Professional Documents
Culture Documents
On the planet Aporia, humanity lived peacefully, incredibly advancing in technology for over 3,000 years until that day. That day in which they started to appear. Rifs, portals to another world called the Abyss started opening, and horrifying creatures, which were later called Purgers, came through, murdering every human they lay eyes on. All of society was nearly thrown into the ruin. Other creatures that came through the Rif, called Daemons, meant the Humans no harm. They came through, running away from the Purgers as well. However, terror flled the humans, since they knew not that the Daemons were no threat to them. The Daemons bonded to humans, making them their hosts. Hosts of Daemons were granted supernatural abilities from their type of Daemon. There are 6 types of Daemons: Psiodaemon. Pyrodaemon. Fortadaemon. Astrodaemon. Hyperdaemon. Necrodaemon. However, the Humans didn't see that the Daemons were on their side. Afer all previous Government had been dissolved, the new theocracy formed, called The Restoration. The Restoration believes the Abyss, and everything that comes from it, is pure evil. Hosts and Purgers are killed on sight. It is better for a man to be wicked, but part of the Restoration, than to be extremely kind, and a Host. Hosts were quickly dehumanized, believing to have been completely taken by their Daemons. The Purgers continue to massacre humans, their Rifs only opening at night. They stay afer dawn, however, killing as many humans as they can before they themselves are killed. They seem to target Hosts specifcally, however. It seems as though they have a hatred towards the Daemons. No one knows the true purpose of the Purgers, but all fear them. The Hosts live mostly in Wastelands making their residence in Enclaves, buildings in where groups of Hosts live together. The Restoration dares not attack these Enclaves because of the great number of Hosts there. They avoid them as much as they can. The Hosts live in true anarchy. They work crimes against The Restoration together, trying to stay alive. What do the Purgers have to plan against Aporia? What mysteries does the Abyss hold, and what can be done to stop it?
1.1: Aporia
Aporia used to be called Earth before the horror started. Extremely advanced in Technology and existing in complete peace, the human race thought that no worry could ever come upon them again. Utopia had been achieved, and what could stop that? However, the humans had no knowledge of the truth of the Multiverse theory. Once the Purgers came through the Rifs, the whole world was thrown into complete panic. Humanity had forgotten about stress; about sorrow. About loss. The apocalypse had arrived, and they had no chance. Cities were ruined, massacred, and the world's population decreased. You can still see the tall skyscrapers and buildings remaining today. However, none occupy them, and they are aged. Now, hundreds of years later, Aporia is covered in ruins, and such hate and confusion flls the air, that most of humanity doubts that a Utopia could ever be achieved again. Occasionally, artifacts remaining from the previous civilization can be discovered. These items are usually powerful weapons, armor, and accessories. As the GM, you will have to make these up. The Aporians call the previous inhabitants of the planet The Ascended. The Ascended were the humans that were greatly advanced in technology and has their great cities. Now, The Ascended are gone, and only the Aporians remain.
NPCs:
Ikarr
A weak Incumancer, who isn't much one for fghting. He prefers to just sit back and watch as others do the dirty work for him. This is why he is having others guard him on this trip to Crypt. No one even knows what type of Daemon he has. No one living, anyways.
Juniok
A Rager, who live in Crypt. He oversees all that goes on in Crypt, and he knows a lot about the ancient city. He holds a lot of secrets in his mind, and this makes him a valuable resource. Hyperdaemon.
Other notes:
Ikarr's Secret
Ikarr isn't actually an Incumancer. He's just a normal person, power-hungry. How he became the Lord of an Enclave, no one knows. But he can still take an Incumancer full-on, and kill them. But why would you have to fght him?
The Temple
The temple and the artifact both do exist, however, no one has ever found them. The artifact will grant the user incredible power. That's what legend says, at least. 8
Chapter 2
How To Play
10
11
12
2.4: Leveling Up
Leveling up is fairly simple. Whenever you roll an action, (you do not have to succeed) you get to lightly color in a box to the right of the stat you used. EX: Ankaa tried to climb up into the window, and even though he failed, he gets to color in a box next to MOB because he used MOB for the action. When all the boxes next to one stat are flled, you erase them all so they are empty and mark an XP point on the bottom of the character sheet. When a certain number of boxes in the XP section are flled in, you level up and get to erase all the boxes in your XP section and fll in a box in the Level section underneath your stats. You can also gain XP from succeeding during the phobia efect. Afer you advance a level, see the chart on the next page to see what you can do on each level gain. The XP needed to advance to the next level is 2 times the level you're trying to achieve. For example, to get to level 1, you need 2 XP. 2, 4; 3, 6; 4, 8; etc. The max level is 30. If you, as the GM, wish for them to continue advancing, start the level-gaining chart over again at Level 1. You can do 5 things afer leveling up if the level allows: +1 max HP. Raises the max HP of the player by 1. +1 Stat. Raises a chosen Stat of the player by 1. Level up ability. Raises the level of a chosen ability that the player already has. New Skill. You may make up another skill or add one from the list on page 27. Add Ability. The player may choose another ability from their Daemon's ability list, (starting on page 17) as long as they have the level that is required.
13
LEVEL GAINING
Level 1: Level 2: Level 3: Level 4: Level 8: Level 9: Level 10: Level 14: Add Ability Level 25: + 1 max HP New Skill Level 26: Level up Ability + 1 max HP Level 27: Add Ability Level 28: + 1 Stat + 1 max HP Level 29: +1 max HP Level up Ability Level 30: Add Ability + 1 max HP New Skill Level up Ability + 1 Stat Add Ability + 1 Stat + 1 max HP Level 24: Add Ability + 1 Stat New Skill +1 max HP + 1 max HP Add Ability Add Ability Level 19: New Skill + 1 max HP Level 20: +1 max HP Level up Ability Level 21: Add Ability Level 22: Level up Ability New Skill Level 23: +1 max HP Level up Ability New Skill + 1 max HP Level up Ability + 1 max HP Level 18: Add Ability + 1 max HP + 1 Stat Level up Ability + 1 max HP Add Ability + 1 max HP New Skill Level 17: +1 max HP + 1 max HP Level 16: Level up Ability New Skill
Level 5:
Level 6: Level 7:
Level 11:
Level 15:
14
15
Chapter 3
References
16
3.1: Daemons
There are 6 diferent types of Daemons. Here is a list of them, along with their Abilities and bonuses:
17
Psiodaemon:
Mind Read
Allows the Caster to listen to the thoughts of the target for a limited amount of time.
Intimidate
Causes the target to become slightly afraid of Blocks any Psiodaemon efects on a group or the Caster, causing the target to become individual of targets. more easily submitted to the Caster's will.
Fear
Gives everyone in the Area, except the Caster, the Phobia Efect.
Allows the Caster to communicate with any reasonable target through their mind.
Dampen
Dampens the target's emotions (emotion can Deals 1 damage to a target whenever they try be specifed), making them more calm and to perform an action as long as the ability is serene. in efect.
Amplify
Amplifes the target's emotions (emotions can be specifed), making either more passionate, scared, angry, etc.
Causes the target to temporarily lose all sense and go completely Insane.
Enter
While the target is sleeping, the Caster may enter the dreams of the target.
Corrupt
Allows the Caster to control the mind and actions of the target.
Illude
Causes the target's mind to be temporarily separated from the rest of his body, rending him motionless, and unable to use any of his/her senses.
18
Pyrodaemon:
Fireball
Di?culty 2
Allows the Caster to shoot a ball of fre from Creates knives of Dame extending from the his/her hands, dealing 2 damage (+ PSI). Caster's fsts. Good for hand-to-hand combat.
Heat
Wall
Respirate
Causes the Caster to shoot Dames from his mouth, dealing 4 (+PSI) fre damage to whoever it hits.
Makes the Caster, and/or others near him invulnerable to all heat and fre.
Control
Allows the Caster to temporarily control the growth and direction of previously existing Dames.
Jet
Shoots a wall of Dames that burns and lights fre to anything it touches, dealing 5 damage.
Ember
Shoots multiple freballs from the Caster's fsts, Dying in multiple directions.
