thrown.Blowgun: A long tube through which a poisoned dart is blown. Blowguns require both hands to use and can only be shot once every 3 rounds. The typical blowgun dart is coated with an average poison.Bolas: Throwing weapon made of weights attached at the end of cords, bolas are thrown to entangle. A hit with bolas forces the target to throw a Dexterity 8+ or become entangled and unable to run. A Strength 12+ check can break the hold. Unentangling a bolas takes 3 rounds. Club: Clubs can be thrown.Composite Bow: A bow made from more than one material, typically horn, wood, and sinew.Heavy Crossbow: A stout crossbow with either a cranequine or windlass to draw back the string. Heavy crossbows require three minor actions to reload.Light Crossbow: A small strong bow fixed on a stock with a trigger mechanism releasing a short, and rather heavy arrow called a quarrel.Dagger: Daggers can be thrown.Longbow: A tall bow, with a heavy draw and long range.

Repeating Crossbow: A light crossbow operated by a lever that feeds quarrels out of a magazine containing 8 quarrels. A repeating crossbow can attack twice per round without penalty or three times per round with a -1DM to all shots. Reloading a repeating crossbow requires three minor actions if a prepared magazine is available. Loading a repeating crossbow’s magazine with 8 quarrels requires three rounds.Shortbow: Similar to the longbow, but shorter and less powerful.Shuriken: Sharpened throwing stars.Sling: A length of cord with a pouch for stones in the middle, slings are ancient and effective weapons.Spear: Spears can be thrown.

Heavy WeaponsBallista: A ballista is essentially a huge heavy crossbow fixed in place. Ballistas can fire once every 4 rounds.Catapult: A catapult is a siege weapon that throws large stones. Catapults can fire once every minute.Trebuchet: A trebuchet is the largest of the siege weapons, throwing stones

great distances through the use of a large counterweight. Trebuchets can fire once every five minutes.

Name TL Skill H DamageRange Modifiers

Cost (sp)

Ammo Cost (cp)Close

<10ft.Short

10-30ft.Medium30-150ft.

Long150-750ft.

Far 750-1,500ft.

Axe 4 Edged Missile 0 2d6+2 +0 +0 -1 N/A N/A 12 -Ballista* 5 Heavy Weapons 6d6+4 -1 -1 +0 -1 -1 300 10

Blowgun* 0 Blowguns - 1d6-5 -1 +0 -1 N/A N/A 2 1Bolas* 4 Blunt Missile 1 1d6-4 N/A +0 -1 N/A N/A 4 -

Catapult* 5 Heavy Weapons 8d6+4 N/A N/A N/A -1 -2 500 10Club 0 Blunt Missile 0 2d6 +0 +0 -1 N/A N/A 1 -

Composite Bow 5 Bows 0 2d6+2 -1 +0 +0 -1 N/A 16 3Heavy Crossbow* 9 Crossbows 0 4d6+4 -1 +0 +0 -1 -2 24 4Light Crossbow 5 Crossbows 0 3d6 -1 +0 +0 -1 N/A 12 4

Dagger 5 Edged Missile - 1d6+2 +0 +0 -1 N/A N/A 4 -Longbow 9 Bows 1 2d6+4 -1 +0 +0 -1 -2 36 3Repeating Crossbow*

7 Crossbows - 1d6* -1 +0 +0 -1 N/A 20 4

Shortbow 3 Bows 0 1d6+2 -1 +0 +0 -1 N/A 12 3Shuriken 8 Edged Missile - 1d6-1 +0 +0 -1 N/A N/A 2 -

Sling 2 Blunt Missile - 1d6+2 N/A +0 -1 N/A N/A 2 1Spear 1 Edged Missile 1 2d6 -1 +0 -1 N/A N/A 3 -

Trebuchet* 9 Heavy Weapons 10d6+6 N/A N/A N/A -1 -1 800 10*indicates special rules - see description

Missile & Heavy Weapons

Magical EquipmentMagic comes in many different shapes and forms: potions, scrolls, wands, arms, armor, and just about every piece of clothing or jewelry imaginable. Most magic items are common items possessing a single trait, but some powerful items possess several, while the most powerful are truly unique. A character can control as many magic items as he has points of Magical Strength—any items beyond this limit on the character’s body simply do not function. Some items may require more than one point of Magical Strength to control. When appropriate, it takes a day for a PC to attune himself to a new magic item after which he gains all the benefits of the magic.

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All magical items communicate their benefit and how they can be used when held. Some magic items may lie about this and convey false information.

Consumable MagicAny items that are destroyed in their use (such as potions, scrolls, salves, magic foods, etc.) do not require attuning to use. They can be used by anyone at anytime. GMs should exercise their judgment for every item, but the general rule is that a consumable’s magical effects are instantaneous or they last for 1 minute, 1 hour, or 1 day. For example, a GM could rule that drinking a potion with the Healing trait would instantaneously heal 1d6 damage, applying an oil with the Bleeding magic trait will last for 1 minute, inhaling a magic incense with the Smoky magic trait would last for 1 hour, and eating an apple with the Commanding magic trait would last 1 day. The GM should clearly indicate to his players how he rules for each magic trait when the item is discovered by the players and should strive for internal consistency.

Magic TraitsMagical item may possess one or more of the following traits. The GM is strongly encouraged to create his own traits as well as multiple varieties of traits if desired. If an item is not specifically explained, a GM should assign a value to the variables of the item as desired.Absorbing: This item is a magical sponge. When attuned, the bearer of this item can absorb magical energy meant to cause him harm. Any spell or magical effect can be absorbed (once per day) into the item, rendering the bearer completely unaffected. Additionally, the bearer can drain the absorbed magic from the item, healing his Magical Strength 1d6 points (up to his maximum Magical Strength).Aquatic: This item contains a small part of a water elemental. The bearer of this item can breath water as if it were air.Armored: This item resists change. When attuned, the bearer gains a magical bonus to his protection.Avoidance: This item avoids conflict. The bearer of this item can dodge one successful attack against him per day as a minor action, taking no damage.

Backbiting: This item punishes trickery. Whenever the bearer, or one of the bearers allies, is attacked first (ie. does not initiate combat), the first successful hit against the bearer is magically transferred to the opponent who dealt the blow.Bane: This item hates a particular type of creature or human culture. When attuned to this item, the bearer deals an additional 2d6 damage to such creatures.Bashing: This item likes to smash. Once per day, the bearer of this ring may smash through any wooden door no thicker than 6 inches and any metal door no thicker than 1 inch.Bleeding: This item craves blood. When attuned to this item, the bearer deals additional damage to all melee attacks. The target suffers this additional damage for the following two rounds as well.Blinding: This item proves that there are some sights not fit for humankind. The bearer of this item can cause blindness for 1 week in the target if the target fails to throw 8+ Magical Strength. This ability can be used once per week.Bonding: This item believes in unswerving friendship. When attuned, the bearer of this item can form a deep and lasting friendship with a wild animal or non-intelligent (but still living) monster. This friendship lasts for as long as the bearer treats the bonded with respect. If the bearer does not, the creature waits until the best time to attack and kill its so-called friend.Clarity: This item believes in clear sight. The bearer of this item cannot be blinded or have his vision hampered in any manner. In dim light, he sees as if it was the day, and in complete darkness, he sees as if he had a single candle.Commanding: This item has lordship over a particular type of creature. Those attuned to the item can command that type of creature to do as commanded and the creature must obey. Sentient creatures can resist the commands by throwing 8+ Magical Strength. Non-sentient creatures (such as animals) always obey the bearer.Communicating: This item values communication. The bearer of this item can speak and understand any language of a particular type of creature, such as humans, elves, dwarves, etc. Damaging: This item enjoys hurting others. The bearer of this item does additional damage upon a hit in combat.Deflecting: This item resists targeting. An attuned player character can deflect a missile attack as a minor action if he throws 6+ Magical Strength.

Desirous: This item knows the wishes of the heart. The item shows the direction to that which its bearer most desires at the moment. The bearer may try to deliberately change his desires to change the guide’s direction, but doing so is difficult (throw 11+ Magical Strength).Disrupting: This item severs the magical connection that animates the undead. When an undead is hit in melee combat by the bearer of this item, it is utterly destroyed if it fails to throw Magical Strength 10+.Djinn: This item is tied to the djinn. The bearer of this item can summon a djinn to service, but for only one hour per week.Elven: This item is elven and contains a bit of the elven people within. Those in possession of this item have their life extended, but have fits of depression.Fearful: This item harnesses its bearer’s fears and sends them forth into the world. The bearer of this item can release its gathered fear against his opponents. All those who stand against him must throw 10+ Magical Strength or flee in terror for several minutes. It item is usable once per week. This item has the side-effect of making the bearer more peaceful and contented, as his fears are removed from him.Fiery: This item contains a small portion of a fire elemental. In combat, the elemental force can be summoned, causing a melee weapon to flame, dealing an additional 1d6 points of fire damage to a struck opponent.Flashing: This item loves to draw attention to itself. The bearer of this item may cause the item to suddenly flash, causing temporary blindness of his opponents. Blindness lasts for 1d6 rounds. Flashing items can be used once per day.Fleshseeking: This item believes that armor is anathema. When attuned to this item, the bearer ignores his opponents’ armor while in melee combat. The Fleshseeking trait is prevented by magical armor or wards.Flying: This item contains a bit of an air elemental. The bearer of this item can fly (40 mph) for 10 minutes per day.Freedom: This item despises confinement. Once per week, the bearer of this item can teleport to a location of his choice within 100 miles. Additionally, the bearer can teleport out of any unwanted confinement once per day with the same distance restriction.Gentle: This item abhors loss of life. When attuned to this item, any damage done by the bearer is considered non-lethal. Non-lethal damage is treated as normal damage, but only unconsciousness can result - not death. Non-lethal damage is “healed” at 5 times the rate of normal damage.

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Glamered: This item enjoys fooling others. The bearer of this item can make a single possession appear to be something else. In this manner, a dagger could be disguised as a belt buckle or a bow could be disguised as a cravat.Greedy: This item loves valuables. The bearer of this item can detect precious metals and gems within 30 feet, even through stone or metal.Guardian: This item is a faithful companion. When attuned to this item and unconscious through violence, the item creates a small floating jet-black shield that protects its fallen master. The shield absorbs up to 20 point of damage before dissipation. The guarded cannot be injured when protected by the item until after it dissipates. A dissipated guardian returns to effectiveness after 24 hours.Healing: This item is life-affirming. When attuned to this wonderful item, the bearer may instantaneously heal 1d6+1 damage per day.Incorporeal: This item does not belong in this dimension. When attuned, the bearer of this item can become incorporeal. Incorporeal creatures cannot harm others except through magic and they cannot be harmed except by magic as well. When incorporeal, a creature can pass through solid objects. Incorporeality lasts for 10 minutes + the effect of a 6+ Magical Strength check. Incorporeal items can be used but once per week.Islehopping: This item contains the spirits of four elementals. When attuned, the bearer of this item can teleport from isle to isle, landing at a random location on the target isle. The distance that each islehopping item can hop is randomly determined by rolling 1d6. This is the equivalent Jump distance of the item. Islehopping items can be used once per week.Leonine: This item in imbued with the spirit of a lion. The bearer of this item can rouse the spirits of his comrades, providing a +1 DM to all actions for 1 minute. Additionally, morale checks are always successful for the bearer of this item and for all those within 100 feet he considers comrades. Leonine items can be used once per day.Life Giving: This item summons the dead back to life. The bearer of this item returns to life if killed through violence. When

returned to life, the character is healed of all damage. Accidental or natural death results in the bearer returning as some form of terrible undead, trapped in a rotting and dead shell, completely mad. A life giving item has 1d6 charges.Life Stealing: This evil item feeds upon the souls of living creatures. When attuned, the bearer can attempt to steal the life of any creature it hits in missile combat once per week. Those hit by a life stealer, must throw 10+ Magical Strength or instantly die. Targets with a lucky magic item are immune to life stealing. Additionally, every life stole adds 1 year of life to the bearer.Lucky: This item bends fortune to favor its companion. When attuned, the bearer can add a +1 DM to any roll once per day. Additionally, it makes its bearer immune to life stealing.Opening: This item hates locks. The bearer of this item can open any lock once per day. A very complex lock requires a successful 6+ Magical Strength check while magical locks require a 10+. Opening can only be used on the same lock once per week.Poisonous: This item is infused with magical poison. When attuned, the bearer’s melee attacks deliver a poison upon every successful hit that deals at least two points of damage. The poison lacks an interval.Quick: This item resides in a different time frame. When attuned to this item, the bearer may slow down time, providing him a bonus significant action in a round. Using these items is draining, however, resulting in one point of Endurance or Magical Strength (bearer’s choice) damage per round.Reflecting: This item has a contrary nature. Characters attuned to this item can turn a magical effect back upon its caster or source once per day.Refueling: This item believes that one should never be stranded. Once per month, those attuned to this item can rebind a dissipated voyager ship elemental to a ship.Resistant: This item is infused with small traces of an elemental. The bearer gains armor bonus against a particular elemental (hot, cold, electricity, acid, etc.) damage. Returning: This item believes that belongings belong to one and only one. Those bearing it find that their thrown weapons return to their hand immediately after hitting or missing.Sacrificial: These items always come in matched pairs and contain the souls of dead lovers. Those bearing these paired items can choose to take the damage that the

other suffers instead of allowing the other to be injured. Seeking: This item believes in success. When attuned, the bearer gains a + DM on his attack rolls.Shadowy: This item is imbued with shadowstuff. When attuned, the bearer can push his spirit into his shadow, rendering his body completely immune to all damage and magical effects for 5 rounds. The character is still fully-functional during this period. Shadowy items can be used but once per week. Shadowy items cannot be used when the bearer does not cast a shadow (such as in dim light or darkness).Shieldbreaking: This item abhors barriers. The bearer of this item can break shields if he throws 8+ Magical Strength. Magical shields require throwing 11+. Breaking a shield is a significant action.Smoky: This item smells of a campfire. The bearer of this item can turn into smoke and remain in said form as long as desired. A smoky item can be used once per week. Splintering: This item enjoys destruction. When attuned, the bearer’s wooden missile weapons (such as arrows and bolts), splinter upon impact, dealing damage to all creatures within 5 feet of the splinter. The damage is only 1 point, but it bypasses all armor except heavy armor. Stealthy: This item prefers to be unnoticed. The bearer of this item gains a bonus to Stealth checks.Summoning: This item crosses time and space to find what it seeks. The bearer of this item can summon a particular type of creature once per day (for weaker creatures) and once per week (for stronger creatures). The summoned creature obeys the bearer for one hour.Telepathic: This item can read the minds of others. The bearer of this item can hear the thoughts of other creatures of the same race. Telepathy though an item is draining however, causing 1 point of Magical Strength damage per hour. Attuning to a telepathic item requires 2 points of Magical Strength instead of the normal 1.Teleporting: This item is not restrained by space. This item allows it’s bearer to teleport where he wishes to go once per week. The distance that each teleporting item can teleport is randomly determined (90%: 4d6 x 10 miles, or 10%: 1d6+1 x 100 miles).Wizardry: This item is a magical battery. When attuned, the bearer of this item can use its Magical Strength to fuel his casting. A wizardry item contains 2d6 Magical Strength and regains 1 point per day.

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CoMbAtCombat is performed in rounds. Each combat round lasts about six seconds of game time. In a combat round each character gets a minor action and a significant action. Actions are taken in descending order of Initiative. When a character acts, he takes all his actions at once. Once everyone has acted a combat round is over and a new round begins. Initiative is not re-rolled but is dynamic, and may be adjusted up and down by actions taken during a round.

Initiative If the combatants are all unprepared for combat, then each rolls 2d6 and adds their Dexterity DM to determine starting Initiative. The character with the highest Initiative goes first. If two characters have the same Initiative, the character with the highest Dexterity goes first. If they are still tied, then characters act simultaneously. Initiative determines the order that characters act in, but it can also be spent to react to events. If some of the combatants are ready for combat and some are not, such as in an ambush, the prepared characters are considered to get an automatic 12 on their roll, giving them an Initiative of 12 + Dexterity DM. Characters who have the Tactics skill may make a Tactics check and add the Effect of this check to the Initiative of everyone in their unit. Characters possessing the Leadership skill may make a Leadership check and add the Effect of this check to the Initiative of a single person in their unit. During the course of a round a character’s Initiative score may be changed by hastening, reactions, and heft. Any changes affect your Initiative for one round only – either the current round if you have yet to act or the following round if you have acted already. Reactions reduce your Initiative in order to allow you to defend yourself from attacks. Heft slows you down if you are using a weapon heavier than you can handle. Hastening your action lets you act sooner but at a penalty to your roll. At the start of each combat round a character may declare that he is acting hastily. This gives him a +2 bonus to his Initiative for that round only but all his actions receive a –1 DM. A character can only hasten once per combat.

HeftWhen you make an attack, compare your Strength DM to the Heft rating of the weapon you are using. If your Strength DM is lower than the difference is applied to your initiative next round.

Reactions The more time a character spends reacting, the longer it will be until he acts himself. Each reaction lowers Initiative by 2 and applies a –1 DM to all skill checks until the following round. There is no limit to how many times a character can react in a round but a character can only react once to each attack and the penalties

from reacting are cumulative. A character can only react to attacks of which he is aware. Dodging: A character who is being attacked may dodge, giving his attacker a –1 DM and giving himself a –1 DM on all skill checks until the next round. If the character is in cover or has an obstruction to duck or dodge behind, the DM to hit him is increased to –2 or by a greater amount (up to –6) depending upon a GM ruling. Parrying: A character who is being attacked in melee can parry, applying his Melee skill as a negative DM equal to the attack roll. A parrying character also has a –1 DM on all skill checks until the next round. A character with a shield can parry a missile weapon, but a shield can never be used to parry a heavy weapon.

Minor Actions Movement: A character moves up to 30 feet per minor action. Difficult terrain, such as rubble, mud or thick underbrush can halve a character’s movement, allowing him to move only 15 feet per movement action. Crouching also halves movement. Changing Stance : A character can change to any one of the three stances – prone, crouched or standing – as a minor action. Drawing and Reloading: The time taken to draw a weapon depends on its size and ease of use. Most weapons take one minor action to draw and another minor action to reload, but some weapons are especially fast or slow. Aiming: A character who spends a minor action aiming at a target gets a +1 DM to his next attack on the target, as long as the character does nothing except aim until he makes his attack. A character may spend multiple actions on aiming, gaining a maximum DM of +6 if he spends six minor actions on aiming. Miscellaneous: The GM may permit a character to perform a skill check or other action as a minor action if such does not require the character’s full attention or complex physical actions.

