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Anima TTRPG: Character Creation Guide

The document provides an overview of character creation in a roleplaying game, including: 1) Players choose a species like Human, Cambion, Nephilim, or Faunen, each with unique abilities. Humans can gain bursts of strength or intellect in dangerous situations. 2) The document outlines character attributes and skills that are assigned points during creation. Attributes provide bonuses to associated skills. 3) Players also choose starting equipment during character creation.

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Zachary York
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0% found this document useful (0 votes)
158 views37 pages

Anima TTRPG: Character Creation Guide

The document provides an overview of character creation in a roleplaying game, including: 1) Players choose a species like Human, Cambion, Nephilim, or Faunen, each with unique abilities. Humans can gain bursts of strength or intellect in dangerous situations. 2) The document outlines character attributes and skills that are assigned points during creation. Attributes provide bonuses to associated skills. 3) Players also choose starting equipment during character creation.

Uploaded by

Zachary York
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Checks And Difficulties
  • Accuracy Difficulty Modifiers
  • Attributes And Skills
  • Assets And Crafting Devices
  • Devices
  • Hacking Devices
  • Tipping Point
  • Character Creation
  • Ships
  • Ship Crafting
  • Extracting Components
  • Combat
  • Ship Combat
  • Rest and Healing
  • Zones And Movement
  • Attributes and Skill List
  • Weapons
  • Void Sickness

TABLE OF CONTENTS

01| Checks And Difficulties


02| Accuracy Difficulty Modifiers
02| Attributes And Skills
03| Devices
03| What Is A Device?
03| Assets And Crafting Devices
04| Hacking Devices
04| Tipping Point
05| Character Creation
05| Step 1, Species
05| Humans
05| Cambion
06| Nephilim
06| Faunen
07| Floren
07| Geonon
08| Anura
08| Plasmid
09| Figura
10| Step 2, Character Points
10| Step 3, Equipment
10| Base Stats
10| Optional
11| Ships
11| Ship Parts
12| Ship Crafting
12| Components
13| Extracting Components
15| Combat
15| Initiative And The Flow Of Combat
16| Ship Combat
16| Rest And Healing
17| Zones And Movement
17| Environmental Damage
18| Weapons
19| Void Sickness
20| Attribute And Skill List
21| Close Quarters
22| Willpower
23| Awareness
24| Agility
25| Engineering
26| Accuracy
27| Medicine
28| Academics
29| Subterfuge
30| Attunement
31| Leadership
32| Empathy
Checks And Difficulties
When you want to execute an action that has a significant chance of failure, your GM will ask you
to roll a “Check”. When he does so, he will tell you the skill and/or attribute (as explained
after the following heading) which is most applicable to the situation, and then silently choose a
TN (Target Number).

You will then roll a number of d6s equal to the sum of the attribute and skill (if any) chosen.
Each d6 which rolls a 4 or higher is considered a “success”, and each d6 which rolls a 6 is con-
sidered 2 successes. If the number of successes meets or exceeds the TN of the check, the check
“Passes” and the creature successfully executes the action, otherwise they “Botch” and do not
execute the action correctly.

For each 2 successes above the TN, the player or GM can name an aspect of the environment known
as an Edge, which can then be used as part of the description of an action in order to gain +1 a
single check if it makes sense to be used in the way described, up to a maximum of +3 per round
across all descriptions. You cannot name Edges from a roll which uses Edges.

Difficulty Example Target


Simple Hitting a stationary target at a moderate distance
1
Moderate Getting someone who doesn’t like you to hear you out
2
Challenging Recalling a detail on a subject you’ve only heard about a few times
3
Hard Pulling a maneuver that allows you to get behind a ship that was on your tail
4
Demanding Using the environment to sense life inside of a sealed room from outside of it
5
Brutal Reattaching a limb without assistance or side-effects
6
Extreme Lying your way out of being caught red-handed
7
Herculean Punching through steel with your bare hands
8
1
Accuracy Difficulty Modifiers
Sometimes the environmental factors of a situation will make hitting a shot accurately more diffi-
cult than normal, the following is a non-exhaustive list of situations and the amount they increase
the TN of a shot:

» Firing from beyond weapon’s range = +5 to TN


» You’re moving around violently = +5 to TN
» Your target is executing evasive maneuvers = +5 TN
» You can’t see your target = +10 to TN

Attributes And Skills


An attribute is the abstraction of the traits of a creature in a broad sense, and a skill is the
abstraction of which part of each trait they excel at specifically and by how much.

Each attribute has a value of up to 3, and each skill has a value of up to 4. Increasing attributes
offers a bonus to all skills associated with them, whereas increasing skills offers a Common skill
ability with each rank, until rank 4, which offers an Elite skill ability.

If a creature has a 0 in an attribute and skill combo, they roll 1d6, but have -1 success on the
roll automatically.

2
Devices
What Is A Device?
A Device is any object which has a special trait
or purpose which could be useful during a
mission, the only limits are your imagination, and
what the GM considers fair.

Examples of possible Devices could be: hacking


apparatuses, touch-range tasers, healing wands,
or short-range communicators.

When crafting a Device, keep in mind that none


of them last forever and will eventually de-
grade, which can become expensive or time-con-
suming to keep making if it’s not strictly neces-
sary.

Assets And Crafting Devices


Assets are an abstract material which can be used to create useful devices. They can be acquired
any time you gain an item that you don’t need to use as-is.

When you want to make a device either choose two or one and gain double benefit from the one
chosen from the following list:

» Quick – Normally it would take an hour, instead it takes half as long.


» Inexpensive – Normally it would cost 5 assets, instead it costs 2 fewer.
» Well-Made – Normally it would only have 3 charges, breaking after the last, instead it has
twice as many.

