Bloomed Earth Playtest V 1.2
Bloomed Earth Playtest V 1.2
ATMOSPHERE
We are shooting for rules that support given players the feeling their characters are in
danger when they leave their community. That the Bloom, an invading interdimesional
organism, is a danger not only from the outside but the inside as well. It offers the
characters access strange powers but they come at an eventual price.
The Bloom also threatens PCs with strange and terrifying creatures and challenges them
to think of new ways to use their skills to solve problems.
These rules are in support of giving the play experience a Resident Evil meets Mad Max
meets The War Against the Chtorr by David Gerrod/Deathworld by Harry Harrison.
And keep inmind while this game is a variant on the Cypher system, there are some
things that have changed: how XP are used, the Spore (Corruption) mechanic, the Spore
Flavor and the new vehicle rules. Regardless, have fun and let us know how it goes.
Dedicated to the MCG crew as well as the best band in the multiuniverse, Barden Moi!
To send feedback and root out typos, please use our submission form here or at
https://forms.gle/6fqPpxtma5mDpfiG6
And don't forget the Mystery Flesh Pit National Park RPG! Crowdfunding in
2023!
Additional Game Design by Arcus Masmeyer This document’s look does not reflect the
Cover Artist: ProdigyDuck/Purple Duck Games final editing or layout of this book.
Stock Art ©Rick Hershey/Fat Goblin Games
Graphic Design: Christopher Robin Negelein
This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under
the Cypher System Open License, found at http://csol.montecookgames.com.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All
Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of
Monte Cook Games, LLC.
www.montecookgames.com
All other original material in this work is copyright 2022 by Ganza Gaming.
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of 12. To succeed at the task, you must roll
HOW TO PLAY the target number or higher. See the Task
Difficulty table for guidance in how this
BLOOMED EARTH works.
The rules of the Bloomed Earth, a variant of Character skills, favorable circumstances,
the Cypher System, are quite straightforward or excellent equipment can decrease
at their heart, as all of gameplay is based the difficulty of a task. For example, if a
around a few core concepts. character is trained in climbing, they turn
This chapter provides a brief explanation a difficulty 6 climb into a difficulty 5 climb.
of how to play the game, and it’s useful for This is called easing the difficulty by one
learning the game. Once you understand step (or just easing the difficulty, which
the basic concepts, you’ll likely want to assumes it’s eased by one step). If they are
reference Rules of the Game for a more in- specialized in climbing, they turn a difficulty
depth treatment. 6 climb into a difficulty 4 climb. This is
The Cypher System uses a twenty-sided called easing the difficulty by two steps.
die (1d20) to determine the results of most Decreasing the difficulty of a task can also
actions. Whenever a roll of any kind is called be called easing a task. Some situations
for and no die is specified, roll a d20. increase, or hinder, the difficulty of a task. If
The game master sets a difficulty for a task is hindered, it increases the difficulty
any given task. There are ten degrees of by one step.
difficulty. Thus, the difficulty of a task can be A skill is a category of knowledge, ability,
rated on a scale of 1 to 10. or activity relating to a task, such as
Each difficulty has a target number climbing, geography, or persuasiveness.
associated with it. The target number is A character who has a skill is better at
always three times the task’s difficulty, so completing related tasks than a character
a difficulty 1 task has a target number of 3, who lacks the skill. A character’s level of
but a difficulty 4 task has a target number
0 0
Simple Most people can do this most of the time.
1 3
Standard Typical task requiring focus, but most people can usually do this.
2 6
Demanding Requires full attention; most people have a 50/50 chance to succeed.
3 9
Difficult Trained people have a 50/50 chance to succeed.
4 12
Challenging Even trained people often fail.
5 15
Intimidating Normal people almost never succeed.
6 18
Formidable Impossible without skills or great effort.
7 21
Heroic A task worthy of tales told for years afterward.
8 24
Immortal A task worthy of legends that last lifetimes.
9 27
10 Impossible 30 A task that normal humans couldn’t consider (but one that doesn’t break the laws of
physics).
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skill is either trained (reasonably skilled) or remarkable success (in the Cypher System,
specialized (very skilled). that usually means rolling a 19 or 20, which
If you are trained in a skill relating to a are called special rolls; the Rules of the
task, you ease the difficulty of that task by Game chapter also discusses special rolls).
one step. If you are specialized, you ease
the difficulty by two steps. A skill can never COMBAT
decrease a task’s difficulty by more than two Making an attack in combat works the
steps. same way as any other roll: the GM assigns
Anything else that reduces difficulty (help a difficulty to the task, and you roll a d20
from an ally, a particular piece of equipment, against the associated target number.
or some other advantage) is referred to as The difficulty of your attack roll depends
an asset. Assets can never decrease a task’s on how powerful your opponent is. Just as
difficulty by more than two steps. tasks have a difficulty from 1 to 10, creatures
You can also decrease the difficulty of have a level from 1 to 10. Most of the time,
a given task by applying Effort. (Effort is the difficulty of your attack roll is the same
described in more detail in the Rules of the as the creature’s level. For example, if you
Game chapter.) attack a level 2 bandit, it’s a level 2 task, so
To sum up, three things can decrease a your target number is 6.
task’s difficulty: skills, assets, and Effort. It’s worth noting that players make all
If you can ease a task so its difficulty is die rolls. If a character attacks a creature,
reduced to 0, you automatically succeed and the player makes an attack roll. If a creature
don’t need to make a roll. attacks a character, the player makes a
defense roll.