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Significant Actions Two Minor Actions: A character can take two minor actions instead of a significant action. Miscellaneous: A character may make a skill check or do something else as a significant action when such an action requires the character’s full attention, concentration, complicated physical actions or some combination thereof. Attack : The most common significant action is an attack. The basic attack action is trying to injure a foe with a melee attack or a ranged weapon. The attacker declares his target, and the foe may choose to react. The attacker then makes a skill check, and if successful, deals damage to his target. As with any other skill check, the standard roll for success is 8+. The standard skill checks used in making an attack are:

Melee Attack = 2d6 + Melee Combat (appropriate specialty) + Strength or Dexterity DM (attacker’s choice)

Missile Attack = 2d6 + Missile Combat (appropriate specialty) or Heavy Weapons (appropriate specialty) + Dexterity DM

Other Actions Free Actions : Some actions are so fast they do not even qualify as a minor action such as shouting a warning. A character can perform as many of these free actions as he likes in a turn, although if he performs several the GM may require him to spend a minor or even a significant action on his various tasks. Extended Actions: Some skill checks will take longer than a single combat round to complete. A character engaging in an

Melee Attack = 2d6 + Melee Combat (appropriate specialty) + Strength or Dexterity DM (attacker’s choice)

Missile Attack = 2d6 + Missile Combat (appropriate specialty) orHeavy Weapons (appropriate specialty) + Dexterity DM

Action ResultAiming +1 per Aim minor actionCover –1 to –4

Movement –1 for every 30 full feet of target movement

Target Dodges (Reaction) –1 Environmental Effects –1 to –2

Range –0 to –6

Target Stance –2 if attacking a prone target at Medium or greater range

+2 if attacking a prone target at Close range

Target Parries (Reaction) –Defender’s Melee skill

Common Combat Modifiers

extended action cannot do anything else but can abandon his action at any time and return to the normal Initiative order. A character who is hit by an attack while undertaking an extended action must make an 8+ roll using the skill in question with a negative DM equal to the amount of damage the attack causes (after armor). Failure indicates that this round’s work does not count towards the completion of the task. Failure by six or more (an Exceptional Failure) ruins the task and the character must start afresh. Delay: A character does not have to act when his turn comes up in the Initiative order. He may act at any later point during the round, even interrupting another’s actions to do so. When he acts, his Initiative is set to the count on which he acted. If the character has not acted by the end of the round he may choose to act first in the next round, effectively giving up his actions in the previous round in exchange for an Initiative advantage. His new Initiative is set to one higher than that of the current first person in the order. When multiple characters are delaying and all wish to act first in the following round, their Initiatives are all set to the same score and they act in Dexterity order as normal.

Special Considerations Certain battlefield conditions affect ranged attacks:

• Darkness: Low light gives a –1 DM to ranged attacks. Complete darkness gives a –4 DM.

• Smoke or Fog: Smoke gives a –1 DM to ranged attacks by obscuring the target; especially thick and impenetrable smoke gives a –2 DM.

• Extreme Weather: Driving wind, rain, snowstorms and so forth give a –2 DM to ranged attacks from poor visibility and a –2 DM to ranged attacks from environmental interference.

Cover Any sort of low wall, undergrowth, convenient rocks or other objects can serve as cover. Attacks made on characters who are behind cover suffer the negative cover DM on the table below. Crouching or prone targets (see overleaf) can claim cover one step higher on the table. If a character in full cover is crouching or prone they are impossible to hit but cannot return fire.

Cover DM 1/4 (undergrowth, small rock) –0

1/2 (thick forest, low wall, crate, corner of a building) –1 3/4 (jungle, trench, reinforced position) –2

Full (arrow slit) –4

Cover Modifiers

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Range Combat is divided into a series of range bands:

Range Distance to Target Squares to Target

Close Less than 10 feet 0 (combatants are in the same square)

Short 10-30 feet 1 to 3 squares Medium 30-150 feet 3 to 15 squares

Long 150-750 feet 15 to 75 squares Far 750-1,500 feet 75 to 150 squares

Range Bands

A prone character cannot make melee attacks or dodge. He may make improved use of cover like a crouching character and he may still parry melee attacks. All ranged attacks targeting him suffer a –2 DM penalty. At Short range, the penalty is reduced to +0; a prone character being attacked at Close range grants a +2 DM to attacks against him.

Tactics and Leadership The Tactics skill can be used to give an Initiative bonus to a whole unit at the start of combat. The unit commander may make a Tactics check, and everyone in the unit may increase their Initiative by the Effect of the check. The Leadership skill can be used to increase another character’s Initiative. The character with Leadership makes a Leadership check, and the target character’s Initiative is increased by the Effect of the check. Making a Leadership skill check is a significant action.

Damage Each weapon lists the damage it inflicts as a number of d6. Add the Effect of the attack roll to this damage. Armor reduces damage by the value of the armor’s protection. A hit with Effect 6+ always inflicts at least one point of damage, regardless of the target’s armor. A character that has been damaged falls under one of the below categories. Wounded or Injured: Damage is applied initially to the target’s Endurance. If a target is reduced to Endurance 0, then further damage is subtracted from the target’s Strength or Dexterity. Seriously Wounded or Injured: A character who has taken at least one point of damage in all three physical characteristics is considered seriously wounded and can only move at 5 feet per round and cannot take his minor action in combat. Unconscious: If either Strength or Dexterity is reduced to 0, the character is unconscious and any further damage is subtracted from the remaining physical characteristic. Dead: If all three physical characteristics are reduced to 0, the character is killed.

HealingAn injured character regains a number of characteristic points equal to his 1d6 + Endurance DM per day of full rest. If the character continues an active lifestyle he only heals a number of characteristic points equal to 1 + Endurance DM per day. Characters with a low Endurance DM (quite possibly from injury) may degrade (lose more characteristic points) over time if they are unlucky or cannot (or will not) rest. Unless otherwise specified, mental characteristics heal at the rate of one point per day.

UnconsciousnessAn unconscious character may make an Endurance check after every minute of unconsciousness – if successful, he regains consciousness. If he fails he must wait another minute and can then try again with a +1 DM on the check for every Endurance check previously failed.

Firing into Combat If a character is launching a weapon at a target who is at Close range to another combatant, then the attack suffers a –2 DM. If the attack misses, the attacker must throw 8+ (on the skill being used to make the attack) to avoid hitting the nearest other combatant to the original target.

Grappling A character can attempt to wrestle or grab another person instead of hitting him. The attacker must move to Close range and beat his target in an opposed Melee Combat (unarmed) check. If he wins, he may do any one of the following:

• Knockhisopponentprone.• Disarmhis opponent. If he succeeds by 6+ he can take the

weapon away; otherwise it ends up on the floor. • Throwhisopponentupto10feetfor1d6damage.• Inflictdamageequalto2+theEffect.• Escape the grapple and move away (as if with a normal

movement action). • Continuethegrapplewithnoothereffects.• Draghisopponentupto10feet.

Throwing an opponent always ends the grapple. With any other option the winner can choose to end or continue the grapple as he sees fit. A character in a grapple cannot move or do anything other than make opposed Melee checks. Each time an opposed check is made the winner can choose an option from the above list. Grappling can also used to unhorse a mounted foe. In this case the attacker must move to Close range (or Short if using a pike) and beat his target in an opposed skill check. The attacker uses the appropriate Melee Combat check based upon his weapon or (unarmed) if the attacker is trying to manhandle the mounted foe to the ground. The mounted foe uses his Animals (riding) skill with a +2 DM to his roll. If the attacker wins, he pulls his opponent off his horse, rendering him prone. The newly prone foe is not considered grappled.

Stance A character can be standing, crouched or prone. A standing character uses the normal rules. A crouching character moves at half speed but can make better use of cover. If a crouching character is in cover, consider it one row lower on the Cover Modifers Table.

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Medical Treatment First Aid: Applying first aid restores a number of characteristic points equal to twice the Effect of the Medic check. Points restored by first aid are divided as desired among all damaged physical characteristics. First aid must be applied within five minutes of the injuries being received to be fully effective. A character can still benefit from first aid for up to an hour after their injury but they only receive a number of characteristic points equal to the Effect of the Medic check. Performing first aid on yourself is a Difficult (–2) task.

Surgery: A character who is seriously wounded (after first aid has been applied) requires surgery. Surgery restores characteristic points just like first aid but if the check is failed the patient loses characteristic points equal to the Effect. Surgery requires the appropriate tools. Once one characteristic is back to its maximum level the patient can benefit from medical care. Surgery does not benefit characters who are not seriously wounded. Performing surgery on yourself is a Very Difficult (–4) task. Medical Care: Medical care restores 2 + the character’s Endurance DM + the caregiver’s Medic skill in characteristic points

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Disease DM Damage IntervalPneumonia +0 1d6+4 1d3 weeks

Anthrax –3 1d6+2 1d6 days

Sample Diseases

per day, divided evenly among all damaged characteristics. Medical care requires the patient to undergo full bed rest. Example: Garik comes out poorly after a fight, only saved from certain death by the efforts of his companions. He has lost points in all three of his physical characteristics: 9 Endurance, 4 Dexterity, and 2 Strength. Dromma uses his first aid skill and rolls well, gaining 6 points to heal his friend Garik (twice Dromma’s Effect of 3). Dromma heals all of Garik’s lost Strength first (it being the least damaged) to avoid surgery, and uses the remainder to heal 3 points of Garik’s Dexterity.

MoraleIt is a rare breed that fights to the death without first attempting communication, flight or surrender. Morale checks are made when an indivdiual reaches 0 Endurance (for single creatures), or when the first incapacitation or death occurs within a unit, when 50% of all comrades have been incapacitated or killed, and when a leader individual is incapacitated or killed. A GM may decide additional morale checks are appropriate, at his discretion. Morale checks are made for units, or groups, of opponents. Every creature that may fail morale has a morale check DM in its description. This modifies a standard 8+ throw. Some creatures are fearless and never fail morale. If a unit succeeds on two morale checks, it is willing to fight to the death. Failure on any morale check generally results in one of three outcomes depending upon the situation: ceasing violent conflict and opening verbal communications, retreat from the conflict, or surrender. If a unit is composed of creatures with different morale check DM’s, the GM should roughly average out the result to modify the roll.A unit containing an individual possessing the Leadership skill gains a bonus equal to the Leader’s skill level +1. A unit containing an individual with the correct Tactics skill provides a +1 morale bonus. Restoring a broken unit’s morale is a Leadership 10+ check. Example: The Questers of Vilcommita (player character party) are ambushed by some bandits. The bandits score a few good hits, but they realize they’re out of their league when Carlomann the Purple Flame Bursts the group, knocking one of the bandits unconscious with his single magical blast. This forces a morale check. The GM rolls for the bandits and fails to reach 8+. He decides the bandits aren’t interested in talking or surrendering when they can use their feet to beat a hasty retreat. Had the bandits a leader with Leadership 1, the bandits would have had a +2DM to their morale check. Additionally, if the bandits had a leader he could have tried a Leadership 10+ check to keep his bandits together when they failed their check, but such was not the case, and the Questers of Vilcommita continue onwards after gutting the wounded and claiming his belongings as theirs.

FallingA falling character suffers 1d6 damage per 5 feet fallen after the first 5 feet. This means a character falling 10 feet suffers 1d6 damage while one falling 20 feet suffers 3d6. A deliberately jumping character can fall 15 feet before suffering 1d6 damage for every subsequent 5 feet. A character that makes a successful Athletics check can reduce the effective distance fallen by 5 feet times the Effect of his check.

Base Poison DM Damage IntervalSimple +6 1d6+1 30 minutesEasy +4 1d6+2 25 minutes

Routine +2 1d6+3 20 minutesAverage +0 1d6+4 15 minutesDifficult –2 1d6+5 10 minutes

Very –4 1d6+6 5 minutesFormidable –6 1d6+7 1 minute

Sample Poisons

FatigueA fatigued character suffers a –2 DM to all checks until he rests. The amount of rest needed is 3 – (the character’s Endurance DM hours). If a character suffers fatigue while already fatigued they fall unconscious. The third time a character falls unconscious because of fatigue he’s out for the count and falls asleep for 1d6 hours.

A character typically becomes fatigued after:• Afterstayingawakelongerthan18hours+Endurance.• AfterhoursofheavylaborlongergreaterthanhisEndurance.• After making melee attacks in number greater than his

Endurance within a single combat. • Otherways,suchasmagic,asstatedinthetext.

DiseasesDiseases reduce a character’s Characteristics, usually Endurance. The character must make an Endurance check with the listed DM to resist the effects of the disease. If the character fails the Endurance check then he takes the listed damage and must make another Endurance check a few days or weeks later, depending on the interval of the disease. Once an Endurance check has been passed, the character has fought off the disease.

PoisonsPoisons operate in the same way as diseases, but generally work much faster and may have a wider range of secondary effects (paralysis and unconsciousness being the most common). Poisons apply their damage immediately as well as at the indicated Interval. Poison toxicity is indicated by how difficult it is for the body to shrug off and metabolize. A GM should feel free to mix poison DM’s and intervals, creating very damaging poisons with long intervals and not-so-damaging poisons with short intervals.

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VoyAger shipsVoyager ships are the marvel of the world. Within their hulls are four tamed elementals; earth elementals support the hull and provide magical power, water elementals move the ships on the waves, fire elementals move the ship through the Forever Sea, and air elementals provide air and a safe environment for the ship during its days upon the Forever Sea. Voyager ships are built at class A or class B ports. Any class A port has a shipyard which can build any kind of ship, including a capital voyager ship (a voyager ship of 1,500 tons or greater). Any class B port can build non-capital voyager ships as well as small craft and normal ships. The total cost of a normal ship (non-voyager) is equal to twice the cost of a voyager hull. Note: For ease of use, 1 ton = 500 cubic feet on voyager ships.

The Hull and StructureVoyager ships are wooden-hulled vessels, but recently iron-hulling has become available at high tech level ports. Unlike normal sailing vessels, voyager ships are completely enclosed vessels more akin to submarines than with our with our expectations of a sailing ship. In combat, initial damage is applied to the Hull; once the Hull is breached, further damage goes to the Structure. When all Structure Points have been lost, the ship has been smashed to pieces and sinks.

Configuration A voyager ship may have one of two configurations – standard or streamlined. Standard voyager ships are the norm, but streamlined ships cut through all seas quickly, increasing speed. Streamlining a voyager ship is a difficult magical process that increases performance by hull volume by 1 point (increasing Thrust and Jump by 1 each), but doubles the base cost of the hull. Only voyager ships of 1,000 tons or less can be streamlined.

ArmorArmor is added in 5% or 10% increments of the ship’s tonnage. A wooden ship starts with a base armor of 0. An iron ship starts with a base armor of 6 and cannot be iron clad. A ship may have both mundane and magical armors. A ship can have multiple varieties of mundane armor, but can only possess one magical armor.

Hull (tons) Hull Structure Cost (gp)25 0 1 50050 1 1 100075 1 1 1500

100 2 2 2000150 3 3 3000200 4 4 4000250 5 5 5000300 6 6 6000350 7 7 7000400 8 8 8000450 9 9 9000500 10 10 10000600 12 12 12000700 14 14 14000800 16 16 16000900 18 18 18000

1,000 20 20 200001,100 22 22 220001,200 24 24 240001,300 26 26 260001,400 28 28 280001,500 30 30 300001,600 32 32 320001,700 34 34 340001,800 36 36 360001,900 38 38 380002,000 40 40 40000

Wooden Hull Table

For example, a heavily armored warship might take both Iron Plating and Brimstone armors. This would take up 20% of the hull’s volume, cost 150% of the base cost of the hull, and provide 14 points of armor.

Armor Name Type TL Protection by Tonnage CostWooden Reinforcement Mundane 5 1 per 5% 5% of base hull

Blessed Plating Magical N/A 1 per 5% 10% of base hull Copper Reinforcement Mundane 10 3 per 10% 20% of base hull

Runic Plating Magical N/A 4 per 10% 30 % of base hullIron Reinforcement Mundane 12 5 per 10% 40% of base hull

Iron Plating (Iron Clad) Mundane 13 6 per 10% 50% of base hullWitchfire Armor Magical N/A 7 per 10% 75% of base hullBrimstone Armor Magical N/A 8 per 10% 100% of base hull

Voyager Ship Armor Table

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Hull (tons) Hull Structure Cost (gp)25 2 5 175050 4 5 300075 4 5 4250100 6 7 5500150 8 9 8000200 10 11 10500250 12 13 13000300 14 15 15500350 16 17 18000400 18 19 20500450 20 21 23000500 22 23 25500

Iron Hull Table

Elemental EngineeringA non-voyager ship needs no drives. It can rely upon the wind or rowing. Voyager ships, on the other hand, are driven by elemental forces and neither the wind nor rowing will move them, for the magics holding the elementals in place prevent viable movement

V–Drive M–Drive P–PlantType Tons Cost (gp) Tons Cost (gp) Tons Cost (gp)

A 10 1000 3 250 5 500B 15 1750 5 500 8 1000C 20 2500 7 750 11 1500D 25 3250 9 1000 14 2000E 30 4000 11 1250 17 2500F 35 4750 13 1500 20 3000G 40 5500 15 1750 23 3500H 45 6250 17 2000 26 4000J 50 7000 19 2250 29 4500K 55 7750 21 2500 32 5000L 60 8500 23 2750 35 5500M 65 9250 25 3000 38 6000N 70 10000 27 3250 41 6500P 75 10750 29 3500 44 7000Q 80 11500 31 3750 47 7500R 85 12250 33 4000 50 8000S 90 13000 35 4250 53 8500T 95 13750 37 4500 56 9000U 100 14500 39 4750 59 9500V 105 15250 41 5000 62 10000W 110 16000 43 5250 65 10500X 115 16750 45 5500 68 11000Y 120 17500 47 5750 71 11500Z 125 18250 49 6000 74 12000

Drive and Power Plant Table

via mundane methods. A voyager ship must have a Voyager Drive (fire elemental), a Power Plant (earth elemental) and a Maneuver Drive (water elemental). For maneuver drives, the performance number is the ship’s Thrust. For voyager drives, the performance number is the ship’s Jump range in hexes. The power plant rating (A-Z) must be at least equal to either the maneuver drive or Voyager drive rating, whichever is higher.

Life SupportEvery Voyager Ship (regardless size) needs 5 tons of space devoted to the air elemental that maintains life support upon the Forever Sea. Life support costs 1,000 gp. This includes a small kitchen and 1 ton of victual storage (enough for 10 crew for 1 month). Additional food storage will be required for larger numbers of crew. Any additional victual storage space is accounted for in life support.

FuelsEach of the elementals within a Voyager Ship requires individual fuel. This fuel takes the form of a small, portable object imbued with a magic that reestablishes the elemental’s link to its home realm. This process energizes the contained elemental. Fuel is purchased from various dock-side industries and typically comes in the form of an enchanted marble. The marble glows with a color associated with the elemental it feeds: blue (water - maneuver), red (fire - voyager), white (air - life support), black (earth - hull & power).