Magma
Brings a large amount of hot magma from under the planet's surface to the surface.
Allows the Caster to melt a targeted item, wall, pillar, anything that is meltable, and not too large in scale.
Plasma
Creates a large amount of fre that deals 8 (+ PSI) damage to everything it touches.
19
Astrodaemon:
Short-range Teleport
+2 MOB All abilities use PSI unless specifed. +2 max HP Di?culty 3 Light Telekinesis Di?culty 3
Lifs and moves light objects with the Caster's mind.
Creates a Rif that the Caster is sucked into, teleporting them to a desired, close by location. Around up to 100 f.
Forcefeld
Creates a Rif that the Caster and all nearby are sucked into, teleporting them to a desired, far away location.
Conceal
Self Telekinesis
Whenever the holder of this ability fails a Dodge roll, or a roll that would have been determined by reDex, the player may cast this as well to dodge.
Rif
Opens a Rif to the Abyss. Purgers ofen come through the other side.
Sends the target's spirit on a temporary trip through the Abyss. Hopefully without killing him/her.
Poly Telekinesis
Lifs and moves multiple selected objects with the Caster's mind.
Allows the Caster to change their body into anything. The change is permanent. The Caster must cast this again in order to return to true form.
Suppress
Creates a Suppressor, preventing any Rifs from opening from inside the area.
Summons comets that rain down on the area, dealing lots of damage.
Heavy Telekinesis
Lifs and moves any weight of objects with the Caster's mind. 20
Fortadaemon:
Strength 1
+2 STR All abilities use STR unless specifed. +7 max HP Di?culty 2 Size Change (PSI) Di?culty 4
Changes the size of the Caster to either normal, twice the size, or half the size.
Strength 2
Sacrifce
Allows the Caster to have damage dealt to a target dealt to the Caster instead.
Share (PSI)
Barrier (PSI)
Raises a Stone wall to protect people who take cover behind it.
Afer an attack is successful, this may be cast to ignore all armor the target is wearing.
Recover (PSI)
When attacked, this may be cast, and when successful, the damage directed towards the Caster is directed to the Attacker instead.
Strength 5
When attacked, this may be cast, and when successful, half of the damage directed towards the Caster is absorbed.
Battle Cry
When attacked, this may be cast this to ignore all damage. Can be cast once while being attacked, even if being attacked by more than one person.
21
Hyperdaemon:
Flash
+2 PSI +3 max HP
Di?culty 3 Deafen
Di?culty 3
Creates a large Dash of light that temporarily blinds everyone in the area.
Creates an extremely loud sound that temporarily deafens everyone in the area.
Mist
Creates a large cloud that makes it impossible to see anything while covered by it.
Prevents the Caster and/or other target(s) from being efected by loud sounds and bright light.
Darken Control
Controls the movement of existing shadows. No movement from the source of the shadow is required.
Vision
Allows the Caster to be able to see no matter what light level there is.
Shoots out a beam of light that deals 4 damage (+ PSI) to what it hits.
Tangibility
Makes a targeted shadow tangible, allowing it to deal damage, and pick up items.
Causes a targeted Shadow to become sentient, being able to talk and think for itself.
Sweep
Shoot out a ripple of tangible shadows, knocking everyone in the area besides the Caster, of their feet.
Shoots a powerful, inaudible sound, with such force that can break down walls, and kill people. Has a bit of a kick.
Shif
Changes the gravity in the area. Makes it stronger, weaker, and/or changes the direction in which the gravity in the area pulls.
Changes the gravity of an individual, or a group. Makes it stronger, weaker, and/or changes the direction in which the gravity pulls on the targets.
Discombobulate
The Caster releases a loud sequence of Dashes of light and loud sounds, rendering all who are not protected blind and deaf for quite a while. 22
Necrodaemon:
Summon 1
Summons an undead minion that has 3 HP. Only one minion of the same level may be existing at a time.
When cast the Caster rolls a d6. On 4-6, you gain 5 HP. On 1-3, however, you lose 4 HP.
Conceal
Summons an undead minion that has 5 HP and 1 STR. Only one minion of the same level may be existing at a time.
Fear
Gives everyone in the Area, except the Caster, the Phobia Efect.
Capture
Captures the Target as a spirit, which may be put away and dealt with later.
When cast, the Caster may communicate with the spirit of a selected deceased individual.
Summon 3
Summons and undead minion that has 7 HP Summons an undead minion that has 10 HP and 2 STR. Only one minion of the same and 3 STR. Only one minion of the same level level may be existing at a time. may be existing at a time.
Speed
When cast at the beginning of a turn, the Caster may perform 2 more actions.
Revelation
When cast on a dead body, the Caster may envision a short time before the corpse died.
When cast, it brings back a target from the dead with half the HP.
Intangibility
Makes the Caster intangible, allowing anything to pass through him/her, such as walls and bullets.
Summons a familiar that cannot attack, but cannot be seen by anyone besides you. This familiar may collect items, eavesdrop on conversation, or whatever the GM allows.
Guidance
When cast, the Caster has a vision that s/he is Summons an undead minions that has 15 HP talking to a spirit, that ofers him/her and 5 STR. Only one minion of the same level guidance. may be existing at a time. 23
3.2: Antagonists
There are multiple types of creatures that the players will be fghting against. GM, refer to here for diferent types of creatures. If any other Antagonists enter the battlefeld that you make up, make up traits for them, such as HP, STR, MOB, etc. Antagonists get no dice-pool.
Purgers:
Ripper
A large wolf-like creature with long claws and no eyes. How it knows you're there, no one knows.
35 5 0 0 0 3 +2
When cast, the Ripper shoots out its long tongue, and everything it touches receives Poison and 3 damage.
Corruptor
A fast, small creature that latches onto the back of others' heads. It then madly controls them, using their abilities and weapons.
5 0 4 0 2
Di?culty 3
When cast, the Corrupter jump up, latching onto the head of another, taking control of them.
24
Deceit
A tall, lanky, terrifying creature that absorbs dead bodies to become them, acting just like them and being able to use their abilities.
12 0 0 3 5
Di?culty 3 Di?culty 3
When cast on a dead body, the Deceit absorbs the corpse, turning into its form. When the Deceit is in a form, this may be cast for the Deceit to turn into its true form, dissolving the previous corpse inside itself.
Mauler
A bulky, strong creature that uses its freakishly deformed, large fsts to maul its victims.
Abilities:
NONE
25 5 3 0 0 +3
25
The Restoration:
Cleric
A usually skinny man or woman who heals his/her teammates.
20 0 1 2 3
When cast, the Cleric may restore 5 HP to any target, including himself.
Sentry
A large, strong man who deals a lot of damage and can take a lot of damage.
30 3 2 0 1 2 +1
Afer an attack is successful, this may be cast to ignore all armor the target is wearing.
Exorcist
A feared mage that is rarely seen. Can temporarily make it impossible for a Host to merge with his/her Daemon.
25 0 1 2 3
When this is Cast on a Host, the target cannot Merge with his/her Daemon for some time.
PHOBIAS
Achluophobia- Fear of darkness. Acrophobia- Fear of heights. Agateophobia- Fear of insanity. Agliophobia- Fear of pain. Agoraphobia- Fear of open spaces or of being in crowded, public places like markets. Fear of leaving a safe place. Arachnephobia or Arachnophobia- Fear of spiders. Autophobia- Fear of being alone. Aviophobia or Aviatophobia- Fear of Dying. Bacteriophobia- Fear of bacteria. Ballistophobia- Fear of missiles or bullets. Claustrophobia- Fear of confned spaces. Demonophobia or Daemonophobia- Fear of demons. Emetophobia- Fear of vomiting. Gephyrophobia or Gephydrophobia or Gephysrophobia- Fear of crossing bridges. Hemophobia or Hemaphobia or Hematophobia- Fear of blood. Herpetophobia- Fear of reptiles or creepy, crawly things. Hoplophobia- Fear of frearms. Illyngophobia- Fear of vertigo or feeling dizzy when looking down. Iophobia- Fear of poison. Kakorrhaphiophobia- Fear of failure or defeat. Ligyrophobia- Fear of loud noises. Malaxophobia- Fear of love play. (Sarmassophobia) Necrophobia- Fear of death or dead things. Ochlophobia- Fear of crowds or mobs. Ophidiophobia- Fear of snakes. 27
Pathophobia- Fear of disease. Phasmophobia- Fear of ghosts. Technophobia- Fear of technology. Thanatophobia or Thantophobia- Fear of death.