WHEN DO YOU ROLL? The damage dealt by an attack is not
Any time your character attempts a task, determined by a roll—it’s a flat number
the GM assigns a difficulty to that task, and based on the weapon or attack used. For
you roll a d20 against the associated target example, a spear always does 4 points of
number. damage.
When you jump from a burning vehicle, Your Armor characteristic reduces the
swing an axe at a mutant beast, swim across damage you take from attacks directed at
a raging river, identify a strange device, you. You get Armor from wearing physical
convince a merchant to give you a lower armor (such as a leather jacket or an
price, craft an object, use a power to control armored vest) or from special abilities. Like
a foe’s mind, or use a blaster rifle to carve a weapon damage, Armor is a flat number,
hole in a wall, you make a d20 roll. not a roll. If you’re attacked, subtract your
However, if you attempt something that Armor from the damage you take. For
has a difficulty of 0, no roll is needed—you example, a leather jacket gives you +1 to
automatically succeed. Many actions have Armor, meaning that you take 1 less point of
a difficulty of 0. Examples include walking damage from attacks. If a mugger hits you
across the room and opening a door, using with a knife for 2 points of damage while
a Spore Power to negate gravity so you can you’re wearing a leather jacket, you take only
fly, using an ability to protect your friend 1 point of damage. If your Armor reduces
from radiation, or activating lost tech (that the damage from an attack to 0, you take no
you already understand) to erect a force damage from that attack.
field. These are all routine actions and don’t When you see the word “Armor”
require rolls. capitalized in the game rules (other than
Using skill, assets, and Effort, you can in the name of a special ability), it refers to
ease the difficulty of potentially any task to 0 your Armor characteristic—the number you
and thus negate the need for a roll. Walking subtract from incoming damage. When you
across a narrow wooden beam is tricky see the word “armor” with a lowercase “a,”
for most people, but for an experienced it refers to any physical armor you might
gymnast, it’s routine. You can even ease wear.
the difficulty of an attack on a foe to 0 and Typical physical weapons come in three
succeed without rolling. categories: light, medium and heavy.
If there’s no roll, there’s no chance for Light weapons inflict only 2 points of
failure. However, there’s also no chance for damage, but they ease attack rolls because
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they are fast and easy to use. Light weapons you add 1 or 2 additional points of damage,
are punches, kicks, clubs, knives, handaxes, respectively. Neither roll has any special
rapiers, small pistols, and so on. Weapons effect options—just the extra damage.
that are particularly small are light weapons. (For more information on special rolls
Medium weapons inflict 4 points of and how they affect combat and other
damage. Medium weapons include swords, interactions, see Rules of the Game.)
battleaxes, maces, crossbows, spears, Rolling a natural 1 is always bad. It means
pistols, blasters, and so on. Most weapons that the GM introduces a new complication
are medium. Anything that could be used into the encounter.
in one hand (even if it’s often used in two
hands, such as a quarterstaff or spear) is a
medium weapon.
Heavy weapons inflict 6 points of
damage, and you must use two hands to
attack with them. Heavy weapons are huge
swords, great hammers, massive axes,
halberds, heavy crossbows, blaster rifles,
and so on. Anything that must be used in
two hands is a heavy weapon.
SPECIAL ROLLS
When you roll a natural 19 (the d20 shows
“19”) and the roll is a success, you also
have a minor effect. In combat, a minor
effect inflicts 3 additional points of damage
with your attack, or, if you’d prefer a special
result, you could decide instead that you
knock the foe back, distract them, or
something similar. When not in combat, a
minor effect could mean that you perform
the action with particular grace. For
example, when jumping down from a ledge,
you land smoothly on your feet, or when
trying to persuade someone, you convince
them that you’re smarter than you really are.
In other words, you not only succeed but
also go a bit further.
When you roll a natural 20 (the d20
shows “20”) and the roll is a success, you
also have a major effect. This is similar to
a minor effect, but the results are more
remarkable. In combat, a major effect
inflicts 4 additional points of damage with
your attack, but again, you can choose
instead to introduce a dramatic event
such as knocking down your foe, stunning
them, or taking an extra action. Outside
of combat, a major effect means that
something beneficial happens based on the
circumstance. For example, when climbing
up a cliff wall, you make the ascent twice
as fast. When a roll grants you a major
effect, you can choose to use a minor effect
instead if you prefer.