3
Hacking Devices
Make an Engineering check, on a Pass you can choose a trigger (e.g. when next used, in the next ten
seconds, etc.) and cause the device to execute a specific action it is capable of when that trigger’s
condition is met.

Hacking a device requires you to be within a number of feet equal to 5 plus 5 times your Engineer-
ing pool size.

Tipping Point
Given enough time, any hacker worth their salt will break through, the question is how long it will
take. The amount of time it takes for a hacker to break through any given encryption is 10 plus
the TN of the check to crack it minus the Engineering skill of the hacker, in minutes. For example,
if a hacker with an Engineering of 3 is trying to break through an encryption with a TN of 5, it
would take the hacker a maximum of 12 minutes to break through.

"Scramble and bypass, that's my secret." -Fjord Quenton, gentle-


man hacker

4
Character Creation
STEP.1 Species
Choose a species, available species are as follows

Humans
Hardy and adaptable, Humans are some of the most widespread species among the known galaxy. Their
strong wanderlust and expansionism has led to some of the most impressive, if short-lived, empires
in recorded history. Humans can be found almost anywhere with enough Space-travel architecture to
support them.
Humans are known for experiencing bursts of strength or intellect in times of extreme danger, and
for their ability to come up with unorthodox solutions to problems on-the-fly.
» Adrenaline: Upon being reduced to below half health, pick a skill and then gain a +1 to that
skill for the rest of the scene. This ability cannot trigger more than once per scene.
» Stroke Of Genius: Once a day, gain +2 to your dice pool for a single utility skill check

Cambion
Twisted, hedonistic and _, Cambion represent the true danger of the incomprehensible Void encircling
known space. Cambion were originally humans who dedicated themselves to the erratic Hecatons. Centu-
ries of basking in their cruel gods’ mutating aura has scarred their DNA, leaving them as an entirely
new species more finely attuned to the Void than most.
Cambion are capable of inflicting hostile madness upon others with a simple trick, or finely con-
trolling new mutations they accrue.
» Hysteria: Instead of using Confound as normal, you can choose to force your target to execute a
single Combat Action with a target which is determined randomly on their next turn. This cannot be
executed more than once per turn.
» Indecisive: When rolling on the Void Sickness table, you may roll twice and choose either result.

5
Nephilim
Cold, flawless and unified, the Nephilim are creatures of intertwined metal and flesh. Nephilim are the
descendants of ancient cults dedicated to the enigmatic Empyr. Through the melding of machines and
humanity they have become a testament to the Empyr Crusade’s doctrine.
Nephilim who expect to be venturing out into unknown space are equipped with an integrated weaponry
module for extra combat versatility, and a universal Man-Machine Interface to take forceful control
of technology.
» Integrated Weaponry: A 1-handed ranged or 1-handed melee is integrated into your body
» Man-Machine Interface: Spend HP to hack a machine without an Engineering check

Faunen
The Faunen are not a single species, but a loose alliance of bestial bipeds that successfully re-
sisted the expansion of the Precursors and their progeny. Wild, communal and proud of their untainted
Wildworlds, the Faunen fiercely resist the insanity of the Hekaton and the pretensions of the Empyr.
The Faunen evolved around the vast roots of the Yggdra trees, and possess furred, feathered and
even scaled members among their ranks.
Due to their evolutionary origins, Faunen are often highly adept at leveraging the unique strengths
of their allies to improve themselves. The Faunens’ ability to communicate with animals through phero-
mones and non-verbal signs is one of their most unique qualities.
» Herd Behaviour: Once per scene, add automatic successes to a check equal to the number of allies
within line of sight.
» Commune: Convey simple ideas to local animal life.

6
Floren
Descendants of the long-lost precursor species that eventually produced the venerable Yg-
gdra, the Floren feature qualities of plants and animals. The Floren experience a connection
to the natural world that few other species experience, particularly through their ability
to “speak” to plants. There are many varieties of Floren, each one with features resembling
different forms of plant life.
Floren can absorb raw magic from a star’s light to mend broken flesh, and are rumored to be
able to read information from the id of plants and plant-like organisms.
» Drink It In: Heal 1 HP per 10 minutes while bathed in the light of a star.
» Speak For The Trees: Coax limited information out of plant and plant-like creatures.

Geonon
Measured and stoic, the Geonon are a species of living stone. They have the unique distinction of
having had very little influence from the Precursors across their history. Despite the Geonon
unions’ long and storied history, the rock-men have only recently become a spacefaring species.
Outside their volcanic core worlds, Geonon mercenaries are a common sight in the more seedy
parts of known and unknown space.
Geonon are infamous for entering into periods of suspended animation in which they are indistin-
guishable from inert rock. The silicate-based skin of a Geonon provides them a unique hardiness
and resistance to physical assault.
» I Am An Island: Become an inert rock for a brief time, when you do so, make a Subterfuge
check with +2 auto-successes to deceive anyone who attempts to find you.
» The Wall: +1 to defense TN.

7
Anura
Loyal and family-focussed, the Anura are one of the most tightly-knit groups to emerge out of known
space. Though aesthetically similar to some species of amphibian Faunen, Anura are the result of care-
ful arcane genetic manipulation by the creators of the Yggra. Anuran societies typically put great
emphasis on familial bonds and duty to one’s tribe, and in fact many Anuran families have passed into
legend and infamy within known space.
Anura have the ability to adhere to walls and ceilings for better locomotion amongst the twisted bram-
bles of their jungle homes, and spit globs of potent toxin.
» Sticky: You can move across walls and ceilings.
» Poison Spit: Your unarmed attacks also Wane your target, except for a quarter of the successes
rounded up instead of half.