Di?culties
1 A one is a very easy task to accomplish, so it doesn't happen very ofen. 2 A two is an easy task. It happens occasionally, but still, not very ofen. 3 A three is a moderate task. It takes some skill, but not much. This is the average task. 4 A four is a hard task. This requires a fair amount of skill, and ofen stress, shock, injuries or danger has something to do with this. 5 A fve is a very hard task. Only experts should attempt this. If the player would have a very hard time succeeding while accomplishing a task, and ofen stress, shock, injuries or danger has something to do with this, then it would be a fve.
28
One-handed Weapons
Plasma Pistol -- G: 20 -- +1 Just a simple plasma pistol used for shooting the guts out of your enemies. Plasma Whip -- G: 40 -- +3 A whip made out of plasmic energy. What more could you ask for? Energy Sword -- G: 50 -- +5 A sword made out of pure energy, which will never break. Plasma Sword -- G: 30 -- +2 A sword that can slice your enemies clean in half. Energy Zapper G: 55 -- +5 A small gun that will stun your enemies. It has to recharge, however. Shatter Pistol G: 65 +6 Shatter weapons split the bullet they fre into countless smaller ones. Ouch.
Two-handed Weapons
Plasma Mace G: 60 -- +6 A blunt object with an exceedingly large end that will knock someone's teeth out. Especially since it's made of plasma. Energy Claws G: 70 +7 Shatter sword G: 75 + 8 Claws made from pure energy. They A sword that will leave behind shards will never break, and they help you everywhere it slices. Ouch. It's stuck beat someone up. inside of you. Shatter Rocket G: 80 +8 Drainer Rife G: 75 +5 It's as bad as it sounds. This A rare weapon that will drain the rocket launcher is a brutal weapon that magical powers out of the target for will put millions more shards than a their next actions. Has to recharge for pistol. Ouch again. a while.
29
Plasma Claws G: 55 -- +6 Claws that you put on both of your hands to make Fist-Fighting a little more interesting.
Armor
Helms
Helmets are used to protect the most vital part of your body. To use, if you get attacked successfully in the head, the number to the right reduces the damage by its value. EX: A thug strikes you in the head with a club that deals 3 damage. Your helmet has a 1, so it only deals 2 damage.
Hat G: 10 1 This thin cloth hat barely protects you. It's just for luck.
Weak Helm G: 20 2 This helmet is weak, but it's better than nothing.
Small Force Field G: 30 3 Medium Helm G: 40 5 This device attaches to your neck and This helmet is the average metal, puts a small force feld around your providing medium protection. head. Hooray! You look ridiculous! Passer G: 25 3 Strong Helm G: 70 10 This incredible invention will turn A strong helmet. The best of the best. your head intangible most of the time. Get a four or higher on a d6 to have it work. OtherMINe, it's just 3 armor.
Body Armor
Use by subtracting the amount of damage by the number when attacked in the body. (anywhere besides the head)
Cloth Clothing G: 15 1 This is what normal people wear. You are not normal. Force Field Armor G: 40 3 It puts a force feld around your entire body! Idiotic! ReDector G: 35 3 This armor reDects anything that hits it most of the time. Works the same as a Passer.
30
Weak Armor G: 30 2 A weak metal that's rusty and stupid looking. But it's better than those clothes. Medium Armor G: 50 4 A normal metal that most warriors wear. Hooray Strong Armor G: 70 6 Strong armor. What else is there to say?
Gloves
Gloves are awesome, but expensive. They can lif large objects, crush anything, throw freballs and lasers at people not really, but still. To use, just have the player be able to use the ability that comes with the glove like a normal action. Use PSI.
Strong Gloves G: 55 These gloves give you +1 STR while you're wearing them.
Time Gloves G: 60 These gloves let you freeze time temporarily, giving you an extra action before anyone else acts. Relatively long cool down. Cold Gloves G: 60 These gloves can freeze anything and control ice. Earth Gloves G: 55 These gloves let you control rocks and the Earth beneath your feet.
Climbing Gloves G: 60 These gloves let you climb up anything. Even sheer walls. Plated Gloves G: 45 4 These gloves are just like armor. 4 armor.
Accessories
Accessories are AWESOME! Pretty much as cool as the gloves. They give you all sorts of useful abilities and stuf. You can equip two at a time. Use just like the Gloves, unless it's one-use only.
Jump Ring G: 50 This accessory gives you the ability to jump higher and farther. Be sure to wear a helmet Protection Ring G: 60 This ring will save you when in your most distress, by teleporting you to the nearest town! Only works when desperately needed. Healing Bracelet G: 45 This bracelet restores your HP to its maximum whenever. Even when you're dead. One use only.
31
Cloaking Amulet G: 50 This gemmed necklace gives you an extra die when doing a stealth action or casting Conceal. Saving Stone G: 60 This stone lets you bring someone (or something) back to life. Of course, the someone (or something) must have lived once before. One use only. Force Brace G: 35 3 This brace give you armor. 3 armor.
Chapter 1
On the planet Aporia, humanity lived peacefully, incredibly advancing in technology for over 3,000 years until that day. That day in which they started to appear. Rifs, portals to another world called the Abyss started opening, and horrifying creatures, which were later called Purgers, came through, murdering every human they lay eyes on. All of society was nearly thrown into the ruin. Other creatures that came through the Rif, called Daemons, meant the Humans no harm. They came through, running away from the Purgers as well. However, terror flled the humans, since they knew not that the Daemons were no threat to them. The Daemons bonded to humans, making them their hosts. Hosts of Daemons were granted supernatural abilities from their type of Daemon. There are 6 types of Daemons: Psiodaemon. Pyrodaemon. Fortadaemon. Astrodaemon. Hyperdaemon. Necrodaemon. However, the Humans didn't see that the Daemons were on their side. Afer all previous Government had been dissolved, the new theocracy formed, called The Restoration. The Restoration believes the Abyss, and everything that comes from it, is pure evil. Hosts and Purgers are killed on sight. It is better for a man to be wicked, but part of the Restoration, than to be extremely kind, and a Host. Hosts were quickly dehumanized, believing to have been completely taken by their Daemons. The Purgers continue to massacre humans, their Rifs only opening at night. They stay afer dawn, however, killing as many humans as they can before they themselves are killed. They seem to target Hosts specifcally, however. It seems as though they have a hatred towards the Daemons. No one knows the true purpose of the Purgers, but all fear them. The Hosts live mostly in Wastelands making their residence in Enclaves, buildings in where groups of Hosts live together. The Restoration dares not attack these Enclaves because of the great number of Hosts there. They avoid them as much as they can. The Hosts live in true anarchy. They work crimes against The Restoration together, trying to stay alive. What do the Purgers have to plan against Aporia? What mysteries does the Abyss hold, and what can be done to stop it?
1.1: Aporia
Aporia used to be called Earth before the horror started. Extremely advanced in Technology and existing in complete peace, the human race thought that no worry could ever come upon them again. Utopia had been achieved, and what could stop that? However, the humans had no knowledge of the truth of the Multiverse theory. Once the Purgers came through the Rifs, the whole world was thrown into complete panic. Humanity had forgotten about stress; about sorrow. About loss. The apocalypse had arrived, and they had no chance. Cities were ruined, massacred, and the world's population decreased. You can still see the tall skyscrapers and buildings remaining today. However, none occupy them, and they are aged. Now, hundreds of years later, Aporia is covered in ruins, and such hate and confusion flls the air, that most of humanity doubts that a Utopia could ever be achieved again. Occasionally, artifacts remaining from the previous civilization can be discovered. These items are usually powerful weapons, armor, and accessories. As the GM, you will have to make these up. The Aporians call the previous inhabitants of the planet The Ascended. The Ascended were the humans that were greatly advanced in technology and has their great cities. Now, The Ascended are gone, and only the Aporians remain.