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25 50 75 10

0

150

200

250

300

350

400

450

500

600

700

800

900

1,00

0

1,10

0

1,20

0

1,30

0

1,40

0

1,50

0

1,60

0

1,70

0

1,80

0

1,90

0

2,00

0

A 1 1 1 – – – – – – – – – – – – – – – – – – – – – – – –B – 2 1 1 1 1 – – – – – – – – – – – – – – – – – – – – –C – 3 2 1 1 1 1 1 1 – – – – – – – – – – – – – – – – – –D – – 3 2 1 1 1 1 1 1 1 1 – – – – – – – – – – – – – – –E – – 4 3 2 2 1 1 1 1 1 1 1 1 1 – – – – – – – – – – – –F – – 4 4 2 2 2 2 2 1 1 1 1 1 1 1 1 1 – – – – – – – – –G – – – 4 3 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 – – – – – –H – – – 5 3 3 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 – – –J – – – – 4 3 3 3 3 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1K – – – – 4 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1L – – – – 4 4 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 1 1 1M – – – – 4 4 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2N – – – – 5 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2P – – – – – 5 4 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2Q – – – – – 5 5 5 5 4 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 3R – – – – – 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4 3 3 3 3 3 3S – – – – – 6 5 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4 3 3 3T – – – – – 6 6 6 6 5 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4U – – – – – – 6 6 6 6 6 6 5 5 5 5 5 5 5 5 5 4 4 4 4 4 4V – – – – – – 6 6 6 6 6 6 6 6 6 5 5 5 5 5 5 5 5 4 4 4 4W – – – – – – 7 7 7 6 6 6 6 6 6 6 6 6 5 5 5 5 5 5 4 4 4X – – – – – – 7 7 7 7 7 7 6 6 6 6 6 6 6 6 6 5 5 5 5 4 4Y – – – – – – 7 7 7 7 7 7 7 7 7 6 6 6 6 6 6 6 5 5 5 5 4Z – – – – – – – 8 8 7 7 7 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5

Drive Performance Table By Tonnage

Blue (water - maneuver), white (air - life support), and black (earth - hull & power) fuel is consumed based upon the size of the elemental in the drive or power plant at the indicated rate per day. Fuel costs can be found in voyager ship operations. Red fuel is consumed per voyage at a rate dependent upon the size of the hull and the distance of the Jump according to this formula: 0.1 x tonnage x Jump distance. A single voyage of that distance consumes that much fuel. For example, a 200 ton Voyager Ship making a 1 hex Jump requires 20 red fuels (0.1 x 200 x 1). Any time a water, air, or earth elemental is not fed on schedule, that elemental breaks its connection between this plane and its home plane and slowly dissipates. This dissipation process takes 1 week to complete, after which the elemental is gone forever and must be replaced for a Voyager Ship to properly function. Feeding an elemental at least 1 food prevents dissipation, but does not restore functionality. Restoring functionality requires feeding an elemental the amount of food that it should have been fed during the period it was dissipated. For example an earth elemental (rated C) has been neglected for 4 days. This elemental requires 8 black foods

to return to functionality (4 day x 2 food per day for a C rating). Feeding an elemental its fuel takes 1 ship combat round (1 minute).

Fueling Magical SystemsMagical weaponry and armor is fueled by the power of the earth elemental within a Voyager Ship. While upon the Forever Sea, the earth elemental is close to its home plane and can fuel all ship functions fully without additional fuel requirements. When off the Forever Sea, however, each use of a magical weapon, armor, or screen drains the power plant. A power plant can fuel a series of single uses of a magical system equal in number to the amount of black fuel it consumes daily. For example, a class K earth elemental can fuel 5 single uses of a magical system before it is drained of all power; the connection between its plane broken, starting the dissipation process. An earth elemental can continually function as long as it keeps being fed fuel. To continue our class K elemental example, if the elemental engineer feeds the elemental 1 black fuel every ship combat round, the voyager ship could perform one magical system function every round. Remember, only one food may be fed to an elemental per ship combat round.

A B C D E F G H J K L M N P Q R S T U V W X Y Z1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 11 12 13 14 15

Blue, White, and Black Fuel Consumption Per Day By Type

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StateroomsEach stateroom is sufficient for 4 people (crew passage) or 1 person (private passage), displaces 1 ton, and costs 10 gp. Sleeping when directly exposed to the Forever Sea (not within a ship) is impossible and sleeping outside of a stateroom (but within a ship) has no recuperative properties. Sleep deprivation madness sets in after 60 hours, the effects of which are for the GM to adjudicate. Those who travel in Voyager ships must sleep in staterooms if they wish to enjoy the benefits of sleep.

Cargo HoldThere is no cost for the cargo hold, but cargo carried may not exceed cargo capacity. Any space left over after all other aspects of a Voyager Ship have been installed may be allocated to cargo space.

LuxuriesLuxuries cost Cr. 1,000 gp per ton, and make life on board ship more pleasant. Each ton of luxuries counts as one level of the Steward skill for the purposes of carrying passengers, and therefore allows a voyager ship to carry wealthy passage passengers without carrying a trained steward on board.

DinghiesMany Voyager Ships have one or two smaller ships carried outside the hull. These ships are used to transport men and light goods from a coast without a port. The typical dinghy seats 6 and has a retractable mast with a small sail. They are generally rowed, however. Such a dinghy costs 50 gp each and 1 dinghy can be affixed per 100 tons of hull size.

BridgeA ship of 100 or more tons requires a bridge of 1 ton. The bridge has controls for piloting the ship as well as controls for making Jumps. Bridges cost nothing (the price is included in hull costs).

ArmamentsMost ships sailing the Forever Sea have armaments. Voyager ships are designed with particularly strengthened areas called hardpoints. Most weapons utilize these hardpoints and hardpoints are a limiting factor on the number of weapons a ship possesses. A ship has one hardpoint for every 100 tons.

RamA ram does not use a hardpoint nor does it require tonnage, as it’s placed on the outside of the ship. A ram can be attached to any ship of at least 50 tons. Rams are attached to the outside of hulls and are designed to be ripped off without damaging the hull. Every time a ram hits another ship, it gains a 5% cumulative chance of detaching. Rams are made of wood and armored with bronze. They cost 100 gp per every 100 tons of a hull. A ram deals 2d6 damage and effectively docks the ships together. Breaking a ram dock requires 3 ship combat rounds.

TurretsA turret takes up one hardpoint. A turret may include multiple weapons – for example, a triple turret could contain three catapults, three liquid fire launchers, three bombards or any combination of three weapons such as a single catapult, a single fire launcher, and a single bombard. Each turret must be manned by a gunner; a triple turret must be manned by two gunners. One turret may be attached to each hardpoint on the ship. If a turret is installed, then one ton of space must be allocated to fire control systems. Single, Double and Triple turrets can hold one, two or three weapons. Pop-Up is a quality that can be applied to any type of turret – the turret is concealed in a pod or recess on the hull, and is detectable only when deployed. A ship with all its weapons in pop-up turrets looks unarmed to a casual visual scan.

Weapon TL Tons Cost (gp)Single Turret 5 1 200

Double Turret 7 1 400Triple Turret 11 1 800

Pop-Up Turret 14 2 +500

Turret Cost Table

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Weapon TL Range Ship Damage Type Ammo Tons Weapon Cost (gp) Reload Cost (gp)Tow Cable 6 Medium N/A Magical 0 500 N/ALiquid Fire 6 Short 1d6 per round Mundane 1 200 50

Catapult 7 Medium 2d6 Mundane 1 400 20Theurgic Broadcaster N/A Medium 1d6 crew damage Magical 0 600 N/A

Fae Consumer N/A Medium 3d6 Magical 0 800 N/ABombard 10 Long 2d6 Mundane 1 600 50

Thaumaturgic Beam N/A Far 1d6 Magical 0 500 N/ANecromantic Bombard N/A Far Special Magical 0 1,000 N/A

Voyager Ship Weapons

Voyager Ship Weapons Tow Cable: These magical cables can link two voyager ships together, allowing one voyager ship to tow one other ship of equal or lesser tonnage during a jump at no additional cost of fuel. Liquid Fire: Liquid fire is shot out of a siphon onto another ship. It does 1d6 ship damage per round for two rounds. It does 4d6 damage to humans per round. Catapult: Catapults launch rocks for 1d6 ship damage or nets containing clay containers filled with liquid fire for 0 damage. If hit by a fire source (a lit arrow) the liquid fire ignites dealing 1d6-2 ship damage (minimum 1) for 1 minute. Launching said lit arrow is done with a -4 DM. Against a human, a catapult does 4d6 damage while a net of clay containers deals 4d6-4 damage. Fire damage to humans is 2d6 per round. Theurgic Broadcaster: These magical armaments bypass mundane ship armor to deal magical damage directly to the crew of a vessel. All crew on the targeted vessel must throw Magical Strength 8+ or suffer the listed damage. Theurgic broadcasters are commonly used to disable crews before boarding attempts. A theurgic broadcaster can be fired twice per day. Fae Consumers: These magical armaments launch balls of what looks like glowing green gas. In reality, the ball is composed

of millions of almost microscopic fairies. Anything hit by a fae comsumer is broken down into fine sparkly powder accompanied with a magical twinkling sound. Fae consumers can be fired twice per day. Bombard: Advanced catapults, bombards throw with greatly increased range, but cannot throw liquid fire filled containers as the containers break during launch. Thaumaturgic Beam: A bright blue beam of magical energy lances from this armament.

Necromantic Bombard: These strange magical armaments deal no ship damage, but upon a successful hit their purple balls of light transform into 1d6 undead of random sorts. The undead immediately attack any upon the target ship. A necromantic bombard can be fired twice per day without danger. Every additional firing deals 2d6 damage to all living creatures within 150 feet of the armament from the necromantic forces involved.

Ammo: A ton of ammo allows 10 shots of the respective weapon. Reload cost is the cost of 10 shots (one ton of ammo).

Roll Result1 Skeleton2 Skeleton3 Skeleton4 Zombie5 Zombie6 Ghul

Bay Weapon TL Range Ship Damage Type Cost (gp)Divine Nullifier 6 N/A 1d6 crew damage Magical 1,000

Catapult Barrage 10 Medium 6d6 Mundane 3,000Demonic Incinerator N/A Medium 1d6 + 2d6 crew damage Magical 2,000

Bombard Barrage 14 Long 6d6 Magical 5,000

Voyager Ship Bay Weapons

Bay WeaponsBay weapons are much larger than turrets, take up 50 tons of space and one hard point, and one ton of space for fire control. They are generally found only are larger tonnage ships. Each bay weapon must be manned by three gunners. Divine Nullifier: These bay weapons are used against foreign boarders. All crew and guests of a ship containing a divine nullifier are exposed to the chamber, allowing it to recognize their biological pattern as friendly and rendering them immune to this particular divine nullifier’s attack. When activated, a divine nullifier floods its ship with a holy radiance, harming all those within who it does not recognize as friendly. A divine nullifier can be used twice in a 24 hour period. Additional uses damage all on the ship; foe and friend.

Catapult Barrage: Multiple catapults compose this weapon, firing simultaneously at the same target. Demonic Incinerator: Releasing this bay weapon floods a twisted spiritual fire towards the target, dealing 1d6 ship damage as well as 2d6 crew damage. Fortunately, the crew receives the benefits of all armor against this attack. Demonic incinerators are a favorite weapon of pirates as they are very deadly to the crew of lightly-armored vessels. A demonic incinerator can be used twice per day without ill effect. Additional uses deal a double hit against the ship firing a demonic incinerator. Bombard Barrage: An advanced version of the catapult barrage composed of bombards.

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Weapon TL Range Ship Damage Type Cost (gp)Doombringer N/A Far 20d6 Magical 10,000

Apocalypse Wave N/A Very Far 10d6 Magical 20,000

Spinal Mounted Weapons

Spinal Mounted WeaponsSpinal mounted weapons are gigantic affairs doing terrible damage and can only be affixed to a 2,000+ ton Voyager Ship. They take up 20 hardpoints, 500 tons of space, and ten tons for fire control. They run the length of the ship and can only fire directly forward. Firing a spinal mounted weapon takes 5 turns, during which a ship cannot fire any other weaponry.

Doombringer:The massive weapon blasts a burst of dark necromantic energy towards its target. It can be used twice per day. Apocalypse Wave: The apocalypse wave creates a burst of invisible energy so powerful it bends the very air. It streaks forth from the front of the ship, dealing damage to its target as well as the next two closest ships to the target. It can be used twice per day.

Screen TL Effect Tons Cost (gp)Theurgic Screen N/A -2 damage from theurgic broadcasters 5 1,000

Necromantic Responder N/A Heals crew 1d6 damage 10 1,000Hull Chiller N/A Douses fires 10 1,000

Fae Producers N/A Repair ship damage daily 20 3,000

Voyager Ship Screens

ScreensScreens are defensive systems that protect against specific attacks or heal damage from attacks. A screen uses one hardpoint. Screens are activated by a single gunner who has the Gunner (screens) skill at Level 0 minimum. Theurgic Screen: These screens reduce damage done to the crew by a theurgic broadcaster by 2 points. Necromantic Responder: A necromantic responder blasts a healing wave throughout the crew, healing 1d6 damage. In the same manner as the divine nullifier, a necromantic responder

learns the difference between crew and attackers. A necromantic responder can be triggered twice per day. Hull Chiller: When triggered, a hull chiller releases a concentrated blast of cold upon all fires upon the ship, dousing them immediately. Fae Producers: When triggered, scores of small flying fae travel about a ship, repairing damage. Fae producers can be used once per day and completely repair a triple hit, a double and a single hit, or three single hits in one ship combat round.

Voyager Ship OperationsRunning and maintaining a voyager ship requires constant efforts and expenditures. The most common types are described below. Docking: Two voyager craft may dock if they are close together and neither ship attempts to resist. Docking with another vessel is a Routine (+2) Pilot task taking 1 minute. If one ship is drifting or unpowered, the difficulty rises to Average (–0). Victuals: Food and water for a single crewman is a minimum of 1 gp per month. This is spartan supplies, and several months of such feeding will lead to grumbles among the crew. Most wise captains spend 2 gp per crew member per month, providing a few luxuries to their hard workers. Victuals for 10 crew for 1 month requires 1 ton of ship space. Crew Salaries: Hired crew members must be paid each month. Port Costs: Docking at a port incurs a cost, which varies wildly from world to world. Mortgage or Debts: If the crew is paying off debts on their voyager ship, then these debts must be paid each quarter. The standard terms for a ship mortgage are paying 1/20th of the cash price each quarter for 10 years. In effect, interest and bank

financing cost a simple 100% of the final cost of the ship, and the total financed price equals 200% of the cash purchase price. Ship shares are treated as reducing the cash price of the ship by 1% per ship share, and so reduce the monthly cash payments. On-Ship Maintenance (OSM): Ships also need daily minor repairs, requiring a small supply of tools and materials costing 5 gp per 100 tons of the ship per month. If these repairs are not made, roll 2d6 every month, with a +DM equal to the number of months skipped. On an 8+, the ship takes damage to a random system. Roll on the system degradation table for the number of hits. Shipyard Repairs and Maintenance: A voyager ship needs maintenance, which costs 4% of the total cost of the ship per

year and requires an appropriate shipyard. Maintenance should be carried out each quarter. If maintenance is skipped or skimped on, roll 2d6 each quarter, with a +DM equal to the number of months skipped. On a 7+, the ship takes damage to a random system. Roll on the system degradation table to determine the number of hits to the random system.

Roll # Hits1–3 14–5 2

6 3

SystemDegradation

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Fuel: Fuel costs vary per unit based upon the Port Class where the fuel is purchased. See the fuel cost table for the price of a single unit of fuel. Fuel for a newly purchased ship is assumed to cost 5gp (purchased at a B or C Class Port), but the GM should alter as he sees fit.

Port Cost/UnitA 2.5 gp

B-C 5 gpD-E 15 gp

X N/A

Item Cost (gp)Mortgage or Debts Varies

Victuals 1 per person/month (min) or 2 per person/month (good)

Fuel VariesShipyard Maintenance 1% purchase price/quarter

On-Ship Maintenance (OSM) 5 per 100 tons per monthCrew Salaries

Pilot 60 per monthNavigator 50 per month

Elemental Engineer 40 per monthSteward 20 per monthMedic 40 per month

Gunner 20 per monthMarine 20 per month

Deckhand 10 per month

Voyager Ship Operational Costs

Jump Travel A voyager ship can only safely Jump when it is outside the sight of any land. This is 30 miles from shore when the shore is fairly flat, but up to 100 miles is the shore is quite mountainous.

Preparing for JumpTo Jump, the following procedures must be followed:

1. Deep Sea Navigation: The Jump needs to be plotted. This is an Easy (+4) Education-based Deep Sea Navigation check taking 10 minutes per plotted hex. The check is modified by the Jump distance (thus, a Jump–4 gives a –4 DM to the check). If the check is failed, then the deep sea navigator must plot the Jump again. A Jump cannot be made until the Deep Sea Navigation calculations are complete. Deep Sea Navigation must be done before leaving the sight of land or the Jump is a Misjump.

2. Divert Power: Properly convincing the elemental within Voyager drive to Jump is an Average (+0) Education-based Elemental Engineer (voyager drive) check taking 10–60 seconds. The Effect of this check aids the Jump roll.

3. Jump!: Roll 2d6 and add the following DMs. If the result is 0 or less, the ship misjumps (see below). If the result is 8+ the Jump is accurate. Any other result is an inaccurate Jump.

+ the Effect of the divert power Elemental Engineer check –2 per Jump drive hit

Jump TravelA successful Jump carries the vessel the number of desired hexes. Regardless of how far the ship Jumps, it always stays on the Forever Sea for roughly one week (164+1d6 hours).

MisjumpsThe most common Misjump (90%) is one in which the voyager ship Jumps to the correct island, but is not nearby the intended port. This means the ship must travel along the coastline until the port is found or decide to make another Jump. The less common Misjump (10%) results in the voyager ship ending up 1d6 x 1d6 hexes in a random direction.

Life SupportLife support upon a Voyager ship is provided by a bound air elemental. The elemental keeps the dangerous environment of the Forever Sea at bay. The temperature a constant 68 degrees and the air is always fresh. Were the elemental not performing its job, the intense cold of the Forever Sea (at least - 375 degrees) would almost instantly kill any upon the ship. Even those who can survive such a cold would perish from the unearthly vapors rising from the “water” of the Forever Sea.

Voyager Ship Repairs Damage to a ship falls into three categories – Armor & Hull Damage, Structure Damage and System Damage. A destroyed system costs 2d6 x 10% of its original cost to repair, and cannot be repaired using spare parts. Armor & Hull Damage: Armor & Hull damage can be repaired with a Mechanic or Elemental Engineer (hull & power) check. Each repaired point takes 1–6 hours and consumes 1 ton of spare parts. Spare parts are typically stored as cargo and can be purchased at the cost of 100 gp per ton. Structure Damage: Structure damage can only be repaired at a shipyard, and requires 1–6 weeks per point of damage. It costs 500 gp per point. System Damage: A damaged system (power plant, turret, bay weapon, screen, spinal mounted weapon, life support, voyager drive, or maneuver drive) can be jury-rigged back to functioning, but it will stop functioning again after 1d6 hours. Repairing a damaged system requires not only an Average (+0) skill check (Elemental Engineer (appropriate specialty)) taking 1–6 hours but also requires spare parts. The Effect of the check determines how many spare parts are required. Fully repairing a damaged system requires a shipyard.

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ship CoMbAtEach turn in ship combat lasts one minute and occurs in the following order: Initiative, Maneuver Phase, Combat Phase, andShip Action Phase.

Encounter DistanceIf two vessels randomly encounter each other while travelling, the distance at which the encounter begins is highly variable. Under calm seas, vessels may be detected if within 20 miles of each other. This is generally considered to be the farthest starting encounter distance as weather and waves usually prevent father viewings.