In combat (and only in combat), if you
roll a natural 17 or 18 on your attack roll,
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GRIT AND EXPERIENCE POINTS
Grit points are rewards given to players when
the GM intrudes on the story (this is called
GM intrusion) with a new and unexpected
challenge. For example, in the middle of
combat, the GM might inform the player that
they drop their weapon. However, to intrude
in this manner, the GM must award the player
2 Grit. The rewarded player, in turn, must
immediately give one of those Grit Points to
another player and justify the gift (perhaps
the other player had a good idea, told a funny
joke, performed an action that saved a life,
and so on).
Alternatively, the player can refuse the GM
intrusion. If they do so, they don’t get the 2
Grit points from the GM, and they must also
spend 1 Grit that they already have. If the
player has no Grit to spend, they can’t refuse
the intrusion.
The GM can also give players Experience
(XP) between sessions as a reward for making
discoveries during an adventure. Discoveries
are interesting facts, wondrous secrets,
powerful artifacts, answers to mysteries, or
solutions to problems (such as where the
kidnappers are keeping their victim or how
the PCs repair the starship). You don’t earn
XP for killing foes or overcoming standard
challenges in the course of play. Discovery is
the soul of the Cypher System.
OTHER DICE
In addition to a d20, you’ll need a d6 (a six-
sided die). Rarely, you’ll need to roll a number
between 1 and 100 (often called a d100 or
d% roll), which you can do by rolling a d20
twice, using the last digit of the first roll as the
“tens” place and the last digit of the second
roll as the “ones” place. For example, rolling
a 17 and a 9 gives you 79, rolling a 3 and an 18
gives you 38, and rolling a 20 and a 10 gives
you 00 (also known as 100). If you have a d10
(a ten-sided die), you can use it instead of
the d20 to roll numbers between 1 and 100.
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from one of your stat Pools to decrease a task, you must do it before you attempt the
task’s difficulty (see Effort, below). You can roll—you can’t roll first and then decide to
rest to recover lost points from a stat Pool, apply Effort if you rolled poorly.
and some special abilities or cyphers might Applying more Effort can lower a task’s
allow you to recover lost points quickly. difficulty further: each additional level
of Effort eases the task by another step.
EDGE Applying one level of Effort eases the task
Although your Pool is the basic by one step, applying two levels eases the
measurement of a stat, your Edge is also task by two steps, and so on. However,
important. When something requires you each level of Effort after the first costs only
to spend points from a stat Pool, your Edge 2 points from the stat Pool instead of 3. So
for that stat reduces the cost. It also reduces applying two levels of Effort costs 5 points (3
the cost of applying Effort to a roll. for the first level plus 2 for the second level),
For example, let’s say you have a mental applying three levels costs 7 points (3 plus 2
blast ability, and activating it costs 1 point plus 2), and so on.
from your Intellect Pool. Subtract your Every character has an Effort score, which
Intellect Edge from the activation cost, and indicates the maximum number of levels
the result is how many points you must of Effort that can be applied to a roll. A
spend to use the mental blast. If using your beginning (first-tier) character has an Effort
Edge reduces the cost to 0, you can use the of 1, meaning you can apply only one level of
ability for free. Effort to a roll. A more experienced character
Your Edge can be different for each stat. has a higher Effort score and can apply
For example, you could have a Might Edge more levels of Effort to a roll. For example,
of 1, a Speed Edge of 1, and an Intellect Edge a character who has an Effort of 3 can apply
of 0. You’ll always have an Edge of at least up to three levels of Effort to reduce a task’s
1 in one stat. Your Edge for a stat reduces difficulty.
the cost of spending points from that stat When you apply Effort, subtract your
Pool, but not from other Pools. Your Might relevant Edge from the total cost of applying
Edge reduces the cost of spending points Effort. For example, let’s say you need to
from your Might Pool, but it doesn’t affect make a Speed roll. To increase your chance
your Speed Pool or Intellect Pool. Once a for success, you decide to apply one level of
stat’s Edge reaches 3, you can apply one level Effort, which will ease the task. Normally,
of Effort for free. that would cost 3 points from your Speed
A character who has a low Might Pool Pool. However, you have a Speed Edge of
but a high Might Edge has the potential to 2, so you subtract that from the cost. Thus,
perform Might actions consistently better applying Effort to the roll costs only 1 point
than a character who has a Might Edge of 0. from your Speed Pool.
The high Edge will let them reduce the cost What if you applied two levels of Effort
of spending points from the Pool, which to the Speed roll instead of just one? That
means they’ll have more points available to would ease the task by two steps. Normally,
spend on applying Effort. it would cost 5 points from your Speed Pool,
but after subtracting your Speed Edge of 2, it
EFFORT costs only 3 points.
When your character really needs to Once a stat’s Edge reaches 3, you can
accomplish a task, you can apply Effort. apply one level of Effort for free. For
For a beginning character, applying Effort example, if you have a Speed Edge of 3 and
requires spending 3 points from the stat you apply one level of Effort to a Speed roll,
Pool appropriate to the action. Thus, if your it costs you 0 points from your Speed Pool.
character tries to dodge an attack (a Speed (Normally, applying one level of Effort would
roll) and wants to increase the chance for cost 3 points, but you subtract your Speed
success, you can apply Effort by spending Edge from that cost, reducing it to 0.)