NPCs:
Ikarr
A weak Incumancer, who isn't much one for fghting. He prefers to just sit back and watch as others do the dirty work for him. This is why he is having others guard him on this trip to Crypt. No one even knows what type of Daemon he has. No one living, anyways.
Juniok
A Rager, who live in Crypt. He oversees all that goes on in Crypt, and he knows a lot about the ancient city. He holds a lot of secrets in his mind, and this makes him a valuable resource. Hyperdaemon.
Other notes:
Ikarr's Secret
Ikarr isn't actually an Incumancer. He's just a normal person, power-hungry. How he became the Lord of an Enclave, no one knows. But he can still take an Incumancer full-on, and kill them. But why would you have to fght him?
The Temple
The temple and the artifact both do exist, however, no one has ever found them. The artifact will grant the user incredible power. That's what legend says, at least. 8
Chapter 2
How To Play
10
11
12
2.4: Leveling Up
Leveling up is fairly simple. Whenever you roll an action, (you do not have to succeed) you get to lightly color in a box to the right of the stat you used. EX: Ankaa tried to climb up into the window, and even though he failed, he gets to color in a box next to MOB because he used MOB for the action. When all the boxes next to one stat are flled, you erase them all so they are empty and mark an XP point on the bottom of the character sheet. When a certain number of boxes in the XP section are flled in, you level up and get to erase all the boxes in your XP section and fll in a box in the Level section underneath your stats. You can also gain XP from succeeding during the phobia efect. Afer you advance a level, see the chart on the next page to see what you can do on each level gain. The XP needed to advance to the next level is 2 times the level you're trying to achieve. For example, to get to level 1, you need 2 XP. 2, 4; 3, 6; 4, 8; etc. The max level is 30. If you, as the GM, wish for them to continue advancing, start the level-gaining chart over again at Level 1. You can do 5 things afer leveling up if the level allows: +1 max HP. Raises the max HP of the player by 1. +1 Stat. Raises a chosen Stat of the player by 1. Level up ability. Raises the level of a chosen ability that the player already has. New Skill. You may make up another skill or add one from the list on page 27. Add Ability. The player may choose another ability from their Daemon's ability list, (starting on page 17) as long as they have the level that is required.
13
LEVEL GAINING
Level 1: Level 2: Level 3: Level 4: Level 8: Level 9: Level 10: Level 14: Add Ability Level 25: + 1 max HP New Skill Level 26: Level up Ability + 1 max HP Level 27: Add Ability Level 28: + 1 Stat + 1 max HP Level 29: +1 max HP Level up Ability Level 30: Add Ability + 1 max HP New Skill Level up Ability + 1 Stat Add Ability + 1 Stat + 1 max HP Level 24: Add Ability + 1 Stat New Skill +1 max HP + 1 max HP Add Ability Add Ability Level 19: New Skill + 1 max HP Level 20: +1 max HP Level up Ability Level 21: Add Ability Level 22: Level up Ability New Skill Level 23: +1 max HP Level up Ability New Skill + 1 max HP Level up Ability + 1 max HP Level 18: Add Ability + 1 max HP + 1 Stat Level up Ability + 1 max HP Add Ability + 1 max HP New Skill Level 17: +1 max HP + 1 max HP Level 16: Level up Ability New Skill
Level 5:
Level 6: Level 7:
Level 11:
Level 15:
14
15
Chapter 3
References
16
3.1: Daemons
There are 6 diferent types of Daemons. Here is a list of them, along with their Abilities and bonuses:
17
Psiodaemon:
Mind Read
Allows the Caster to listen to the thoughts of the target for a limited amount of time.
Intimidate
Causes the target to become slightly afraid of Blocks any Psiodaemon efects on a group or the Caster, causing the target to become individual of targets. more easily submitted to the Caster's will.
Fear
Gives everyone in the Area, except the Caster, the Phobia Efect.
Allows the Caster to communicate with any reasonable target through their mind.
Dampen
Dampens the target's emotions (emotion can Deals 1 damage to a target whenever they try be specifed), making them more calm and to perform an action as long as the ability is serene. in efect.
Amplify
Amplifes the target's emotions (emotions can be specifed), making either more passionate, scared, angry, etc.
Causes the target to temporarily lose all sense and go completely Insane.
Enter
While the target is sleeping, the Caster may enter the dreams of the target.
Corrupt
Allows the Caster to control the mind and actions of the target.
Illude
Causes the target's mind to be temporarily separated from the rest of his body, rending him motionless, and unable to use any of his/her senses.
18
Pyrodaemon:
Fireball
Di?culty 2
Allows the Caster to shoot a ball of fre from Creates knives of Dame extending from the his/her hands, dealing 2 damage (+ PSI). Caster's fsts. Good for hand-to-hand combat.
Heat
Wall
Respirate
Causes the Caster to shoot Dames from his mouth, dealing 4 (+PSI) fre damage to whoever it hits.
Makes the Caster, and/or others near him invulnerable to all heat and fre.
Control
Allows the Caster to temporarily control the growth and direction of previously existing Dames.
Jet
Shoots a wall of Dames that burns and lights fre to anything it touches, dealing 5 damage.
Ember
Shoots multiple freballs from the Caster's fsts, Dying in multiple directions.
Magma
Brings a large amount of hot magma from under the planet's surface to the surface.
Allows the Caster to melt a targeted item, wall, pillar, anything that is meltable, and not too large in scale.
Plasma
Creates a large amount of fre that deals 8 (+ PSI) damage to everything it touches.
19
Astrodaemon:
Short-range Teleport
+2 MOB All abilities use PSI unless specifed. +2 max HP Di?culty 3 Light Telekinesis Di?culty 3
Lifs and moves light objects with the Caster's mind.
Creates a Rif that the Caster is sucked into, teleporting them to a desired, close by location. Around up to 100 f.
Forcefeld
Creates a Rif that the Caster and all nearby are sucked into, teleporting them to a desired, far away location.
Conceal
Self Telekinesis
Whenever the holder of this ability fails a Dodge roll, or a roll that would have been determined by reDex, the player may cast this as well to dodge.
Rif
Opens a Rif to the Abyss. Purgers ofen come through the other side.
Sends the target's spirit on a temporary trip through the Abyss. Hopefully without killing him/her.
Poly Telekinesis
Lifs and moves multiple selected objects with the Caster's mind.
Allows the Caster to change their body into anything. The change is permanent. The Caster must cast this again in order to return to true form.
Suppress
Creates a Suppressor, preventing any Rifs from opening from inside the area.
Summons comets that rain down on the area, dealing lots of damage.
Heavy Telekinesis
Lifs and moves any weight of objects with the Caster's mind. 20
Fortadaemon:
Strength 1
+2 STR All abilities use STR unless specifed. +7 max HP Di?culty 2 Size Change (PSI) Di?culty 4
Changes the size of the Caster to either normal, twice the size, or half the size.
Strength 2
Sacrifce
Allows the Caster to have damage dealt to a target dealt to the Caster instead.
Share (PSI)
Barrier (PSI)
Raises a Stone wall to protect people who take cover behind it.
Afer an attack is successful, this may be cast to ignore all armor the target is wearing.
Recover (PSI)
When attacked, this may be cast, and when successful, the damage directed towards the Caster is directed to the Attacker instead.
Strength 5
When attacked, this may be cast, and when successful, half of the damage directed towards the Caster is absorbed.
Battle Cry
When attacked, this may be cast this to ignore all damage. Can be cast once while being attacked, even if being attacked by more than one person.
21
Hyperdaemon:
Flash
+2 PSI +3 max HP
Di?culty 3 Deafen
Di?culty 3
Creates a large Dash of light that temporarily blinds everyone in the area.
Creates an extremely loud sound that temporarily deafens everyone in the area.
Mist
Creates a large cloud that makes it impossible to see anything while covered by it.
