Table of Contents

To-Do/Production Notes *

Divergence *

A Word from the GM *

Credits *

Prologue *

Introduction *

A learned Advisor *

Setting *

Character creation *

The Stats *

Mental *

Combat *

Physical *

Magic *

SPD *

Init *

Hit Locations (optional) *

Hits for each location *

Hit Location determination *

Equipment Points *

LifePath (optional) *

Equipment *

Aegis Suits *

Zetaphed *

Company Profiles *

Elite Protection *

HypocratesX *

Character Kits *

Go Ganger *

Face-Man *

Ronan Mage *

Corp Security *

Corp DiNeIR *

Corp DiNeIR *

Corp Mage *

Artist *

Eco-Terrorist *

Eco-mage *

Galver Soldier *

Covert OPS *

Military DiNeIR *

Military DiNeIR *

Military Mage *

Street Mage *

ΩTemplar Officer *

ΩTemplar Enlisted *

ΩTemplar Librarian *

ΩTemplar Heavy Assault Officer/Enlisted *

ΩTemplar Combat Driver/Pilot Officer/Enlisted *

ΩTemplar Communications Specialist Officer/Enlisted *

Races *

Mixed Nature *

Diverged Humans *

Mixed Nature *

Hunters Blood *

Immortal Mark/Stain *

Hulking Effect *

Feral Heart *

Hunters Senses *

Trackers Senses *

The Weirding Eye *

Glimmer *

Aegis Shield *

ΩVampire (Leech/Undead) *

Vampire *

Young Blood *

Lesser Gargoyle *

ΩYeti (Flesh Eaters) *

Yeti *

Ghoul *

Zombie *

ΩOgre (Ugly Ones) *

Ogre *

Troll *

Orc *

ΩDragon (Dragons) *

Greater Dragon *

Dragon *

Imp Dragon *

Kyto dragons *

Others (The Lost Races) *

Dwarf *

Elf *

Quickling *

ΩSpectre *

Vessels *

Gargoyles Vessel *

Calymi Vessel *

Sulini Vessel *

Conduit *

Lycot Conduit *

Zuloff Conduit *

Cambion Conduit *

Kybishn Conduit *

ΩWere Creature *

Shape shifters *

Centaur *

Centaur *

Wymec *

Furrick *

ΩStryder *

Dimensional Races *

ΩAstral Tree *

Off-world Races *

ΩAni-Men *

Galver *

Zion *

Rifters *

GeneMods™ Furry *

Lion *

Shark *

Wolf *

Horse/Zebra *

Cheetah *

Fox *

Rhino *

Bat *

GeneMods™ Freaks *

ΩMage *

Lesser Mage *

Combat A (Tough) *

ΩCombat B (Tank) *

ΩCombat C (Juggernaut) *

Immortals *

ΩArch-Angels/Demon Lord *

ΩAngels/Demons *

Lighters/Darklings *

Magic *

Realms and Planes *

Magic in Divergence *

Binding *

Essence Surgery *

Spell Failure *

Magic Items *

Magic items and essence explosions *

Types of Magic items *

Artifact *

Greater Item of Power *

Item of Power *

Item of Notice *

Magic Item *

Chat *

Magic Items *

Sword of the ancients *

Essence Rune *

Stone of illumination *

Dagger of Glyph *

Armor of Locus *

Armor of Mutare *

Sword of Mutare *

Dust of Ater Potentia *

Places of power *

Note *

Types of places of power *

Locus ex potentia *

Grandis locus *

Little place *

Greater Common Place *

High Common Place *

Common Place *

Spheres of magic *

Physical *

Mental *

Environment *

Spatial *

Spirit *

Temporal *

Essence *

Magical costs by Divergence *

Negative Magic *

Trade House *

Note *

Masters of the One (Jedi) *

ΩSuccubus (Sex Lords) *

Arcanum (Gray Beard) *

ΩNecromancer (Reapers) *

Technomancer (Artificers) *

Protectorate (Bobby Mage) *

Hunter *

Protector *

Investigator *

Chief *

Illiad (DoomGloomers) *

Earth (Greenys) *

Time Lords *

Mutare *

Tango-Uniform *

Act 1 Scene 1 *

Incoming message traffic *

Act 1 Scene 2 *

Evacuation *

Act 2 Scene 1 *

Flight *

Act 2 Scene 2 *

A fiery end *

Act 2 Scene 3 *

The chase *

Act 3 Scene 1 *

The last stand *

 

  1. To-Do/Production Notes

  1. Divergence
    1. A Word from the GM

    By GlassWalkerTheurge

    I am always open to suggestion, and will give proper credit to all submitted work. I am become interested in splitting my Shattered World universe into three distinct timeline, or three worlds. I will call each of these worlds a divergence. The first world which I am calling "First Divergence" takes place in approximately 100 years from today or about 2100. The second divergence is called "Shattered World" it takes place at around 2230. The third is the world or divergence known as "Dark Utopia" takes place around 2405. I am going to call the collective time lines Divergence. The idea to split "Shattered World" up came from a source that I latter lost contacted with after my hard drive melted down. I would be interested in crediting this person should they come forward.

  2. Credits
  3. By GlassWalkerTheurge

    My thanks to those that helped make this work possible. I will update this table as names are given to me.

    Position

    Helpfull Person(s)

    Continuity Engineer/Spelling and grammar

    Edwin Mack

    Spelling and grammar/Continuity Engineering

    Vicki Mack

  4. Prologue
  5. By GlassWalkerTheurge

    I will start from the beginning so that this journal will be of historical use to those that continue the fight and those that will look back on it. It was November 16, 1968 @ 04:32, when A large planetary body entered our solar system. It was nearly the size of our moon. It took nearly a month, for it to enter into a stable geo-synchronous orbit around the earth directly opposite of our first moon. Many scientists from around the world studied this phenomenon.

    Two weeks after it arrived, it began to darken turning into a great black ball with deep red lines. Visible always during the day, it came to be seen as a dark evil eye staring down upon the earth. Many prayed as the end of the world approached. But no one could have guessed what was to come.

    It was about six months after the Shattered World entered orbit of earth that the true strangeness began. Oh yes, I have not yet told you how those of us in the inner circle of the "Illiad" named it; we will speak of this later. It was discovered that otherworldly beings had brought the planet here with forces that we could not even begin to grasp. It was inhabited by strange beings, beings that sought to plunder the earth, plunder the very fruit of humanity … our souls.

    The ancient arts began to reappear on earth and magic was once again alive. New laws were enacted in an attempt to protect the people from the many new and strange threats. The use of magic in the commitment of crimes was likened to the use of weapons. Adding severe punishments. Trade Houses were created to protect and teach magic to those of like beliefs.

    Technology grew in leaps and bounds; none could explain how these new discoveries had been made, seemingly independent of research or knowledge. The face of the earth was changed forever. Religion was once again in the heart of the people. Mans ancient hunters returned to feed.

    The ancient places of power were reborn their energy once again serving those who kept them. The key lines and ley lines could be mapped. Technology was being developed that drew upon these powerful places. Portals were being created that allowed almost instantaneously travel between these places, with little knowledge or energy.

    The Catholic Church was soon the most powerful nation on earth. It alone was actually able to nearly abolish the evil that had gone unnoticed among its ranks. Its knowledge of the coming of "The Time" had allowed it to prepare to fight the battle that needed to be won. Ancient weapons were removed from secret vaults; the ancient orders of warrior priests were commissioned. The ancient texts used to fashion armors and weapons of modern day that contained the power of old. The church was once again going to combat the coming of Untaag.

    A secret order known as the Inquisition was formed to ensure that the church remained "pure", and that the fight continued. Two popes were lost in the first six months of it’s battle against the forces that had infiltrated its midst. It was then decided that the pope would need to be the warrior leader of the Catholic Church, no longer just a spiritual one. By his side was a council from all branches of the clergy, and it is though the Inquisition was also represented here.

    It soon became apparent that beings of great power walked among humanity. These beings sought to increase their power and that of the Shattered World by giving it and them what they needed to survive ... souls! Which are the ultimate prizes for any immortal. Those that were easiest to cull were the least valued. The hardest won fight giving the most reward. They sought to corrupt those that were incorruptible. These creatures that hunted humanity were to be called demons and devils.

    Other immortals also walked the earth, not of the evil but of the light. Those beings of the ancient times were reDiverged to fight the battle anew. But these beings also had their own goals and secrets. Those of the light were called archangels and angels, their names known in ancient Hebrew texts. Fighting at times side by side with humanity, these beings seek to destroy the darkness.

    Humans were also changed. It is still an issue of debate among the scientific community as to whether this was a direct side effect of the Shattered World or of the explosion of new technologies and the damage done to the environment. Humans began to mutate in ways never thought possible. Some grew wings, gills, or developed the powers only seen in the ancient mythology of man. Some of these mutations seemed to create new races, while others seemed to be merely random mutations.

    For eight generations our order has been preparing for the coming of the dark times. Preparing to aid humanity for its greatest battle. During the pre-coming times our numbers were small. Kept that way to ensure our security. In the early times the US we numbered 5. These 5 were called the council; our job was to guide "The Illiad". The Illiad is currently a strong covert group seeking to destroy the Shattered World’s influence on the earth.

    In June 1968 the council ordered an increase to approximately 5000 members. We organized into 5 cells, each covering a geographic area of the US. We remain knowledgeable of the European organization, but we have no specifics on them or their fight. None of the cells were aware of the exact location or members of the others and each was headed by one of the council. Each cell was broken down into sections and sections were broken down into groups. A section is a self-contained organization capable of carrying on the fight indiviMixedly. We organized into groups containing between 2 and 5 people. Each group is a team with members trained for a specific purpose, with all cross-trained to ensure a greater survivability. We established rules for the event that any cell would be compromised; the changing of all codes and signs would take place. The cells former HQ would be destroyed and all members would be required to maintain an incognito status for four months. After this time they would be allowed to make contact again.

    There would also be "Alpha Teams". These teams of 3 would travel about the country independent of any cell. Their sole purpose is to track the evil as it moves, and to ensure that professionals can carry out mobile missions trained in such areas. These mobile teams could also be called upon to ensure that all levels of "The Illiad" were free of extra-human influences of any kind. They perform many of the functions that one would expect from internal affairs. They are usually respected and honored for their skill and knowledge.

    The most useful of our order are those trained in the use of magic, or powers of the mind. Those with powers of the mind often lumped in with mages by people without knowledge of such things. Those that have the ability to wield these powers are not common. Those we find are trained and studied in combat, as well as the use of magic to identify and prosecute our enemies. Great care should be used when a mage is encountered either in or out of "The Illiad". Mages are prone to strange visions of reality; mages not specifically trained often become warped and deranged by the use of strong magic. The forces of evil often encourage this in their human mages as it makes them more dangerous.

    Our magical libraries are focused on the specific magic that will allow us to fight the great battle. Many that we do not yet have the ability to unlock. It will probably take generations for our greatest mages to be able to make use of 60% of what we have. It is very unfortunate that we are unable to put more than the low-level information onto a digital media. The moderate level books will not transfer onto digital media for reasons we can not understand. It takes a mage of some power just to transfer moderate level books onto paper.

    We also count among our members some of the "Lost Races". Most of our "Lost Race" members are Elf and Dwarf, although almost all are represented in some numbers.

     

    Introduction

    By GlassWalkerTheurge

    This is a dark world were the boogieman does exist. The streets are dark, the dangers are many. The government has given up local policing to contractors, the lowest bidder for any district often winning the contract. Small towns unable to afford to contract out for some form of protection are either taken over by gangs or destroyed. The safest places would be the corporate strongholds, and even those are not safe when rival companies attempt hostile actions.

    Travel between secure zones is left to well-guarded convoys or the insane. Rich mid level corps GeneMods™ their unborn children to give them an advantage in American corps.