Crew PositionsAt the start of an engagement, all crew must be assigned to a position on board ship. There can be only one pilot and one captain, but other than that, any number of people can occupy the same position.

Pilot: Controls the ship, responsible for changing course and for evasive maneuvers.

Captain: Commands the ship, and can use Leadership and Tactics skills.

Drive Engineer: An elemental engineer can be assigned to each of the M-drive and the V-drive. During combat, only the M-drive needs manning.

Turret Gunner: Each turret has its own gunner and triple turrets have 2 gunners. A character must choose which turret he is manning at the start of the combat.

Bay Gunner: Each bay weapon requires 3 gunners. Damage Control: A character assigned to free-floating

damage control can repair any system.Screen Operator: A gunner assigned to operate screens.Marine: Prepares to repel boarders, or to board enemy ships.Passenger: Passengers are all people aboard ship who are not

assigned a combat position and are assumed to be staying in staterooms during combat.

InitiativeEach ship in an engagement rolls 2d6 to determine their starting Initiative score. The ship with a greater Thrust score gains a +1 DM to its roll. The commander of each vessel (or each fleet, if more than one ship is involved on each side) may throw a Tactics (naval) check. The Effect is added to the Initiative of the voyager ship (or fleet). A ship’s Initiative determines how many times it may react in a round.

Maneuver PhaseIn each maneuver phase, a ship can allocate Thrust either to movement (closing or increasing the range to a target) or

maneuvering. The amount of thrust needed to close or open by one range category is given in the Range Table—the number given is the amount of thrust needed to move from that range category to either a closer or more distant one. A ship can spend thrust over multiple rounds to close or open a range category. If two ships are travelling towards each other, then add together the Thrust allocated by both ships to movement to see how close they are to changing range categories; if one ship is trying to escape from the other then subtract the lower Thrust from the higher value to work out the effective change in position—the faster ship will either gain slightly or pull away slightly. Any thrust not allocated to movement is allocated to maneuvering, which is done in the combat phase. Maneuvering does not change the range to the target but allows the ship to position itself better for an attack or to avoid incoming fire.

Range Distance Thrust to ChangeClose Within 10 feet 1Short Within 30 feet 1

Medium Within 150 feet 2Long Within 750 feet 5Far Within 1,500 feet 10

Very Far Within 2 miles 25Truly Far Within 30 miles 50

Ship Range Table

Combat PhaseIn each combat phase, a ship may maneuver, fire any of its weapons, or board enemy vessels.

ManeuverA ship can maneuver, dodging and weaving to evade enemy fire or to position itself for a better attack. A ship may make a number of maneuver actions per combat phase equal to the amount of Thrust allocated to manoeuvring. A maneuver action can be used to:

Dock with another vessel: The pilot must make a successful Pilot check. If the other ship does not wish to be docked with then make opposed Pilot checks; the ship trying to dock requires a successful opposed Pilot check with the attacker’s roll having an Effect at least 2 greater than the defender’s. When docked, boarding actions can take place. Once docked, maintaining the dock requires a successful Difficult (-2) Pilot check every round. If the attacker’s ship has allocated more Thrust to maneuver points than the defender’s, the pilot gains a +2DM to match and maintain velocity.

Help line up a shot: A pilot may attempt to aid his gunners by providing a stable firing platform along an optimum attack vector. The pilot makes a Pilot check to aid his gunners as per the normal rules.

Dodge incoming fire: Any leftover Thrust can be spent as a reaction to dodge incoming fire.

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Firing WeaponsTo fire a weapon, the gunner must make a successful Gunner (ship-to-ship) or Gunner (capital weapons) check, modified by the range to the target. When targeted, the enemy ship may react by dodging. A gunner may fire any or all of the weapons in his turret or bay but each turret or bay may only fire once per round unless otherwise indicated. If the attack is successful it will inflict damage. Damage is resolved after all attacks have been made in a round. Damage from all attacks is added together, the target’s armor is subtracted, and the result determined on the chart in the Damage section below.

Boarding ActionsIf two ships are Close or docked, then a boarding action can be attempted. If the ships are docked, then the attackers may cross over safely. If the ships are not joined, then the attackers must jump across to the other vessel. Failure results in falling into the sea. Falling into the Forever Sea is quickly fatal under all most but the most unusual and magical circumstances. Hostile boarding actions are safest when the enemy ship is crippled, in which case it is a standard docking procedure. If the enemy ship is still moving, the prospective boarders must match the target’s velocity and dock with it, or just ram it and make their way aboard. A successful ram forces a dock for 3 ship combat rounds. Achieving a matched velocity requires a successful opposed Pilot check with the attacker’s roll having an Effect at least 2 greater than the defender’s. Once matched, maintaining a matched velocity requires a Difficult (-2) Pilot check every round. If the attacker’s ship has allocated more Thrust to maneuver points than the defender’s, the pilot gains a +2DM to match and maintain velocity. Once across, boarding actions can be resolved using the personal combat rules.

ReactionsA ship may react to incoming attacks. The following situations allow reactions: targeted by a weapon or attempted boarding. The ship’s Initiative determines how many times it may react in a round.

Weapon Close Short Medium Long Far Very Far Truly FarLiquid Fire +1 +0 -2 Out of range Out of range Out of range Out of range

Catapult -2 -1 +0 -2 Out of range Out of range Out of rangeTheurgic Broadcaster -1 -1 +0 -3 Out of range Out of range Out of range

Fae Consumer -3 -1 +0 -1 Out of range Out of range Out of rangeBombard -5 -3 -1 +0 -2 Out of range Out of range

Thaumaturgic Beam -2 -1 -1 -1 +0 -2 Out of rangeNecromantic Bombard -2 -2 -2 -1 +0 -4 Out of range

Divine Nullifier N/A N/A N/A N/A N/A N/A N/ACatapult Barrage -2 -1 +0 -2 Out of range Out of range Out of range

Demonic Incinerator -2 -1 +0 -1 Out of range Out of range Out of rangeBombard Barrage -5 -3 -1 +0 -2 Out of range Out of range

Doombringer -6 -4 -2 -1 +0 -2 -4Apocalypse Wave -6 -4 -3 -2 -1 +0 Out of range

Weapon Range Modifiers

DodgeEach dodge reaction counts as a maneuver and so is limited by the amount of Thrust allocated to maneuvers. One point of Thrust allows a single dodge. To dodge, the pilot must make a Pilot check. If successful, the attack suffers a –2 DM.

Trigger Screens Screens can be activated as long as the screen operator has the Gunner (screens) skill at Level 0. Screens perform various actions based upon the type of screen.

Ship Action PhaseIn each ship action phase, a ship may take one ship action. Ship actions are wholly internal to the ship.

Battlefield System RepairsA character on damage control may attempt to repair a damaged system by making an Education-based Mechanic check. If the check is successful, determine how many hits are repaired. These are battlefield repairs only and will break down as soon as the battle is over unless repaired properly.

Initiative Reactions0–4 15–8 2

9–12 313+ 4

Reactions Table

Mechanic Check Effect Hits Repaired0 1

1–5 26+ 3

Battlefield Repair Table

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Increase InitiativeThe commander of a voyager ship may make a Leadership check and increase the Initiative of his vessel by the Effect of the check. This increase only applies for the following round.

Change PositionsAny characters not doing anything else may elect to swap positions during the ship action phase. As of the next round they are considered to be manning their new position.

DamageSystems can take a variable number of hits before being destroyed, depending on the system in question. A ship that runs out of Hull will rapidly be incapacitated. A ship that runs out of Structure breaks up and is completely destroyed. The effects of damage are determined by subtracting the ship’s armor from the total amount of damage rolled by all weapons, then consulting the damage table below to determine the number of hits inflicted. Then roll on the Location table for each hit. The Location table is found on the description of each vessel. A double hit applies two hits to the same location. A triple hit applies three hits to the same location. If wished, the number of hits can be divided between multiple turrets depending upon the number of turrets of the attacking ship. For example, if a ship with six attacking turrets deals two triple hits to its target, the captain could chose to deal six single hits, three double hits, a triple hit and three single hits, or any other such combination equalling six hits. However, if the attacking ship only had three turrets instead of six, the captain could only divide the hits into three separate parcels.

HitsHull: Reduce the ship’s Hull by one per hit. If a ship’s Hull is 0, then apply the hits to the location in the same row of the Internal Damage table found on the individual voyager ship’s description.

Structure: Reduce the ship’s Structure by one, regardless if single, double, or triple hit. If a ship’s Structure is reduced to 0, the ship is destroyed.

Damage Effect0 or less No damage

1–8 Single Hit9–12 Two Single Hits

12–16 Double Hit16–20 Three Single Hits21–24 Two Single Hits, Double Hit24–28 Two Double Hits29–32 Triple Hit33–36 Triple Hit, Single Hit37–40 Triple Hit, Double Hit41–44 Triple Hit, Double Hit, Single Hit45-48 Two Triple Hits

Every +3 points +1 Single Hit

Damage Table

Armor: Reduce the ship’s armor by one per hit. If the ship’s armour is already 0, then this counts as a Hull hit.

Turret: A random turret is hit. First Hit: The turret is damaged. It can still be used, but all attacks suffer a –2 DM.Second Hit: The turret and all weapons in it are disabled.Third Hit: The turret and all weapons in it are destroyed.Subsequent Hits: Count as Hull hits.

Bay: A random bay is hit. First Hit: The bay is damaged. It can still be used, but all attacks suffer a –2 DM.Second Hit: The bay weapon is disabled.Third Hit: The bay weapon is destroyed.Subsequent Hits: Count as Structure hits.

Ammo: An ammo storage area is hit.First Hit: The area is damaged. It can still be used, but only half the stored ammo is available for combat until the area is cleared.Second Hit: The ammo is not accessible until the area is cleared.Third Hit: The ammo is destroyed.Subsequent Hits: Count as Structure hits.

Voyager Drive: The voyager drive is hit.First Hit: All attempts at Jumping suffer a –2 DM to Engineering (jump) checks.Second Hit: The Voyager drive is disabled.Third Hit: The Voyager drive is destroyed.Subsequent Hits: Count as Structure hits.

Maneuver Drive: The maneuver drive is hit.First Hit: Reduce the ship’s thrust by one.Second Hit: Reduce the ship’s thrust by 50%.Third Hit: The drive is disabled.Subsequent Hits: Count as Hull hits.

Power Plant: The power plant is hit.First Hit: Damaged.Second Hit: The crew suffer a Crew Hit.Third Hit: The Power Plant is destroyed and the ship is disabled.Subsequent Hits: Count as Structure Hits.

Bridge: The bridge is hit.First Hit: The crew suffer a Crew Hit.Second Hit: The bridge is disabled. Until the bridge is repaired, the ship cannot take any Pilot actions and it cannot jump.Third Hit: The bridge is destroyed.Subsequent Hits: Count as Structure Hits.

Hold: The cargo hold is hit.First Hit: Destroys 1d6 x 10% of stored cargo.Second Hit: Destroys 1d6 x 10% of stored cargo.Third Hit: Destroys cargo hold and everything in it.Subsequent Hits: Count as Structure Hits.

Crew: Each hit on the crew indicates that elemental energies or flying debris has injured one or more crew. Roll 2d6 on the Crew Damage table.

2d6 Roll Damage4 or less Everyone staggers about in sync – no damage

5–8 One random crew member suffers 2d6 damage9–10 One random crew member suffers 4d6 damage

11 All crew suffer 2d6 damage12 All crew suffer 4d6 damage

Crew Damage Table

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trAdeTrade in Worlds Apart occurs in four varieties: freight, mail, pas-sengers, and speculative trading.

Hexes High (gp) Private (gp) Crew (gp)1 100 50 102 200 100 203 300 150 304 500 250 505 700 350 706 900 450 907 1000 500 1008 1200 600 1209 1400 700 140

Passage Price By Distance Travelled Table

Freight Freight shipments pay 10 gp per ton for shipping a ton for one hex, +2 gp per additional hex. Freight lots must be transported in their entirety, and come in three sizes:

Island Type Current Island Destination IslandAgricultural +2 -

Arid - -Cold - -

High Magic - +1High Population +1 +4High Technology +1 +1

Hot - -Industrial +2 +2

Large +1 +1Low Magic +1 -

Low Population +1 -1Low Technology -1 -1

Lush - -Poor -1 -Rich +2 +4Small - -

Freight Modifiers By Island Type Table

Freight Roll Major Cargo Minor Incidental1 or less None None None

2 None None None3 None None None4 None None 1d6-55 None None 1d6-46 None 1d6-5 1d6-37 None 1d6-4 1d6-28 1d6-5 1d6-3 1d69 1d6-4 1d6-2 1d6+1

10 1d6-3 1d6 1d6+211 1d6-2 1d6+1 1d6+312 1d6 1d6+2 2d613 1d6+1 1d6+3 2d6+114 1d6+2 2d6 2d6+215 1d6+3 2d6+1 2d6+3

16+ 2d6 2d6+2 3d6

Freight Availablity Table

Major cargos are composed of 1d6 x 10 tons of freight. Minor cargos are composed of 1d6 x 5 tons of freight. Incidental cargos are composed of 1d6 tons of freight. A freight lot cannot be broken up. Cargo is paid for upon delivery, assuming it is delivered on time. Failing to deliver cargo on time reduces the amount paid by 1d6+4 x 10%. To determine the numbers and type of freight available at port, roll 2d6 and apply the appropriate modifiers.

MailMail is a special form of freight, consisting of crated bundles of personal and business information papers which are not vital enough to be entrusted to a private courier. To determine if there is mail available, determine the applicable Mail DMs, then roll 2d6. On a 12+ (after modifiers) the characters can transport mail to the destination island. A mail order consists of several crates of mail, taking up 1d6-4 (minimum 1) tons of space. A PC will be paid 100 gp per ton for transporting mail. on the available mail table.

Mail Dice Modifiers Freight Traffic modifier of –2: –1 DM

Freight Traffic modifier of –1 to +2: +0 DMFreight Traffic modifier of +3 to +5: +1 DM

Freight Traffic modifier of +6: +2 DMCharacters’ voyager ship is armed: +2 DM+ characters’ highest Naval or Scout rank+ characters’ highest Social Standing DM

Either Island has a TL of 5 or less: –4

PassageThere are always people seeking passage from one island to another. Passenger travel has been standardized into four overarching categories – high, private, crew and working. High Passage: The passenger receives a stateroom and one ton of cargo space for baggage, and can expect high-quality entertainment. Each level of Steward skill (including level 0) allows a steward to effectively look after two high-passage passengers on

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Island Type Current Island Destination IslandAgricultural -1 -1

Arid -2 -2Cold +1 -1

High Magic - -High Population +1 +3High Technology - +1

Hot +1 -1Industrial +1 +2

Large -1 +1Low Magic - -

Low Population -1 -3Low Technology -1 -

Lush -2 +2Poor +1 -Rich - +1Small +1 -1

Passenger Modifiers By Island Type Table

PassengerRoll

High Passengers

Private Passengers

Crew Passengers

1 or less None None None2 None None 1d6-53 None 1d6-5 1d6-44 1d6-5 1d6-4 1d6-35 1d6-4 1d6-3 1d6-26 1d6-3 1d6-2 1d67 1d6-2 1d6 1d6+18 1d6 1d6+1 1d6+29 1d6+1 1d6+2 1d6+3

10 1d6+2 1d6+3 2d611 1d6+3 2d6 2d6+112 2d6 2d6+1 2d6+213 2d6+1 2d6+2 3d614 2d6+2 3d6 3d6+2

15+ 3d6 3d6+2 4d6

Passenger Availablity Table

board a ship (so a character with Steward 2 could care for six high-passage passengers). Private Passage: The next step down in personal attention, each level of the Steward skill (including level 0) allows a steward to care for five private passengers. A baggage allowance of 500 lbs.is permitted and is stored within the private stateroom. Crew Passage: The passenger receives one bunk (of 4) in a stateroom along with 100 lbs. of baggage. No need for a Steward. Working Passage: This is identical to crew passage but the passenger pays his way by serving on board ship in some capacity. To determine the numbers and type of passengers available at port, roll 2d6 and apply the appropriate modifiers. Passengers will only board when they know the destination, obviously.

Speculative Trade and SmugglingTo purchase goods for sale at a later port is called speculative trading. It is very important in Worlds Apart, for it is here that fortunes can be made or lost. To engage in speculative trade, a PC must first find a supplier.

Find a SupplierFinding a regular supplier for speculative trade goods requires a Broker, Education or Social Standing, 8+ throw and takes 1–6 days. Finding a black market supplier requires a Streetwise, Education or Social Standing 8+ throw and takes 1–6 days. A single PC can search for multiple suppliers, but there is a –2 DM per previous attempt on an island in a given month. The size of the port provides a bonus to finding a supplier: Class A ports = +6 DM, Class B ports = +4 DM, Class C ports = +2 DM. A GM should include location-specific DMs based upon the current situation of the port.

Determine Goods AvailableThe amount of each type of unaccounted-for goods available is limited—the tons column determines how many tons of a given type of goods are available for purchase by an independent trader. A single supplier has 1d6+1 of the standard goods available at all times. Additionally, a single supplier has 1d6 randomly determined goods. Roll d66 on the goods table based upon the island classification to determine the goods available, ignoring results 61–65 unless dealing with a black market supplier or if such goods are not illegal in your game. If you roll a good that is not normally available on the island there is a -1 Purchase DM for that good. If you roll the same type of good multiple times, then the supplier has extra amounts of that good available. After determining the types and number of goods, determine the quality of the goods. Some goods are illegal, and can be purchased only through a black market supplier. A black market supplier has whatever illegal goods match the port’s laws, as well as any randomly rolled goods often considered illegal, such as drugs, slaves, and undead. Goods Available Note: Supplier islands smaller than Pop 5 have only 50% of the goods, and 25% of the tonnage, indicated. Suppliers on Pop 5 islands have 50% of the indicated tonnage.

Determine Goods QualityEvery good category comes in three different qualities: Low, Average, and High. Low quality goods reduce the base price of the good while high quality increases the base price. To determine the quality of the good available, the GM rolls 1d6 and references the Trade Goods table for information on distribution under the Base Price (gp) column.

Market Penetration of GoodsGoods of the same type and quality are not exactly the same. Consider only cloth; there are dozens of different types and styles of the same general quality category. This diversity of goods is represented by the Market Penetration Modifier. This represents how easy it is to acquire the particular style and type of good in the nearby area (within 9 hexes), and shows the effects of this availability in terms of price. Some goods are endemic to a region while others may have travelled dozens of hexes before being offered to the PCs. Apply the following modifiers to purchase price and sale price depending upon the availability of the good at the local market.

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1D6 Accessibility Purchase MPM Sale MPM1 Simple +6 -62 Easy +4 -43 Routine +2 -24 Average +0 +05 Difficult -2 +26 Very Difficult -4 +4

N/A Formidable -6 +6

Market Penetration Modifier Table

For every ten hexes a good travels from the point of purchase, the Availability of that good increase by one step. For example, the PCs purchase some Average Availability goods and travel 10 hexes from the island they purchased the good. When they go to sell that good, it is now a Difficult Availability good. In this manner, even a Simple to acquire good in one market zone becomes Formidable with a journey of 60 hexes from the point of purchase. Note: If you wish, feel free to ignore the market penetration modifier if your players will not be selling their goods 10 or more hexes away as the purchase MPM and the sale MPM nullify each other for such transactions.