Plasmid

The Empyr Crusade’s vast industrial apparatus requires a large amount of raw biomass to keep
functional. The waste byproducts of this process, dubbed “the slime” by those Nephilim unfor-
tunate enough to be assigned to Vat Cleanup Detail, were once dumped on a small number of
ecologically barren worlds. After centuries of unsafe waste disposal practices, Empyr scien-
tists had discovered that an unusual new breed of organism had emerged on the Waste Worlds:
the Plasmids. The plasmids have only recently developed sapience as a species, but their easily
malleable forms and skill with mimicry have allowed them to slot neatly into a number of niches
within Spacer society that others may balk at.
Plasmids have the ability to fit through any spaces wide enough for their central nucleus. The
fluid form of the average Plasmid allows them to easily drown unsuspecting adversaries with
their formless pseudopod limbs.
» Flow Like Water: You can fit into cracks and crevasses down to 3 inches in diameter.
» Undertow: Unarmed attacks made against unprotected creatures cause Suffocation damage

8
Figura
The Figura are one of the strangest sapients to inhabit known space. While other species must reproduce
to further their lineages, Figura seem to be a fact of the world. In any area where large amounts of
unfiltered magic coalesce, there is a chance that a number of Figura may be spawned. Figura appear to be
floating masses of crystaline geometric shapes, most commonly cubes, in varying configurations and col-
ors. Figura are ageless beings, and as such they typically live lives of detached wanderers. Figura have
always existed in known space in some form or another, having formed several unique societies and lodges
among the droll “mono-colors” that populate the galaxy.
Figura have the ability to slip into a close parallel dimension they call the “4th space,” rendering them
incapable of being harmed by anything but other Figura occupying this dimension. Many Figura are able to
make a living as telepathic relays: connecting a handful of individuals together to enhance their tactical
capabilities and communication.
» 4D: Slip into another dimension for a round once per scene. You are unable to attack or be attacked
while in this dimension (With the exception of other Figura also using this ability).
» Telepathic Relay: You can establish a telepathic connection with up to 3 creatures within a distance
of Near. All creatures which are connected can also talk to each other.

Portrait of Mananangda bringer of peace

9
STEP.2 Character Points
Allocate 6 Character Points, each increasing the rank of an attribute or skill of your choice by 1.

STEP.3 Equipment
Choose 2 weapons of your choice.

STEP.4 Base Stats


By default, your max health is 8, defense TN is 3, and movement speed is 1 zone per turn.

STEP.5 Optional
» Describe quarters
» Decide what your character did before they joined a crew

"You stand trial for the crime of harboring Yggdra saplings and-"
"Killing me won't bring back your idiot wife Edictos~"
"Your punishment is public execution, take him away."
-Excerpt of the trial of Atticus Termnomin analyst supreme of the
Second Heavens Chapter, presided over by Edictos Termnomin ex-
ecutive justicar of the Second Heavens Chapter

10
Ships
An interstellar void-traveling vessel, often known colloquially as a “ship”, is the galaxy’s most common
and prolific form of travel to and from any given planet. Owning a ship is a huge investment, both in
terms of the initial cost and maintenance required to keep it running smoothly, which means that a crew
must either be sponsored or have a high income in one way or another; for this reason, lots of crews
pick up their pay from mercenary work or piracy in some form

For better or for worse, there will always be work to do.

Ship Parts

Each ship has a number of Part Slots, for which each ship part takes up a particular amount. The
average mercenary-crewed ship has 16 slots. Aside from what is listed, Ship parts take up an additional
slot for each trait they gain from their Components.

Ship parts are as follows:

» Bridge – (2 Slots) Without this, the ship cannot be piloted.


» Shield – (4 Slots per 10 maximum points) Protects the entire ship from harm, can be recharged by
using a combat action to channel magical energy via the engine. Doing so recharges 5 points per
action spent.
» Engine – (0 Slots, cannot have multiple) Also known as the Magna Res, it keeps magic systems within
the ship powered, and the magic used by the crew stable. Using a large quantity of magic while the
engine is disabled has a chance to cause Void Sickness.
» Thruster – (X Slots) Increases the number of zones it is possible to travel in a single turn by 1
per equipped Thruster. The slot cost of the Thruster is equal to the number of Thrusters already
equipped. Must be piloted to use this effect.
» Weapon – (1 Slot) Use the weapons list, except that its range converted into Ship-Based measure-
ment, gains 1 additional benefit, and all benefits which can be increased are doubled in effective-
ness. Attempting to use a ship weapon as a personal weapon will crush you under its weight.
» Comms – (2 Slots) Allows you to send and receive messages via the leyline network or peer-to-
peer networks. If this is disabled, distress beacons do not function.

11
Ship Crafting
Components
Components are special magically-infused objects
which are extracted from locations or monstrous
beasts with high concentrations of energy. Each Com-
ponent is made up of a number of sentence fragments,
which when aligned properly together, form a number
of “Traits”.

Traits are the special properties of a Ship Part which


are conferred from the Components used to make
them.

Each Trait is formed from the combination of three


bonus types: Solar, Biome, and Inhabitant. Solar refers
to the type of celestial body that the solar sys-
tem orbits around, and therefore what type of raw
energy is being exposed to the solar system; Biome
is the type of environment the Component is native
to, and therefore what type of filter the celestial
body’s energy is being sifted through; and Inhabitant
explains the type of people who live closest to the
Component, which describes what sort of intentions and
desires flow into it.

Each bonus offers two of the total of six sentence


fragments which make up a single Component’s Traits,
each one is set in “if… then…” format and only aligns
with a single other Trait type, labeled as “Primary”,
“Secondary”, and “Tertiary”.

YGGDRAS STICK

12
Extracting Components

When extracting a Component, choose any Utility skill and describe how you intend to use it to extract
the Component. If your GM agrees that the skill makes sense to be used in the way described, make the
relevant check. For every 2 successes, one Trait of the original three is salvageable after it is taken
from its native environment, determined randomly.