    Life in the city is normal in appearance, but under this cloak of normality lays a truth that is dark. Nestled in the hyper crowded cities, nothing is what it seems. Man has undertaken the creation of a new universe, bigger and brighter than the one we were born to. This new world counts flesh as just another canvas to be molded and shaped for will or whim. This mentality is beginning to take a horrible tole on the human race.

    A new/old social economic class, often called wage slaves, has been created. This class was not based on race creed or color. The poor are once again working for the company store making just enough to survive, but never really getting out of debt. They are called surfs, and they lack for no basic necessity. They are provided with transportation to their place of employment. Their food and clothing are provided as needed with a bonus paid in credits for conserving their usage of such things. They stay in corporate housing, with cleaning and some entertainment available at very low or no cost. Some select few of those at this level will work their way up. Advancement is never as quick or as high as those that were trained and schooled for these positions. Many companies organize in a rank structure, without the strict uniforms of military. Each company would have a different standard for executives (officers) and management and workers (enlisted).

     

  6. A learned Advisor
  7. Paranoia is not a disease chummer; it is a way of life. Everyone really is trying to kill you. Everyone has an angle, that angle may include your death so beware.

  8. Setting

Everything in this world should be colored with death and fear; survival on the streets is no easy task. Those that accomplish this are smart, for the brash and foolish will not survive. Consider the population as being at least double that of current, stuffed into the same amount of space.

  1. Character creation
  2. To create characters for Shattered World you will need the following e-books, all available on the net in PDF form. First you will need the base Fuzion rules (5.02 8/3/98 as of this writing). The Atomic Fuzion plug-ins by Mark Chase War, Alienz, Magick, CyberTek, Psioniks, and the Instant Netrunning and Mekton Zeta plug-in by Christian Conkle. The instructions for character creation will be specific to Shattered World as more in-depth instructions are provided with the Fuzion core rules.

    1. The Stats

      1. Mental

Intelligence (INT)

Willpower (WIL)

Presence (PRE)

(D) Psionik Defense (PsiD)

(D) Stun Defense (StunD)

      1. Combat
      2. Technique (TECH)

        Reflexes (REF)

        Dexterity (DEX)

        (D) Physical Defense (PD)

        (D) Energy Defense (ED)

        (D) Stun (Stun)

        (D) Initiative (Init)

        (D) Speed (Speed)

      3. Physical

Constitution (CON)

Strength (STR)

Body (BOD)

(D) End (End)

(D) Recovery (Rec)

(D) Hits (Hits)

  1. Magic

Mage (MAG)

Magick Pool (MP)

Essence Defense (EDEF)

  1. SPD
  2. By GlassWalkerTheurge

    I will be adding the speed (SPD) stat, a derived stat that will determine how many actions a character will get during combat. Combat will be broken down into turns; each turn will contain 12 phases. The speed stat will indicate the number of actions a character will get in a turn. To determine your characters SPD use the following formula ((WILL+REF+STR+MOVE)/5). Speed is never rounded.

  3. Init
  4. By GlassWalkerTheurge

    I will be adding the initiative (INIT) stat, a derived stat. To determine who will go first in phases that are tied compare initiative. To determine INIT use the following formula ((TECH+REF+DEX)/3). Ties go to the highest reflex. Should the result still be tied then defender goes first.

    1. Hit Locations (optional)
    2. By GlassWalkerTheurge

      1. Hits for each location
      2. To determine Hits per location simply allocate your total hits according to the chart below. It should be noted that this option adds a significant amount of realism and fatality to the game.

         

         

         

         

         

         

      3. Hit Location determination

      Use the chart below to determine the hit location for damage. Anytime that more than half the original damage capacity is done to a hit location, that location receives a critical hit (crit).

    3. Equipment Points

By GlassWalkerTheurge

I will be granting EP [equipment points] to each character. With this the character may purchase any special equipment that is needed. 1EP is equivalent to $10, but 1EP does not necessarily purchase $10 worth of equipment. 1EP represents something that is of little value to a character; 10EP represents something that has good value to a character. Something that is extremely valuable to a NPC could have little or no value to a player character; a caravan mini-van for instance would have little value to a pc in need of a heavy firepower APC. Consider the Dodge Caravan to be worth roughly 10ep. Each character will get (50EP+(100*wealth perk)).

    1. LifePath (optional)

By GlassWalkerTheurge

Follow the Atomic LifePath guidelines until you reach background. At that point we will start expanding the LifePath rules. If you choose this option it will allow you to add some randomization to character generation. I would like to add a somewhat Twilight 2K approach and grant certain benefits to random character generation. At certain points along the LifePath you will be given the opportunity to purchase equipment, talents, skills, etc at a reduced price. As with everything else you must ask the GM if this option is approved.

    1. Equipment
      1. Aegis Suits
      2. By GlassWalkerTheurge

        These combat armors represent the pinnacle of combat arms. They turn men into killing machines. A quantum circuit powers them. This power source is self-replenishing, although the quantum element contained within the power source will need to be changed periodically.

        With heavy combat use the quantum element will last almost 2 months. With light combat/patrol use these units will last almost a year. When placed in weapons off configuration they will last almost 4 years, while in this configuration the weapons cannot be utilized without a 4 hour prep-sequence. In a powered down mode, they will last indefinably. Some companies will leave the suits in weapons off mode indefinably using them as deterrence. The suits provide defense against most energy and kinetic attacks.

        3 16-bit quantum computers provide the computing power of the suits. Each quantum computer works for approximately 3 seconds before failing and passing control over to the next. One of the three CPUs may fail or be destroyed without affecting the short-term operational status of the suit. If two CPUs fail then the unit will be at 25% effectiveness. If three CPUs fail, the suit will explode within minutes, unless 1 other suit that is at full capability or two suits with 2 CPUs are within 15’.

        The types of suits are broken down into mission roles. Role one is command and control. Role two is fire support. Role three is demolitions and engineering. Role four is surveillance and communications. Role 5 is infiltration, interception, and sniping. Role 7 is aerospace, and insertion. Each role has special abilities, appliances, and sockets. A Ability is a unique function of each role. An appliance is an ability that the role grants to the group. A socket is the available locations for appliances that each role has. Each socket has a rating, indicating the power that the appliance may run at in that socket. Changing appliances in sockets is a 0 phase action only.

        Role

        Abilities

        Appliance

        Sockets

        Ratings

        Command & Control

        Remote pilot, sensor picture

        Hive mind

        4

        10/10/10/10

        Fire Support

        Long Gun, Artillery

        Forward observer

        6

        5/4/3/2/2/2

        Demolitions & Engineering

        Structural Analyses, Wave Generator

        Analyze structure

        5

        4/3/3/3/2

        Surveillance & Communications

        Comms Suite, Encrypt/Decrypt

        Sensor Hi

        5

        4/3/3/3/2

        I2 Snipe

        Snipe, Stealth Hi, Doppelganger

        Stealth Lo

        6

        5/4/3/2/2/2

        Aerospace

        Flight

        Drop, Hover, Glide

        7

        6/5/3/2/2/2

      3. Zetaphed
      4. By GlassWalkerTheurge

        The Zetaphed is a low altitude vehicle, which means that it is usually not able to travel at more than 100’ from ground level. This incredible vehicle is powered by 6 vectored exhaust jet engines, which allow the Zetaphed to travel at up to 150 mph at roughly 20’ above ground level. The engines are spaced evenly on both sides of the vehicle, and are vectored in a "^" pattern with the rear most engines vectorable fully to the rear (and providing most of the normal thrust). With the engines vectored more to the outside, lift is sacrificed for thrust. At its highest altitudes the vehicle is only capable of 60 mph speeds. At a stand still the vehicle is capable of altitudes of 400’ above ground level, but it is very subject to winds and thermals. To get an idea of the size of this vehicle simply put 3 semi trucks side by side, this is approximately the amount of space a Zetaphed takes up, with 2/3 of the vehicle being for mechanical and cockpit. The usable are of a Zetaphed is approximately that of one semi truck (including the length of the truck).

      5. Ziest SS Rocket Sled

      By GlassWalkerTheurge

      The Ziest Sub-Surface (SS) rocket sled is a trans-sonic sub-aquatic vehicle that uses a forced cavitation effect to achieve a high rate of speed. This vehicle uses solid rocket pods for cruising speed and it has the capability to engage up to 3 pods for flank speed. The sonar and other sensor gear on this vehicle require a DiNeIR to operate. The control in flight does not require a DiNeIR, but it suicidal to do it any other way. It is open to the water, requiring special suits for the operator and passenger

      The cartridges are stored in an armored compartment and placed into the firing chamber as required. If three pods are placed into the firing chamber, the SS Sled it can attain a speed of mach 1.8. Two cartridges loaded at the same time allow a speed of mach 1.4. This speed can only be maintained for a short period of time (each pod fires for 1 minute). It has a normal cruising speed are mach 1.0. The armored compartment stores 15 pods, allowing a sustained mach 1 for 15 minutes, or any combination of 1, 2, or 3 pods. With no pods firing the vehicle has a speed of roughly 15 knots.

      Post manufacturer refits are available for doubling or tripling the amount of pods, but these remove the armored compartment and replace it with a non-armored one. These modifications immediately void your support contract, and will jeopardize future contracts with the Ziest Company.

      This vehicle is often used as an underwater emergency escape vehicle, or fast currier vehicle.

    2. Company Profiles
      1. Elite Protection
      2. By GlassWalkerTheurge

        This is an exclusive security and troubleshooting agency. This agency works under exclusive contracts with CEOs. They take contracts to fix internal problems in major companies. Their contracts make them marshals for whatever company hires them. They often fix problems like security leaks, embezzlement, sabotage, and other internal issues. They do not do wet work of any kind, although fully armed. Their weapons ensure the cooperation of those they are dealing with, as well as providing for self-protection. Their uniforms cover them from head to toe, even masking their voices. They are quick and efficient to the point of being brutal to get the answers they need in the time they need to get them. They do things that internal agencies cannot do because of rank and company policies. Their rates are mind boggling, but their results are guaranteed and time frame short.

      3. HypocratesX

      By GlassWalkerTheurge

      This company provides elite medical attention to any location. With varying levels of contract granting varying levels of support. Under "blue" contracts and above, they will enter combat zones. A HX elite combat unit includes a Zetaphed unit with one elite pilot, one heavy weapon master, two extraction/medics, one trauma medic, and one doctor.

      The Zetaphed is outfitted with four model one-stabilization pods, emergency power, and all the drugs a ER could need. A sterile operating environment. A level 10 ECCM suit, a level 10 ECM suite, a haywire self guiding missile, and two HE self guided missiles. 50 thousand rounds of 40mm HEDSSSDUAP (High Explosive, Discarding Sabot, Spin Stabilized, Depleted Uranium, Armor Piercing) rounds, which are fired from a 4-barrel gatling gun style weapon that fires 60 rounds per second (15 rounds per second from each barrel), that is capable of firing in a 60% forward firing arc. This weapon is only utilized to protect the vehicle only.

      Any person is able to get a contract with HX the level indicates the amount of services that are provided, and the speed at which they arrive.

      Green level indicates that the customer may go to any HX neighborhood office or hospital and receive basic treatment at no additional cost. Red level gets the perks of green plus access to to additional medicines and preferential treatment. Blue level customers get the above plus a subdermal implant that emits a panic signal to mobile units and response centers that will render aid if they are within range. Purple customers get the above plus mobile units will respond to the customers if the customer is in a secure zone with accessible landing area. Pink contract upgrades the subdermal implant, giving it a satellite link and guranteed response time of 1 hour. One level contract grants the above plus a response time guarantee of 30 minutes. Two level contracts grants the above plus 15 minute response time even to DMZs, anywhere in the world. This may require informing HX HQ of travel plans to certain remote locales. Omega "Ω" level contracts get the above plus 15-minute response time, priority response, extended combat support. This response gurantees a heavily armed response team. This level is so costly it is generally the bailiwick of CEOs, Senior VPs, and chairman of the board level folks.