3 points from your Speed Pool. Effort eases Skills and other advantages also ease a
the task by one step. This is called applying task, and you can use them in conjunction
one level of Effort. with Effort. In addition, your character might
You don’t have to apply Effort if you don’t have special abilities or equipment that
want to. If you choose to apply Effort to a allow you to apply Effort to accomplish a
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and can improve a stat’s Edge or increase ability, easing the task of using it. If you
a stat. Generally speaking, even first-tier choose a skill that you are already trained in,
characters are already quite capable. It’s safe you become specialized in that skill, easing
to assume that they’ve already got some related tasks by two steps instead of one.
experience under their belt. This is not a (Skills are a broad category of things your
“zero to hero” progression, but rather an character can learn and accomplish. For a
instance of competent people refining and list of sample skills, see below.)
honing their capabilities and knowledge.
Advancing to higher tiers is not really the Other Options: Players can also spend 4
goal of Cypher System characters, but rather XP to purchase other special options in lieu
a representation of how characters progress of gaining a new skill. Selecting any of these
in a story. options counts as the skill benefit necessary
To progress to the next tier, characters to advance to the next tier. The special
earn experience points (XP) by pursuing options are as follows:
character arcs, going on adventures, and Reduce the cost for wearing armor. This
discovering new things—the system is option lowers the Speed cost for wearing
about both discovery and exploration, as armor by 1.
well as achieving personal goals. Experience Add 2 to your recovery rolls.
points have many uses, and one use is Select a new type-based ability from your
to purchase character benefits. After your tier or a lower tier.
character purchases three character benefits,
they advance to the next tier. Each benefit
costs 10 XP, and you can purchase them CHARACTER DESCRIPTOR, TYPE,
in any order, but you must purchase one
of each kind of benefit (and then advance AND FOCUS
to the next tier) before you can purchase To create your character, you build a
the same benefit again. The four character simple statement that describes them. The
benefits are as follows. statement takes this form: “I am a [fill in an
adjective here] [fill in a noun here] who [fill in
Increasing Capabilities: You gain 4 points a verb here].”
to add to your stat Pools. You can allocate Thus: “I am an adjective noun who verbs.”
the points among the Pools however you For example, you might say, “I am a Rugged
wish. Scrapper who Controls Beasts” or “I am a
Charming Haggler who Leads.”
Moving Toward Perfection: You add 1 to In this sentence, the adjective is called
your Might Edge, your Speed Edge, or your your descriptor.
Intellect Edge (your choice). The noun is your character type.
The verb is called your focus.
Extra Effort: Your Effort score increases Even though character type is in the
by 1. middle of the sentence, that’s where we’ll
start this discussion. (Just as in a sentence,
Skills: You become trained in one skill the noun provides the foundation.)
of your choice, other than attacks or Your character type is the core of your
defense. As described in Rules of the Game, character. In some roleplaying games, it
a character trained in a skill treats the might be called your character class. Your
difficulty of a related task as one step lower type helps determine your character’s place
than normal. The skill you choose for this in the world and relationship with other
benefit can be anything you wish, such as people in the setting. It’s the noun of the
climbing, jumping, persuading, or sneaking. sentence “I am an adjective noun who
You can also choose to be knowledgeable verbs.”
in a certain area of lore, such as history or You can choose from three character
geology. You can even choose a skill based types: Haggler, Junker, and Scrapper.
on your character’s special abilities. For Your descriptor defines your character—it
example, if your character can make an colors everything you do. Your descriptor
Intellect roll to blast an enemy with mental places your character in the situation (the
force, you can become trained in using that first adventure, which starts the campaign)
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and helps provide motivation. It’s the Some special abilities allow you to perform
adjective of the sentence “I am an adjective a familiar action—one that you can already
noun who verbs.” do—in a different way. For example, an
Unless your GM says otherwise, you can ability might let you wear heavy armor,
choose from any of the character descriptors. reduce the difficulty of Speed defense rolls,
Focus is what your character does best. or add 2 points of fire damage to your
Focus gives your character specificity and weapon damage. These abilities are called
provides interesting new abilities that might enablers. Using one of these abilities is
come in handy. Your focus also helps you not considered an action. Enablers either
understand how you relate with the other function constantly (such as being able to
player characters in your group. It’s the verb wear heavy armor, which isn’t an action) or
of the sentence “I am an adjective noun who happen as part of another action (such as
verbs.” adding fire damage to your weapon damage,
There are many character foci. The ones which happens as part of your attack action).
you choose from will probably depend on the If a special ability is an enabler, the end of
setting and genre of your game. the ability’s description says “Enabler” to
(You can use the Flavors chapter to slightly remind you.
modify character types to customize them for Some abilities specify a duration, but you
different genres.) can always end one of your own abilities
anytime you wish.