Solar Bonus

Type If Primary Then Tertiary

Monostellar If shields drop to 0… …then deal 5 points of damage to the nearest


enemy’s shield

Twin Star If a crew member falls unconscious… …then the duration of the Secondary ability
doubles

Serpent If an enemy boards the ship… …then deal 2 points of damage to all enemies
Quasar currently aboard the ship

Black Hole If this ship part takes a direct hit… …then increase this ship part’s defense TN by 2
for 1 minute

Open Void If this ship part lands a successful hit… …then decrease the hit ship part’s defense TN
by 2 for 1 minute

13
Biome Bonus

Type If Secondary Then Primary

Arid If at least half of the crew is aboard enemy vessels… …then damage dealt by this ship part is multiplied by 3x and
dealt over 2 turns

Vivacious If this ship part is repaired… …then recharge 5 points of shield

Hot If a crew member takes any type of environmental …then repeat the last ability activated by this ship part
damage…

Cold If an enemy is killed by a crew member using a personal …then the duration of the Tertiary ability doubles
weapon…

Humid If an enemy ship part’s ability affects this ship part… …then reduce the duration of the hit ship parts active abili-
ties by 2 rounds

Inhabitant Bonus

Type If Tertiary Then Secondary

Uninhabited If scanned by an enemy… …then gain +2 auto-successes on the next 3 attacks and
scans

God Fearing If the crew is outnumbered by enemies… …then the duration of the Primary ability doubles

Warring If this ship part is reduced to 50% or less of its …then the next attack using this ship part deals +3
total health… damage

Hecatonian If a crew member is affected by Void Sickness… …then the next attack using this ship part has a chance
to cause Void Sickness

Empyrean If a hack on an enemy ship part is successful… …then the next hacking attempt on this ship part will
have +3 to its TN for 1 minute

Yggdran If an enemy is healed… …then heal all injured crew members for 2 points
14
Combat
Initiative And The Flow Of Combat
When one or more combatants find themselves about to come to blows, all participants must make ei-
ther a Subterfuge or Agility check. All of the participants’ rolls are then put in order of highest to
lowest and this becomes the turn order. If there is a tie between multiple participants, the creature
with the highest dice pool goes first, if the tie is not resolved by that, flip a coin.

On each of their turns, each creature can execute 2 actions, which can be 2 different actions or the
same action twice (unless otherwise specified). The available actions that one can execute during com-
bat are as follows:

» Attack – Roll a combat-type skill against a creature’s defense TN, if it’s a Pass, deal damage
equal to the number of successes above the TN, to a minimum of 1.
» Confound – Both you and the target make a skill contest using the most appropriate skills as
determined by the GM. If you Pass, you can decide a single skill that the target cannot use until
the beginning of your next turn.
» Brace – Increase your defense TN by 2 until the beginning of your next turn.
» Wane – Roll a utility-type skill and decrease the target’s defense TN by half of the number of
successes rounded up until the beginning of your next turn. Creatures cannot Wane twice within a
turn.
» All-In – Increase the dice pool of your next Attack or Confound by half rounded up, however if
you Botch, your defense TN drops to 0 until the beginning of your next turn. This effect does not

15
Rest And Healing
Creatures can regain 1 point of health per hour they rest.

Ship Combat

Combat between ships is similar


to regular combat in that all
of the principles of interper-
sonal combat remain the same,
but ship-to-ship combat has a
few extra rules that govern
it.

In order to contribute to the


battle taking place in the
void, other than boarding an
enemy ship or similar maneuver,
a crew member must become
an operator of a ship part,
such as operating a gun or
piloting the bridge. Only one
crew member can operate any
particular ship part.

Ship parts can be disabled if


they take damage when the
shield is down, if a crew mem-
ber boards the enemy ship and
disables it manually, or if a
crew member Passes a TN 8
hacking check.

"Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh" -A polite
hecatonian greeting

16
Zones And Movement
Instead of discrete distances, this game uses approximate distances known as “zones”. Zones and their
general distance are as follows:

Interpersonal
» Touch – About as far as the length of one’s arm.
» Close – About as far as one can jump from a stand without training.
» Near – About three or four house doors laid end to end.
» Moderate – About the length of a commercial airplane.
» Long – About the length of a city block.
» Far – About the length of a cruise ship.
» Distant – Further away than Far, but still detectable

Ship-Based
» Touch – Close enough to dock.
» Close – About eight to twelve houses strung end-to-end.
» Near – About the diameter of a small moon.
» Moderate – About the diameter of an average planet.
» Long – Within a couple lightseconds.
» Far – About the distance between two planets when close in orbit.
» Distant – Further away than Far, but still detectable.

Environmental Damage
» Fall damage – Take 1 damage per zone you fall, or up to 3 less if you’re already prepared for it
(such as when you jump down yourself).
» Suffocation damage – Take 2 damage per minute, or 4 if you are amidst strenuous activity while suffo-
cating.
» Extreme condition damage – Take 1 damage per minute, or 2 if you’re particularly badly equipped for the
conditions.

17
Weapons
When creating a weapon, choose 1 Frame, 2 Benefits, and 1 Downside from the following lists:

Frames
» 1-handed melee – Gain a range of Close and +1 auto-success when making attacks within range.
» 1-handed ranged – Gain a range of Near and take a -1 to your defense TN when within range of a melee combat-
ant.
» 2-handed melee – Gain a range of Near, +1 auto-success, and +2 to your dice pool when making attacks within
range.
» 2-handed ranged – Gain a range of Moderate, take a -1 to your defense TN when within range of a melee combat-
ant.
» Heavy melee – Gain a range of Near, +2 auto-successes, and 1 additional benefit; however when wielded, take disad-
vantage on Utility skill checks and reduce your defense TN by 1.
» Heavy ranged – Gain a range of Long, and 1 additional benefit; however when wielded, take disadvantage on Utility
skill checks, reduce your defense TN by 1, and take a further -1 to your defense TN when within range of a
melee combatant.