    3. Character Kits

By GlassWalkerTheurge

These pre figured kits would allow the easy creation of characters and a quick start to a game. It is not meant to replace having a characters background or excludes the normal character generation method. All that will need to be done to finish each character is finishing stats, picking a race, and possibly spending any "extra" points.

      1. Go Ganger

By GlassWalkerTheurge

Pure attitude is what it takes to keep the respect of your peers, but your life depends on your smarts and instincts. You prefer cyber and lots of it; some of it is not stolen. Your skill on your vehicle is legendary. You have it heavily modified and tweaked to your specifications.

      1. Face-Man

By GlassWalkerTheurge

You follow the rhythm of the street. You know when people need things, and how to get it to them. That’s your job, and you do it well. People come to you with problems, and they leave with a smile on their face. In these unfortunate times, some people need illegal things; I don’t mind that so much either. If I can’t solve the problem, I know who can. My stock in trade is contacts and information, these things I don’t reveal. I make enough money to do things for the little people from time to time without worrying about the cost.

      1. Ronan Mage
      2. By GlassWalkerTheurge

        Any mage who is not a member of a house is Ronan. You don’t like the cost of membership. You prefer to walk your own path. Other mages don’t like you; they won’t even talk to you for fear of being sanctioned. But that’s ok to, you know how to take care of yourself. Everything you ever wanted to know about magic you learned on your own, or were thought by other Ronan. Maybe you learned from another Ronan mage, maybe you found forbidden texts and learned on your own, but you now know your path.

      3. Corp Security
      4. By GlassWalkerTheurge

        You used to be a wage slave, you probably even admit it. But that was not the life for you. You chose the hard life of the street. The cost was high both in credits and life. You had to lose your UID (Universal ID) and all the benefits that went with it. Maybe you have a false UID, maybe not. Your new life is not easy but the freedom is more to your liking. When it comes to a fight, your first reaction is to stop the target hard, you have to get used to paying attention to "collateral" damage in this new line of work. You also have to get used to not having the endless resources and legal options of your corp.

      5. Corp DiNeIN
      6. By GlassWalkerTheurge

        You used to be a wage slave, you probably even admit it. But that was not the life for you. You chose the hard life of the street. The cost was high both in credits and life. You had to lose your UID (Universal ID) and all the benefits that went with it. Maybe you have a false UID, maybe not. Your new life is not easy but the freedom is more to your liking. When it comes to a fight your first instinct is to stop the target hard, you now have to utilize stealth and fines to carry out your missions. You also have to get used to not having the endless resources and legal options of your corp.

      7. Corp DiNeIR

By GlassWalkerTheurge

You used to be a wage slave, you probably even admit it. But that was not the life for you. You chose the hard life of the street. The cost was high both in credits and life. You had to lose your UID (Universal ID) and all the benefits that went with it. Maybe you have a false UID, maybe not. Your new life is not easy but the freedom is more to your liking. When it comes to a fight, your first reaction is to stop the target hard, you have to get used to paying attention to "collateral" damage in this new line of work. You also have to get used to not having the endless resources and legal options of your corp. Your toys are now a lot less shiny new, and you sweat a lot more at the security checkpoints than you used to.

      1. Corp Mage

By GlassWalkerTheurge

You used to be a wage mage, you might even admit it. But you have managed to slip from your companies grasp, or you paid to be extracted. But now you are free to choose your own path in life. Should you cross paths with your former corp., their are shoot on sight orders for you. Sometimes, significant cosmetic restructuring is done to conceal your identity, but this will usually impact your magical ability. You where trained in the best schools of magic, your equipment is top of the line, at least what you managed to hide away when you "terminated your employment". You look forward to a future you control; maybe you will even pay some of your former friends a visit some day.

      1. Artist
      2. By GlassWalkerTheurge

        These are the elite muscle of the street. All pro following their own strict code of honor. The elite of this class are well known and feared. They may not be totally cyber, but what they have is beyond bleeding edge. Artists will not generally call themselves by that title, leaving this conclusion to others. Although you don’t think that the dead have many opinions. You have erased you past life, fully and totally (and boy did that cost), your UID is forged (wow that cost even more) well enough to be legal.

      3. Eco-Terrorist

By GlassWalkerTheurge

You have seen what the mega-corps have done to mother earth, and you don’t like it. But unlike the rest of your brethren you are going to do something about it. You will make those corps understand, and you don’t care whom you have to kill to make them understand. You have skill in heavy weapons, demolitions, and stealth. Your training is mostly of the Internet, but you have courage and determination. The two-month "training camp" didn’t hurt either.

  1. Eco-mage
  2. By GlassWalkerTheurge

    You have seen what the mega-corps have done to mother earth, and you don’t like it. But unlike the rest of your brethren you are going to do something about it. You will make those corps understand, and you don’t care whom you have to kill to make them understand. You have the skill of magic, stealth and the knowledge of the spirits to aid you. You could have received your training from anywhere, what matters is your cause. You may even be working for a corp. as a cover. You will use your cover to plan your targets and gain you access to the most restricted of corp. holdings.

      1. Former Galver Soldier
      2. By GlassWalkerTheurge

        A Galver solder is a trained member of what is believed to be a bio-engineered race of humans. Many Galver soldiers have Diverged in a strange place, unable to remember anything of their origins or past. They are very proficient with all their natural weapons. They almost always have very detailed information of their surroundings. They feel a burning desire to accomplish something. They are twisted by the feeling of desire to accomplish their mission, and no idea what the mission is. They will almost instinctually gravitate towards the "hot spots" of any location.

        After a month or so the mission feelings pass, and they generally begin their attempt to integrate into society. This integration almost never fully works. They always end up feeling like outsiders. People will at times wonder what the person is talking about as they make a joke that nobody else gets. They will never seem to master the finer points of social interactions.

        Most of the Galver are female; the females are always incredibly beautiful. Their beauty has a unique alien quality that defies categorizing. With a change in stature and an incredible amount of muscle control they can fade their natural beauty within minutes. The masking of their beauty is difficult to maintain for more than 16 hours.

        This kit is for the Galver race only.

      3. Galver Soldier

By GlassWalkerTheurge

A Galver solder is a trained member of what is believed to be a bio-engineered race of humans. They are very proficient with all their natural weapons. They almost always have very detailed information of their surroundings. You have a burning desire to accomplish your mission so that you can return to mobile base for reassignment. Once assigned a mission you will let nothing stray you.

Most of the Galver are female; the females are always incredibly beautiful. Their beauty has a unique alien quality that defies categorizing. With a change in stature and an incredible amount of muscle control they can fade their natural beauty within minutes. The masking of their beauty is difficult to maintain for more than 16 hours.

This kit is for the Galver race only.

      1. Covert OPS
      2. By GlassWalkerTheurge

        You were part of a elite squad of "trouble shooters". You have had the training and the experience to take care of problems. You have training for all terrain, with all gear and in any weather. Maybe you left honorably maybe not, but the training you received has served you well. You can sneak, lie, and fake your way into just about any facility on the earth. You can shoot, throw, launch, and detonate just about any weapon on the planet. And you do it with a smile, because you are the elite soldier.

      3. Military DiNeIR
      4. By GlassWalkerTheurge

        The name stands for Direct Neural Interface Real World. You flew, drove, or fired the biggest, fastest, and most powerful equipment the military has. You have a full military rig, which gives you the ability to fly/drive the most complex vehicles on the earth. You are used to combat; you saw enough of it. You will see much more combat, but now it will be your fight by your rules for your reasons.

      5. Military DiNeIN

By GlassWalkerTheurge

The name stands for Direct Neural Interface Net. Your job was to hack enemy installations and gain their secrets, sometimes with stealth. Usually you smashed passed the enemies defenses with the rest of your team and crashed their system and every node it served. Sometimes you were attached to a Covert OPS team, scraping their system from the inside. But, now you will pick the target and decide how things go down.

      1. Military Mage

By GlassWalkerTheurge

Your job was to protect your fellow soldiers from the magical and mundane attacks of the enemy. You where trained not to draw attention to yourself. You know how to handle yourself during a firefight. Your magical skill covers a wide range of abilities from scouting to destruction, and you do these entire well.

      1. Street Mage
      2. By GlassWalkerTheurge

        You came by your craft the hard way, on the street. You have seen the evil of the streets. You have walked the streets with your gang. Now you control the streets ... your way.

      3. ΩTemplar Officer
      4. By GlassWalkerTheurge

        You are the leaders of the Catholic Church’s special combat units, trained in elite tactics, both mundane and mystical. Actual rank must be purchased. This is a human only kit. These characters undergo rigorous purification, both mystical and psychological. This includes regular mind probes to ensure "purity" and strength of programming. Failure to remain pure is handled quickly and irrevocably.

      5. ΩTemplar Enlisted
      6. By GlassWalkerTheurge

        These are the rank and file of the special combat units, don’t ever think them usual combatants, as they are trained to the highest degree and equipped with the most advanced in mystical armor and equipment. Actual rank must be purchased. This is a human only kit.

      7. ΩTemplar Librarian
      8. By GlassWalkerTheurge

        These are the special combat units elite mystical combatants. They often have strong mystical weapons, and are certainly trained in both mental discipline and in identifying the enemies of the church. High-church officials regularly to be free of "taint" must certify them. Those thought to be "tainted" are destroyed. Actual rank must be purchased. This is a human only kit.

      9. ΩTemplar Heavy Assault Officer/Enlisted
      10. By GlassWalkerTheurge

        These troops of the special combat units carry the heaviest of weapons and the ability to use them. They are also trained as gunners for vehicles. Actual rank must be purchased. This is a human only kit. Some of these weapons may be magical, and some of the THAs are trained mages, that could not make it as Templar Librarian.

      11. ΩTemplar Combat Driver/Pilot Officer/Enlisted
      12. By GlassWalkerTheurge

        These are the special combat units elite drivers, skilled in the use of vehicles in combat. Trained in the use of the most elite vehicles. The church does not enlist DiNeIRs. Actual rank must be purchased. A human only kit.

      13. ΩTemplar Communications Specialist Officer/Enlisted

By GlassWalkerTheurge

These guys are the special combat units elite communications specialists. They ensure that secure communications are maintained both in the unit and with HQ. They are able to decipher or decrypt most communications. Actual rank must be purchased. This is a human only kit.

  1. Races

These are some of the races in the Shattered World. Some or all of them may be available as player character races. The GM should be consulted before selecting any of these. In quotes is the term associated with their race, often this is the vulgar term. Who would call a vampire a leech to his face?

      1. Mixed Nature
      2. Any creature that is listed as having a mixed nature can see both the astral and prime planes at the same time. This allows a being to see most invisible creatures; spirits that have not manifest, the aura of living (and undead) beings, and see magical energy. Beings that are not Mixed in nature, if trained in the use of magic, can see these things if they shift their perception from prime to astral. This effect is like a switch, and is call assaying. Both plains are cannot be seen at the same time by a non-Mixed creature.

      3. Diverged Humans

By GlassWalkerTheurge

Humans that have received an awakening gift are aware of the Mixed nature of the new world that we live in. Diverged humans do not suffer from most of the penalties faced by "normal" humans when faced with magical energies, monsters etc. This is not simply due to their knowledge of such things, but their link with the essence of the new world. The first awakening gift purchased by a human cost 3* its normal cost, this shows the difficulty of becoming one with the new world. These gifts are specific to humans, if the human that has these gifts becomes other than human, almost all of these gifts will be lost. Any exceptions will be noted. These gifts often have an effect that is almost always visible to non-Diverged humans. Diverged humans are humans with the normal characteristic maximum associated them.