Prevents the Caster and/or other target(s) from being efected by loud sounds and bright light.
Darken Control
Controls the movement of existing shadows. No movement from the source of the shadow is required.
Vision
Allows the Caster to be able to see no matter what light level there is.
Shoots out a beam of light that deals 4 damage (+ PSI) to what it hits.
Tangibility
Makes a targeted shadow tangible, allowing it to deal damage, and pick up items.
Causes a targeted Shadow to become sentient, being able to talk and think for itself.
Sweep
Shoot out a ripple of tangible shadows, knocking everyone in the area besides the Caster, of their feet.
Shoots a powerful, inaudible sound, with such force that can break down walls, and kill people. Has a bit of a kick.
Shif
Changes the gravity in the area. Makes it stronger, weaker, and/or changes the direction in which the gravity in the area pulls.
Changes the gravity of an individual, or a group. Makes it stronger, weaker, and/or changes the direction in which the gravity pulls on the targets.
Discombobulate
The Caster releases a loud sequence of Dashes of light and loud sounds, rendering all who are not protected blind and deaf for quite a while. 22
Necrodaemon:
Summon 1
Summons an undead minion that has 3 HP. Only one minion of the same level may be existing at a time.
When cast the Caster rolls a d6. On 4-6, you gain 5 HP. On 1-3, however, you lose 4 HP.
Conceal
Summons an undead minion that has 5 HP and 1 STR. Only one minion of the same level may be existing at a time.
Fear
Gives everyone in the Area, except the Caster, the Phobia Efect.
Capture
Captures the Target as a spirit, which may be put away and dealt with later.
When cast, the Caster may communicate with the spirit of a selected deceased individual.
Summon 3
Summons and undead minion that has 7 HP Summons an undead minion that has 10 HP and 2 STR. Only one minion of the same and 3 STR. Only one minion of the same level level may be existing at a time. may be existing at a time.
Speed
When cast at the beginning of a turn, the Caster may perform 2 more actions.
Revelation
When cast on a dead body, the Caster may envision a short time before the corpse died.
When cast, it brings back a target from the dead with half the HP.
Intangibility
Makes the Caster intangible, allowing anything to pass through him/her, such as walls and bullets.
Summons a familiar that cannot attack, but cannot be seen by anyone besides you. This familiar may collect items, eavesdrop on conversation, or whatever the GM allows.
Guidance
When cast, the Caster has a vision that s/he is Summons an undead minions that has 15 HP talking to a spirit, that ofers him/her and 5 STR. Only one minion of the same level guidance. may be existing at a time. 23
3.2: Antagonists
There are multiple types of creatures that the players will be fghting against. GM, refer to here for diferent types of creatures. If any other Antagonists enter the battlefeld that you make up, make up traits for them, such as HP, STR, MOB, etc. Antagonists get no dice-pool.
Purgers:
Ripper
A large wolf-like creature with long claws and no eyes. How it knows you're there, no one knows.
35 5 0 0 0 3 +2
When cast, the Ripper shoots out its long tongue, and everything it touches receives Poison and 3 damage.
Corruptor
A fast, small creature that latches onto the back of others' heads. It then madly controls them, using their abilities and weapons.
5 0 4 0 2
Di?culty 3
When cast, the Corrupter jump up, latching onto the head of another, taking control of them.
24
Deceit
A tall, lanky, terrifying creature that absorbs dead bodies to become them, acting just like them and being able to use their abilities.
12 0 0 3 5
Di?culty 3 Di?culty 3
When cast on a dead body, the Deceit absorbs the corpse, turning into its form. When the Deceit is in a form, this may be cast for the Deceit to turn into its true form, dissolving the previous corpse inside itself.
Mauler
A bulky, strong creature that uses its freakishly deformed, large fsts to maul its victims.
Abilities:
NONE
25 5 3 0 0 +3
25
The Restoration:
Cleric
A usually skinny man or woman who heals his/her teammates.
20 0 1 2 3
When cast, the Cleric may restore 5 HP to any target, including himself.
Sentry
A large, strong man who deals a lot of damage and can take a lot of damage.
30 3 2 0 1 2 +1
Afer an attack is successful, this may be cast to ignore all armor the target is wearing.
Exorcist
A feared mage that is rarely seen. Can temporarily make it impossible for a Host to merge with his/her Daemon.
25 0 1 2 3
When this is Cast on a Host, the target cannot Merge with his/her Daemon for some time.
PHOBIAS
Achluophobia- Fear of darkness. Acrophobia- Fear of heights. Agateophobia- Fear of insanity. Agliophobia- Fear of pain. Agoraphobia- Fear of open spaces or of being in crowded, public places like markets. Fear of leaving a safe place. Arachnephobia or Arachnophobia- Fear of spiders. Autophobia- Fear of being alone. Aviophobia or Aviatophobia- Fear of Dying. Bacteriophobia- Fear of bacteria. Ballistophobia- Fear of missiles or bullets. Claustrophobia- Fear of confned spaces. Demonophobia or Daemonophobia- Fear of demons. Emetophobia- Fear of vomiting. Gephyrophobia or Gephydrophobia or Gephysrophobia- Fear of crossing bridges. Hemophobia or Hemaphobia or Hematophobia- Fear of blood. Herpetophobia- Fear of reptiles or creepy, crawly things. Hoplophobia- Fear of frearms. Illyngophobia- Fear of vertigo or feeling dizzy when looking down. Iophobia- Fear of poison. Kakorrhaphiophobia- Fear of failure or defeat. Ligyrophobia- Fear of loud noises. Malaxophobia- Fear of love play. (Sarmassophobia) Necrophobia- Fear of death or dead things. Ochlophobia- Fear of crowds or mobs. Ophidiophobia- Fear of snakes. 27
Pathophobia- Fear of disease. Phasmophobia- Fear of ghosts. Technophobia- Fear of technology. Thanatophobia or Thantophobia- Fear of death.
Di?culties
1 A one is a very easy task to accomplish, so it doesn't happen very ofen. 2 A two is an easy task. It happens occasionally, but still, not very ofen. 3 A three is a moderate task. It takes some skill, but not much. This is the average task. 4 A four is a hard task. This requires a fair amount of skill, and ofen stress, shock, injuries or danger has something to do with this. 5 A fve is a very hard task. Only experts should attempt this. If the player would have a very hard time succeeding while accomplishing a task, and ofen stress, shock, injuries or danger has something to do with this, then it would be a fve.
28
One-handed Weapons
Plasma Pistol -- G: 20 -- +1 Just a simple plasma pistol used for shooting the guts out of your enemies. Plasma Whip -- G: 40 -- +3 A whip made out of plasmic energy. What more could you ask for? Energy Sword -- G: 50 -- +5 A sword made out of pure energy, which will never break. Plasma Sword -- G: 30 -- +2 A sword that can slice your enemies clean in half. Energy Zapper G: 55 -- +5 A small gun that will stun your enemies. It has to recharge, however. Shatter Pistol G: 65 +6 Shatter weapons split the bullet they fre into countless smaller ones. Ouch.
Two-handed Weapons
Plasma Mace G: 60 -- +6 A blunt object with an exceedingly large end that will knock someone's teeth out. Especially since it's made of plasma. Energy Claws G: 70 +7 Shatter sword G: 75 + 8 Claws made from pure energy. They A sword that will leave behind shards will never break, and they help you everywhere it slices. Ouch. It's stuck beat someone up. inside of you. Shatter Rocket G: 80 +8 Drainer Rife G: 75 +5 It's as bad as it sounds. This A rare weapon that will drain the rocket launcher is a brutal weapon that magical powers out of the target for will put millions more shards than a their next actions. Has to recharge for pistol. Ouch again. a while.
29
Plasma Claws G: 55 -- +6 Claws that you put on both of your hands to make Fist-Fighting a little more interesting.
Armor
Helms
Helmets are used to protect the most vital part of your body. To use, if you get attacked successfully in the head, the number to the right reduces the damage by its value. EX: A thug strikes you in the head with a club that deals 3 damage. Your helmet has a 1, so it only deals 2 damage.