Benefits
» Swift – When you roll an attack with this weapon, you may reroll any failures one time.
» Area – Attacks made with this weapon can target up to 3 creatures within range. This can be taken multiple times.
» Piercing – Cover only offers half as much of a benefit against this weapon. This can be taken twice.
» Ward Pack – Increase your defense TN by 1 while wielding this weapon. This can be taken multiple times.
» Surgical – Gain +1 auto-success when making attacks with this weapon. This can be taken multiple times.
» Reaching – Gain +1 zone increment of range. This can be taken multiple times.
» Silenced – This weapon is inconspicuous and does not draw attention.

Downsides
» Reckless – Decrease your defense TN by 1 while wielding this weapon.
» Ponderous – Increase your enemy’s defense TN by 1 while making attacks with this
weapon.
» Massive Kick – Reduce the range of this weapon by 1 zone increment.
» Large Deviation – Reduce the number of auto-successes by 1, must have at least 1
auto-success to apply this downside.
» Loud – This weapon is obvious and draws attention, cannot be “Silenced”.

18
Void Sickness
When exposed to Void energy for an extended period, or an extreme amount all at once, roll 1d8 plus the
number of times you’ve gotten Void Sickness before and consult the following chart for the effect.

1. No symptoms
2. Hallucinate about what is currently the most pressing thing on your mind, as if in a vivid dream
3. Kidney stones appear suddenly every 1d4 hours for 3 days
4. Suddenly grow a random extra finger on one hand, or extra toe on one foot
5. Experience two senses (sight, smell, taste, etc.) interchangeably for the next week
6. Over the next week, you grow an extra tooth in your mouth every hour
7. Develope a mania centered on something currently nearby of you
8. Suddenly grow a random extra limb
>It’s an arm
>It’s a leg
>It’s a tail
>It’s a wing
9.. Experience voices which attempt to convince you to follow through with their stupid and dangerous
advices for a month
10. Suddenly grow an extra head which speaks in a random language
11..The texture of your skin suddenly changes to one of the following on a random body part:.
>It becomes as smooth as silk
>It becomes as rough as fine-grit sandpaper
>It becomes as bumpy as a cobblestone road
>It becomes taut like a mummy
>It becomes loose like ill-fitting clothes
12.. Every time you go to sleep from now on, you experience memories of someone you’ve never met.
13.. Roll 1d6, a number of your eyes equal to this number (or simply all of your eyes if it’s above your
maximum number) gain one of the following traits:
>They become like a lizard’s eyes
>They become like a goat’s eyes
>They become like a horse’s eyes
>Their pupil becomes a random shape
>Their sclera, iris, or pupil becomes a random color
>They gain an additional iris or pupil

19
14. Hallucinate and speak telepathically with the nearest Hecaton
15. Your head (or one at random if you have multiple) splits vertically down the middle and is lined with
teeth, therefore gaining a giant new mouth.
16. Become haunted by a vengeful spirit who is convinced that you are their killer, whether that’s true or
not
17. A random body part grows or shrinks by 20% of its current size
18. Your soul suddenly divides like a cell undergoing mitosis, causing an alter ego to form inside of you
19. Begin to exude an aura which causes a random negative effect on nearby creatures which are not pro-
tected against Void energy, as rolled on the following chart
>Paranoia or mania
>Extreme irrational anger
>Dreamlike hallucinations
>Intense euphoria
>Phantom limb syndrome for limbs the creature has never owned
>Seizures, and if continuously exposed, death
20. Roll two more effects, additionally, you are considered to have gotten Void Sickness an extra time for
the purposes of further rolls on this table

"The Void is not emptiness, it is full of voices if you just listen." -Jyuso
the Void Prophet

20
Attributes And Skills
INSTINCT-Attribute
Bend bars, release the beast.
skill use examples: SKILLS:
» Close Quarters,: any simple melee combat, » Close Quarters
» Willpower: percervering through difficult scenarios like poison, extreme » Willpower
damage, or mind control » Awareness
» Awareness: the ability of being awawre of your surroundings, this can » Agility
be used to find if someone or somthing is sneaking up on you as well
as in investigations, this skill also works as intuition
» Agility: the combaination of reaction speed and physical speed
FOCUS-Attribute
Center yourself, become one with your task.
skill use examples:
SKILLS:
» Engineering: in relation to technology, be it hacking, decrypting,
» Engineering
building, or analyzing
» Accuracy
» Accuracy: to see and look in great detail, can be used for
» Medicine
scouting or analysis
» Academics
» Medicine: knowledge related to biology, be it healing or hurting
» Academics: inteeligence gained from study and other simliar activ-
ities

CHARM-Attribute
The weak of will are yours to command.
skil; use examples:
» Subterfuge: deception SKILLS:
» Attunement: the ability to cause change » Subterfuge
» Leadership: speaches, planning, and keeping others in line » Attunement
» Empathy: the ability to understand the human mind and others » Leadership
» Empathy

21
Close Quarters INstinct Combat
For combat that requires fast reactions.

COMMON
» Dancer – While dual-wielding, you gain +1 auto-success on attacks.
» Fencer – When wielding a single 1-handed weapon and nothing else, gain +2 TN vs being hit.
» Knife To A Gunfight – You take no penalties for being within melee while using a ranged weapon.
» Roider – You take no penalties for wielding heavy weapons.
» Thick Of It – When you’re outnumbered at least two to one, gain +1 to Instinct. Can be taken multiple
times.
» Rampage – At the beginning of your turn, you can choose to gain +2 auto-successes on your attacks,
but take +1 auto-success when attacked until dismissed.
» Martial Artist – Your unarmed attacks gain 1 benefit as if they were a weapon

ELITE
» As One – When you make an attack, choose one of the benefits from the weapon you are wielding (or
unarmed attacks if you have “Martial Artist”) and double its effect. This choice can be changed after
each attack.
» Unyielding – Double your maximum health.
» Unleash – Once per six hours, choose a common skill ability that you own and double its effect for up
to 1 minute. If you choose “Roider” or “Knife To A Gunfight”, you instead gain the penalties as an equal
and opposite bonus.