        1. Mixed Nature
        2. This gift allows you to see both worlds at the same time, the astral, and the physical. You can even tell how people are doing, if they are telling the truth etc. By observing their aura.

          Side effect: The gifted is subject to the freak effect. Almost anyone whom you talk to will be freaked out by your demeanor and mood. "He seamed to be able to look right through me, it gave me the chills"

        3. Hunters Blood
        4. This gift makes you immune to vampirism, werewolf, and other magical diseases. No magical condition may be passed to you or be carried by you.

          Side effect: Magical creatures will know what you are or could be almost immediately; they will often want to kill you.

        5. Silenced Nature
        6. By GlassWalkerTheurge

          This gift makes you non-detectable by most magical location spells, and hard to target by magical spells at a distance.

          Side effect: All magic has a difficulty with the target; this includes extra essence dice from mages. Gifted may not gain dice from a mage for essence defense. The gifted does not have the ability to negate this gift. Only touch spells and targeted spells that take a –16 modifier will work against the gifted. This modifier does not affect area of effect spells. Magical sight based detection abilities or mixed nature ability will not see the magic side of this person. A mage using one of these abilities would immediately notice this for what it is.

        7. Immortal Mark/Stain
        8. This gift has been placed on the bearer by an immortal. When an immortal has been helped by a human (either knowingly or not) sufficiently by a mortal, the immortal will grant a Mark or Stain to the human. Should a good immortal be helped the mortal will get a Mark, should a bad immortal be helped, a stain will be given. These can only be granted by Angels/Demons rank or better immortals.

          Side effect: those that would be friendly to the mark will instinctually trust the gifted. A stain placed on a serial killer would grant him high status when in prison; he would be trusted and liked. A neighborhood priest would gain parishes if he where the gifted of a mark, as those of his parishes would trust and follow him.

        9. Hulking Effect
        10. This gift grants the gifted with an incredible physical reserve that may be tapped into in time of need. When needed this reserve is used instead of the characters normal stats. The feats that are possible while under this effect will defy normal human reason. This effect lasts as long as the endurance reserve holds out. The ability to tap this reserve is tDiNeIRed by some unconscious means. The tDiNeIR could be anger, pain or just about anything not under the direct control of the character.

          Side effect: For the duration of the effect the gifted physical appearance will change dramatically. This change varies from gifted to gifted, but it is always striking and obvious.

        11. Feral Heart
        12. This gift grants the gifted an incredible hand-to-hand combat ability, as well as physical prowess. This ability is exclusive, in that no other gift is allowed. A ferals senses are hopped up to a level no normal human can attain, but they are still in the realm of possibility.

          Side Effect: The feral are difficult to integrate into normal society, as they prefer action to thought. A feral is often a good leader, but they must include non-ferals in the decision process or continually make aggressive decisions where they are not needed.

        13. Hunters Senses
        14. This gift makes you as comfortable in the light as it does in the dark. In any conditions your senses can be pushed to superhuman levels. In the absolute darkness of the underground your eyes will focus into the thermal spectrum, allowing you to navigate any labyrinth. In a pitch-black field at night your eyes will focus into the infrared spectrum allowing you nearly normal sight. Even if you lose one sense your others will compensate.

          Side effect: this gift affects the eyes in such a way that they have an animal effect when viewed with bright light at night (the glowing eye thing).

        15. Trackers Senses
        16. This gift allows the gifted to follow a subject that he has had close contact with over any distance, even when magical or technological means are used. With this gift a tracker can determine where a subject is going even if there is no way for the gifted to know. "He entered this magical circle and teleported to Florida", "as we get closer I can see that he teleported to Disney", "as we enter the Disney compound I sense that he teleported to this circle in maintenance". This level of precision is only possible if prolonged personal contact has been made. Modifiers will change target numbers. Mundane tracking is usually pretty easy. The lack of familiarity with the subject being tracked is the greatest modifier this test.

        17. The Weirding Eye
        18. This gift grants the ability to follow both the temporal and dimensional paradigm. The ability to sense the flow of temporal and dimensional energies both when they are normal, and not. You sometimes get glimpses of other temporal and dimensional places. This would include visions of the past/future and other dimensions. The visions of dimensions are very rare, they only happen when dimensional energy levels are high (such as dimensional gate locations). The temporal visions range from strong to weak some effecting one sense, others all. But always the are subjective and in the case of future effects they are but one possibility.

          Side effect: sometimes the gifted seems to have a third eye in the middle of their forehead. "It was just there ... I must have imagined it."

        19. Glimmer
        20. This gift grants the ability to sense the type, distance, and direction of magic being used around the gifted. This gift only tracks active magic, not passive magic such as a demon. Magical beings are magic by nature, not through the use of power. Should a demon use a demonic power, and then this ability would track it.

          Side effect: this gift creates an aurora borealis effect around the gifted. The stronger the magic being used around the gifted the brighter the effect. At most this effect puts out around 2 candle watts worth of light.

        21. Aegis Shield

This gift protects the gifted in situations of danger. With this gift the gifted gets 15 extra hits above anything else. These points are used first anytime damage is taken. Should all of these points be depleted, they will not return until the character can "heal" the Aegis shield. The healing starts as soon as the shield is depleted and the points are not usable until the points have been fully recovered. No extra recoveries may be taken for the shield; the gifted must wait for the "healing" process to occur "naturally".

Side effect: this gift functions even when the character is unconscious. The character must will the shield to stop functioning. Things like surgery must be done while the gifted is fully conscious.

  1. ΩVampire (Leech/Undead)

By GlassWalkerTheurge

      1. Vampire
      2. Strongest of the undead, these creatures are powerful fighters, but rarely use their abilities in one-on-one combat, preferring to allow others to fight for them. They have the advantage of incredible speed, a strong resistance to damage, and the ability to heal vast amounts of damage. A vampire only requires 3 hours of sleep a night, but can not come in contact with sunlight at any time. A vampire must register with the local police department in order to be legal; failure to do so will result in execution upon discovery. Police, who will check the vampire blood for non-registered "donor" blood signatures, regularly rousts vampires. Vampire gain Mage Pool from feeding on human blood and to some extent they may feed on "lesser" animals. A vampire will lose MP at a rate of one per night. A vampire whose MP is depleted will fall into a deep slumber from which it can not awake. The vampire will regain 1 MP point from background mana per night. The vampire will then wake once his MP reaches 5. Vampire can enact special abilities with their pool, but they cannot use normal magic of any type. These creatures are of a Mixed nature. These creatures are born as vampires.

      3. Young Blood
      4. These creatures are "made" vampires. They are blessed with super-human speed and an ageless quality. Young Blood gain Mage Pool from feeding on human blood, and to some extent they may feed on "lesser" animals. Young Blood lose MP at a rate of 1 per week. A Young Blood whose MP is depleted will fall into a deep slumber from which it can not awake. The vampire will regain 1 MP point from background mana per night. The vampire will then wake once his MP reaches 5. Young Blood can improve their physical stats by using their MP, but cannot use normal magic of any type. Their apparent age is approximately 1/10th their actual age. They generally live 700 actual years as a young blood. If they drained the full MP of another young blood or vampire they can add (1d10+4*100 years) a large number of years to their life.

      5. Lesser Gargoyle

These creatures are "created" vampires. They are almost immune to virtually all damage. Lesser Gargoyles have no mage pool. They can follow simple commands (usually), and will do so to the exclusion of all else. For example if the master says guard the door, let no one pass through, and the "bad" guys cut a hole in the wall 2’ from the door, the guard would do nothing.

    1. ΩYeti (Flesh Eaters)
    2. By GlassWalkerTheurge

      1. Yeti
      2. These creatures are equal in height to Ogres. They are extremely ferocious fighters. Even a lesser dragon would think before engaging these beasts in combat. They have powerful Necroid magic.

      3. Ghoul
      4. These creatures are good fighters. They have human intelligence and formerly belonged to a humanoid race. Their claws have a horrible poison and they have the ability to strike at those in the prime and astral plane at the same time. If they are able to feed regularly, they appear to be human. There is approximately a 10% change that a claw attack that draws blood will pass on the ghoul curse.

      5. Zombie

These are nearly mindless creatures that are most often created by Necroid. They are very difficult to stop, damage has little effect on them.

  1. Ogre (Ugly Ones)

By GlassWalkerTheurge

      1. Ogre
      2. The largest of the Ogre races. These creatures are immensely powerful in both strength and the use of magic. These are the second largest and smartest of the humanoid races. They have great claws that they can use to great effect.

      3. Troll
      4. These creatures are nearly as tall as the Ogre. They have the advantages of tougher skin, regeneration, and increased strength. They have powerful claws they use effectively.

      5. Orc

These creatures are only marginally bigger than humans. They have the advantages of much tougher skin, a healing factor and increased strength. They have effective claws that can be used in combat.

  1. ΩDragon (Dragons)

By GlassWalkerTheurge

      1. Greater Dragon
      2. These are perhaps the most powerful creatures on the face of the earth. Their knowledge and thought process is totally beyond the grasp of man. These creatures have found themselves in a unique time. Those that could remember the before time marveled at the change in humanity. Were before they were hunted and forced to hide, now they were protected by these strange beings. Shortly after their discovery by the world at large Greater dragons were placed on the endangered species list. There are less than 1000 of these creatures known to exist. Many of these creatures have adapted to these strange new times, those that didn’t were forced by the elder dragons to enter the ever sleep. Many of the dragons took up prominent positions in business, military, and even Trade Houses. These creatures usually range in length from 250 to 400 feet. Their wings span being roughly equal to their height, they are truly an impressive sight to behold. They have scales covering their entire body that protect them from most physical damage. Powerful magic having more affects on them then anything else. These creatures have a Mixed nature.

      3. Dragon
      4. These dragons are simply younger versions of the greater dragons. With enough age this creature will grow in power and knowledge to become a greater dragon.

      5. Imp Dragon

This is sub-specie of dragons that follow their larger dragons in types (fire, ice, etc) but average 2 meters in length. These dragons have more interaction with humanoids than any other type of dragon. These dragons have a natural shape change ability that allows them to shape change 2x per day while maintaining mass. When necessary they will use this ability to interact with humanoids. Some dragons have been known to hunt Kyto dragons for sport, believing them to be an inferior species offensive by their very existence. Most dragons will not tolerate them within their territory.

        1. Kyto dragons

A distant sub-species of dragons that are more animal than dragon. They have roughly the intelligence of a horse or dog. They often fly and have a Mixed nature. Their forms are many and follow the mythology of the area they are in. Some elite resorts have trained stables of these beasts that they rent out to wealthy indiviMixeds for sport.

  1. Others (The Lost Races)

By GlassWalkerTheurge

      1. Dwarf
      2. Elf
      3. Quickling

These small creatures resemble dwarf in height, but of a much smaller build. They cannot seem to shake the odd disheveled look. Their hair almost always sticks straight up (except when wet). They do not usually have great strength. They are incredibly quick, street level cyber cannot keep up with them.