Determine Purchase PriceTo determine the purchase price, roll 3d6 and apply the following modifiers:+ the good’s Market Penetration Modifier (MPM).+ the character’s Broker skill (or the local broker’s skill).+ the character’s Intelligence or Social Standing DM, whichever

is higher.+ the largest Dice Modifier from the Purchase DM column for the

island’s type on the Trade Goods table.- the largest Dice Modifier from the Sale DM column for the

island’s type on the Trade Goods table.- any Dice Modifiers from the supplier. Some especially rich or

powerful suppliers can demand high prices.

In cases where multiple Purchase or Sale DMs apply, use only the largest ones from each column. Next, consult the Purchase column of the Modified Price table. The trader does not have to accept this price, but if he rejects the deal, then he cannot deal with that supplier again for at least one week. After that week, he may reroll one of the dice thrown to determine the purchase price for those goods.

Selling GoodsSelling goods works just like purchasing goods, with two changes:a character must find a buyer, instead of a supplier (the same rules apply), and when selling goods, add the largest Sale DMs for the island’s trade code and subtract the largest Purchase DMs. If a character does not accept the price offered for his goods, he must find another buyer or wait a week, in which case he may reroll one of the dice thrown to determine the purchase price.

Dice Result Purchase Price Sales Price0 or less 160% 50%

1 150% 60%2 140% 65%3 130% 70%4 125% 75%5 120% 80%6 115% 85%7 110% 90%8 105% 95%9 100% 100%

10 95% 105%11 90% 110%12 85% 115%13 80% 120%14 75% 125%15 70% 130%16 65% 140%17 60% 150%19 50% 160%20 40% 200%

21+ 30% 300%

Purchase and Sale Price of Goods Table

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d66 Good Availability Tons Base Price (gp) Purchase DM Sale DM Examples

11 Grain All 1d6x10125 [Low (1-2)]

150 [Average (3-5)]175 [High (6)]

Agricultural +2Lush +2Large +1

High Population +3Cold +2Arid +1

Rice, wheat, maize, oats, millet, rye, barley, spelt, amaranth, buckwheat

12 Fresh Food All 1d6x5150 [Low (1-3)]

175 [Average (4-5)]225 [High (6)]

Agricultural +2Lush +4Small +2

High Population +2Cold +2Arid +2

Fruits, vegetables, dairy, yoghurt

13 Preserved Food All 1d6x10

100 [Low (1)]125 [Average (2-4)]

150 [High (5-6)]

Agricultural +2Industrial +2

Large +2

High Population +1Atoll +1Lush +1

Dried fruits, cheeses, dried meats, beans, jams, jelly, salted meats, pickled foods,

honey, dried vegetables, molasses

14 Small Livestock All 1d6x10

175 [Low (1-2)]200 [Average (3-5)]

250 [High (6)]

Agricultural +2Low Population +1

Small +1

High Population +1Hot +1Atoll +1

Chickens, ducks, rabbits, cats, dogs, geese, pigeons, goats, fish

15 Large Livestock All 1d6x10

250 [Low (1)]275 [Average (2-5)]

300 [High (6)]

Agricultural +2Large +1Lush +1

High Population +3Rich +1Small +1

Camels, cattle, horses, donkeys, ponies, elephants, pigs, sheep, yaks, water buffalo,

llamas

16 Cloth All 1d6x10150 [Low (1-2)]

250 [Average (3-5)]350 [High (6)]

Industrial +1High Population +0

Large +0

High Population +1Rich +3Poor +1

Cotton, linen, leather, fustian, woolens, felt, burlap, canvas, cashmere, mohair

21 Cloth Goods All 1d6x10250 [Low (1-2)]

350 [Average (3-5)]450 [High (6)]

Industrial +1High Population +0

Large +0

Rich +3High Population +1

Small +1Blankets, rugs, shoes, boots, tapestries,

rugs, inexpensive furs

22 Raw Cloth All 1d6x10150 [Low (1-2)]

250 [Average (3-5)]350 [High (6)]

Agricultural +2Poor +1

Low Magic +1

Industrial +2Arid +1Cold +1

Bales of wool, cotton, silk, cashmere, mohair, qiviut, flax, hemp, inexpensive

skins and furs

23 Metals All 1d6x10100 [Low (1)]

150 [Average (2-4)]175 [High (5-6)]

Arid +2Poor +1

Low Magic +1

Industrial +2Rich +1Large +1

Iron, steel, lead, tin, bronze, brass, nickel

24 Wood All 1d6x1050 [Low (1)]

75 [Average (3-5)]150 [High (6)]

Lush +2Large +1

Low Population +1

High Population +2Cold +3

Industrial +2

Pine, oak, hickory, fir, elm, bamboo, beech, ebony, mahogany, poplar,

sycamore, teak, walnut, yew, apple, cherry, linden

25 Lumber All 1d6x1075 [Low (1)]

125 [Average (3-5)]250 [High (6)]

Lush +1Large +1

Low Population +1

High Population +1Rich +3

Industrial +2

Pine, oak, hickory, fir, elm, bamboo, beech, ebony, mahogany, poplar,

sycamore, teak, walnut, yew, apple, cherry, linden

26 ArmorHigh PopulationHigh Technology

Industrial1d6x5

500 [Low (1-2)]700 [Average (3-5)]

900 [High (6)]

High Population +0High Technology +1

Industrial +2

High Population +1Low Magic +1

Small +1Cuirasses, helmets, shields, mail, cuir

bouilli

31 ArmsHigh PopulationHigh Technology

Industrial1d6x5

450 [Low (1-2)]650 [Average (3-5)]

850 [High (6)]

High Population +0High Technology +1

Industrial +2

High Population +1Poor +2Small +2

Spears, swords, maces, lances, picks, hammers, bows

32 BeerAgricultural

ColdLarge

1d6x10175 [Low (1-2)]

200 [Average (3-4)]250 [High (5-6)]

Agricultural +2Cold +0Large +0

High Population +2Arid +1Large +1

Ales, stouts, wheats, lagers, lambics

33 Chemical Goods

AridLow Population

Hot1d6x5

350 [Low (1-2)]450 [Average (3-4)]

550 [High (5-6)]

Arid +3Low Population +1

Hot +1

High Technology +3Low Magic +1Industrial +1

Alum, lye, coal, chalk, charcoal, wax, tallow, peat, gum arabic, salt, petroleum,

mercury, whale oil

34 CoffeeAgricultural

Low TechnologyLush

1d6x2350 [Low (1-3)]

550 [Average (4-5)]750 [High (6)]

Agricultural +2Low Technology +1

Lush +1

Rich +3Large +1

Industrial +1Coffee. Yum.

35 Construction Tools

High PopulationHigh Technology

Industrial1d6x2

250 [Low (1)]275 [Average (2-5)]

300 [High (6)]

High Population +0High Technology +1

Industrial +0

Industrial +2High Population +1

Cold +2

Picks, awls, drills, t-squares, plumb bobs, hammers, chisels, saws, planes, winches,

pulleys, trowels

36 CosmeticsHot

Low PopulationLush

1d6x2450 [Low (1-2)]

650 [Average (3-5)]850 [High (6)]

Hot +1Low Population +1

Lush +2

Rich +3High Magic +1

High Population +1Rouge, kohl, powders, salves, unguents

41 Food OilsAgricultural

High PopulationLarge

1d6x5175 [Low (1-2)]

200 [Average (3-5)]250 [High (6)]

Agricultural +4High Population +0

Large +1

High Population +1Rich +1Arid +1

Olive oil, coconut oil, palm oil, lard, flax oil, sesame oil, peanut oil

42 GemsAridHot

Large1d6-5

25,000 [Low (1-4)]60,000 [Average (5)]120,000 [High (6)]

Arid +3Hot +1

Large +2

Rich +4High Population +1

Industrial +1

Agate, hematite, quartz, amber, blood-stone, onyx, sardonyx, amethyst, jade, olivine, beryl, pearl, opal, ruby, topaz,

emerald, diamond

43 Glass GoodsAridHot

Industrial1d6x2

550 [Low (1-2)]750 [Average (3-5)]

950 [High (6)]

Arid +2Hot +1

Industrial +1

Rich +2High Population +1Low Technology +1

Stained glass, mirrors, leaded crystal, vials, lenses, bottles, decanters

44 HerbsAgricultural

Low PopulationLush

1d6x2175 [Low (1-2)]

200 [Average (3-4)]225 [High (5-6)]

Agricultural +3Low Population +1

Lush +2

Rich +2Industrial +1

High Population +1

Basil, bay, parsley, rosemary, dill, cilantro, chervil, chives, garlic, hops, lemongrass, green onions, mint, marjoram, oregano,

sage

45 Livestock ToolsAgricultural

AridIndustrial

1d6x2200 [Low (1)]

225 [Average (2-5)]275 [High (6)]

Agricultural +0Arid +0

Industrial +1

Agricultural +3Low Population +1

Poor +1

Cages, feedbags, saddles, yokes, blankets, horse shoes, hobbles, howdahs, halters,

bits, bridles, reins

46 Paper GoodsHigh Population

IndustrialLush

1d6x2400 [Low (1-4)]

800 [Average (5)]1,200 [High (6)]

High Population +0Industrial +1

Lush +1

Rich +1High Population +1

High Magic +1

Paper, book paste, ink, ink pots, quills, pens, pen knifes, parchment, scroll cases, book twine, bone folders, papyrus, books

Trade Goods

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51 PotteryIndustrial

LargeLush

1d6x10150 [Low (1-2)]

175 [Average (3-4)]250 [High (5-6)]

Industrial +0Large +1Lush +0

Industrial +1Rich +1Poor +1

Tableware, flatware, jugs, containers, cups

52 Precious Goods

High TechnologyLow Population

Rich1d6-3

1,000 [Low (1-2)]10,000 [Average (3-5)]

80,000 [High (6)]

High Technology +2Low Population +3

Rich +0

Rich +4High Population +2

High Magic +1

Velvet, silk, lace, expensive furs, exotic hides, carved ivory, sculptures, paintings, rich decorative items, bejeweled cloth and

tapestries, jewelry

53 Precious Metals

High PopulationLargeRich

1d6-4600 [Low (1-4)]

6,000 [Average (5)]60,000 [High (6)]

High Population +0Large +1Rich +0

Rich +4High Population +2

High Magic +1Copper, silver, gold

54 Ship GoodsArid

High TechnologyLarge

1d6x5200 [Low (1)]

250 [Average (2-5)]325 [High (6)]

Arid +2High Technology +2

Large +1

Rich +1Small +1

Agricultural +1Tar, pitch, resin, rope, pulleys, carved

wooden implements, anchors, sails

55 SpicesArid

Low PopulationLush

1d6+11,000 [Low (1-4)]

5,000 [Average (5)]15,000 [High (6)]

Arid +2Low Population +2

Lush +3

Rich +4High Population +2

High Magic +2

Allspice, camphor, chili, cloves, cumin, coriander, ginseng, mace, mustard seed,

nutmeg, paprika, saffron, turmeric, vanilla, cocoa, cinnamon

56 SpiritsColdLargePoor

1d6x2200 [Low (1-2)]

250 [Average (3-4)]300 [High (5-6)]

Cold +0Large +1Poor +0

Cold +1Poor +1

High Population +1Gin, whisky, vodka, rum, tequila, brandy,

schnapps, absinthe

61 Stone, Brick & Tiles

ColdLargePoor

1d6x10150 [Low (1-2)]

250 [Average (3-5)]350 [High (6)]

Cold +3Large +1Poor +3

Rich +1High Population +1

Industrial +1Raw and finished stone, bricks, tiles

62 TeaAgricultural

Low PopulationLush

1d6x2250 [Low (1-3)]

350 [Average (4-5)]550 [High (6)]

Agricultural +4Low Population +1

Lush +2

High Population +2Rich +1

Low Magic +1Tea. Yum.

63 WineAgricultural

High PopulationLow Population

1d6x5175 [Low (1-2)]

250 [Average (3-5)]350 [High (6)]

Agricultural +2High Population +0Low Population +1

High Population +1Rich +1Arid +1

Merlot, syrah, cabernet sauvignon, malbec, pinot noir, zinfandel, sangiovese,

barbera, chardonnay, sauvignon blanc, riesling, gewürztraminer

64 DrugsAgricultural

LushPoor

1d6x2300 [Low (1)]

500 [Average (2-3)]700 [High (4-6)]

Agricultural +1Lush +3Poor +4

High Population +1Rich +2

Low Magic +1Tobacco, cannabis, heroin, opium, psy-

chedelics, coca

65 SlavesLow Technology

PoorSmall

1d6x2 (people)

2,000 [Low (1-2)]3,000 [Average (3-4)]

4,000 [High (5-6)]

Low Technology +1Poor +3Small +2

Rich +4Industrial +3

Agricultural +3Laborers, craft workers, educated slaves,

sex slaves, combat slaves

66 UndeadColdHot

High Magic1d6x2

(undead)2,000 [Low (1-4)]

3,000 [Average (5)]4,000 [High (6)]

Cold +3Hot +3

High Magic +4

Rich +2Industrial +1

Agricultural +2Skeletons, zombies, other corporeal

undead

Island Type Sells (at a +DM for Standard Goods, or at +0 or better for other goods) Buys (at a +DM for Standard Goods, or at +0 or better for other goods)

Agricultural Grain, Fresh Food, Preserved Food, Small Livestock, Large Livestock, Raw Cloth, Beer, Coffee, Food Oils, Herbs, Livestock Tools, Tea, Wine, Drugs Livestock Tools, Ship Goods, Slaves, Undead

Arid Metals, Chemical Goods, Gems, Glass Goods, Livestock Tools, Ship Goods, Spices Grain, Fresh Food, Raw Cloth, Beer, Food Oils

Cold Beer, Spirits, Stone/Brick/Tiles, Undead Grain, Fresh Food, Raw Cloth, Wood, Construction Tools

High Magic Undead Cosmetics, Paper Goods, Precious Goods, Precious Metals, Spices

High Population

Armor, Arms, Construction Tools, Food Oils, Paper Goods, Precious Metals, Wine

Grain, Fresh Food, Preserved Food, Small Livestock, Large Livestock, Cloth, Cloth Goods, Wood, Lumber, Armor, Arms, Beer, Construction Tools, Cosmetics, Food Oils, Gems, Glass

Goods, Herbs, Paper Goods, Precious Goods, Precious Metals, Spices, Spirits, Stone/Brick/Tiles, Tea, Wine, Drugs

High Technology Armor, Arms, Construction Tools, Precious Goods, Ship Goods Armor, Arms, Chemical Goods

Hot Chemical Goods, Cosmetics, Gems, Glass Goods, Undead Small Livestock

Industrial Preserved Foods, Cloth, Cloth Goods, Armor, Arms, Construction Tools, Glass Goods, Livestock Tools, Paper Goods, Pottery

Raw Cloth, Metals, Wood, Lumber, Armor, Arms, Chemical Goods, Coffee, Construction Tools, Gems, Herbs, Pottery, Stone/Brick/Tiles, Slaves, Undead

LargeGrain, Preserved Food, Large Livestock, Cloth, Cloth Goods, Wood,

Lumber, Beer, Food Oils, Gems, Pottery, Precious Metals, Ship Goods, Spirits, Stone/Brick/Tiles

Metals, Beer, Coffee

Low Magic Raw Cloth, Metals Armor, Chemical Goods, Tea, Drugs

Low Population

Small Livestock, Wood, Lumber, Chemical Goods, Cosmetics, Herbs, Precious Goods, Spices, Tea, Wine Livestock Tools

Low Technology Coffee, Slaves Glass Goods

Lush Grain, Fresh Food, Large Livestock, Wood, Lumber, Coffee, Cosmetics, Herbs, Paper Goods, Pottery, Spices, Tea, Drugs Preserved Food

Poor Raw Cloth, Metals, Spirits, Stone/Brick/Tiles, Drugs, Slaves Cloth, Arms, Poor, Pottery, Spirits

Rich Precious Goods, Precious MetalsLarge Livestock, Cloth, Cloth Goods, Metals, Lumber, Coffee, Cosmetics, Food Oils, Gems,

Glass Goods, Herbs, Paper Goods, Precious Goods, Precious Metals, Ship Goods, Spices, Stone/Brick/Tiles, Tea, Wine, Drugs, Slaves, Undead

Small Fresh Food, Small Livestock, Slaves Large Livestock, Cloth Goods, Armor, Arms, Ship Goods

Goods By Island Table

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islAndsGiven the great diversity among the islands upon the Forever Sea, there can be significant differences in technology between islands. The below tables provide a very rough guide on what Technology Level represents. Technology Level measures the general scientific capacity of an island and the complexity and effectiveness of a piece of equipment. It is a rough comparative measurement. Additionally, below are rough guidelines indicating the level of transportation, arms, and armor technology associated with each Tech Level. Remember that islands can be quite different and that not all islands of equal Tech Level will possess or utilize every development listed below. Technology is not a straight-line development process.

TL Representation0 (Primitive) No technology1 (Primitive) The Middle Paleolithic2 (Primitive) The Upper Paleolithic3 (Primitive) The Neolithic (agriculture begins)4 (Primitive) The Copper Age5 (Primitive) The Early Bronze Age6 (Primitive) The Late Bronze Age7 (Primitive) The Early Iron Age8 (Primitive) The Late Iron Age9 (Primitive) The Early Medieval Age

10 (A) (Primitive) The Late Medieval Age11 (B) (Primitive) The Renaissance12 (C) (Primitive) The Age of Sail13 (D) (Primitive) The Very Early Industrial14 (E) (Primitive) The Early Industrial

Technology Levels Table

TL Representation0 Feet1 Paths2 Improved trails, dugouts3 Riding animals, travois, sleds, lashed ships4 The wheel, roads, galleys and sails5 Oxen wagons, chariots, triremes6 Horse wagons, quinqueremes7 Stirrups8 Stern-mounted rudders9 Cogs (first long-distance sea-worthy vessels)

10 (A) Caravel11 (B) Carrack12 (C) Galleon13 (D) Stagecoaches, composite construction ships, ironclads14 (E) Iron ships

Transportation Technology Levels Table

TL Representation0 None1 Hands, blowgun, clubs2 Sling, spear, staff3 Shield, mace, shortbow4 Leather armor, axe, bolas5 Composite bow, dagger, hammer, light crossbow,

short sword, trident6 Long sword7 Chain armor, scale armor, pick, repeating crossbow8 Banded armor, battle axe, heavy crossbow, heavy

sword, shuriken9 Flail, halberd, lance, maul

10 (A) Plate armor, two-handed sword, cutlass, longbow, pike11+ (B+) Rapier, (firearms if the GM allows)

Arms & Armor Technology Levels Table

Worlds Apart Island CharacteristicsThe term island in Worlds Apart refers to either a single island or to multiple pieces of land that can communicate via non-voyager ships. This means that an island could be a single island, a group of islands, or even an expansive archipelago providing that all islands are reachable via non-voyager ships. The basic island characteristics are port level, size, population, hydrology, technology level, magic level, government, and wealth. They may be randomly generated using multiple-dice throws. These characteristics establish the basic identity of an island, and are referred to as the Universal Island Profile (UIP). Additional information can be generated, and should be, to more fully describe an island. Island Types: Agricultural (Ag), Arid (A), Cold (C), High Magic (Hm), High Population (Hp), High Technology (Ht), Hot (H), Industrial (I), Large (La), Low Magic (Lm), Low Population (Lp), Low Technology (Lt), Lush (Lu), Poor (P), Rich (R), Small (S) Hexadecimal Notation: Some of the island characteristics feature hexadecimal notation, meaning that 0-9 are treated normally, but 10-16 are denoted by the letters A-F. This notation allows the UIP to be instantly clear. Agricultural Island Type Note: Agricultural Islands have Size 5+, Pop 5-9, Wealth 4-9, Industry 9 or less, Temp 5-A, Water 5+, and Tech 5+. This is different from all other island types which are based upon only one category.