Hat G: 10 1 This thin cloth hat barely protects you. It's just for luck.
Weak Helm G: 20 2 This helmet is weak, but it's better than nothing.
Small Force Field G: 30 3 Medium Helm G: 40 5 This device attaches to your neck and This helmet is the average metal, puts a small force feld around your providing medium protection. head. Hooray! You look ridiculous! Passer G: 25 3 Strong Helm G: 70 10 This incredible invention will turn A strong helmet. The best of the best. your head intangible most of the time. Get a four or higher on a d6 to have it work. OtherMINe, it's just 3 armor.
Body Armor
Use by subtracting the amount of damage by the number when attacked in the body. (anywhere besides the head)
Cloth Clothing G: 15 1 This is what normal people wear. You are not normal. Force Field Armor G: 40 3 It puts a force feld around your entire body! Idiotic! ReDector G: 35 3 This armor reDects anything that hits it most of the time. Works the same as a Passer.
30
Weak Armor G: 30 2 A weak metal that's rusty and stupid looking. But it's better than those clothes. Medium Armor G: 50 4 A normal metal that most warriors wear. Hooray Strong Armor G: 70 6 Strong armor. What else is there to say?
Gloves
Gloves are awesome, but expensive. They can lif large objects, crush anything, throw freballs and lasers at people not really, but still. To use, just have the player be able to use the ability that comes with the glove like a normal action. Use PSI.
Strong Gloves G: 55 These gloves give you +1 STR while you're wearing them.
Time Gloves G: 60 These gloves let you freeze time temporarily, giving you an extra action before anyone else acts. Relatively long cool down. Cold Gloves G: 60 These gloves can freeze anything and control ice. Earth Gloves G: 55 These gloves let you control rocks and the Earth beneath your feet.
Climbing Gloves G: 60 These gloves let you climb up anything. Even sheer walls. Plated Gloves G: 45 4 These gloves are just like armor. 4 armor.
Accessories
Accessories are AWESOME! Pretty much as cool as the gloves. They give you all sorts of useful abilities and stuf. You can equip two at a time. Use just like the Gloves, unless it's one-use only.
Jump Ring G: 50 This accessory gives you the ability to jump higher and farther. Be sure to wear a helmet Protection Ring G: 60 This ring will save you when in your most distress, by teleporting you to the nearest town! Only works when desperately needed. Healing Bracelet G: 45 This bracelet restores your HP to its maximum whenever. Even when you're dead. One use only.
31
Cloaking Amulet G: 50 This gemmed necklace gives you an extra die when doing a stealth action or casting Conceal. Saving Stone G: 60 This stone lets you bring someone (or something) back to life. Of course, the someone (or something) must have lived once before. One use only. Force Brace G: 35 3 This brace give you armor. 3 armor.
Chapter 1
On the planet Aporia, humanity lived peacefully, incredibly advancing in technology for over 3,000 years until that day. That day in which they started to appear. Rifs, portals to another world called the Abyss started opening, and horrifying creatures, which were later called Purgers, came through, murdering every human they lay eyes on. All of society was nearly thrown into the ruin. Other creatures that came through the Rif, called Daemons, meant the Humans no harm. They came through, running away from the Purgers as well. However, terror flled the humans, since they knew not that the Daemons were no threat to them. The Daemons bonded to humans, making them their hosts. Hosts of Daemons were granted supernatural abilities from their type of Daemon. There are 6 types of Daemons: Psiodaemon. Pyrodaemon. Fortadaemon. Astrodaemon. Hyperdaemon. Necrodaemon. However, the Humans didn't see that the Daemons were on their side. Afer all previous Government had been dissolved, the new theocracy formed, called The Restoration. The Restoration believes the Abyss, and everything that comes from it, is pure evil. Hosts and Purgers are killed on sight. It is better for a man to be wicked, but part of the Restoration, than to be extremely kind, and a Host. Hosts were quickly dehumanized, believing to have been completely taken by their Daemons. The Purgers continue to massacre humans, their Rifs only opening at night. They stay afer dawn, however, killing as many humans as they can before they themselves are killed. They seem to target Hosts specifcally, however. It seems as though they have a hatred towards the Daemons. No one knows the true purpose of the Purgers, but all fear them. The Hosts live mostly in Wastelands making their residence in Enclaves, buildings in where groups of Hosts live together. The Restoration dares not attack these Enclaves because of the great number of Hosts there. They avoid them as much as they can. The Hosts live in true anarchy. They work crimes against The Restoration together, trying to stay alive. What do the Purgers have to plan against Aporia? What mysteries does the Abyss hold, and what can be done to stop it?
1.1: Aporia
Aporia used to be called Earth before the horror started. Extremely advanced in Technology and existing in complete peace, the human race thought that no worry could ever come upon them again. Utopia had been achieved, and what could stop that? However, the humans had no knowledge of the truth of the Multiverse theory. Once the Purgers came through the Rifs, the whole world was thrown into complete panic. Humanity had forgotten about stress; about sorrow. About loss. The apocalypse had arrived, and they had no chance. Cities were ruined, massacred, and the world's population decreased. You can still see the tall skyscrapers and buildings remaining today. However, none occupy them, and they are aged. Now, hundreds of years later, Aporia is covered in ruins, and such hate and confusion flls the air, that most of humanity doubts that a Utopia could ever be achieved again. Occasionally, artifacts remaining from the previous civilization can be discovered. These items are usually powerful weapons, armor, and accessories. As the GM, you will have to make these up. The Aporians call the previous inhabitants of the planet The Ascended. The Ascended were the humans that were greatly advanced in technology and has their great cities. Now, The Ascended are gone, and only the Aporians remain.
NPCs:
Ikarr
A weak Incumancer, who isn't much one for fghting. He prefers to just sit back and watch as others do the dirty work for him. This is why he is having others guard him on this trip to Crypt. No one even knows what type of Daemon he has. No one living, anyways.
Juniok
A Rager, who live in Crypt. He oversees all that goes on in Crypt, and he knows a lot about the ancient city. He holds a lot of secrets in his mind, and this makes him a valuable resource. Hyperdaemon.
Other notes:
Ikarr's Secret
Ikarr isn't actually an Incumancer. He's just a normal person, power-hungry. How he became the Lord of an Enclave, no one knows. But he can still take an Incumancer full-on, and kill them. But why would you have to fght him?
The Temple
The temple and the artifact both do exist, however, no one has ever found them. The artifact will grant the user incredible power. That's what legend says, at least. 8
Chapter 2
How To Play
10
11
12
2.4: Leveling Up
Leveling up is fairly simple. Whenever you roll an action, (you do not have to succeed) you get to lightly color in a box to the right of the stat you used. EX: Ankaa tried to climb up into the window, and even though he failed, he gets to color in a box next to MOB because he used MOB for the action. When all the boxes next to one stat are flled, you erase them all so they are empty and mark an XP point on the bottom of the character sheet. When a certain number of boxes in the XP section are flled in, you level up and get to erase all the boxes in your XP section and fll in a box in the Level section underneath your stats. You can also gain XP from succeeding during the phobia efect. Afer you advance a level, see the chart on the next page to see what you can do on each level gain. The XP needed to advance to the next level is 2 times the level you're trying to achieve. For example, to get to level 1, you need 2 XP. 2, 4; 3, 6; 4, 8; etc. The max level is 30. If you, as the GM, wish for them to continue advancing, start the level-gaining chart over again at Level 1. You can do 5 things afer leveling up if the level allows: +1 max HP. Raises the max HP of the player by 1. +1 Stat. Raises a chosen Stat of the player by 1. Level up ability. Raises the level of a chosen ability that the player already has. New Skill. You may make up another skill or add one from the list on page 27. Add Ability. The player may choose another ability from their Daemon's ability list, (starting on page 17) as long as they have the level that is required.