  1. ΩSpectre
  2. By GlassWalkerTheurge

    This race originates from the spirit realm. The power of these beings is usually degraded while on the prime plane. These beings must feed in areas of strong stone ratings or sites of strong torment/emotion. Their nature determines weather they feed on positive or negative emotion. Spectre is not subject to most "laws" of the prime plane. Most weapons have no effect on spectre. The thought process of spectre are totally alien to most beings of the prime plane, only immortals can understand them well enough to manipulate them. Normal hierarchy of needs have no meaning to them. Items of power or better can affect spectre to some degree. A spectre cannot normally be destroyed, but it can be rendered stunned and returned to its home plane for months while it recovers. A spectre is a spirit of a powerful being, usually a human that died either violently or at the hands of powerful magic. Spectre will often have a magical tie to the prime plane either an item or a location that they will normally enter and depart the prime plane through. A spectre cannot learn a skill that requires a action be performed on the prime plane. For instance a spectre could not learn car mechanics. It is however, possible that the spectre remember the use of a skill that it once had. When this occurs, it is called an echo. An echo is the remembrance of a skill that was once possessed. These skills are hampered by the spectre lack of prime senses. When a vehicle is broke down by the side of the road, a spectre may be able to fix the car using its powers and a echo. Without the car having been very old and with a well worked on engine the spectre may not be able to sense all the parts of the engine well enough to work on it. A spectre senses are based on emotion. A brand new motorcycle and brand new sports car look identical to the spectre. Both would be sensed as vehicles but differentiating them would not be possible. A spectre can make a challenge to "remember" any skill that it needs, but modifiers will then be placed on the use of the skill, which will have a random level. As an option a spectre may purchase the echo as a perk. A spectre can "see" the skills and general intentions of a person. This is how they identify people and other beings. Each being is sufficiently unique that they can be identified. For instance the spectre could "see" a guard as a dark being with skills of death and a Mixed nature and the ability to utilize magic. A spectre can be "talked" to by any being and be understood to a certain degree no matter what language they speak. Indeed the spectre could understand the person even if no language is spoken at all, but most mortals due not have enough power of thought to project any but the most intense desire clearly. It may be helpful to build your earthly character (usually at the same point cost as the spectre) shown as he was before death. This would narrow down what skills the character had. Would allow the definition of his/her earthly goals.

      1. Vessels

By GlassWalkerTheurge

Humanoids that have been imbued or possessed (point of view) with an additional spirit are typically referred to by the intellectual community as vessels. Differing from conduits, they have no connection to other dimensions their power is self-contained. Little is known about how they came to be but it is certain that they do exist.

        1. Gargoyles Vessel
        2. A race of intelligent mountain dwelling folk that are imbued with the dragon spirit. Few can agree as to their origin, but they are undeniably the largest in number and only hereditary vessels. If the Gargoyle trait is present in either sex it always passed to future generations. Once the blood passes Ό the descendants are no longer full Gargoyles.

        3. Calymi Vessel
        4. Humanoids that have been imbued or possessed by a defensive spirit. When the host becomes endangered this spirit will cause a bio-armor to form almost instantly. It should be noted that an area affect spell does not tDiNeIR this effect, nor one that the host could not detect. Any armor that is non-organic will be destroyed; organic armor will be assimilated in the matrix. The host will have a new armor rating that is based on the strength of the Calymi. This armor when activated gives the host the appearance of a demon. This would be the bomb out in the wild, but in town were a simple ally mugging could tDiNeIR the effect and bring the local militia on the host it defiantly has side effects. All movement is Ό slower and there is a –2 Dex and Tech penalty, when the sprit is active.

        5. Sulini Vessel

Humanoids that have been imbued or possessed by a environmental spirit. When the environment the spirit affects the host will protect it. This works with natural environment only. The host could swim in lava, although this would put a strain on the spirit and thus the host would take 2 stun per minute. The host is always comfortable always dry in the rain etc. The common folk usually don’t think this so neat. Magical effects are not protected against dragon breath etc.

      1. Conduit

By GlassWalkerTheurge

A living person (any humanoid) that has been imbued with a plasm, or "Dimension Circuit". They have the ability to tap into various other dimensions. A person with a plasm has a natural affinity for other dimensions. The being gains bonuses working with other dimensional energies. It should be noted that this power is external to the being with the plasm, there may be occasions that the power is in flux.

        1. Lycot Conduit
        2. A living being (any race) with access to the realm of the dead. By simply succumbing to the dark side, and completing a minor ritual a Lycot will become a Lich. They usually succomb early in life.

        3. Zuloff Conduit
        4. A living being (any race) with access to the elemental realm. This is the only humanoid that is known to be able to touch/withstand Prime Elements, a ability that makes them a friend to alchemists. They often become alchemists, as they have an affinity.

        5. Cambion Conduit
        6. A living being (any race) with access to the realm of darkness (evil). These cursed souls are almost inevitably turned to the side of evil, the direct connection to the negative plain will torment them mind, body and soul. Once turned to the side of evil they will become very powerful Demo Magus, manipulating the very essence of the negative plane. This connection with the negative realm will allow them to sense any with a direct connection to the negative or positive realm (which includes Immortals).

        7. Kybishn Conduit

A living being (any race) with access to the realm of light (good). These "cursed" souls are usually turned to the side of good, the direct connection to the positive plain will fill them mind, body and soul. Once they have joined the side of good they will become very powerful Demo Magus, manipulating the very essence of the positive material plane. This connection with the positive realm will allow them to sense any with a direct connection to the negative or positive realm (which includes Immortals).

      1. Were Creature

By GlassWalkerTheurge

A living person that can change into the shape of a creature, as well as a shape in-between. This change is often involuntary, although it is a skill that can be learned. These creatures have a great hand to hand combat ability, with incredible healing. They are unable to use magic. Their natural (claw, tooth) attacks are treated as magical against creatures that can only be affected by magical. Experience must be counted separately for each form (human, twixt, full). Were-creatures cannot pass on their ‘curse’ by simply biting; this is a myth that strongly affects the common attitude towards were-creatures. To infect an other with the curse, the were-creature must either mate with a human thus producing a were-creature child (only 1st generation), or by mating with their genus of animal, the same rules apply to the animal child. The were-creature animal form is typically 2 to 3 times as strong as that of its genus. Only humanoids may become true Were-creatures. They will involuntarily change based on the lunar cycles (pick a part of the cycle).

      1. Shape shifters
      2. By GlassWalkerTheurge

        A living person that can change into the shape of a creature. Shape shifters are different from were-creatures in that their transformation is completely voluntary after the skill has been mastered. Shape shifter is a hereditary trait, rarely is it not passed from generation to generation. A solitary shape shifter is a danger to itself and others, as this indiviMixed will usually not understand its nature; often it will become were-creature like with "involuntary" changes that are really just subconscious. The shape shifter has two forms, animal and humanoid (most races). The experience achieved in any form is cumulative, as the humanoid intelligence is maintained across both forms. The were-creature animal form is not as powerful as that of a were-creature being typical of its genus.

      3. Centaur

By GlassWalkerTheurge

        1. Centaur
        2. A horse centaur, a race that is very nomadic. They have incredible speed and endurance, although their strength is often not great. Their numbers are small.

        3. Wymec
        4. A lion centaur, a race that is incredibly honor dependant. They do not have the speed or endurance of their horse comrades but their strength is incredible. They honor above all the knights of their prides who exemplify their race. Magic is not held in high regard, but it is considered to have its uses. Almost all of the Wymec have some combat ability. Neither sex is thought to be better suited for combat. Wymecs often favor huge axes or maces that they often make themselves.

        5. Furrick
        6. A race of nomadic feline humanoids that rarely associate with other humanoids. This race is very secretive, rarely being seen in large numbers. It is unknown were they come from. Most adventuring Furrick are of mixed ancestry. They as a race are very uncomfortable among a large number of humanoids; they prefer not to be in the city. They can often be found acting as guides or rangers.

        7. ΩStryder

A race of spider centaur, which favor deep dark places. This race rarely leaves its dark home. Few races are even aware of their presence.

      1. Dimensional Races

        1. ΩAstral Tree

The trees are a race of astral beings that survive by feeding on humanoid psychological energy. The effects of a tree feeding on a humanoid are very detrimental to the humanoid. The humanoid must make an opposed test vs. the mage of the tree. If the humanoid fails this test it will temporarily lose 1 point of WIL. If half of the humanoids WIL are lost then the humanoid will start to show signs of psychological breakdown. The tree can do this 1X/hour until a test is failed.

If the humanoid is in a place of power, then he will be modified by the strength of the place of power. Should the humanoids WIL be depleted, then he will go stark raving mad. This will continue until either essence surgery is performed or death of the humanoid. It is difficult to see these beings unless in the astral plane.

Make an opposed test vs. the trees mage, or twice the trees mage if the humanoid is not Mixed. If the test is failed the tree may never be able to feed from the same humanoid again without being noticed. But who will listen to crazy people? The crazy person will become "irrational" and afraid when the tree enters the area or room where the humanoid is. They often make their homes in mental institutions.

      1. Off-world Races

These races are not native to the planet earth.

        1. ΩAni-Men
        2. By GlassWalkerTheurge

          The ani-men are a race of extra dimensional beings that are attempting to destroy Untaag at all costs. Destroying the planet earth or even the earth dimension are options that are being pushed hard by the ani-men counsel. Should the war on earth be lost they will attempt to destroy earth/its dimension.

        3. Galver
        4. By GlassWalkerTheurge

          These beings are actually appear to be humans that have been modified at a genetic level to an extent that it is unlikely that human technology was used. These beings have the ability to call forth a biological armor that will appear from nowhere to protect them. As their power increases they often "grow" weaponry or abilities. Even low-level Galver are an unwelcome opponent in combat. The use of the suit is taxing on the indiviMixed.

          Although the Galver has been known to be on earth for approximately 8 years it is not known how they came to earth. The only sure way to detect a Galver is to witness the transformation. Doing a full genome typing and cross-referencing can sometimes detect a Galver. The computer resources needed to do a full genome workup are expensive; it is usually thought to be easier to terminate the subject.

        5. Zion
        6. By GlassWalkerTheurge

          The Zion are a race of being that became stranded on the earth by the presence of the "Shattered World" their inter-dimensional and conventional drives became non-functioning shortly after they entered our Solar System (approximately 15 years ago). They eventually crash landed their ship off the coast of NYC. They have converted their ship into a floating island, where most of the Zion lives. The island currently resides in international waters off the coast of NYC, where they moved it so as not to be subject to US laws.

          The Zion has ambassadors at almost all countries on earth. Most of these ambassadors are unmod Zion. The ambassadors seek to trade in knowledge and information with most any government. They seek new technology in exchange for older tech. Most of the current cyber-tek on earth has come about in this way. Humans have an imagination that the Zion find quite refreshing. The humans have even shown the Zion how to recombine some of their own technologies to new uses.

          The Zion’s are broken down into categories by the path they choose to pursue in life. The paths are unmods, spark, Helix, and the new faction flash. Each of these paths is like a church for the Zion, and although there is some overlap it is rare. Each faction will train members to compete in tournaments to find out whose path is the best.

          The "unmods" choose to evolve through the use of knowledge. This faction does not actually modify their bodies in their search for perfection. These Zions often end up being ambassadors, but they are always scientists and explorers.

          The "spark" chooses to modify their bodies in the search for perfection with the use of machines. This path involves the replacement of body parts with machines.

          The "helix" chooses to modify their bodies in the search for perfection with genetic engineering. This path replaces body parts with new and improved parts or gives new abilities with specially designed glands.

          The "flash" chooses to enhance their bodies with magic. This can involve grafting magical parts from other creatures to them, or enchanting parts of their bodies. This path is one of the few off world being that are capable of casting magic.

          Although they have lost their space fairing ability, this is still a technologically advanced race. With the exceptions of their harbors, few humans have access to their island. Although they have the capability they have no desire to trade in mass destruction technologies.

        7. Rifters

By GlassWalkerTheurge

Rifters are beings that have come to the earth from other dimensions or temporal coordinates. This usually happens via a rift. A rift is a junction in space-time. Through this a being(s) from any universe or temporal location may pass. Some powerful beings can create their own rifts. Most often rifts are created when large amounts of essence are released, as from a very powerful weapon (weapon of mass destruction) or a large group of magical weapons are destroyed.