SPECIAL ABILITIES
Character types and foci grant PCs special SKILLS
abilities at each new tier. Using these Sometimes your character gains training in a
abilities usually costs points from your specific skill or task. For example, your focus
stat Pools; the cost is listed in parentheses might mean that you’re trained in sneaking,
after the ability name. Your Edge in the in climbing and jumping, or in social
appropriate stat can reduce the cost of the interactions. Other times, your character can
ability, but remember that you can apply choose a skill to become trained in, and you
Edge only once per action. For example, let’s can pick a skill that relates to any task you
say an Spored Haggler with an Intellect Edge think you might face.
of 2 wants to use their Shock ability to create The Bloomed Earth has a list of default
a bolt of force, which costs 1 Intellect point. skills a GM can add or subtract to depending
They also want to increase the damage from on their vision for the game. The more skills
the attack by using a level of Effort, which and specialization a GM adds, the more
costs 3 Intellect points. The total cost for challenges a group has to face.
their action is 2 points from their Intellect Unskilled. Much education and training in
Pool (1 point for the bolt of force, plus 3 the occupied post-apocalypse is self taught.
points for using Effort, minus 2 points from Textbook, manuals and full time teachers are
their Edge). thing of the past for now. Many skills below
Sometimes the point cost for an ability are out of the reach of a neophyte. The GM,
has a + sign after the number. For example, though, can rule that in some situations a
the cost might be given as “2+ Intellect person without a skill can attempted an
points.” That means you can spend more Unskilled roll, which hinders them by two
points or more levels of Effort to improve levels.
the ability further, as explained in the ability Inability. Not all skills are equally daunting.
description. Some of them may only incur a smaller
Many special abilities grant a character penaltiy, or perhaps having access to the
the option to perform an action that they proper tools or manuals for other skills
couldn’t normally do, such as projecting rays greatly helps a newbie. Such situations grant
of cold or attacking multiple foes at once. an inability instead. Regardless a GM can say
Using one of these abilities is an action unto it’s not possible to accomplish some of the
itself, and the end of the ability’s description complex skills below.
says “Action” to remind you. It also might Spiral Mode. Desperation and ignorance is
provide more information about when or a dangerous combination. Either skills check
how you perform the action. activates Spiral Mode until the GM deems
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the danger has passed, usually when a PC might include deceiving, intimidation, and
stops trying a skill where they are suffering persuasion) or that is a more specific version
an Unskilled or Inability penalty. of one (hiding might be sneaking when
you’re not moving). You could also make
Here are the skills that contribute to the up more general professional skills, such
survival in the Bloomed Earth. as baker, sailor, or lumberjack. If you want
Skills: to choose a skill that’s not on this list, it’s
Navigation: Night time probably best to run it past the GM first,
Navigation: Land but in general, the most important thing is
Balancing to choose skills that are appropriate to your
Biology character.
Botany Remember that if you gain a skill that
Carrying you’re already trained in, you become
Climbing specialized in that skill. Because skill
Computers descriptions can be nebulous, determining
Deceiving whether you’re trained or specialized might
Disguise take some thinking. For example, if you’re
Engineering trained in lying and later gain an ability that
Escaping grants you skill with all social interactions,
Geography you become specialized in lying and trained
Geology in all other types of interactions. Being
Healing trained three times in a skill is no better
History than being trained twice (in other words,
Identifying specialized is as good as it gets).
Initiative Only skills gained through character type
Intimidation abilities or other rare instances allow you to
Jumping become skilled with attack or defense tasks.
Leatherworking If you gain a special ability through your
Lockpicking type, your focus, or some other aspect of
Machinery your character, you can choose it in place of
Metalworking a skill and become trained or specialized in
Navigation that ability. For example, if you have a mind
Perception blast, when it’s time to choose a skill to be
Persuasion trained in, you can select your mind blast as
Philosophy your skill. That would ease the attack every
Physics time you used it. Each ability you have counts
Pickpocketing as a separate skill for this purpose. You can’t
Piloting: Plane select “all mind powers” or “all spells” as
Repair: Plane one skill and become trained or specialized
Repair: Car in such a broad category.
Repair: Motorcycle In most campaigns, fluency in a language
Repair: Truck is considered a skill. So if you want to speak
Riding: Horse French, that’s the same as being trained in
Running biology or swimming.
Sign Language
Smashing SPORE ABILITIES, POINTS, POOL,
Sneaking CHECKS, DIE AND TRANSFORMATION
Stealth The constant barrage of energies and
Swimming mutation can give PCs strange powers,
Vehicle driving: Car trading off your Type abilities to do do.
Vehicle driving: Motorcycle These Spore Abilities granting you a Spore
Vehicle driving: Truck Pool, and using these abilities risk your
Woodworking remaining humanity and can eventual
change into a creature controlled by the GM.
You could choose a skill that incorporates
more than one of these areas (interacting
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9. Your childhood sweetheart ended up Special Abilities: Choose four of the
with your best friend (now your ex-best abilities listed below. You can’t choose
friend). the same ability more than once unless
10. You once ran a con that cheated its description says otherwise. The full
important people out of survival, description for each
and they want revenge. listed ability can be found in Abilities, which
also has descriptions for flavor and focus
Grit Tricks abilities in a single vast catalog.