NameEvery island has a name. Some names are what the natives use, other names are what outsiders call the island. Most islands will have many names, but this one most commonly used.

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2d6 Roll Port Class2 X3 X4 E5 E6 D7 D8 C9 C

10 B11 B12 A

Island Port Generation Table

Digit Island Size (sq. miles)

Dimensions (miles) Description

0 or less 64 or smaller Less than 8 x 8 Small Island1 64 + 8 x 8 + Small Island2 256 + 16 x 16 + Small Island3 1,024 + 32 x 32 + Small Island4 4,096 + 64 x 64 + Small Island5 16,384 + 128 x 128 +6 65,536 + 256 x 256 +7 192,000 + 512 x 512 +8 1,048,576 + 1,024 x1,024 +9 4,194,304 + 2,048 x 2048 +

10 (A) 16,777,216 + 4,096 x 4096 + Large Island11 (B) 79,423,744 + 8,192 x 8,192 + Large Island

12+ (C) 268,435,756 + 16,384 x 16,384 + Large Island

Island Size Generation Table

SizeThe Size characteristic for islands is determined by rolling 3d6-3.

Digit Population Description0 0 Unpopulated1 1+ Low Population2 1,000+ Low Population3 5,000+ Low Population4 10,000+ Low Population5 50,000+6 160,000+7 640,000+8 2,500,000+9 5,000,000+

10 (A) 10,000,000+ High Population11 (B) 50,000,000+ High Population12 (C) 100,000,000+ High Population

Island Population Generation Table

PopulationHuman population is generated by rolling 3d6-4. An island cannot have a population digit greater than its size digit +2. A Port Level of C, B or A adds a +1 DM to the population roll. Low population worlds can quickly experience radical shifts in Government and Technology Level. If a world has a population of 0, it also has a Government and Technology Level of 0

Digit Description1 Poor2 Poor3 Poor456789

10 (A) Rich11 (B) Rich12 (C) Rich13 (D) Rich

Island Wealth Generation Table

WealthWealth is generated by rolling 2d6 with the following modifiers: +1 if high population, -1 if low population island.

Port LevelTo determine the level (or class, as also called) of a port on an island, roll 2d6 and consult the table on the following page.

X=No portsE=Basic ports allowing non-voyager ship repairs, no construction

D=Primitive voyager ship repairs, construction of non-voyager ships

C=Voyager ship repairsB=Capital voyager ship repairs, voyager ship construction

A= Capital voyager ship construction

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TemperatureIslands have variable temperatures. The below indicates the average temperature in Fahrenheit. There will be significant variation in temperature on individual islands, of course, and the GM is called upon to thoughtfully use temperature information when creating islands for his game.

IndustryThe amount of industry on an island is determined by rolling 1d6+2 and adding DMs as follows:

Population of 6 or less: -1Population of 8-9: +1Population of 10+: +2

Water of 4 or less: -1Water of 10+: +1

Tech Level of 4 or less: -1Tech Level of 9-10: +1Tech Level of 11+: +2

Magic Level of 5 or less: +1Magic Level of 10+: -1

Roll Digit Description1 or less 1

2 23 34 45 56 67 78 89 9

10 10 (A) Industrial11 11 (B) Industrial

12 or more 12 (C) Industrial

Island Industry Generation Table

WaterThe water trait roughly determines what % of the island is covered with fresh water and is determined by rolling 2d6-1. The number rolled is the % of the island that is fresh water. Islands with less than 5% fresh water are considered Arid. As with temperature, water can have significant differences in distribution on an island, allowing for a multitude of different local environments.

Digit Fresh Water % Description0 0% Arid Island1 1 Arid Island2 2 Arid Island3 3 Arid Island4 4 Arid Island5 56 67 78 89 9

10 (A) 10 Lush Island11 (B) 11 Lush Island

Island Water Generation Table

Roll Temperature Description2 Less than 40 Cold3 40 Cold4 50 Cold5 556 607 658 709 75

10 (A) 80 Hot11 (B) 90 Hot12 (C) 100 Hot

Island Temperature Generation Table

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Magic LevelTo determine the level of magic on an island, roll 2d6. Any magical talents used at the island are subject to the indicated DM.

GovernmentHuman populated islands generally have some dominate form of government. This dominate form is determined by rolling 2d6–7 and adding the island’s Population. It is suggested that islands with populations of 11+ (B+) typically have Many States (Government Type B). Remember, that this is only the dominate form of government, not the only form of government on an island.

Island Magic Level Generation TableRoll Talent DM Description

2 -2 Low Magic3 -2 Low Magic4 -1 Low Magic5 -1 Low Magic6789

10 (A)11 (B) +1 High Magic12 (C) +2 High Magic

Island Government Generation TableType Government

0 Anarchy or Familiar Bonds1 Familial Bonds2 Democracy3 Captive Government4 Self-Perpetuating Oligarchy5 Caste System6 Feudal Government7 Non-Charismatic Leader8 Religious Dictatorship9 Charismatic Dictator

10 (A) Civil Service Bureaucracy11+ (B) Many States

Island Creation MethodA GM should use the subsector map blank at the end of this book to map out his subsectors. There is roughly a 30% chance an island will be in a hex. Systematically check each hex on the subsector map, throwing 2d6 and marking the hex with a circle if the result is an 8+. This indicates that an island is present; otherwise, leave the hex blank. The GM may elect to alter the normal chances of islands, making them more frequent or less frequent to correspond to specific regions of the world. The normal island density can be modified by applying DM to the roll. A GM could choose -1 DM for sparse sectors, +1 DM for more dense sectors, and assign particularly barren or occupied areas DMs of -2 or +2 respectively. Island Creation Sequence: The several traits of islands are best created by following the sequence of Port, Size, Population, Temperature, Water, Magic, Wealth, Technology, Government, and Industry. This sequence puts all of the traits that have modifiers based upon other traits at the end for ease of use. Subsector Names: Subsectors are generally named after the island that has the largest port. If more than one island has such ports, the most influential of the island provides the sector name. Trade Routes: Trade routes link islands that have strong commercial ties. Consult the table below – if any pair of islands matching the two columns are within four hexes of each other, and there is another island (or several islands) within one or two hexes between them, a trade route will exist. Other trade routes should be created based upon the desires of the GM and his campaign needs.

Island A Island BIndustrial or High Tech Arid, Cold, HotHigh Population or Rich Agricultural, High Magic, Lush

Trade Route Island Pairs Table

Roll TL Type Description0 0 No technology Low Technology1 1 The Middle Paleolithic Low Technology2 2 The Upper Paleolithic Low Technology3 3 The Neolithic Low Technology4 4 The Copper Age Low Technology5 5 The Early Bronze Age6 6 The Late Bronze Age7 7 The Early Iron Age8 8 The Late Iron Age9 9 The Early Medieval Age

10 10 (A) The Late Medieval Age11 11 (B) The Renaissance High Technology

12-13 12 (C) The Age of Sail High Technology14-15 13 (D) The Very Early Industrial High Technology

16 14 (E) The Early Industrial High Technology

Island Technology Level Generation Table

Technology LevelThe human tech level of the island is determined by rolling 2d6+1 and adding DMs as follows:

Size of 4 or less: -1Size of 8+: +1

Water of 4 or less: -1Water of 5-9: +1Water of 10+: -1

Magic Level of 4 or less: +1Magic Level of 10+: -1

If the port level of the island is A, B, or C it has a minimum Tech Level 6. If the port level is D or E, the island has a minimum Tech Level 4. Additionally, if the population is 0, the tech level is 0.

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lyArt subseCtorAs an example to a GM on how to go about creating his own subsectors for exploration and trade, Worlds Apart presents the Lyart subsector. The Lyart subsector is, on the whole, a rather backwards and unsophisticated place. Composed of almost a dozen totally independent islands and four smaller tribute empires encompassing five to eight islands each, the Lyart subsector can easily be ported into a GM’s campaign or used as the centerpiece around which a larger game world is built. A complete island roster is provided along with a subsector map and some of the more important islands are briefly described.

Jauner (0505)Jauner heads the newest trade empire in the subsector composed of the islands Limber, Byssim, Syde, Cair, Neuk, and Ballaw. Ballaw is the most recently acquired, not more than half a year ago. Jauner is ostensibly ruled by a grand council of 100, but is actually ruled by the influence of the many trading companies that call the island home. These trading companies travel throughout the subsector and have agreed to split the Jaunerese Empire amongst themselves to prevent internal war. It is believed that such a war will inevitably happen and that only the right spark is needed. The Jaunerese speak Jaunerese, but most are fluent in Lyartian. The further islands (Cair, Neuk, and Ballaw) speak a shared language called Domarine, the origin of which is unknown. Additionally, Byssim speaks a language called Trvok.

Lyart (0204)The island for which the subsector is named is also the ruling island for a small empire receiving tribute from seven other islands: Teind, Stanners, Oxter, Kinnen, Gomeril, Wame, Bittock. The islands that pay Lyart tribute are a diverse bunch and rarely agree with each other, but they come together to deliver their yearly tribute to the Lyartian Graf on the Lyartian new year’s holiday. The Graf has little concerns about the governance of the islands that pay him tribute and seeks only to ensure that his taxes are collected (1% on every transaction) and that his tribute flows. The Lyartians have two capital ships of a design borrowed from the Imperials who have recently moved into the neighboring Oinar subsector. The Lyartians are loath to use their ships given the expenses of war, but will act to protect their interests. They are the first fruits of their recently enlarged port.

The Lyartians speak Lyartian and the language is common throughout the neighboring islands, sometimes surpassing Sosu in terms of a trade language.

Stoit (0608)The smallest of the trade empires in the Lyart subsector, Stoit draws tribute from four other islands: Sanshaw, Aizle, Lurder, and Awmrie. Although the smallest, it is the most complex, as there are several different states in Stoit that draw various levels of tribute from their client islands and it is not unusual for a skirmish or low-level conflict to occur between these various states. Knowing the current situation between the major players is always valuable information for tramp traders. Despite the power Stoit is able to exert upon its neighbors, it remains a group of poor, arid islands, squabbling amongst themselves. The Stoit Empire can prove a most interesting place for free agents. Stoit has a hodge-podge of different languages, each vying for supremacy along with the cultures that speak them. The two dominant languages are Indupag and Faru.

Whilper (1007)The oldest of the empires, the ancient archipelago called Whilper immediately took to voyager ships and utterly destroyed the indigenous people of Renchel, colonizing that archipelago as well. From these two bases, Whilper expanded to control another four islands. Whilper is currently “cleansing” Gradden, but Dambrode, Kimmer, and Gryce bowed their heads fast enough to avoid such unpleasantries. Whilper is always seeking new information concerning the Imperials who have just entered the Oinar subsector. They believe that they are not exaggerating when they say they control hundreds of islands, and are desperately seeking information on the construction of larger voyager ships. The Whilper speak Whilper and it is the dominate language of the colony Renchel. The Whilper deliberately seek to destroy any native languages of those they conquer and as such, all the

other languages spoken within their empire are in serious

decline and rarely used.

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0101 0301 0501 0701 0901

0102 0302 0502 0702 0902

0201 0401 0601 0801 1001

0103 0303 0503 0703 0903

0202 0402 0602 0802 1002

0104 0304 0504 0704 0904

0203 0403 0603 0803 1003

0105 0305 0505 0705 0905

0204 0404 0604 0804 1004

0106 0306 0506 0706 0906

0205 0405 0605 0805 1005

0107 0307 0507 0707 0907

0206 0406 0606 0806 1006

0108 0308 0508 0708 0908

0207 0407 0607 0807 1007

0109 0309 0509 0709 0909

0208 0408 0608 0808 1008

0110 0310 0510 0710 0910

0209 0409 0609 0809 1009

0210 0410 0610 0810 1010

Lyart Subsector

Ca. 2578 Imperial Reckoning Common Trade Route

Blavers

E 9

6 9Ag Lu

Kinnen

B 6

1 6LmLp

Deray

C 6

3 4CLp

LYART

A 8

8 4Ag

Oxter

C 4

4 4CLp

Clachan

C 3

3 5H

Hm

Puirtith

B 6

4 8LmLp

Stanners

E 2

1 9LuLp

Gomeril

C 3

2 5ALp

Creel

E 4

4 6ALp

Teind

D 4

2 BLpR

Bittock

X 2

3 9CLt

Wame

E 9

8 8Ag

Hecht

C 5

6 6Ag

Glaum

D B

4 9HtLu

Jauner

C 4

6 9S

Sanshaw

E A

5 4H

Hm

Aizle

E 6

4 2LpP

Padda

D 3

3 7HLp

Deave

E 7

9 8CLu

Lurder

D 6

7 7Ag

Stoit

B 7

9 3

Tatshie

D 7

7 7HtLm

Limber

D 6

5 9AI

Byssim

D A

A 2AH

Syde

D 9

2 1H

Hm

Awmrie

C 3

5 DHHt

Dambrode

E 9

3 8ALp

Kimmer

E 8

5 5Ag

Ballaw

X 3

4 5LpS

Neuk

X 6

8 CHtI

Cair

D 4

4 9LtLu

Renchel

B 4

6 8AS

Gradden

E 7

2 1ALp

Whilper

B 8

4 6HtI

Gryce

X 7

2 5HHt

Name

Port

Island Type

Only the two most important island classifications are shown.Consult the island roster for a complete type list.

Subsector eponym in bold italic and underlined.

Size

Pop. Wealth

Bronwyn Subsector Border

Galard Subsector Border

Oin

ar S

ubse

ctor

Bor

der

Resfur Subsector Border

AP

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Hex Name Port Size Pop Wealth Industry Temp Water Tech Magic Gov Classifications0102 Blavers E 9 6 9 9 A A A 2 B Ag, Lu0107 Kinnen B 6 1 6 5 4 5 9 5 2 Lm, Lp0109 Deray C 6 3 4 5 4 5 6 A 1 C, Lp0204 Lyart A 8 8 4 5 7 6 7 5 A Ag0206 Oxter C 4 4 4 2 7 7 B 6 8 S, Lp0209 Clachan C 3 3 5 3 A 8 6 B 3 H, Hm0302 Puirtith B 6 4 8 7 A 7 6 2 4 Lm, Lp0306 Stanners E 2 1 9 5 6 A 7 5 2 Lu, Lp, S0308 Gomeril C 3 2 5 4 4 4 7 7 7 A, Lp, S0401 Creel E 4 4 6 2 7 3 8 6 5 A, Lp, S0405 Teind D 4 2 B 7 7 7 9 8 0 Lp, R, S0406 Bittock X 2 3 9 6 3 8 1 7 2 C, Lp, Lt, S0407 Wame E 9 8 8 2 6 6 5 7 5 Ag0502 Hecht C 5 6 6 6 7 7 7 6 5 Ag0503 Glaum D B 4 9 5 8 A A 4 6 Ht, La, Lu0505 Jauner C 4 6 9 6 7 8 7 4 3 S0509 Sanshaw E A 5 4 3 A 5 8 B 3 H, Hm, La, P0510 Aizle E 6 4 2 6 6 7 8 6 4 Lp, P0601 Padda D 3 3 7 7 A 5 9 5 3 H, Lp, S0602 Deave E 7 9 8 8 4 A 7 9 6 C, Lu0607 Lurder D 6 7 7 8 5 8 6 5 7 Ag0608 Stoit B 7 9 3 5 5 4 9 9 B A, P0701 Tatshie D 7 7 7 5 7 5 A 2 4 Ht, Lm0704 Limder D 6 5 9 A 6 2 B 2 9 A, I, Lm0705 Byssim D A A 2 8 3 4 8 6 9 A, H, Hp, La, P0706 Syde D 9 2 1 7 C 6 7 B 5 H, Hm, Lp, P0709 Awmrie C 3 5 C 8 A 6 A 6 2 H, Ht, R, S0807 Dambrode E 9 3 8 7 6 2 8 9 3 A, Lp0810 Kimmer E 8 5 5 9 A 7 9 5 1 Ag0901 Ballaw X 3 4 5 4 8 5 9 7 0 Lp, S0903 Neuk X 6 8 C A B B A B 9 H, Ht, Hm, I, Lu, R0905 Cair D 4 4 9 4 5 A 4 7 6 Lp, Lt, Lu, S0908 Renchel B 4 6 8 8 6 4 9 8 5 A, S0910 Gradden E 7 2 1 8 4 7 9 8 0 A, Lp, P1007 Whilper B 8 4 6 A B 6 C 5 5 H, Ht, I, Lp1008 Gryce X 7 2 5 4 A 9 4 9 1 H, Ht, Lp

Lyart Subsector Island Roster

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All living things in Worlds Apart fall into three separate categories: non-magical, semi-magical, and magical. Non-magical creatures are those that possess no intrinsic magic and may, or may not, learn to control the mystic forces around them. Semi-magical creatures are those that possess some intrinsic magic, but are still subject to the normal laws of thirst, hunger, life, and death, albeit not to the extent as non-magical creatures. Magical creatures are aloof from the normal restraints associated with thirst, hunger, life, and death. They partially live within a magical realm that is unreachable by any but other magical creatures.

Humans and normal animals are non-magical creatures. The various other races are often semi-magical creatures, as are many “monsters” found in Worlds Apart. However, many creatures are magical in nature, bowing not to the restraints of reason. Only skeletons, zombies, ghuls, draugr, and wights have game statistics (at the end of this chapter) available to players as they can be created using Magical Talent (raise dead). All other creatures game statistics are the exclusive purview of the GM.

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AbassyDemons made of smoke and taking the shape of dragons, abassy travel in packs of seven, attacking with their iron teeth. Their blood is so poisonous it can damage mundane weapons.

AhkiyyiniDancing skeletons, ahkiyyini rise from out of the water, creating unstable and dangerous waves every time their feet touch the water’s surface.

AlmirajA harmless-looking yellow rabbit with a long back spiraling horn protruding from its head, almiraj have great appetites and are capable of eating creature larger than themselves. They are fierce combatants and most animals flee from their presence.

AlpluachraThese greedy and evil wee fairies live in small streams. Whenever a person falls asleep next to the stream, they arise from the water, turn themselves into newts, and then crawl down the mouth of the sleeper. Once in the stomach they feed upon his food, driving him to eat at a greatly increased rate or suffer starvation. This continues until the victim once again falls asleep next to a stream the alpluachra finds inviting. Eating large amounts of salt expel alpluachra from their hosts.