Getting back to your home universe is usually accomplished by finding a powerful mage. With a power source from the travelers home dimension/temporal location, a power full mage, can open a portal back. Almost always this will require a quest to be performed. This is one of those unwritten "powerful mage" rules. Barring the traveler carrying large amounts of precious medals or some incredible technology, he often has nothing to barter with.

Often a rifter is disoriented and confused for many days after passing through a rift. This earth is often significantly different from any neighboring dimension. Language can also be a barrier depending on the difference in dimensions, but usually not an impassible one.

      1. GeneMods™ Furry

By GlassWalkerTheurge

GeneMods are genetically engineered beings that were modified before birth. Some or all of them may be available as player characters. The GM should be consulted before selecting any of these. Some of these mods fall under the auspice of the Federal registration act of 1981. Those that do are required to register with Federal and local authorities, after which regular investigative warrants will be issued to ensure that the registered person is in violation of no laws. Anyone found to fall under the registration act that has not registered would be locked up pending a trial. GeneMods on non-humans has dangerous and unpredictable results. Many corps especially those based outside of the US often discriminate against GeneMods™. Few GeneDocs will willingly manipulate non-human genes, as the consequences are often unpredictable and dire.

      1. Lion
      2. This MOD is often distinguished by its hair and snout. This MOD is generally slow to anger but quick and decisive in combat. When stalking its prey this MOD can use its night vision and sense of smell and hearing to great advantage.

      3. Shark
      4. This MOD is often distinguished by its distinctive skin and snout. This MOD requires the daily touch of water to survive. This MOD can stay in the water indefinitely, as long as the water is fresh.

      5. Wolf
      6. This MOD is often distinguished by its hair and snout. This MOD allows tracking by scent and a phenomenal ability to see at night.

      7. Horse/Zebra
      8. This MOD is often distinguished by its main and snout. This mod allows incredible leg strength and endurance. This mod increases leg strength and running speed.

      9. Cheetah
      10. Its hair often distinguishes this MOD. This MOD allows incredible short-term speed and the ability see at night.

      11. Fox
      12. This MOD is often distinguished by its hair and snout. This MOD allows a pretty tail.

      13. Rhino
      14. This MOD is often distinguished by its tusk and skin. This MOD allows incredible deliberate strength and endurance, as well as a thick hide. This MOD can be mistaken for Orcs. This MOD is defiantly methodical in movement.

      15. Bat

Its wings and skin often distinguish this MOD. This MOD allows flight and a marginally tougher skin. It is possible to hide the wings and possibly pass for human but such restriction on the wings is incredibly painful.

  1. GeneMods™ Freaks

By GlassWalkerTheurge

      1. ΩMage
      2. This MOD is a violation of the Federal registration act of 1981. This mod allows humans to be able to cast a large amount of spells before tiring. The are naturally magic resistant. Even without training they have a detectable magic ability. This mod is a Mixed aspect being.

      3. Lesser Mage
      4. This mod increases a human’s endurance for casting spells. This mod is a Mixed aspect being.

      5. Combat A (Tough)
      6. Tough. This mod has increased endurance, increased speed, increased healing factor and is resilient to damage.

      7. ΩCombat B (Tank)
      8. This MOD is a violation of the Federal registration act of 1981. This modification was created nearly 8 years ago in an attempt to enhance the fighting and survivability of humans.

      9. ΩCombat C (Juggernaut)

This MOD is a violation of the Federal registration act of 1981. This modification is still experimental and is thus far the most enhanced human thought to exist. All combat C models are created to be 5’9" almost from "birth". They are created in bio-vats, and stay in them until the age of 13. At the age of 13 they are removed from the bio-vat. They are trained quickly to read/write/speak usually 5-8 different languages without accent. They generally learn to journeyman two crafts (often manual labor), with any applicable certifications/memberships. They will also have one trade learned to master craftsmen level (often technical/engineering), with any applicable certifications/memberships. These three skill will allow them to blend in or infiltrate most places. After 2 years, their training is completed (the drugs that allow the incredible learning are cut off. They are then placed either with a family or some federal institution (sometimes jail) where they are to maintain their cover and activate when necessary. Watching the Television Show Dark Angel will give you an idea of what these beings are capable of.

  1. Immortals

By GlassWalkerTheurge

Immortals are the beings written about in books of old. They are the ancient and powerful beings fighting for both the good and evil. Each immortal has a rank; this rank is visible to all other immortals. The rank of an immortal decides who is correct in all matters. If two immortals are equally matched in rank, any decisions that need be made are done on the basis of energy levels (all stats/skills are averaged. The one with the higher number wins). Should this not resolve the dispute, a duel is often held. During the course of performing his duties the immortal attains experience that he can apply towards his own rank, or his abilities. Abilities are limited to some degree by rank and vice verse. In this way an immortal may work its way up the chain. It is not unheard of for aggressive and quick rising immortals to be sent on impossible missions to slow or stop its ascendance. Deeds contrary to superior’s wishes may also cost rank.

Only lighters/darklings may walk amongst humans without drawing notice. The presence of an immortal above that rank amongst humans is generally noticed within a very short time. The reaction to these beings is unpredictable and often violent.

  1. ΩArch-Angels/Demon Lord
  2. These are the ruling class of the immortals. These beings are nearly impossible to destroy. Only they themselves can destroy each other. As a result they will rarely battle amongst each other, instead using those beneath them to do their fighting. When forced to battle each other they use all of their power. Almost nothing can permanently destroy these beings. Mortals almost immediately notice these beings as beings of immense heavenly/demonic power.

  3. ΩAngels/Demons

These powerful beings far outnumber their more powerful cousins. Only the powerful Arch-angels/Demon Lords and greater dragons have the magical might to destroy these beings. Normal weapons have no effect on these beings. These beings cannot walk among mortals without notice. After a short time any mortals spending time with these beings will begin to notice that they are different in some unexplainable way. A prolonged time spent with mortals will begin to effect the mortal’s actions and thoughts. On some instinctual level the humans will often know that these are beings of a heavenly/demonic nature.

        1. Lighters/Darklings

These beings are difficult to destroy by normal means. Only magic/magical weapons have a major effect on them. These beings are strongly affected by places of magic. Normal weapons cannot permanently kill these beings. These beings may walk among humans without being noticed. Only the most powerful of mages would be able to detect a lighter/darkling as anything but human.

  1. Magic
      1. Realms and Planes

    By GlassWalkerTheurge

    This is the layout of the realms and planes of the Shattered World. The blue dots indicate realms and planes that border each other. This is the path that would have to be followed to move from the plane/realm that the mage resides in to the desired plane/realm. Represented below that is our dimension as it fits into the universal schema. There are no easy paths between dimensions. It is almost impossible to lock onto one particular dimension without an anchor. The best anchors are either magic items or power sources. If the dimensional traversing method were to be technological in nature, then the best dimensional anchor would be a power source from that dimension. If the traversing method is to be magical in nature, the best anchor is a magic item. The most common method of traversing is rifts. A rift is a random occurrence that causes a grounding effect between two dimensions. It seems to occur very often to our dimension and very rarely away from it. This effect happens most often in times of great destruction or catastrophic magic or technology use. Dimensions that are closest to each other are most similar. The farther you go from you home dimension the stranger things may get.

     

     

  2. Magic in Divergence
  3. By GlassWalkerTheurge

    Magic in Divergence does not work as indicated in the Atomic Magic plug-in. The MP is calculated by multiplying your unadjusted Mage rating (not including penalties) by 2 for positive magic practitioners, or 3 for negative magic practitioners. The MP is recovered in minutes. If MP is exhausted, the remainder is taken from stun and the caster is unconscious until STUN reaches 5. Any amount that surpasses stun is taken from HIT, at that point the mage has smoke checked his brain controlling the spell and the caster is unconscious until STUN reaches 5. Should HIT be reduced to 0 or less, the mage will lose consciousness, and normal rules will apply. Casting a spell is not a thing to be done lightly, casting a spell in areas of enchantment could cause spell effect and cost to be magnified.

  4. Binding
  5. By GlassWalkerTheurge

    Binding/Bonding allows a non-mage to use magic items. This is the only way this can be done. Based on an average of three stats, 2 mental, and 1 physical (to be determined). The character is allowed to bind/bond a certain level/number of spheres. Items cannot be unbound, only death can terminate this bond.

      1. Essence Surgery
      2. This is the ability/talent (?) to manipulate the essence circuit (matrix) of living beings. Those that already pose this gift can only give this ability. Essence surgery is similar to regular surgery in that doing it in the field or under less than ideal conditions is dangerous. The side effects of essence surgery range from temporary numbness of a digit to a soulless death. Even when the surgery is "successful" there can be complications that are incredibly unpredictable. These side effects can sometimes even occur to the person performing the surgery. This occurs because their is a temporary life support like link between the surgeon and the patient during the surgery. Without this link the surgeon cannot actually manipulate the essence circuit of the patient. The house of Mutare only perfects this ability, and they don’t let anyone know that.

      3. Spell Failure
      4. By GlassWalkerTheurge

        There is two ways to fail to cast a spell, botch, or failure. A failure indicates that the spell was not successful. This can happen for many reasons, including background essence interference, poor casting conditions. When this occurs while casting a sustained spell, the spell will "sparkle and pop" (loud and bright), and nothing happens no casting cost etc. If the caster was attempting a non-sustained spell then you get the "sparkle and pop" (load and bright) but the spell costs full endurance with no actual effect taking place. The "sparkle and pop" effect has become something of a joke among mages, likened to impotence. This is something no mage wants other mages to know.

        The second way to fail is called a botch, this is a catastrophic loss of control over the magic that the caster is controlling the effects of the spell are placed on the caster, instead of the target. In the event of an area of effect spell (AOE) then the spell will radiate from the caster. The caster can apply no defenses against this effect. If the spell is sustained, then the effect of the spell is placed on the caster and the spell remains in effect for 3 turns. The caster will then lose 25% of remaining CON and 75% of remaining END. The effect of a botch is called "thunder and lightning" this effect is quite often dangerous to all those around the mage.

      5. Magic Items

By GlassWalkerTheurge

        1. Magic items and essence explosions
        2. By GlassWalkerTheurge

          Magic items that are destroyed in a haphasard manner, without the proper safeguards will create and essence explosion when they are destroyed. This is caused by a sudden break in the essence circuit. The damage is determined by multiplying the essence rating of the item by 2 and for every hex from the item the damage is halved until the damage value reaches 2 then no damage is done. Almost all magical weapons and armors are designed to minimize this effect. The only defenses that may be applied to this are natural defenses, magical armor defenses, and essence defense.

        3. Types of Magic items
          1. Artifact
          2. The most powerful of magic items. The knowledge to create these items is no longer known to mortals. These items maintained a fraction of their power even during the "before time". Destroying these items can be accomplished only by following a special ritual, specific to each artifact. These items have intelligence, desires, flaws, and neurosis. These items have the ability to utilize all of their abilities without a wielder. They will always seek to protect themselves. These items can only have one wielder at a time. These items can control their wielder for short periods of time, during sleep, etc. A wielder once chosen by the weapon, is stuck with the weapon until death. The cost of creating these items would be measured in lives. They are always unique. The creation of an Artifact usually takes more than 5 lives.

          3. Greater Item of Power
          4. These items are very powerful. The knowledge to create these items is thought to be known by less than 5 people. It is doubtful that any one of those with the knowledge has the power and skill. Destroying these items involves an incredible amount of magic and places of immense natural power, like active volcanoes. These items have a marginal intelligence and desires. They have the ability to utilize their abilities if the wielder does not appose them. These items will seek to protect themselves. These items can have only one wielder at a time. Only the wielder may command them. A wielder once chosen by the item is such until death. The cost to create these items is measured in permanent constitution loss. Usually this is more than 3 and less than 10.