"Why do you need to attack this place? It's full of innocent life!"
"It's infested by Yggdra, and you disgusting Hectatons! Places as
tainted as these need to be cleansed!"
-Rewud The Martyr speaking out against Sedric Supremos, sene-
schal of the First Heavens Chapter

22
Willpower Instinct Combat
Force reality to change through the raw might of your will.

COMMON
» Soul Filter – Checks made to reduce Void Sickness have +2 to their pool. Can be taken multiple times.
» Deathward – Once per day, when you would take fatal damage, you are reduced to 1 HP instead.
» Fortress Of The Mind – When attempting to resist mental effects, gain +1 to your Willpower pool. This
can be taken multiple times.
» Push – When you use Willpower to cause any effect, you can choose to add +3 to your Willpower pool,
however if you do so and Botch, you will become afflicted by Void Sickness and lose control of your
facilities for 1 minute.
» Blood Sacrifice – When you use Willpower to cause any effect, you can choose to take 1 to 3 HP as
unmitigatable damage to add +1 to your Willpower pool per point taken.

ELITE
» Blessings Of The Hecatons – Gain a bonus to Willpower equal to the number of times afflicted by Void
Sickness.
» Ward Of Chaos – If your defense TN is lower than your Willpower pool, it becomes equal to that
amount. Temporary bonuses to your Willpower pool such as from “Push” or “Fortress Of The Mind” are
considered active for 3 rounds after they end for the purposes of this ability.
» Dominate – Targets with half or less of your Willpower pool cannot resist effects caused by your
Willpower. Temporary bonuses to your Willpower pool are considered part of this calculation.

23
Awareness Instinct uTILITY
Sense the world around you, get a read on those within it.

COMMON
» Always Ready – You can always act in the first round of combat, even if surprised. You can take this
multiple times, allowing one additional ally of your choice to act in the first round each time.
» Sixth Sense – Your passive Awareness is increased by 2. This can be taken multiple times.
» Retrocognition – When you come across a scene with a charged atmosphere, roll Awareness. If you Pass
choose one from the following list, plus another for each 2 successes above the TN rolled.
> “What happened here?”
> “What has been hidden?”
> “What was the goal of this?”
> “What about this is the greatest threat to me?”
» Bloodhound – You can sense the direction and approximate distance of any creature who you’ve success-
fully hit within the last hour as long as they haven’t gone beyond a mile away from you. You can take
this multiple times, each time increasing either the duration by 1 additional hour or the distance by an
additional mile.
» Good Judge Of Character – When you meet someone for the first time, you can force the target to
make a Subterfuge check against a TN equal to your Awareness pool, on a failure the GM will tell you
what their Subterfuge rank is and how long it’s been since the last time the target lied to someone.
This can be taken multiple times, increasing the TN of the check by 2 each time.
» Obvious Tells – For every 10 minutes you’re around a person gain +1 to your Awareness pool against
them, up to a maximum of +6.

ELITE
» Prophecy – When a major event is about to take place your GM will tell you to roll Awareness. On a
success, you will have a vision of what the core of the event will be, on a Botch you will simply have
a feeling that an event will occur soon. The moment that you receive this vision is one where you have
the capability to change the outcome of events, but it could be very tight on time.
» Transparent Tongue – You will immediately know if someone lies to you.
» Omnisight – Awareness checks cannot be lower than your passive Awareness.

24
Agility Instinct UTILITY

Move quickly, react fast.

COMMON
» Sprinter – Your speed is increased by 1 zone per turn. Can be taken twice.
» Flow State – Once every six hours you can move with such speed that an action that would normally
take a minute or so can be completed in a matter of seconds. This can be taken twice.
» Impossible Balance – You can balance yourself on the smallest of footholds and handholds. You can
take this a second time, allowing you to balance on sheer surfaces for limited periods of time.
» Catlike Grace – Increase the number of zones you can fall before taking damage by 1. This can be
taken multiple times.
» Ace – When piloting, gain +1 to your Agility pool. This can be taken multiple times.
» I know What I’m Doing – When performing reckless acrobatic feats, with a vehicle or without, gain +1
auto-success.

ELITE
» Contort – You can shift into positions and poses
that should be anatomically impossible.
» Unstoppable – When you roll any check centered
on moving quickly or distantly, you can reroll any
failures once. Additionally, you are not affected
by effects intended to slow a target.
» Tactical Facing – When piloting, upon declaration
of which ship part your enemy is targeting, you can
roll an Agility check against a TN equal to the
incoming attack. On a Pass, you can choose what
subsystem takes damage instead of the intended
target.

25
Engineering Focus COMBAT
Hacking, decrypting, and making mechanisms under the pressure of resources or time.

COMMON
» White Hat – Wards and locks made by you have +2 to their TN. Can be taken multiple times.
» DDOS – When you attempt to infect a magical tool, gain +1 auto-success. Can be taken multiple times.
» Gremlins – The Tipping Point of hacking takes half as long to achieve for you.
» Kaboom! – When you hack into a device, you can add +5 to the TN in order to make it explode regard-
less of the type. If it’s a device made by you, you do not incur this penalty.
» Pride And Joy – Devices designed by you have +1 auto-success when used for the first time. Can be
taken multiple times, granting the +1 auto-success for an additional use each time.
» Jury-Rig – When crafting a device, you can choose to cause benefits from the crafting benefit triad
(Quick, Inexpensive, Well-Made), to become twice as effective for you, in exchange, benefits not taken
also have double the effect.
» Overclock – When using a device you’ve made, you can use twice as many charges to double the effect.
This can be taken multiple times.