You can spend 1 Grit to use one of the
following tricks, provided the situation is Anecdote (2 Intellect points): You can lift
appropriate and the GM agrees. the spirits of a group of creatures and help
Friendly NPC: An NPC you don’t know, them bond together by entertaining them
someone you don’t know that well, or with an uplifting or pointed anecdote. For
someone you know but who hasn’t been the next hour, those who pay attention to
particularly friendly in the past chooses to your story are trained in a task you choose
help you, though doesn’t necessarily explain that’s related to the anecdote, as long as
why. Maybe they’ll ask you for a favor in it’s not an attack or defense task. Action to
return afterward, depending on how much initiate, one minute to complete.
trouble they go to.
Perfect Suggestion: A follower or other Babel: After hearing a language spoken
already-friendly NPC suggests a course of for a few minutes, you can speak it and
action with regard to an urgent question, make yourself understood. If you continue
problem, or obstacle you’re facing. to use the language to interact with native
Unexpected Gift: An NPC hands you a speakers, your skills improve rapidly, to
physical gift you were not expecting, one the point where you might be mistaken for
that helps put the situation at ease if things a native speaker after just a few hours of
seem strained, or provides you with a new speaking the new language. Enabler.
insight for understanding the context of the
situation if there’s something you’re failing Demeanor of Command (2 Intellect
to understand or grasp. points): You project confidence, knowledge,
and charisma to all who see you for the next
HAGGLER STAT POOLS hour. Your demeanor is such that those who
Stat Pool - Starting Value see you automatically understand that you
Might - 6 are someone important, accomplished, and
Speed - 7 with authority. When you speak, strangers
Intellect - 9 who are not already attacking give you at
You get 6 additional points to divide least a round to have your say. If speaking
among your stat Pools however you wish. to a group that can understand you, you can
attempt to have them produce their leader
or ask that they take you to their leader. You
FIRST-TIER HAGGLER gain a free level of Effort that can be applied
First-tier haggler have the following abilities: to one persuasion task you attempt during
Effort: Your Effort is 1. this period. Action to initiate.
Genius: You have an Intellect Edge of 1, a
Might Edge of 0, and a Speed Edge of 0. Encouragement (1 Intellect point): While
Cypher Use: You can bear two cyphers at you maintain this ability through ongoing
a time. inspiring oration, your allies within short
Weapons: You can use light weapons range ease one of the following task types
without penalty. You have an inability with (your choice): defense tasks, attack tasks, or
medium and heavy weapons; your attacks tasks related to any skill that you are trained
with medium and heavy weapons are or specialized in. Action.
hindered.
Starting Equipment: Appropriate clothing
and a light weapon of your choice, plus two
expensive items, two moderately priced
items, and up to four inexpensive items.
1515
BLOOMED EARTH
CRUEL STARS
Enthrall (1 Intellect point): While talking, to a certain category of people. “We’re from
you grab and keep another creature’s the government.” “I’m just a simple farmer
attention, even if the creature can’t from the next town over.” “Your commander
understand you. For as long as you do sent me.” A disguise isn’t necessary, but a
nothing but speak (you can’t even move), good disguise will almost certainly be an
the other creature takes no actions other asset to the roll involved. If you attempt
than to defend itself, even over multiple to convince more than one creature, the
rounds. If the creature is attacked, the effect Intellect cost increases by 1 point per
ends. Action. additional victim. Fooled creatures remain
so for up to an hour, unless your actions or
Erase Memories (3 Intellect points): You other circumstances reveal your true identity
reach into the mind of a creature within earlier. Action.
immediate range and make an Intellect roll.
On a success, you erase up to the last five Terrifying Presence (2+ Intellect points):
minutes of its memory. Action. You convince one intelligent target of level
3 or lower that you are its worst nightmare.
Fast Talk (1 Intellect point): When The target must be within short range
speaking with an intelligent creature who and be able to understand you. For as
can understand you and isn’t hostile, long as you do nothing but speak (you
you convince that creature to take one can’t even move), the target is paralyzed
reasonable action in the next round. A with fear, runs away, or takes some other
reasonable action must be agreed upon by action appropriate to the circumstances.
the GM; it should not put the creature or its In addition to the normal options for using
allies in obvious danger or be wildly out of Effort, you can choose to use Effort to
character. Action. increase the maximum level of the target.
Thus, to terrorize a level 5 target (two levels
Inspire Aggression (2 Intellect points): above the normal limit), you must apply two
Your words twist the mind of a character levels of Effort. Action.
within short range who is able to understand
you, unlocking their more primitive Understanding (1 Intellect point): You
instincts. As a result, they gain an asset observe or study a creature or object. Your
on their Might-based attack rolls for one next interaction with that creature or object
minute. Action to initiate. gains one asset. Action.