13
LEVEL GAINING
Level 1: Level 2: Level 3: Level 4: Level 8: Level 9: Level 10: Level 14: Add Ability Level 25: + 1 max HP New Skill Level 26: Level up Ability + 1 max HP Level 27: Add Ability Level 28: + 1 Stat + 1 max HP Level 29: +1 max HP Level up Ability Level 30: Add Ability + 1 max HP New Skill Level up Ability + 1 Stat Add Ability + 1 Stat + 1 max HP Level 24: Add Ability + 1 Stat New Skill +1 max HP + 1 max HP Add Ability Add Ability Level 19: New Skill + 1 max HP Level 20: +1 max HP Level up Ability Level 21: Add Ability Level 22: Level up Ability New Skill Level 23: +1 max HP Level up Ability New Skill + 1 max HP Level up Ability + 1 max HP Level 18: Add Ability + 1 max HP + 1 Stat Level up Ability + 1 max HP Add Ability + 1 max HP New Skill Level 17: +1 max HP + 1 max HP Level 16: Level up Ability New Skill
Level 5:
Level 6: Level 7:
Level 11:
Level 15:
14
15
Chapter 3
References
16
3.1: Daemons
There are 6 diferent types of Daemons. Here is a list of them, along with their Abilities and bonuses:
17
Psiodaemon:
Mind Read
Allows the Caster to listen to the thoughts of the target for a limited amount of time.
Intimidate
Causes the target to become slightly afraid of Blocks any Psiodaemon efects on a group or the Caster, causing the target to become individual of targets. more easily submitted to the Caster's will.
Fear
Gives everyone in the Area, except the Caster, the Phobia Efect.
Allows the Caster to communicate with any reasonable target through their mind.
Dampen
Dampens the target's emotions (emotion can Deals 1 damage to a target whenever they try be specifed), making them more calm and to perform an action as long as the ability is serene. in efect.
Amplify
Amplifes the target's emotions (emotions can be specifed), making either more passionate, scared, angry, etc.
Causes the target to temporarily lose all sense and go completely Insane.
Enter
While the target is sleeping, the Caster may enter the dreams of the target.
Corrupt
Allows the Caster to control the mind and actions of the target.
Illude
Causes the target's mind to be temporarily separated from the rest of his body, rending him motionless, and unable to use any of his/her senses.
18
Pyrodaemon:
Fireball
Di?culty 2
Allows the Caster to shoot a ball of fre from Creates knives of Dame extending from the his/her hands, dealing 2 damage (+ PSI). Caster's fsts. Good for hand-to-hand combat.
Heat
Wall
Respirate
Causes the Caster to shoot Dames from his mouth, dealing 4 (+PSI) fre damage to whoever it hits.
Makes the Caster, and/or others near him invulnerable to all heat and fre.
Control
Allows the Caster to temporarily control the growth and direction of previously existing Dames.
Jet
Shoots a wall of Dames that burns and lights fre to anything it touches, dealing 5 damage.
Ember
Shoots multiple freballs from the Caster's fsts, Dying in multiple directions.
Magma
Brings a large amount of hot magma from under the planet's surface to the surface.
Allows the Caster to melt a targeted item, wall, pillar, anything that is meltable, and not too large in scale.
Plasma
Creates a large amount of fre that deals 8 (+ PSI) damage to everything it touches.
19
Astrodaemon:
Short-range Teleport
+2 MOB All abilities use PSI unless specifed. +2 max HP Di?culty 3 Light Telekinesis Di?culty 3
Lifs and moves light objects with the Caster's mind.
Creates a Rif that the Caster is sucked into, teleporting them to a desired, close by location. Around up to 100 f.
Forcefeld
Creates a Rif that the Caster and all nearby are sucked into, teleporting them to a desired, far away location.
Conceal
Self Telekinesis
Whenever the holder of this ability fails a Dodge roll, or a roll that would have been determined by reDex, the player may cast this as well to dodge.
Rif
Opens a Rif to the Abyss. Purgers ofen come through the other side.
Sends the target's spirit on a temporary trip through the Abyss. Hopefully without killing him/her.
Poly Telekinesis
Lifs and moves multiple selected objects with the Caster's mind.
Allows the Caster to change their body into anything. The change is permanent. The Caster must cast this again in order to return to true form.
Suppress
Creates a Suppressor, preventing any Rifs from opening from inside the area.
Summons comets that rain down on the area, dealing lots of damage.
Heavy Telekinesis
Lifs and moves any weight of objects with the Caster's mind. 20
Fortadaemon:
Strength 1
+2 STR All abilities use STR unless specifed. +7 max HP Di?culty 2 Size Change (PSI) Di?culty 4
Changes the size of the Caster to either normal, twice the size, or half the size.
Strength 2
Sacrifce
Allows the Caster to have damage dealt to a target dealt to the Caster instead.
Share (PSI)
Barrier (PSI)
Raises a Stone wall to protect people who take cover behind it.
Afer an attack is successful, this may be cast to ignore all armor the target is wearing.
Recover (PSI)
When attacked, this may be cast, and when successful, the damage directed towards the Caster is directed to the Attacker instead.
Strength 5
When attacked, this may be cast, and when successful, half of the damage directed towards the Caster is absorbed.
Battle Cry
When attacked, this may be cast this to ignore all damage. Can be cast once while being attacked, even if being attacked by more than one person.
21
Hyperdaemon:
Flash
+2 PSI +3 max HP
Di?culty 3 Deafen
Di?culty 3
Creates a large Dash of light that temporarily blinds everyone in the area.
Creates an extremely loud sound that temporarily deafens everyone in the area.
Mist
Creates a large cloud that makes it impossible to see anything while covered by it.
Prevents the Caster and/or other target(s) from being efected by loud sounds and bright light.
Darken Control
Controls the movement of existing shadows. No movement from the source of the shadow is required.
Vision
Allows the Caster to be able to see no matter what light level there is.
Shoots out a beam of light that deals 4 damage (+ PSI) to what it hits.
Tangibility
Makes a targeted shadow tangible, allowing it to deal damage, and pick up items.
Causes a targeted Shadow to become sentient, being able to talk and think for itself.
Sweep
Shoot out a ripple of tangible shadows, knocking everyone in the area besides the Caster, of their feet.
Shoots a powerful, inaudible sound, with such force that can break down walls, and kill people. Has a bit of a kick.
Shif
Changes the gravity in the area. Makes it stronger, weaker, and/or changes the direction in which the gravity in the area pulls.
Changes the gravity of an individual, or a group. Makes it stronger, weaker, and/or changes the direction in which the gravity pulls on the targets.
Discombobulate
The Caster releases a loud sequence of Dashes of light and loud sounds, rendering all who are not protected blind and deaf for quite a while. 22
Necrodaemon:
Summon 1
Summons an undead minion that has 3 HP. Only one minion of the same level may be existing at a time.
When cast the Caster rolls a d6. On 4-6, you gain 5 HP. On 1-3, however, you lose 4 HP.
Conceal
Summons an undead minion that has 5 HP and 1 STR. Only one minion of the same level may be existing at a time.
Fear
Gives everyone in the Area, except the Caster, the Phobia Efect.
Capture
Captures the Target as a spirit, which may be put away and dealt with later.
When cast, the Caster may communicate with the spirit of a selected deceased individual.
Summon 3
Summons and undead minion that has 7 HP Summons an undead minion that has 10 HP and 2 STR. Only one minion of the same and 3 STR. Only one minion of the same level level may be existing at a time. may be existing at a time.
Speed
When cast at the beginning of a turn, the Caster may perform 2 more actions.
Revelation
When cast on a dead body, the Caster may envision a short time before the corpse died.
When cast, it brings back a target from the dead with half the HP.
Intangibility
Makes the Caster intangible, allowing anything to pass through him/her, such as walls and bullets.
Summons a familiar that cannot attack, but cannot be seen by anyone besides you. This familiar may collect items, eavesdrop on conversation, or whatever the GM allows.
Guidance
When cast, the Caster has a vision that s/he is Summons an undead minions that has 15 HP talking to a spirit, that ofers him/her and 5 STR. Only one minion of the same level guidance. may be existing at a time. 23
3.2: Antagonists
There are multiple types of creatures that the players will be fghting against. GM, refer to here for diferent types of creatures. If any other Antagonists enter the battlefeld that you make up, make up traits for them, such as HP, STR, MOB, etc. Antagonists get no dice-pool.