ELITE
» Genius – When using a device you’ve made, gain +3 to Focus.
» Master Of Machines – Any device you use is considered made by you for the purposes of skill abilities.
» Black Hat – When you hack into a device, you can choose to make it repeat its action each time it’s
triggered until it breaks.

26
Accuracy Focus COMBAT
For combat at great distances

COMMON
» Sharpshot – Your range is twice as far. Can be taken multiple times.
» All The Time In The World – When you have a cover bonus for at least 1 round, gain +1 to Focus. Can
be taken multiple times, each time increasing the number of rounds you gain a bonus from staying within
the same cover.
»
For example, if you take this ability 3 times, you gain +1 to Focus for every round in the same cover,
up to a bonus of +3.
» Snapshot – You take only half, rounded down, of the penalty if you or your target is in motion.
» Focused Assault – Gain +1 auto-success on attacks against the same target for consecutive turns.
» Trick Shot – You gain +1 auto-success when attempting difficult or acrobatic shots, such as shooting
around obstacles or bouncing projectiles off surfaces. This can be taken twice.

ELITE
» Peerless Eyes – You ignore up to +10 to TN from Accuracy difficulty modifiers.
» Perfect Shot – Once per six hours, gain +3 auto-successes on a single attack.
» Splatter – For every 2 successes above the TN, deal +2 points of bonus damage

27
Medicine Focus Utility
Heal the infirm

COMMON
» Efficient Procedure – Devices you make to heal allies have twice as many charges.
» Patch Up – You can heal a creature for 3 points instantly so long as you have cloth or a needle
and thread on hand, however if the patient participates in strenuous activity before they are able to
rest for at least 3 hours, they will take 1 point of damage per minute of such activity until they can
be treated again. You cannot heal more than 3 total points until the patient has rested for 3 hours,
attempting to do so will cause the ability to fail.
» Desperate Measures – When you roll a Medicine check, you can choose to impose complications the pa-
tient must deal with after being healed, for each complication imposed, gain +1 to your Medicine pool.
The following are the available complications, each lasts for 1 month:
> Lower the patient’s maximum health by 3.
> Lower the patient’s movement speed by half
> Lower the patient’s highest skill pool by 2.
» Quick Recovery – Allies who rest while in your care heal twice as fast. This can be taken multiple
times, each adding +1 point to each ally’s hourly healing.
» Surgeon – When you have a proper space to heal, gain +1 auto-success, or +2 if it’s also well stocked.
» Organ Harvest – When you have time and space to work on an intact corpse, roll a Medicine check. On a
Pass against a TN of 7, gain 1 asset.

ELITE
» Death’s Rival – You can revive a creature who has died within the last 10 minutes if you Pass a Medicine
check with a TN of 8.
» Red Cross – Your defense TN is increased by 4 while healing another creature.
» Miracle Worker – Once every six hours, you can increase an ally’s maximum health by 6 for six hours.

28
Academics Focus Utility
The expanse of your lexicon, and your general level of erudition.

COMMON
» Specialist – Choose a profession or knowledge base (chemistry, history, fishing, etc.) anytime you make
an Academics check relevant to that profession or knowledge base, gain +2 auto-successes. This can be
taken multiple times, choosing a different profession or knowledge base each time.
» Vast Knowledge – When you make an Academics check, you can reroll any failures once.
» Scholar – When you have access to a database of information, gain +2 auto-successes to Academics
checks. This can be taken twice.
» Transcendental Tutor – Once per six hours, you can make an Academics check about something when you
aren’t present.

ELITE
» Polymath – Once every six hours when you make an Academics check, gain +3 to your Academics pool.
» Living Encyclopedia – You cannot roll lower than two thirds of your Academics pool.
» Creative Solutions – Once every six hours, use an Academics ability on a skill in which it normally would
not apply, as long as all other conditions are met

29
Subterfuge charm COMBAT
Lie, both with your words and with your blade.

COMMON
» Black Widow – When you make an attack against a target who doesn’t expect it, gain +2 auto-successes.
» Backstab – If your target is outnumbered, gain +1 to your Subterfuge pool when you make attacks per
person above the first.
» Masque – Disguises you make gain +2 to the TN of seeing through them. Can be taken more than once.
» Hidden Weapon – No matter the circumstances, you can always hide a weapon on your person. It has a
1-handed Frame, 1 Benefit and Silenced, and 1 Downside. This can be taken multiple times, gaining a dif-
ferent weapon each time.
» Cold Reading – For every 10 minutes you’re around a person gain +1 to your Subterfuge pool against
them, up to a maximum of +6.
» Silent Steps – You gain a passive stealth equal to half of your Subterfuge pool, even when moving
quickly.

ELITE
» Perfect Impostor – While in disguise, any checks made to sell the identity cannot be lower than the TN
of the disguise.
» Slippery Slope – For each task you have an individual complete for you, gain +1 auto-success when
convincing them to do another, up to +5. This bonus is forfeit if the victim realizes that the task goes
against their principles or those they respect or fear.
» Stiletto – Once per day when you hit a creature, lower that creature’s defense TN by 3 until they die
or 24 hours pass, whichever comes first.