Spin Identity (2+ Intellect points): You Calm Stranger (2+ Intellect points): You
convince all intelligent creatures who can can cause one intelligent creature to remain
see, hear, and understand you that you are calm as you speak. The creature doesn’t
someone or something other than who need to speak your language, but it must
you actually are. You don’t impersonate be able to see you. It remains calm as long
a specific individual known to the victim. as you focus all your attention on it and it
Instead, you convince the victim that you is not attacked or otherwise threatened. In
are someone they do not know belonging addition to the normal options for using
16
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PLAY TEST GEAR
Effort, you can choose to use Effort to calm It ends if you leave, but it resumes if you
additional creatures allied with your initial return to the friend’s company within 24
target, one additional creature per level of hours. If you leave the friend’s company
Effort applied. Action. for more than 24 hours, you must spend
another 24 hours together to reactivate the
Disincentive (1 Intellect point): You benefit. Enabler.
hinder all actions attempted by any number
of targets within short range who can Interaction Skills: You are trained in two
understand you. You choose which targets skills in which you are not already trained.
are affected. Affected targets’ actions are Choose two of the following: deceiving,
hindered for one round. Enabler. persuading, public speaking, seeing through
deception, or intimidation. You can select
Gather Intelligence (2 Intellect points): this ability multiple times. Each time you
When in a group of people (a caravan, a select it, you must choose two different
palace, a village, a city, etc.) you can ask skills. Enabler.
around about any topic you choose and
come away with useful information. You can Practiced in Armor: You can wear armor
ask a specific question, or you can simply for long periods of time without tiring and
obtain general facts. You also get a good can compensate for slowed reactions from
idea of the general layout of the location wearing armor. You reduce the Speed cost
involved, note the presence of all major for wearing armor by 1. You start the game
sites, and perhaps even notice obscure with a type of armor of your choice. Enabler.
details. For example, not only do you find
out if anyone in the palace has seen the Skill With Defense: Choose one type of
missing boy, but you also get a working defense task in which you are not already
knowledge of the layout of the palace itself, trained: Might, Speed, or Intellect. You
note all the entrances and which are used are trained in defense tasks of that type.
more often than others, and take notice Enabler.
that everyone seems to avoid the well in the
eastern courtyard for some reason. Action to Speedy Recovery (3 Intellect points): Your
initiate, about an hour to complete. words enhance the normal regenerative
ability of a character within short range who
Impart Ideal (3 Intellect points): After is able to understand you. When they make
interacting for at least one minute with a recovery roll, they must spend only half the
a creature who can hear and understand normal amount of time required to do so
you, you can attempt to temporarily impart (minimum one action). Action.
an ideal to it that you could not otherwise
convince it to adopt. An ideal is different Unexpected Betrayal: Within a round or
than a specific suggestion or command; two of successfully using Enthrall, Fast Talk,
an ideal is an overarching value such as or a similar ability on a target within short
“All life is sacred,” “My political party is range, the first attack you make on that
the best,” “Children should be seen, not target is eased by two steps. Once you use
heard,” and so on. An ideal influences a Unexpected Betrayal on a target, using your
creature’s behavior but doesn’t control it. abilities or attempting simple persuasion on
The imparted ideal lasts as long as befits the that target is permanently hindered by two
situation, but usually at least a few hours. steps. Enabler.
The ideal is jeopardized if someone friendly
to the creature spends a minute or more THIRD-TIER HAGGLER
bringing it back to its senses. Action. Choose three of the abilities listed
below (or from a lower tier) to add to your
Inspiring Ease: Through stories, songs, repertoire. In addition, you can replace one
art, or other forms of entertainment, you of your lower-tier abilities with a different
inspire your friends. After spending 24 hours one from a lower tier.
with you, once per day each of your friends Accelerate (4+ Intellect points): Your
can ease a task. This benefit is ongoing words imbue the spirit of a character within
while you remain in the friend’s company. immediate range who is able to understand
1717
BLOOMED EARTH
CRUEL STARS
you, accelerating them so they gain an asset company. It ends if you leave, but it resumes
on initiative tasks and Speed defense rolls if you return to the allies’ company within
for ten minutes. In addition to the normal 24 hours. If you leave the allies’ company
options for using Effort, you can choose for more than 24 hours, you must spend
to use Effort to affect more targets; each another 24 hours together to reactivate the
level of Effort affects one additional target. benefit. Enabler.