          5. Item of Power
          6. These items are powerful. The knowledge to create them is held by few mortals. The cost to create them often puts mages in comas for weeks and week for many months. Those that are not put in comas are weak for months. Destroying these items requires powerful magic. These items have an instinctual or animal intelligence to aid their wielder. These items have no instinct for self-preservation. Only their wielder may command them. It takes specific words of power to make a new person wielder. The wielder is chosen by speaking the words of power, this requires consent from the new user. It takes a large amount of magic to destroy one of these items.

          7. Item of Notice
          8. These items can be created by skilled mages. It is incredibly draining to create these items. Destroying these items requires magic of some power. It takes specific words of power to command these items. These items have no intelligence or desire for self-preservation.

          9. Magic Item
          10. These items can be created by mages of moderate power. The cost of creating these items is draining for the mage. Destroying these items requires some magic of power. These items have no intelligence. These items have instinct for self-preservation. These items powers are activated by their design. A dwarfen hammer would be activated by smashing somthing with it (preferably a giant).

          11. Chat

          These items can be created by mages of some power. The cost of creating these items is temporarily draining for the mage. Destroying these items is as easy as destroying the components that making them up? These items have no intelligence, desire, or instinct for self-preservation. These items powers are activated by their use. The power of these items is totally consumed by their use. These items are still susceptible to the essence explosion rules.

        4. Magic Items
          1. Sword of the ancients
          2. By GlassWalkerTheurge

            This item is a "greater item of power". This weapon appears to be made of bone. But its strength is incredible. This weapon seeks out strong sources of power, usually magical. It desires to destroy them. The term "strong sources of power" will generally apply to any magical item that is "item of power" or greater. This term would indicate immortals of Demon/Angel or greater strength. At 20’ any magic item is detected by sight, this means that a glow will be visible around magic items. This glow will be blindingly bright for artifacts and Arch-Angels/Demons and be a light glow for chat. There is no test or roll for this ability. If the item is within the 20’ radius then the wielder may make an opposed test vs. the essence of the item. Should this test be passed, the general goal and ability of the item will be know, as well as one randomly selected power be exactly identified. I.E. that item is used to create illusions one of its powers allows its wielder to look human. This ability may only be used once on an item. The sword will only give this information to aid in the destruction of the item. No information will be given for any other reason.

          3. Essence Rune
          4. By GlassWalkerTheurge

            This item is considered a "magic item". This small jewel (any rare natural gem) will magnify the essence for the user. This allows essence effects to be magnified. A mage allocates his entire mage rating to defense giving him an essence defense of four with a level 2-essence rune he will have an effective defense of 4 without having to allocate any of his mage to it. With an essence rune of 3 then the essence defense of the mage would be eight without allocating any dice to it. Essence explosion radius are multiplied by by the rating of the essence rune. The damage is doubled again for hex 0 and continues outward as normal.

          5. Stone of illumination
          6. By GlassWalkerTheurge

            Stones of illumination are considered an "item of notice". When worn on the person for more than 4 hours, the stone of illumination will begin to show the presence of beings not of the prime plane. The stone will also reveal beings that draw sustaining power from another plain. An undead would be illuminated as drawing power from the negative material plane. The initial effect after the four hours makes the detection a sight detect for 1d6 hours. After the burst effect, the sight detect is limited to a range of 3 yards. Once a being enters that range they will be illuminated/not illuminated as appropriate. After the burst effect has ended it can not occur for the same being again.

          7. Dagger of Glyph
          8. By GlassWalkerTheurge

            Daggers of glyph are considered an "item of notice". These items are actually modifications made to otherwise mundane items. They are typically placed on projectile weapons, but will work on most types of weapons. The weapon becomes silenced and has no flash. The weapon becomes hard to notice. This does not meen invisible, a hard to notice weapon would only be seen if it needs to be. For instance a person walking down the street would not notice the large shotgun hanging from the big guys shoulder. Should the weapon be raised, as if to fire then the crowded streets would soon be empty? Should a police/militia/rent-a-cop be walking down the street he would notice the weapon if he was looking for one. Should the weapon be concealed in a coat, it would not be noticed by even a close visual inspection by any person. Should the being be patted down, or observed via camera then the weapon would be as visible as normal.

          9. Armor of Locus
          10. By GlassWalkerTheurge

            This item is considered an artifact. Once the armor has chosen a wielder, the wielder gains the ability to see disruptions in the prime plane that are typical of places of power. This armor which is a headband, gauntlets and grieves can manipulate the entrance points of places of power. The bearer is immune to all laws but those of the prime plane while in places of power. The bearer can enter and leave any place of power at will that he has been to without the use of a gate. Given enough time the bearer can (assuming current ruler/rulers is dead) begin to mold and control the place of power. Use of this ability while in a place of power will alert all those in control to the presence of the bearer and his location. Over time the bearer can either increase or decrease the power of any "place of power". This particular ability takes time most humans don’t have. This ability only works if either the "place of power" has no controlling beings or the bearer is the controller. It takes half the listed time for the reducing of a "place of power" a level. The bearer is considered to have the equivalent of plate mail armor on.

            Approximate time

            location was

            location is

            13 months

            nothing

            common place

            26 months

            common place

            high common place

            75 months

            high common place

            high common place*

            100 years

            high common place

            little place

            250 years

            little place

            locus grandis

            400 years

            locus grandis

            locus ex potentia

            *=At this point the "high common place" is considered lost to the prime plane, entering such a place requires the ability to travel planes.

          11. Armor of Mutare
          12. By GlassWalkerTheurge

            This item is considered an "Item of Power". This item allows high-ranking members of the House of Mutare to carry out the most difficult of missions. This item is made up of two rings that must be warn somewhere on the body. For instance one could be warn on the finger and the other could be a piercing, perhaps even on some interesting part of the body.

            The first ability of the armor is called abdere spectare. This ability makes it very hard to be noticed. Those that see the Mutare will remember nothing about him. They will remember only that someone asked them a question or did something for them. If they do not actually interact with the bearer there will be no recollection at all. This magic is so subtle that there is no save versus it. This effect obscures the image of the bearer on digital and analog media. It is almost impossible to identify the Mutare with either of these means. Any person viewing the bearer without a specific reason to see him will not notice him at all. For instance if a security guard saw the bearer walking down the street with a rocket launcher, he would notice him. If the rocket launcher where concealed under a coat, the afore mentioned security guard would not see him.

            The second ability of the armor is called defense. This ability allows the bearer to gain half as many essence defense points as he would normally have. The extra points gathered this way are only able to protect the bearer, they can not be used to benefit others.

            The third ability is called sight. This ability allows the bearer to project his senses (one at any time) up to 5’ for every point of essence defense that he has. Thus a Mutare with an essence defense of 6(9) adjusted would be able to project any one sense up to 45’ in any direction. This ability will work with the limitations of the sight that is being projected. Thus if you project sight into a brick wall, nothing will be visible. This ability does not require concentration.

          13. Sword of Mutare
          14. By GlassWalkerTheurge

            This item is considered an "Item of Power". This item allows the higher-ranking members of the house of Mutare to complete even the most difficult of missions. This item works well in conjunction with the "Sword of Mutare". This item will only by given to exceptional and usually high ranking members of the "House of Mutare". The "Sword of Mutare" consists of two rings that can be warn in the same manor as the "Armor of Mutare", as long as it is warn somewhere on the body. It has the ability to defend the bearer by doubling his unadjusted Essence Defense (ED). The use of this ability is not passive; the bearer must concentrate to maintain the effect. This ability will also raise the hair of any mage in the area (roughly 30’ radius), countering the abdere effect of the "Armor of Mutare". The combined effect on the ED of the bearer is 3* the unadjusted. The sword can be used offensively by projecting a 4d6 nnd (no normal defense [no damage if the target is immune to poison]) stun attack, with line of sight being the range. The item can also form any simple mechanical (springs, levers etc.) or archaic weapon the wielder desires, i.e. a gun not a gauss rifle. The weapon formed has the ability to hit beings that can only be hit by magical weapons. Lower the to hit target number by two for the magical nature of the weapon, i.e. the weapon is an extension of the will of the wielder.

          15. Dust of Ater Potentia

By GlassWalkerTheurge

This item is considered a "Chat". This magic item grants the user strength in combat. Once this dust has been inhaled, the wielder becomes immune to non-magical weapons. the wielder gains 10 points of essence defense (making them almost immune to magical spells). The user then loses his ability to cast magic, or access the astral plane. That means no assaying or utilizing of "Mixed natured" senses. The users speed is increased by 4. Users of this drug become very aggressive. This drug has a necrotising effect on humans that begins almost immediately. The effects of this drug will last for approximately 15 turns for each point of willpower that the user has. After the effects wear off the user begins to die. The internal organs will begin to fail approximately (WILL) hours after the effects have worn off. If the user has the ability to get more doses, death can be temporarily avoided. After the first dose the user will require Ό (WILL) doses, until the effect is gone, then ½ doses, then Ύ doses at (WILL) dose, the effective period is doubled and the user dies when the effect wears off. It is not possible to even become a vampire werewolf etc while under the effect of this drug.

  1. Places of power

        1. Note
        2. By GlassWalkerTheurge

          All places of power will be rated in much the same way as magical places. Each place of power will have an essence rating and possibly a rating in each of the spheres. The essence rating of the magical place will be either positive or negative. A positive rating will modify negative casting significantly and the reverse is true of negative ratings. The table below indicates modifiers to friendly and non-friendly (or hostile) actions. This chart will only apply to the "Greater Common Place", the "High Common Place", and the "Common Place" of power. The other places of power could have any combinations of the below modifiers or any other possible modifiers. The amount of magic that is accessible either by tapping or direct utilization is staggering to any mage not specifically trained to use it. Each site will usually have a different "frequency", so even a properly trained mage could not use the magic of a different (even if friendly to the site). The exception would be if the highest-level maintainers maintain more than one site. Mages that have not been trained to utilize this power often explode in a brilliant and colorful essence explosion. Should a hostile (or non-friendly) mage attempt to utilize the power of the site the results are always (or nearly so) catastrophic.

          Friendly modifiers

          Non-friendly or hostile modifiers

          Friendly spell cost –50%

          Non-friendly spell cost +25%

          Friendly spell tests lower target by 3

          Friendly spell maintenance cost –50%

          Non-friendly spell maintenance cost +25%

          Friendly skill tests lower target by 3

          Friendly recovery increase by 5

          Non-friendly recovery decrease by 5

          Friendly maintainers get an extra phase 0

        3. Types of places of power
        4. By GlassWalkerTheurge

          1. Locus ex potentia
          2. By GlassWalkerTheurge

            These places are not accessible to mortals under most conditions. This place has been empowered/maintained for many hundreds of years by powerful beings. They do not exist on the prime plane. They do not follow the laws of the prime plane. These can be full blown dimensions, usually controlled by a being/beings of immense power. The rulers have crafted this area to fit there needs and size. Few beings of power will enter such a place voluntarily. If the defined rules of this dimension state that dragons have no power, then any dragon entering this place will instantly become powerless. No being except the creator/creators are immune from this effect. These dimensions will actively attempt to block any attempt at forced entry. Forced entry is when a traveler attempts to create his/her own entry point. Normal entry happens at pre set places. Research should always be done before entering such a place to ensure that the rules of the dimension are compatible with entry.

          3. Grandis locus
          4. By GlassWalkerTheurge

            These places are not normally accessible to mortals under most conditions. This place has been empowered/maintained for many generations by powerful beings. They do not exist in the prime plane, but more beside it. These places do not follow the laws of the prime plane full time. These sub-dimensions are ruled by many powerful beings. They generally achieve a size approximately the size of Europe. For short periods of time the rulers/chiefs can change the rules of their territory. This may require more than one chief depending on the breadth, scope, and duration of the change. Only minor rules may be defines as permanent. For instance each sub ruler for its domain could define the duration of "daylight", or the makup of the terain. This dimension will generally block forced entry. The chiefs of said domain monitor most common entry points.