Purgers:
Ripper
A large wolf-like creature with long claws and no eyes. How it knows you're there, no one knows.
35 5 0 0 0 3 +2
When cast, the Ripper shoots out its long tongue, and everything it touches receives Poison and 3 damage.
Corruptor
A fast, small creature that latches onto the back of others' heads. It then madly controls them, using their abilities and weapons.
5 0 4 0 2
Di?culty 3
When cast, the Corrupter jump up, latching onto the head of another, taking control of them.
24
Deceit
A tall, lanky, terrifying creature that absorbs dead bodies to become them, acting just like them and being able to use their abilities.
12 0 0 3 5
Di?culty 3 Di?culty 3
When cast on a dead body, the Deceit absorbs the corpse, turning into its form. When the Deceit is in a form, this may be cast for the Deceit to turn into its true form, dissolving the previous corpse inside itself.
Mauler
A bulky, strong creature that uses its freakishly deformed, large fsts to maul its victims.
Abilities:
NONE
25 5 3 0 0 +3
25
The Restoration:
Cleric
A usually skinny man or woman who heals his/her teammates.
20 0 1 2 3
When cast, the Cleric may restore 5 HP to any target, including himself.
Sentry
A large, strong man who deals a lot of damage and can take a lot of damage.
30 3 2 0 1 2 +1
Afer an attack is successful, this may be cast to ignore all armor the target is wearing.
Exorcist
A feared mage that is rarely seen. Can temporarily make it impossible for a Host to merge with his/her Daemon.
25 0 1 2 3
When this is Cast on a Host, the target cannot Merge with his/her Daemon for some time.
PHOBIAS
Achluophobia- Fear of darkness. Acrophobia- Fear of heights. Agateophobia- Fear of insanity. Agliophobia- Fear of pain. Agoraphobia- Fear of open spaces or of being in crowded, public places like markets. Fear of leaving a safe place. Arachnephobia or Arachnophobia- Fear of spiders. Autophobia- Fear of being alone. Aviophobia or Aviatophobia- Fear of Dying. Bacteriophobia- Fear of bacteria. Ballistophobia- Fear of missiles or bullets. Claustrophobia- Fear of confned spaces. Demonophobia or Daemonophobia- Fear of demons. Emetophobia- Fear of vomiting. Gephyrophobia or Gephydrophobia or Gephysrophobia- Fear of crossing bridges. Hemophobia or Hemaphobia or Hematophobia- Fear of blood. Herpetophobia- Fear of reptiles or creepy, crawly things. Hoplophobia- Fear of frearms. Illyngophobia- Fear of vertigo or feeling dizzy when looking down. Iophobia- Fear of poison. Kakorrhaphiophobia- Fear of failure or defeat. Ligyrophobia- Fear of loud noises. Malaxophobia- Fear of love play. (Sarmassophobia) Necrophobia- Fear of death or dead things. Ochlophobia- Fear of crowds or mobs. Ophidiophobia- Fear of snakes. 27
Pathophobia- Fear of disease. Phasmophobia- Fear of ghosts. Technophobia- Fear of technology. Thanatophobia or Thantophobia- Fear of death.
Di?culties
1 A one is a very easy task to accomplish, so it doesn't happen very ofen. 2 A two is an easy task. It happens occasionally, but still, not very ofen. 3 A three is a moderate task. It takes some skill, but not much. This is the average task. 4 A four is a hard task. This requires a fair amount of skill, and ofen stress, shock, injuries or danger has something to do with this. 5 A fve is a very hard task. Only experts should attempt this. If the player would have a very hard time succeeding while accomplishing a task, and ofen stress, shock, injuries or danger has something to do with this, then it would be a fve.
28
One-handed Weapons
Plasma Pistol -- G: 20 -- +1 Just a simple plasma pistol used for shooting the guts out of your enemies. Plasma Whip -- G: 40 -- +3 A whip made out of plasmic energy. What more could you ask for? Energy Sword -- G: 50 -- +5 A sword made out of pure energy, which will never break. Plasma Sword -- G: 30 -- +2 A sword that can slice your enemies clean in half. Energy Zapper G: 55 -- +5 A small gun that will stun your enemies. It has to recharge, however. Shatter Pistol G: 65 +6 Shatter weapons split the bullet they fre into countless smaller ones. Ouch.
Two-handed Weapons
Plasma Mace G: 60 -- +6 A blunt object with an exceedingly large end that will knock someone's teeth out. Especially since it's made of plasma. Energy Claws G: 70 +7 Shatter sword G: 75 + 8 Claws made from pure energy. They A sword that will leave behind shards will never break, and they help you everywhere it slices. Ouch. It's stuck beat someone up. inside of you. Shatter Rocket G: 80 +8 Drainer Rife G: 75 +5 It's as bad as it sounds. This A rare weapon that will drain the rocket launcher is a brutal weapon that magical powers out of the target for will put millions more shards than a their next actions. Has to recharge for pistol. Ouch again. a while.
29
Plasma Claws G: 55 -- +6 Claws that you put on both of your hands to make Fist-Fighting a little more interesting.
Armor
Helms
Helmets are used to protect the most vital part of your body. To use, if you get attacked successfully in the head, the number to the right reduces the damage by its value. EX: A thug strikes you in the head with a club that deals 3 damage. Your helmet has a 1, so it only deals 2 damage.
Hat G: 10 1 This thin cloth hat barely protects you. It's just for luck.
Weak Helm G: 20 2 This helmet is weak, but it's better than nothing.
Small Force Field G: 30 3 Medium Helm G: 40 5 This device attaches to your neck and This helmet is the average metal, puts a small force feld around your providing medium protection. head. Hooray! You look ridiculous! Passer G: 25 3 Strong Helm G: 70 10 This incredible invention will turn A strong helmet. The best of the best. your head intangible most of the time. Get a four or higher on a d6 to have it work. OtherMINe, it's just 3 armor.
Body Armor
Use by subtracting the amount of damage by the number when attacked in the body. (anywhere besides the head)
Cloth Clothing G: 15 1 This is what normal people wear. You are not normal. Force Field Armor G: 40 3 It puts a force feld around your entire body! Idiotic! ReDector G: 35 3 This armor reDects anything that hits it most of the time. Works the same as a Passer.
30
Weak Armor G: 30 2 A weak metal that's rusty and stupid looking. But it's better than those clothes. Medium Armor G: 50 4 A normal metal that most warriors wear. Hooray Strong Armor G: 70 6 Strong armor. What else is there to say?
Gloves
Gloves are awesome, but expensive. They can lif large objects, crush anything, throw freballs and lasers at people not really, but still. To use, just have the player be able to use the ability that comes with the glove like a normal action. Use PSI.
Strong Gloves G: 55 These gloves give you +1 STR while you're wearing them.
Time Gloves G: 60 These gloves let you freeze time temporarily, giving you an extra action before anyone else acts. Relatively long cool down. Cold Gloves G: 60 These gloves can freeze anything and control ice. Earth Gloves G: 55 These gloves let you control rocks and the Earth beneath your feet.
Climbing Gloves G: 60 These gloves let you climb up anything. Even sheer walls. Plated Gloves G: 45 4 These gloves are just like armor. 4 armor.
Accessories
Accessories are AWESOME! Pretty much as cool as the gloves. They give you all sorts of useful abilities and stuf. You can equip two at a time. Use just like the Gloves, unless it's one-use only.
Jump Ring G: 50 This accessory gives you the ability to jump higher and farther. Be sure to wear a helmet Protection Ring G: 60 This ring will save you when in your most distress, by teleporting you to the nearest town! Only works when desperately needed. Healing Bracelet G: 45 This bracelet restores your HP to its maximum whenever. Even when you're dead. One use only.
31
Cloaking Amulet G: 50 This gemmed necklace gives you an extra die when doing a stealth action or casting Conceal. Saving Stone G: 60 This stone lets you bring someone (or something) back to life. Of course, the someone (or something) must have lived once before. One use only. Force Brace G: 35 3 This brace give you armor. 3 armor.