AmarokGiant wolves that hunt alone during the night, amarok live in cold terrains.

AnkouAnkou are incorporeal undead that guard graveyards from improper disturbances. They dress in long back robes and bear a scythe. The last person buried in a graveyard during the year becomes the next ankou. He serves for one year and is then relieved of his duty by the next ankou.

BannikSmall spirits that inhabit bathouses, bannik are well-known to predict the future, but are unruly and difficult to locate.

BlemmyesHumanoids without heads, but with eyes, nose, mouth and ears on their chests, blemmyes are joyfully cannibalistic towards humans. They are very aggressive.

BluecapBluecaps are small little blue flames that dwell in mines. If given simple gifts and treated with respect, they may lead miners to a rich deposit.

BlummisThese small coprophagic aromatic spirits occasionally descend from the heavens to restore the missing humanity of mobs gone mad with the desire to destroy their city, their country and their kin. It feeds upon their bloviations, returning them to their senses, before it returns to the sky.

BollaThis serpentine dragon has a demonic heritage. Its long snake-like body has four legs and small wings. Its eyes are made of solid silver and are faceted like finely cut

gems. It sleeps throughout the year, arising only on a particular day. It attacks and kills a single human upon this day and then returns to sleep for another year.

BonnaconA large ruminant appearing like a cow with the recurved horns of a goat and the mane of a horse, bonnacon flee from predators rather than fight. If necessary, they expel caustic dung at approaching enemies.

BugganeBuggane are large humanoid faeries covered in dark hair. They have large red mouths, tusks, and formidable claws. They can tunnel in the earth and are intelligent and capable of speech. They tend to live in remote areas and are sometimes called upon by other faeries to punish those in need of punishing.

CandilejaCandileja are the spirits of vicious old women who neglected to teach their grandchildren manners so much so that they grew up to be thieves and murderers. They appear as fire-enshrouded forms, seeking now to teach the obedience they did not in life.

CarcolhThese gigantic creatures are a mix of mollusk and snake. Their long serpentine bodies carry an enourmous shell. Carcolh inhabit sea caves, opening their mouths to fill the entire entrance. Long, slimy, hairy tentacles extend outward into the water for several miles, grabbing any large creature and dragging it back to the waiting maw to be swallowed alive.

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CerastesThese large, boneless snakes have four little movable horns. When it wants to feed it hides under leaves and displays the moving horns as if they were worms. When approached by a bird, it attacks. Some cerastes are poisonous (some very poisonous), but most are constrictors.

CherufeThese evil creatures are made of rock and magma. They dwell within volcanoes, causing eruptions and earthquakes. They can be temporarily sated by the ritual sacrifice of virginal maidens.

ChindiThese spirits come into being from a human’s last breath and most leave quicly to places unknown. Some few, however, remain in the human realm, causing disease or illness.

ChollimaThese great winged horses are capable of flight. They are nigh-untamable and serve only those they deem as moral and just.

CipactliA monster part toad, fish, and crocodile, cipactli have small mouths on every joint, constantly biting. They seem always hungry and are capable of continuous feeding. The

bites of their small mouths are as powerful as the bite of a normal crocodile.

Colo ColoThese malignant creatures live in dwellings, subsisting off the saliva of sleepers. They look like a mouse with a rooster head. They occasionally cry like a new born babe.

CyhyraethThese dolesome sounding spirits cry out three times in a row near a ship that will shipwreck. Each call is weaker than the previous. After calling, a small ball of light appears over the water, slowly moving towards the doomed ship.

DjinnInvisible spirits of remote areas, djinn are powerful creatures make from smokeless fire. They are not to be trifled with.

DragonDragons (also know as Draco) are scaly, winged reptiles with bodies not that unlike a great cat and lizard-like heads at the end of long necks. They come in many different varieties, but all of them are evil and greedy. They are extremely powerful and cunning. The greatest dragons can fly over the forever sea, traveling island to island as they desire.

DraugrDraugr are the fleshy remains of a human, much like a zombie. They are, however, more powerful, having great strength and the ability to rise from their graves like wisps of smoke. Many eschew weapons, attacking with powerful bare-handed blows. Others are of a poisonous nature, causing even the birds that fly over their graves to drop dead. Other draugr are very magical having many special abilities, such as possessing power over the weather, shape-changing, dream-entering, and even the ability to cause day to become as night in limited areas. There are dozens of different draugr, each to be rightly feared.

DullahanThese fairies ride black steeds and carry their heads under one arm. The heads look like moldy cheeses with gigantic, darting eyes and a mouth stretching from ear to ear. Dullahan use whips made of human spines. They cannot be contained, as all gates and locks give way before them. They fear gold, fleeing before it.The Great Aeropraxus, Dragon Lord of The Five Sisters

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DzunukwaThese horrible hags are always naked, pale-skinned, with bright red lips and pendulous breasts. They love to steal and eat children. They are capable of self-resurrection and each can only be truly killed in a particular unique way.

EachyLurking in deep lakes, eachy are large slimy humanoids. They are rarely seen above water and very little is known of their overall temperament.

Fear DaergThese little red-coat-and-capped faeries are solitary tricksters whose tricks sometimes tend towards the gruesome.

Fear GortaThese spirits of hunger lurk during times of famine, begging for alms. Those that provide the spirit are spared its wrath. Those that pass it by, find it again upon their path, but this time in full hunger.

FextThese rare undead are immune to all normal weapons, being damaged only by glass weapons. Fext appear no different than normal humans, excepting that they have a slight smell of cinnamon about them.

GamayunThese beautiful birds live in remote, wild areas. They are half the size of a human and have a woman’s head instead of a birds. They are extremely wise and learned.

GegeneesThese smallish giants have six arms and a bad temper. They are master rock-throwers.

GhulDesert-dwelling, shape-shifting undead demons that may assume the form of a hyena, ghul rob graves to eat the dead as well as attack and devour the living. They can take the form of a human they have just eaten. They are detestably evil. Ghul that have not eaten in a long time take their true form, that of a hairless, muscular, man-like creature with sharp claws and a pig-like nose over a toothy maw.

Gold-digging AntsThese near-dog-sized ants live in sandy desert areas. They have a great “nose” for gold dust, preferring to dig into the ground where such can be found. They are very valuable and prized animals.

GrimThese attendant spirits oversee the welfare of some churches. They rarely appear, but when they do, they look like black dogs or pale, ghostly people.

GuishuThese quasi-sentient trees travel about when unobserved, leading travelers along false trails.

Hantu DemonThese evil spirits are found only on archipelagos. They possess humans, driving them insane before eating their souls. Hantu demons come in many different forms.

HiisiThere are as many types of hiisi as there are rough wonders of nature, for each craggy dell and rocky promontory houses a hiisi spirit. They jealously guard their homeland.

HobbididanceThese spirits possess humans, striking them dumb. Eventually the body does not eat nor drink and dies.

A Very Hungry Ghul.

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JaculusSnakes of about three feet in legth, jaculi launch themselves from trees with such force that they are like javelins. They hunt in small packs, making them dangerous to all but the largest creature.

JororgumoWhen a giant spider reaches 400 years old, it gains magical powers and becomes a jorogumo. It gains intelligence and the ability to shapeshift into human form. Jororgumo live in holes within the earth, most commonly beneath tree stumps. They are quite malevolent.

KabouterVery small fairies that live underground, in mushrooms, or in well-cultivated gardens, kabouter have long beards, tiny red hats, and wooden shoes. They are helpful around the garden, but may force hallucinations upon those who gain their ire.

KeukeganThese disease spirits resemble very-hairy small dogs. They live in dark, damp places, causing sickness wherever they dwell.

KhalkotauroiKhalkotauroi are large bulls with bronze hooves and bronze mouths through which they breath fire. They are wild beasts, but have been yoked by the greatest heroes of myth and legend.

KilmoulisThis ugly fairy haunts mills, sucking in wheat with his long nose. He is mischievous, but generally helpful.

KlabautermannThese friendly spirits haunt ships of all sorts, ensuring they remain seaworthy by continually caulking their joints. Klabautermann are helpful when not seen, but when he becomes visible (a small bearded man dressed in yellow) he omens the doom of a ship.

KumakatokThese three spirits (one being a maiden, two being elderly men) knock on doors in the middle of the night. Their incorporeal visits foretell a death within the house, either the eldest inhabitant or one sick.

KurabokkoThese big-eyed and hairy small spirits are guardians of warehouses. They are courted by merchants throughout the world, but are so temperamental that they rarely remain in one warehouse for long.

LaelapsThese hunting dogs are greatly prized and extremely rare. They always catch their prey.

LavellanThese highly-toxic giant rodents live near large bodies of fresh water. Over time, their poisons leaks out, making nearby animals ill. They have a poisonous bite.

LutinSmall domestic house-spirits of great power, lutins are invisible at will, can fly, can go through solid objects, and can swim in the deepest waters. Good lutin often help around the house with minor tasks (such as churning butter, or shaving a beard when asleep) and bad lutin are continual sources of trouble, filling shoes with pebbles, dulling knives, or inviting rats into the grain house. Lutin find salt very abhorrent, avoiding it at all times.

MaaalusedSmall, elven creatures that live below ground, Maalused live in an alternate, yet parallel, universe. Their orientations are reversed, so that up is down for them and left is right. Large items become small when they touch them and small items become large. They are very alien in thought and generally best avoided.

MairuakGiants of great strength found only in mountainous terrain, mairuak are builders of dolmens and stone circles. They are generally friendly, but mercurial temperaments are common.

MokumokurnThese tiny spirits live within the walls of buildings and look out of cracks and holes. These holes, if looked upon long enough, cause the viewers to go blind. Fixing all the cracks and holes in the walls of a building drives the spirits away.

MonaiMonai are enormous serpents capable of dominating those who look upon their horned faces. They easily climb trees and live off of birds. They are inveterate thieves and sowers of discord who hide their ill-gotten gains in small caves or deep holes in the ground.

MoosleuteGray and old-looking, hairy, and clad in moss, Moosleute are about the size of a young child. Some have butterfly wings and fly with alacrity. Mooseleute are a peaceful folk, but prone to small thefts. They typically reward those they steal from with something of greater value, although it may be years before such happens.

MuscalietThese strange creatures are so hot, that they eventually kill the trees in which they nest. Found throughout cold boreal forests, muscaliet have a rabbit’s body, a squirrel’s tail, and the teeth of a boar. Their fur is highly valued.

NachzehrerThese undead feast upon dead bodies and even eat themselves. Brought into existence by a suicide or by the first individual to succumb to a plague, nachzehrer can change shape into a foul pig. A nachzehrer may bring death by causing its shadow to fall upon a victim.

Naree PonThese small humanoids are born from pods that hang from special trees. They are very reclusive and hard to find, but are said to bring luck and wisdom when found. The open arrival of a naree pon is a portentous affair, signaling some grand change.

NdamkenowetThese horrible half-fish/half-human creatures reside in fresh water lakes and rivers. They are antagonistic to women, stealing them from bathing into their watery realm before transforming them into more ndamkenowet.

NightmarchersThese spirits of dead warriors slain in combat rise forth from their burial sites to march towards the battle in which they were slain. They rise at sunset and anyone

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looking upon a nightmarcher will be slain unless the looker has a family member in the ranks of the nightmarchers.

NidhoggrThese small dragons live beneath the surface of the ground. They follow travelers around, rising to the surface to drain them of blood as they sleep. Those cursed by the attention of a nidhoggr become wan and pale before eventually succumbing to the relentless feeding.

OmukadeAlthough giant centipedes can be encountered in almost any environment, Omukada exclusively dwell upon mountains and in their caves. These giant centipedes are intelligent and quite cunning. They have a penchant for human flesh.

OnmorakiMan-sized birds that breathe fire, Onmoraki are created at places where much murder has occurred. They resemble black cranes and have a terrifying call.

OrdogOrdog are pitch-black, hooved and horned small humanoids that live underground. They are thoroughly evil and may shapeshift into the form of a fox, a black flame, or a shepherd with black eyes.

OrthrusPowerful, two-headed dogs tamed by primitive plains people. Orthrus are excellent guards and are set to guard the cattle herds.

OvinnikMalevolent spirits that live within threshing houses, they are prone to burning them down if not placated by gifts of roosters and steamed buns.

PechSmall, stout creatures that live below ground, Pech worship the stars, building many standing stone circles in which to pray. They are tremendously strong and love beer and gems.

PeludaAn ox-sized biped, a peluda has a scaly body from which dangle many long green tendrils tipped with poisonous stingers.

These tendrils give the beast a hairy appearance and they can erect into quills as well as shoot out towards a target. A peluda can wither crops with its breath and spit out a stream of powerful acid.

PeuchenGigantic flying snakes that paralyze with their eyes, Peuchen drain the blood of their victims. They feed mostly on sheep or other such animals, but humans are not immune to their terrible gaze.

PillanPowerful good spirits, pillan live within volcanoes and can bring about disaster as punishments for bad behavior.

PiruMinor and nasty little evil spirits lurking in the forest, a Piru often challenges those it encounters to a battle of wits.

PonaturiThese goblinoids (a type of family of troll) live beneath the sea during the day and return to the shore at night to raid and sleep. They are fond of taking captives as domestic slaves as well as looting the bones of the dead for magical rituals.

PretaThese undead are the animated remains of those who were overly greedy. They are emaciated humans, with sunken, mummified skin. They have extremely narrow limbs, long thin necks, and greatly distended stomachs. They are always hungry, but always unable to fill their bellies, for their food becomes as ash when placed within their mouths. They are nocturnal during the summer (when the sun freezes them) and diurnal during the winter (when the moon burns them.)

PricoliciWhen a werewolf dies and is not laid to rest upon consecrated ground, it may return as a pricolici, a vampire wolf. These creatures are mindless terrors, hunting at night and going to earth during the day. True scourges to all nearby, they are stronger than either werewolves or vampires.

PsoglavA hybrid creature with a human body, horse legs, and a massive, one-eyed dog

head, Psoglav live beneath the surface in gem-bedecked caves. They eat humans whenever possible and sometimes dig them up from graves.

PukwudgieSmall gray-skinned humanoids, pukwudgies can turn invisible, use magic, create fire at will, and turn into porcupine/pukwudgie hybrids. In their hybrid form they can launch their poisonous quills. Pukwudgies were once friendly with humans, but are now very territorial and prone to attack upon sight.

QuinotaurThese five-horned bull-fish hybrid of the sea are rare and usually killed when sighted. They have a predilection for rape. Their spawn is unusually strong and large, but appear to be completely human.

RamidrejuA rare and precious creature, ramidreju are very long weasels with greenish fur. Their yellow eye look out from behind a pig-like snout the creature used to dig deep tunnels. Ramidreju feed on gold and their fur is a panacea.

Raven MockerAppearing as old men and women, raven mockers are shapeshifters who steal the hearts and years of the ill and dying. They invisibly feed by removing the victim’s heart without leaving any wounds. The sound of a raven mocker’s caw often presages death.

RawheadDreadful, crouching creatures, rawheads live near ponds. They come out on misty nights to ambush travelers, taking the bodies back to their cave lairs. They spend most of their time upon the piled bones of their victims: bone piles that constantly seep thick, crimson blood until buried in consecrated ground.

RocThese giant white birds of prey are one of the few creatures that seem capable of flying over the Forever Sea. They are large enough to kill elephants.

SepsA small but deadly snake, those bitten by a seps are literally liquefied within a few minutes.

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ShritheShadow goers of the deep forests, shrithes are neither living nor undead, but some strange mix of both. They are graceful and smooth and are to be greatly feared.

SkeletonThe most common type of undead, skeletons are the bony remains of the deceased. They are unintelligent, attacking the living until destroyed. Skeletons will often stand in place for hundreds of years if no living creatures are within their sight

SkrattiSmall humanoids of foul temper, skratti are found in almost all environments. They are cruel, greedy, and cowardly. They come in may different varieties, each struggling against his brother with as much intensity as he struggles against humans and other non-human races.

SprigganThese small nature spirits are most commonly found guarding old buried treasure at ruins and tombs. They are excellent pickpockets and can swell to gigantic size.

TenomeThis man-like creature has its eyes in its palms, instead of on its face. After feeding, all that remains of a victim is their skin. Tenome are tenacious and pursue relentlessly once they have chosen a target.

TimingilaGiant aquatic creatures that live deep within the ocean, timingila can swallow whales whole. Stories abound of voyager ships swallowed by a timingila.

TipuaUncanny things, tipua can be stones, trees, rocks and even twigs. They are spiritual protectors of a particular area, bringing bad luck or ill weather upon those who do not provide offerings. Some rare tipua are mobile and require twice as many offerings before placation.

ToyolSmall baby-like creatures with big heads, cloudy eyes, small hands, and gray skin, Toyol are the remains of a child’s soul torn from a stillborn child. Toyol are invoked

by evil shamans and used for theft, as they are adroit at stealing. Toyol occasional are purchasable from these shamans. One’s possession can be warded against toyol by placing needles under coins, or by placing beads or marbles for it to play with. Toyol avoid mirrors as they are afraid of their reflections. Although physical, they are rarely seen, as their magic makes them hard to detect.

TrollsMore than just a single creature, trolls come in an amazing variety of shapes and sizes and are known by many other names such as goblin, orc, and ogre. Each of these troll types also have internal differences as well, leading to even more differences

and diversities. Trolls are very common and range in temperament from benign to malevolent. Their intelligence greatly varies as well, but generally the more intelligent a troll is, the less violent and cruel.

TsinooOcassionally, a person is so evil that their very heart turns to ice and they lose their soul. These creatures then live on, immortal, feeding upon the souls of others.

TurehuTurehu are pale spirits with red hair that live in forests and mountain tops. They are occasionally hostile, but generally helpful to those who arrive at their shores.

A Troll (Family Orc) Lizard-Rider of The Darakarum Desert

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UmanoashiThese strange trees have dangling horse legs from their limbs. They kick any that approach within kicking range.

UmibozuThe vengeful spirit of a drowned priest, an umibozu appears as a completely dark shade. They rise from the water before ships, towering above the decks as if their bodies were over 100 feet tall. They are completely silent and do no injury unless spoken to.

UrayuliThese 10-foot-tall hairy giants live in cold woodland areas. Their arms dangle down to their ankles and they emit cries like those of a loon. Urayluli are transformed children who got lost overnight within the woodlands. Their luminescent eyes flash like fireflies.

UrmahlulluA lion’s body topped by a man’s bearded torso, urmahlullu live in dry, rocky, and sandy lands. They are noble creatures, wise and powerful, yet prone to fits of anger over seemingly inconsequential slights.

UshioniThis fierce sea predator has the body of a gigantic crab upon which a bull’s head sits. The ushioni has the power to greatly increase the weight of any object, often dragging people, and even voyager ships, into the depths.

VadatajsInvisible spirits of deception, vadatajs confuse travelers, leading them in circles. Sometimes a vadatajs appears as a child or animal that leads those that follow it to a watery death. Those that avoid the creature wake up to find themselves but one step away from deep or treacherous waters.