30
Attunement charm COMBAT
Extend yourself into the environment and coax it into the shape you desire.

COMMON
» Regenerate – Heal for 1 point every 10 minutes when sitting still.
» Meditation – Before you activate a magical effect you can choose to center the energies within your-
self and synchronize them with that of the environment, when you do so gain +1 to your Attunement
pool for each 10 minutes spent, up to +3. This can be taken multiple times, increasing the maximum value
by 3 each time.
» Sanctuary – Generate a warded zone to protect your allies; when you do so, roll an Attunement check,
the health of the ward becomes the number of successes. If you move or are moved, the ward immedi-
ately crumbles into nothing. The ward is considered full cover, but cannot block physical entry from
creatures.
» Soulbound Curse – When you cause a negative effect to an enemy, roll an Attunement check and cause
the duration of said effect to extend by a number of hours equal to half of the number of successes
rounded up.
» Realignment – You can remove any magical negative effect not produced by Void Sickness as though you
were hacking a device, except with Attunement as your skill. This can be taken multiple times, each time
after the first reducing the Tipping Point of removing negative effects by 1 minute.
» Pliable Form – Gain +1 auto-success when casting spells which change your own shape, or against
spells which would attempt to do so cast by enemies. This can be taken multiple times.

ELITE
» Walking Willow – Any ability that requires you to not move will continue to work if you move no more
than half of your movement speed.
» Conduit – You can change the target of any common Attunement ability from yourself to any ally within
10 feet of you.
» Crippling Curse – When you apply a negative effect on an enemy, all 1s they roll on checks reduce
their number of successes by 1 for the first quarter of the duration, rounded up. This effect does
not stack.

31
Leadership charm Utility
Inspire and motivate, say what needs to be said to those who need to hear it

COMMON
» Inspiring – Once per round if a crewmate Botches a check, you may roll Leadership, adding the number of
successes to the check and possibly changing the outcome.
» Pep Talk – Once per six hours, you can give an ally +1 auto-success on their next check.
» Lead By Example – Gain +2 to your Leadership pool when you go first into a dangerous situation; this
bonus lasts until the trouble has passed. This can be taken twice.
» I’ll Hold Them Off – Once per six hours, all allies gain speed equal to 5 times your Leadership pool
for 1 round. This can be taken multiple times, each granting another use per six hour period.
» Courage – Once per six hours, you can grant a single ally +2 to their defense TN for the next 3 times
they’re targeted by an attack.
» Stalwart – Once per six hours, grant all allies +2 to their pools against the next negative effect
that is attempted to be used on them.

ELITE

» Team Spirit – When you offer an ally some form of benefit via a Leadership ability, you also gain that
benefit. This does not affect abilities which end immediately after use, such as “Inspiring”.
» Galvanize – Once every six hours, you can grant a single ally +2 auto-success to every check for 1
hour.
» Last Stand – Once per day when you drop to 50% or less of your maximum health, all of your common
Leadership ability cooldowns immediately end.

32
Empathy charm Utility
Open your heart, and have others open theirs.

COMMON
» Personable – Unless you’ve done something particularly egregious, people will always have a relatively
positive opinion of you upon first meeting.
» Heart-To-Heart – When you have at least 10 minutes alone with someone, gain +2 to your Empathy pool
until the moment is interrupted. This can be taken twice.
» Detail-Oriented – When you meet with someone, you can always tell if you’ve met them and when, even if
they were disguised at either or both times.
» Windows To The Soul – When you have at least 10 minutes alone with someone, roll Empathy. If you Pass
choose one from the following list, plus another for each 2 successes above the TN rolled. This can
be taken multiple times, gaining +1 auto-success when using this ability each time.
> “How is this person really feeling?”
> “Who is this person unable to talk about?”
>“Where does this person spend more time than they intend to?”
>“When was the last time this person felt…? Why?”
>“What feeling from this person is unrequited/is unrequited by this person, and from whom?”
» Do What’s Right – When you have at least 10 minutes alone with someone, grant them +1 auto-success
to their next roll if the action would clear their conscience, or -2 successes if it would leave a scar
instead.
» Confide – Before you roll an Empathy check, you can offer an embarrassing or uncomfortable story
which you’d rather never see the light of day, if you do so, gain +1 auto-success to that check. This
can be taken multiple times, increasing the bonus each time.

ELITE
» The Outline Of Your Soul – When you meet a person for the first time, you are considered as having
spent 20 minutes alone with them for the purposes of Common Empathy skill abilities.
» Indelible Bond – You can always tell when your friends are in danger and sense the general type of
danger (poisoning, attacked with knives, etc.)
» Piercing Observation – When an Empathy skill ability that doesn’t require its own roll activates, you can
choose to roll an Empathy check against a TN of 6 to gain an additional insight relative to the abili-
ty’s function.

33

TABLE OF CONTENTS
01| Checks And Difficulties
02| Accuracy Difficulty Modifiers
02| Attributes And Skills
03| Devices
03| Wha
15| Combat
15| Initiative And The Flow Of Combat
16| Ship Combat
16| Rest And Healing
17| Zones And Movement
17| Environmenta
Checks And Difficulties
When you want to execute an action that has a significant chance of failure, your GM will ask you 
to
Accuracy Difficulty Modifiers
Sometimes the environmental factors of a situation will make hitting a shot accurately more dif
Devices
What Is A Device?
A Device is any object which has a special trait 
or purpose which could be useful during a 
missio
Hacking Devices
Make an Engineering check, on a Pass you can choose a trigger (e.g. when next used, in the next ten 
seconds,
Character Creation
Choose a species, available species are as follows
Humans
Cambion
Hardy and adaptable, Humans are some of
Faunen
Nephilim
The Faunen are not a single species, but a loose alliance of bestial bipeds that successfully re­
sisted the
Geonon
Descendants of the long-lost precursor species that eventually produced the venerable Yg­
gdra, the Floren feature qua

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