          5. Little place
          6. By GlassWalkerTheurge

            These places are accessible to some mortals. Mortals that are Mixed in nature or can see the astral plane. These places follow almost all of the laws of the prime plane. These places are usually smaller than the state of Texas. These places are often chaotic and changing. Magical power typically dampens for a time in these places, to slowly rise again in a cyclic pattern. The presence of an "item of power" or greater within 15’ will negate this effect. Powerful beings will not usually be located here due to the cyclic nature of magic. Entrances to these places are completely random, though generally safe (not in the middle of a mountain etc.). Lesser beings will often seek these, as they can rule them with little trouble. They will be able to feel the rhythm of the magic. They will often seek to waylay travelers, taking items of value or magic. This place has been empowered/maintained for years by powerful beings.

          7. Greater Common Place
          8. By GlassWalkerTheurge

            This is a very powerful place that is often located in the prime plane. The higher-level maintainers of this place will be able to tap into its power, and use it to cast powerful magic. In extreme cases the highest-level maintainer will be able to directly utilize the magic of the location to cast magic of the most power. Directly tapping this power will drain the site of magic and require a long time of recovery, often many months. During the recovery period the site will have no magic to tap into.

          9. High Common Place
          10. By GlassWalkerTheurge

            This is a powerful place that is often located on the prime plane. The highest-level maintainers will be able to tap into the constant power of the location and utilize the energy to cast spells. This will then drain the location for 6 or more months.

          11. Common Place

By GlassWalkerTheurge

This is a place of some power that is usually located on the prime plane. A maintainer of this site gains the bonuses listed above, but has no ability to tap into the magic of the site.

  1. Spheres of magic

By GlassWalkerTheurge

        1. Physical
        2. This sphere covers almost all attack magic. Anything that is high energy like lightning bolts or fireballs fall under this category.

        3. Mental
        4. This sphere covers anything that affects the mind of a being. This includes mental telepathy type effects.

        5. Environment
        6. Anything that effects the local environment, to include most protection magic. Weather and healing spells fall under this category.

        7. Spatial
        8. Anything that deals with cast distances falls under this sphere. This includes senses that don't pass intervening terrain.

        9. Spirit
        10. Anything that affects the spirit or soul of a being falls under this sphere. To include ani-men and immortals.

        11. Temporal
        12. This sphere will cover anything that effects time. This would include perceptions that cover time.

        13. Essence

This is not a sphere per-se, but actual magical energy itself. It is covered because some spells\items will manipulate actual spell energy itself.

  1. Magical costs by Divergence
  2. By GlassWalkerTheurge

    Physical

    Mental

    Environment

    Spacial

    Spirit

    Temporal

    First Divergence

    •

    o

    oo

    •••

    •••••

    •••••••

    Shattered World

    oo

    oo

    ooo

    o

    ••••

    ••••••

    Dark Utopia

    ooo

    oo

    oooo

    ooo

    •••

    •••••

    • Indicates a negative modifier for that sphere while in that divergence.

    o indicates a positive modifier for that sphere while in that divergence.

  3. Negative Magic

By GlassWalkerTheurge

Negative mages access the equal and opposite spheres as normal mages. Negative spheres behave as their positive counterpart, only with different consequences. Dark/Negative magic is generally more powerful than positive. Negative mages pay a heavy price for this "easy" power, in both the price of failure and the damage to the body, mind, and soul. The dark mages magical pool is marginally bigger and refreshes twice as fast. However, the pool does not begin to refresh until it is expended, and the mage has no ability to cast magic until the pool is fully recharged. If the pool is expended more than one time per week then there is a cumulative 10% chance that the mage will pick up a defect. The defect will fall into one of three categories body, mind, and soul. For example the dark mage recharges his pool after a massive battle with the forces of good. He then runs to hide. He is chased for 2 days and finds his pool expended. After he recharges his pool, he enters into a great battle with these same forces, expending his pool again, he runs away to recover. When next he meets the forces of good they face him as a suicidal maniac.

  1. Trade House
  2. By GlassWalkerTheurge

      1. Note

    Trade Houses are union equivalents for mages. It is not required that all mages be a member of a trade union, but those that are not will receive no support from other mages under penalty of sanction. The charter of all houses forbids violence against the other houses, although personal battles between mages are not technically in violation of the charter. A violation of a Trade Houses charter as found by the council of Houses will be immediately sanctioned. All other houses and all proper authorities will seek out and destroy all members. The Trade Houses give various benefits to their members, anything from college courses to job placement. In exchange for these benefits the Trade House will require services ranging from services to the House to going on pro bono jobs. Some of the Trade Houses listed are illegal, any time one of these is found it is raided and destroyed by federal/local authorities or even by other Trade Houses on the sly.

  3. Masters of the One (Jedi)
  4. This house is the only one we know of that is aware of and actively fighting a war against the forces of evil.

  5. ΩSuccubus (Sex Lords)
  6. This house uses magic based on illusion and sex.

  7. Arcanum (Gray Beard)
  8. This house is all about the standard fantasy mage, guy in a robe and long flowing hair.

  9. ΩNecromancer (Reapers)
  10. This house deals with death magic and the undead. Many vampires are members of this house. This house protects them, and considers them the epitome of their ideals. This house does not legally exist, all are underground and illegal. The only legal necromancers are the Protectorate (investigator) mages. Many of the investigator mages are actually members of the necromancer house.

  11. Technomancer (Artificers)
  12. This house deals with the melding of technology and magic. With the exception of the Masters of the One, this is the only group legally allowed to produce magic items. Black market magic items carry stiff fines and penalties.

  13. Protectorate (Bobby Mage)

This house deals with magic that would typically be used in law enforcement. There are three specialization's available: Hunter, Protector, and Investigator. The only place that the police are allowed to draw their magical officers from. This is a tough House to join, and maintain membership in. There are random screenings of all members of this club by random mages often from outside the local district, to ensure members are following all codes and bylaws.

      1. Hunter
      2. Deals with tracking people and things usually over a distance. A lot of their magic deals with enhanced senses and magical location.

      3. Protector

          1. Protector

Deals with protecting indiviMixeds and sometimes places.

      1. Investigator

          1. Investigator

Deals with finding out what happened at a certain place, these are the only authorized users of necromantic magic.

      1. Chief

Deal with aspects of Hunting, Protecting, and Investigating. They are non-specialized.

  1. Illiad (DoomGloomers)
  2. This is the house of the Illiad, this is we teach all to fight the evil. We have no public houses, although the fact that we exist is no secret. We do not have the best reputation among the Trade Houses. We really only have fair relations with the Technomancer and The Masters of the One. The other houses especially the Protectorate, are at times openly hostile. Although none would risk violating the charter with violence they will often not render aid or assist us in any way.

  3. Earth (Greenys)
  4. This house covers the many earth-based mages. Referred to as Shamans, Wicca’s, Druids, and many more. Each member practicing the old religions as they please. Most of the members of this house are not eco-terrorist, but there are some. If not traveling incognito they are all identified by the trappings of their particular religion. Usually carrying defensive charms and such as one would expect. Oddly enough these mages are most comfortable when the power goes out, as they are least likely to rely on the trappings of technology for their power.

  5. Time Lords

This house covers the manipulation of time and other proto-matter.

        1. Mutare

This is a secret house that has very strict rules, with only one punishment ... death. The Mutare have magic that only aids them physically, and cannot cast spells as other mages. They have the ability to enhance their physical stats both permanently enhancing them as well as temporarily boosting them. They have incredible stealth abilities. They have the ability to enhance their speed to the equal the speed of cyber-enhanced indiviMixeds. They have the ability to adapt to various environments including water, low oxygen environments, etc. They work as assassins and spies for hire by the most expensive corporations and nations. They have a strict rank system that is based on magical power and successful missions.

If two Mutare meet on opposite sides of a mission, it is called an errare. The Mutare have two options, battle, or depart. Should they elect to battle then when next they meet it is as enemies, often there will be a meal or something shared before the battle is entered. Extreme care is taken to ensure that the presence of Mutare is not revealed. Should the choice be depart, superiors on both sides must decide which mission is to be carried out, what compromise reached. Generally only higher ranking Mutare will elect to depart as it could lower their standing within the Mutare if their mission is the one to be put on hold.

The Mutare code indicates that if a superior finds that a subordinate is found to be breaking the rules of the Mutare then the superior is obligated to destroy his junior. Failure in such things will guarantee your death at the hands of your superior.

  1. Tango-Uniform
  2. By GlassWalkerTheurge

  3. Act 1 Scene 1

      1. Incoming message traffic

This scene opens as the group receives the automated code "Tango-Uniform" through authorized channels. All computers have initiated self-destruct. Within minutes of the "T-U" the computer cores began a charred smoking decent through the floor as white phosphorous was activated by primer-cord. Communications closets, safes and primary weapons locker were similarly affected.

  1. Act 1 Scene 2

      1. Evacuation

The group has 3 hours to evacuate cell areas. Tango Uniform is activated when an up channel cell has been compromised. All down stream cells are broken from their channels for a minimum of 4 months. All facilities will be abandoned. Typically this is the last code a cell will receive, as without support of the organization it loses intelligence and most of its resources.

Instructions in books now made available to the group indicate that they are under very specific orders to break contact for a minimum of 4 months; violation by any in the group would mean immediate termination of the cell. The group has $5 thousand dollars in small-unmarked bills and $5 thousand dollars in various bearer bonds. The cell members may keep all equipment that they actually purchased (no exclusions). They also have one remaining vehicle in the garage. All other equipment that they would have had access to has been destroyed.

The instructions do not indicate how to regain contact with the organization. It is strongly hinted in the final instructions that the cell will never be contacted or asked to rejoin the organization. Then the final instruction book begins to smoke and flashes into a small fireball.

 

  1. Act 2 Scene 1

      1. Flight

Look for the characters to be disorganized at this point. There will be little pressure in the beginning to be organized. Make it clear in a minimum of time that external; extremely organized forces are in fact after them.

  1. Act 2 Scene 2

      1. A fiery end

After the group leaves the cell compound, let a fire fight break out on the grounds of the estate. If the group turns to observe, let them note that these are heavy weapons, far beyond the group’s current ability to match. Then a thundering explosion as the entire compound disappears in a blinding white flash.

  1. Act 2 Scene 3

      1. The chase

The group should not be allowed much rest; sleep will be a luxury they cannot afford. The modifiers should begin to stack against them in the coming days and weeks.

Do not think that $10k will last too long. The bearer bonds will have to be turned in someplace official, like a bank, and usually not in large amounts. Ammo should also be a concern if firefights are engaged. It is expensive to stay on the run, whom can they trust. At the least, federal officials are seeking them for questioning regarding the carnage at the base. This is when characters with contacts will see a return on investment ... if they have picked well.

The group will need to keep everything together long enough to learn that the "church" [read Inquisition] is after them, or more to the point the former tenants of the building that blew itself up. They are a bit mad about that as well.

 

  1. Act 3 Scene 1

      1. The last stand

The group will with some skilled work, be able to determine that approximately 6 people are doggedly following them. These are the only people that survived the compound explosion. 1 Templar Captain {////////}, 1 Templar heavy support {//////||||||}, 2 Templar assault drivers (1 Salvaged fast assault vehicle), 1 Templar Librarian Sgt.{///////|||}, 1 Templar Comms. Specialist PFC., 3 enlightened troopers. These indiviMixeds are acting without orders to avenge their fallen comrades, they have not checked in since that time, and are assumed dead.

/=Confirmed evil destroyed.

|=Confirmed non-humanoid/monster/evil vehicle destroyed.