ValravnValravn are born from ravens that feast upon the battlefield corpses of fallen kings and nobles. They gain a foul semi-sentience and work to bring ill fortune to humans. The ravens that feast upon the hearts of kings become truly sentient and gain magical powers, such as the ability to take the form of a wolf as well as a wolf/raven hybrid. They are cunning and wise.

VampireVampires are powerful undead that live off the blood of living creatures. There are many different types of vampires, all of which are to be feared.

VargrGiant wolves of great power, vargr are most common in cold forests and dire moors.

VetalaSpirits that possess corpses, vetala haunt cemeteries. They may possess children (both born and unborn), killing them in the process. They are very wise, knowing much about the past and the future, and sometimes they even protect their chosen village or household. They can be laid to rest only with the proper funerary rites.

VodyanoyMale water spirits, vodyanoy are always covered with the algae and muck of the water. They have webbed hands, glowing red eyes, green beards, fish tails, and their skin is fish-scaly and dark. They live in large rivers, where they spend much of their time sunning on large logs. When angry, they drown people and livestock. Sometimes, they drag humans down to the depths, enchanting them as slaves for their underwater dwellings.

Water LeaperThese creatures are common dangers around temperate fresh waters. They have a giant frog’s body without legs, but feature bat wings, and a long lizard-like tail. They jump using their wings, eating fish, small livestock, and even humans, if the water leaper is big enough.

WawondeeamegwA snail spirit, the wawondeemagw lives in the water, on the land, or in trees. It can change size and appearance, looking like a huge snake, an alligator, or a scaly man. Regardless its shape, it has horns that can be ground into a magical powder.

WendigoThis terrible manifestation of cold is a skeletal human with skin drawn tight over its bones; its sunken eyes burn with a pale light, illuminating its ashen gray skin. The wendigo is forever hungry and its nearby presence may result in possession by the forever-hungry spirit.

WerewolfA human cursed to change into a wolf below the full moon, werewolves are found in many different varieties. They are powerful foes, strong and hyper-sensed.

WightThis dangerous undead has pale, blue-white skin and unearthly glowing green eyes. One of the more powerful of the corporeal undead, wights feed upon the life force of their victims, aging them. They are extremely tough, only fire causes them pain and they tend to flee before it.

WolpertingerThese small forest dwellers are odd composites of two or more animals. The most common variety is the horned, winged rabbit, but there are dozens of different types indigenous to various regions.

WraithA non-corporeal undead associated with water, wraiths are ghostly forms that continually writhe like a tongue of fire. They are intelligent.

WyrmWyrms are great winged serpents that breathe fire, have a poisonous bite, and live underground. They nest among piles of treasure, treasure that is often cursed and which brings ill luck to those who claim it.

WyvernA wyvern is a winged reptilian creature resembling a draco, but with only two rear legs and a barbed tail. Its bite is poisonous.

YacumamaA giant water-breathing snake, yacumama live at the mouths of giant rivers and attack any living creature that enters the water. The sound of a conch horn temporarily drives them away.

YaramayhawhoThese strange creatures live in trees. Little red men with bulbous heads, they catch victims beneath their trees, draining their targets of blood via the suckers at the end of their hands and feet. Once the victim is sufficiently weakened, they consume the person and then wander off for a nap. After their nap, they regurgitate the person unharmed, except that the victim is a few inches shorter with skin slightly tinted red.

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Undead StatisticsFollowing are the statistics for the undead created via the Magical Talent (raise dead). The GM should feel free to alter these statistics as he wishes to fit his campaign.

DraugrThe most common of all draugr is the warrior draugr, detailed here.

Warrior Draugr (magical creature)Str 12 (+2) Dex 9 (+1) End 12 (+2)Int 6 (+0) Edu 6 (+0) Soc 6 (+0) Mag 10 (+2)Skills: Athletics (all except flying) 2, Language (one) 1, Magical

Language (nigilri) 1, Melee Combat (all) 2, Missile Combat (two) 1

Possessions: Longsword (+4DM, 3d6+Effect), halberd (+4DM, 4d6+Effect), light crossbow (+2DM, 3d6+Effect) and 20 quarrels, plate armor (8 Protection), shield (1 Protection)

Protection: 12 (+8 armor, +1 shield, +2 natural, +0 magical)Natural Attacks: 1d6+2 damageMove: 30 ft.Morale: +4

GhulGhul are often the scourges of small villages, using their shape-shifting to slowly eat entire communities.

Ghul (magical creature)Str 13 (+2) Dex 9 (+1) End 15 (+3)Int 7 (+0) Edu 5 (–1) Soc 7 (+0) Mag 6 (+0)Skills: Athletics (all except flying) 3, Language (two) 1, Magical

Language (nigilri) 1, Melee Combat (natural weapon) 3Possessions: None Protection: 7 (+0 armor, +0 shield, +3 natural, +4 magical)Natural Attacks: 3d6 damageMove: 30 ft.Morale: +1 (+4 when very hungry)Special: Ghul are immune to heat damage. They can change shape

into a hyena (keeping all abilities the same, but increasing Move to 60 ft.) or into the form of a human just consumed. In such human form, they have all their abilities plus the abilities of the consumed for 2 weeks.

SkeletonSkeletons come in many different sizes and shapes. Below is the most-common: the human skeleton.

Human Skeleton (magical creature)Str 6 (+0) Dex 8 (+0) End 8 (+0)Int 0 (–3) Edu 1 (–2) Soc 1 (–2) Mag 6 (+0)

ZhulongA pig’s head upon a long snaky body provide the common name for this creature. Zhulong are found in dense jungles, moving through the foliage with ease. Pig dragons are smart and cruel.

ZiburinisA particular type of skeleton, ziburinis are covered with phosphor and eerily glow in the depths of the pine forests in which they are found. Ziburinis seem to have an intelligence of sorts, but that is compared with the typical skeleton.

Skills: Athletics (all except flying) 1, Magical Language (nigilri) 1, Melee Combat (all) 1, Missile Combat (one) 1

Possessions: Longsword (+1DM, 3d6+Effect), light crossbow (+1DM, 3d6+Effect) and 20 quarrels, shield (1 Protection)

Protection: 3 (+1 shield, +2 natural, +0 magical)Natural Attacks: 1d6 damageMove: 30 ft.Morale: N/ASpecial: Skeletons take half damage from piercing weapons, such

as arrows and bolts.

WightTerrible undead capable of surviving exposure to the Forever Sea, it is rumored that sailing ships manned by wights can be encountered by unlucky sailors. Some wights have mastered the art of magic, but most (such as the one presented below) have not.

Wight (magical creature)Str 10 (+2) Dex 11 (+1) End 10 (+3)Int 8 (+0) Edu 6 (+0) Soc 3 (–1) Mag 6 (+0)Skills: Athletics (all except flying) 1, Language (two) 2, Magical

Language (nigilri) 2, Melee Combat (natural weapon) 1Possessions: None Protection: 10 (+0 armor, +0 shield, +2 natural, +8 magical)Natural Attacks: 1d6 age drainMove: 30 ft.Morale: +3 (–2 when confronted or injured by fire)Special: Wights are immune to cold damage. Any damage they

suffer is reduced by 1/4th. Wights attack by draining life from their victims, aging them the indicated number of years under natural attacks. The wight heals 1 for each year drained.

ZombieZombies pose little threat to mobile opponents, but they do not tire and seem to congregate in large groups in the wild. Where these natural zombies come from, or how they arise, is a mystery.

Zombie (magical creature)Str 8 (+0) Dex 5 (+0) End 10 (+1)Int 0 (–3) Edu 0 (–3) Soc 1 (–2) Mag 8 (+0)Skills: Magical Language (nigilri) 1, Melee Combat (unarmed) 1Possessions: NoneProtection: 5 (+0 armor, +0 shield, +4 natural, +1 magical)Natural Attacks: 1d6+1 damageMove: 10 ft.Morale: N/ASpecial: Zombies take half damage from bludgeoning weapons,

such as clubs and maces.

ZombieThe second most common undead, zombies are motile fleshy corpses. They are unintelligent and attack the living on sight. Zombies tend to wander about, dumbly groaning.

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AppendixThe appendix contains seven sample voyager ships, six of which the players may begin the game owning. Each ship has a brief description of the role it typically takes in Worlds Apart. In addition

to the seven sample ships, we have included damage location tables, a blank subsector map for the GM to use in his campaign, and a character sheet. We hope you enjoy Worlds Apart and good gaming!

2d6 Extermal Internal2 Hull Crew3 Armor Voyager Drive4 Hull Power Plant5 Armor Structure6 Hull Hold7 Armor Maneuver Drive8 Hull Voyager Drive9 Armor Power Plant

10 Turret Ammo11 Armor Hold12 Hull Life Support

PirateenWarboatScout, Tramp, Long, Traveler, & Wide Trader

2d6 Extermal Internal2 Hull Crew3 Armor Voyager Drive4 Hull Power Plant5 Armor Structure6 Hull Hold7 Armor Maneuver Drive8 Hull Voyager Drive9 Armor Power Plant

10 Turret Ammo11 Armor Hold12 Hull Life Support

2d6 Extermal Internal2 Hull Crew3 Armor Voyager Drive4 Hull Power Plant5 Armor Structure6 Bay Hold7 Armor Maneuver Drive8 Hull Voyager Drive9 Armor Power Plant

10 Turret Ammo11 Armor Hold12 Hull Life Support

Damage Location TablesThe below tables determine where hits are taken by the various sample voyager ships.

Tramp Trader Voyager Ship Tons Cost (gp)

Hull (wooden, streamlined) 150 tons Hull 2 Structure 2 0 6000

Armor (wood reinforced)Armor (blessed plating)

10%10%

Mundane 2Magical 2 Total Armor 4 15

15600

1200

Voyager Drive B Jump 2 15 1750

Maneuver Drive B Thrust 2 5 500

Power Plant B 8 1000

Life Support 5 1000

Blue Fuel (month) 30 0 150

White Fuel (month) 30 0 150

Black Fuel (month) 30 0 150

Red Fuel (Two Jump 3) 60 0 300

Weapons (1 Hardpoint) Hardpoint #1 Double Turret (liquid fire, bombard) 1 1200

Liquid Fire Ammo 10 shots 1 50

Bombard Ammo 10 shots 1 50

Dinghy 1 0 50

Cargo Hold 76 tons 76 0

Bridge 1 ton 1 0

Staterooms 2 8 crew max 2 20

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 7.5

Total Cost (gp) 14677.5

Quarterly Mortgage 733.875

The Tramp Trader Voyager ShipThe tramp trader voyager ship is the most common of the small traders. As its name suggests, they are often independently owned by captains with wanderlust and the taste for adventure. Tramp Traders are to be found in almost every port.

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Scout Voyager Ship Tons Cost (gp)

Hull (wooden, streamlined) 100 tons Hull 2 Structure 2 0 4000

Armor (wood reinforced)Armor (blessed plating)

5%5%

Mundane 1Magical 1 Total Armor 2 5

5600

1200

Voyager Drive F Jump 5 35 4750

Maneuver Drive F Thrust 5 13 1500

Power Plant F 20 3000

Life Support 5 1000

Blue Fuel (month) 30 0 150

White Fuel (month) 30 0 450

Black Fuel (month) 90 0 450

Red Fuel (Two Jump 5) 100 0 500

Weapons (1 Hardpoint) Hardpoint #1 0 0

Dinghy 1 0 50

Cargo Hold 9 tons 9 0

Bridge 1 ton 1 0

Staterooms 2 8 crew max 2 20

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 5

Total Cost (gp) 16975

Quarterly Mortgage 833.75

The Scout Voyager ShipThe scout voyager ship is an explorer. It is well-equipped to take a small group of people long distances. Its small cargo hold is often filled with supplies for a long trip, but it can be used for transporting small, valuable cargos.

Pirateen Voyager Ship Tons Cost (gp)

Hull (wooden, streamlined) 300 tons Hull 6 Structure 6 0 12000

Armor (copper reinforced)Armor (runic plating)

10%10%

Mundane 3Magical 4 Total Armor 7 30

3024003600

Voyager Drive F Jump 3 35 4750

Maneuver Drive F Thrust 3 13 1500

Power Plant F 20 3000

Life Support 6 1000

Blue Fuel (month) 90 0 450

White Fuel (month) 90 0 450

Black Fuel (month) 90 0 450

Red Fuel (Two Jump 3) 180 0 900

Weapons (3 Hardpoints) Ram Current Detach Chance: 0 300

Hardpoint #1 Double Turret (tow cable, bombard) 1 3600 (tot)

Bombard Ammo 40 shots 4 150 (tot)

Hardpoint #2 Bay Weapon (demonic incinerator) 50 2000

Hardpoint #3 Screen (fae producers) 20 3000

Dinghy 2 0 100

Cargo Hold 80 tons 80 0

Bridge 1 ton 1 0

Staterooms 5 20 crew max 5 20

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 15

Total Cost (gp) 35165

Quarterly Mortgage 1758.25

The Pirateen Voyager ShipThese small warships had another name at one time, but are now called pirateens, given their typical usage.

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Long Trader Voyager Ship Tons Cost (gp)

Hull (wooden, streamlined) 150 tons Hull 2 Structure 2 0 6000

Armor (wood reinforced)Armor (blessed plating)

10%10%

Mundane 2Magical 2 Total Armor 4 15

15600

1200

Voyager Drive E Jump 3 30 4000

Maneuver Drive B Thrust 2 5 500

Power Plant E 17 1000

Life Support 5 1000

Blue Fuel (month) 30 0 150

White Fuel (month) 90 0 450

Black Fuel (month) 90 0 450

Red Fuel (Two Jump 3) 90 0 450

Weapons (1 Hardpoint) Hardpoint #1 Double Turret (liquid fire, bombard) 1 1200

Liquid Fire Ammo 10 shots 1 50

Bombard Ammo 10 shots 1 50

Dinghy 1 0 50

Cargo Hold 52 tons 52 0

Bridge 1 ton 1 0

Staterooms 2 8 crew max 2 20

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 7.5

Total Cost (gp) 19177.5

Quarterly Mortgage 958.875

The Long Trader Voyager ShipAnother sister design of the tramp trader, the long trader can jump father, but has a smaller cargo hold and is more expensive.

Traveler Trader Voyager Ship Tons Cost (gp)

Hull (wooden, streamlined) 150 tons Hull 2 Structure 2 0 6000

Armor (wood reinforced)Armor (blessed plating)

10%10%

Mundane 2Magical 2 Total Armor 4 15

15600

1200

Voyager Drive B Jump 2 15 1750

Maneuver Drive B Thrust 2 5 500

Power Plant B 8 1000

Life Support 12 1000

Blue Fuel (month) 30 0 150

White Fuel (month) 30 0 150

Black Fuel (month) 30 0 150

Red Fuel (Two Jump 2) 60 0 300

Weapons (1 Hardpoint) Hardpoint #1 Double Turret (liquid fire, bombard) 1 1200

Liquid Fire Ammo 10 shots 1 50

Bombard Ammo 10 shots 1 50

Dinghy 1 0 50

Cargo Hold 51 tons 51 0

Bridge 1 ton 1 0

Staterooms 20 80 crew max 20 200

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 7.5

Total Cost (gp) 14857.5

Quarterly Mortgage 742.875

The Traveler Trader Voyager ShipA sister design of the tramp trader, the traveler trader focuses on transporting a balanced cargo of people and goods.

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Wide Trader Voyager Ship Tons Cost (gp)

Hull (wooden) 400 tons Hull 8 Structure 8 0 8000

Armor (wood reinforced)Armor (blessed plating)

10%10%

Mundane 2Magical 2 Total Armor 4 40

40800

1600

Voyager Drive G Jump 2 40 5500

Maneuver Drive G Thrust 2 15 1750

Power Plant G 23 3500

Life Support 5 1000

Blue Fuel (month) 120 0 600

White Fuel (month) 120 0 600

Black Fuel (month) 120 0 600

Red Fuel (Two Jump 2) 160 0 800

Weapons (4 Hardpoints) Hardpoints #1-3 Double Turret (liquid fire, bombard) 3 (tot) 3600 (tot)

Liquid Fire Ammo 10 shots 3 (tot) 150 (tot)

Bombard Ammo 10 shots 3 (tot) 150 (tot)

Dinghy 1 0 50

Cargo Hold 220 tons 220 0

Bridge 1 ton 1 0

Staterooms 2 8 crew max 2 20

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 20

Total Cost (gp) 29240

Quarterly Mortgage 1462

The Wide Trader Voyager ShipA step up from the tramp traders, the wide trader has a significantly greater cargo capacity and additional weaponry.

Warboat Voyager Ship Tons Cost (gp)

Hull (wooden, streamlined) 400 tons Hull 8 Structure 0 16000

Armor (copper reinforced)Armor (runic plating)

30%30%

Mundane 9Magical 12 Total Armor 21 120

1209600

14400

Voyager Drive G Jump 3 40 4750

Maneuver Drive G Thrust 3 15 1500

Power Plant G 23 3000

Life Support 8 1000

Blue Fuel (month) 120 0 600

White Fuel (month) 120 0 600

Black Fuel (month) 120 0 600

Red Fuel (Two Jump 2) 160 0 800

Weapons (4 Hardpoints) Ram Current Detach Chance: 0 300

Hardpoints #1-3 Triple Turret (liquid fire, bombard, fae consumer) 3 (tot) 2000 (tot)

Liquid Fire Ammo 40 shots 12 (tot( 200 (tot)

Bombard Ammo 40 shots 12 (tot) 200 (tot)

Hardpoint #4 Screen (fae producers) 20 3000

Dinghy 2 0 100

Cargo Hold 11 tons 11 0

Bridge 1 ton 1 0

Staterooms 10 40 crew max 10 100

Spare Parts 5 tons 5 500

OSM-EQ (one month) 0 20

Total Cost (gp) 65570

Quarterly Mortgage 3279

The Warboat Voyager ShipThese small warships are common upon the Forever Sea, used by merchant guilds, nobles, and the occasional pirate.

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0101 0301 0501 0701 0901

0102 0302 0502 0702 0902

0201 0401 0601 0801 1001

0103 0303 0503 0703 0903

0202 0402 0602 0802 1002

0104 0304 0504 0704 0904

0203 0403 0603 0803 1003

0105 0305 0505 0705 0905

0204 0404 0604 0804 1004

0106 0306 0506 0706 0906

0205 0405 0605 0805 1005

0107 0307 0507 0707 0907

0206 0406 0606 0806 1006

0108 0308 0508 0708 0908

0207 0407 0607 0807 1007

0109 0309 0509 0709 0909

0208 0408 0608 0808 1008

0110 0310 0510 0710 0910

0209 0409 0609 0809 1009

0210 0410 0610 0810 1010

____________ Subsector

Ca. 2578 Imperial Reckoning

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved. 1. Definitions: (a)’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; (b)’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) ‘Distribute’ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) ‘You’ or ‘Your’ means the licensee in terms of this agreement. 2. The License: This License applies to any

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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

OSRICTM copyright 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon the System Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and many others.

Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.

Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault.

Traveller System Reference Document Copyright © 2008, Mongoose Publishing.

Worlds Apart, Copyright 2012, Expeditious Retreat Press; Author Joseph Browning

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