You must speak to additional targets to
accelerate them, one target per round. Mind Reading (2 Intellect points): You
Action per target to initiate. can read the surface thoughts of a creature
within short range, even if the target doesn’t
Blend In (4 Intellect points): When you want you to. You must be able to see your
blend in, creatures still see you, but they target. Once you have established contact,
attach no importance to your presence for you can read the target’s thoughts for up
about a minute. While blending in, you are to one minute. If you also have the Mind
specialized in stealth and Speed defense Reading special ability from another source,
tasks. This effect ends if you do something you can use this ability at long range, and
to reveal your presence or position— you don’t need to be able to see the target
attacking, using an ability, moving a large (but you do have to know that the target is
object, and so on. If this occurs, you can within range). Action to initiate.
regain the remaining period of effect by
taking an action to focus on seeming Oratory (4 Intellect points): When
innocuous and as if you belong. Action to speaking with a group of intelligent
initiate or re-initiate. creatures that can understand you and
aren’t hostile, you convince them to take
Discerning Mind: You have +3 Armor one reasonable action in the next round.
against damaging attacks and damaging A reasonable action should not put the
effects that target your mind and Intellect. creatures or their allies in obvious danger or
Defense rolls you make against attacks that be wildly out of character. Action.
attempt to confuse, persuade, frighten, or
otherwise influence you are eased. Enabler. Perfect Stranger (3 Intellect points): You
alter your posture and way of speaking
Expert Hyphae Use: You can bear three and make a small but real alteration to an
Hyphae at a time. Enabler. outfit (such as putting on or taking off a
hat, reversing a cloak, and so on). For the
Expert Follower: You gain a level 3 next hour (or as long as you keep up the
follower. They are not restricted on their alteration), even creatures that know you
modifications. You can take this ability well don’t recognize you. All tasks related
multiple times, each time gaining another to hiding your true identity during this
level 3 follower. Alternatively, you could period gain one free level of Effort. Action to
choose to advance a level 2 follower you initiate.
already have to level 3 and then gain a new
level 2 follower. Enabler. Quick Wits: When performing a task that
would normally require spending points
Grand Deception (3 Intellect points): from your Intellect Pool, you can spend
You convince an intelligent creature that points from your Speed Pool instead.
can understand you and isn’t hostile of Enabler.
something that is wildly and obviously
untrue. Action. Telling (2 Intellect points): This
ability provides an asset to any tasks
Lead by Inquiry: You keep your allies on for attempting to deceive, persuade, or
their toes with occasional questions, jokes, intimidate. Each use lasts up to a minute;
and even mock drills for those who care a new use (to switch tasks) replaces the
to join in. After spending 24 hours with previous use. Action to initiate.
you, your allies are treated as if trained in
tasks related to perception. This benefit is
ongoing while you remain in your allies’
18
18
PLAY TEST GEAR
JUNKER 7. You received assistance from a
secretive organization, which paid for your
Things need to be found and things need schooling. Now they seem to want a lot
to be fixed and that’s why you’ll find a Junker more from you.
in a harvester team. Being the ones who go 8. You worked a small-time con in
out into the Bloomed Earth and managing another community until you were banished,
to come back, Junkers have often see more after which you tried to go straight.
the world beyond the palisades and often 9. Your best friend from your youth is now
have the mental and physical scars to prove an influential member of the community.
it. Be it by foot or on wheels, a Junker is 10 You used to be a teacher. Your
going to always arrive at their destination be students remember you fondly.
it a Bloom Infestation or a home where a
lit candle sits in the window. Junkers are the Chapter 9: Abilities, page 95
ones get things done.
Your character’s starting equipment is as
Grit Tricks important as their starting skills. Learn more
You can spend 1 Grit to use one of the about what you carry and how it’s used in
following tricks, provided the situation is Chapter 10: Equipment.
appropriate and the GM agrees.
Fortuitous Malfunction: A trap or a JUNKER STAT POOLS
dangerous device malfunctions before it can Stat Pool - Starting Value
affect you. Might - 8
Serendipitous Landmark: Just when it Speed - 7
seems like the path is lost (or you are), a Intellect - 7
trail marker, a landmark, or simply the way You get 6 additional points to divide
the terrain or corridor bends, rises, or falls among your stat Pools however you wish.
away suggests to you the best path forward,
at least from this point. FIRST-TIER JUNKER
Weak Strain: The poison or disease turns First-tier Junkers have the following
out not to be as debilitating or deadly as abilities:
it first seemed, and inflicts only half the Effort: Your Effort is 1.
damage that it would have otherwise. Physical Nature: You have a Might Edge of
1, a Speed Edge of 0, and an Intellect Edge
JUNKER BACKGROUND CONNECTION of 0.
Your type helps determine the connection Hyphae Use: You can bear two Hyphaes
you have to the setting. Roll a d10 or choose at a time.
from the following list to determine a Starting Equipment: Appropriate clothing
specific fact about your background that and a weapon of your choice, plus two
provides a connection to the rest of the expensive items, two moderately priced
world. You can also create your own fact. items, and up to four inexpensive items.
Weapons: You are practiced with light
d10, Background and medium melee weapons and light and
1. You’re still in great shape in your youth, medium rifles. You have an inability with
but those were the glory days, man. heavy weapons.
2. Your greatest discovery of salvage was Special Abilities: Choose four of the
stolen by your arch-rival. abilities listed below. You can’t choose
3. You have made a number of the same ability more than once unless its
discoveries in your explorations, but not all description says otherwise.
opportunities to capitalize on them have
panned out yet. Block (3 Speed points): You automatically
4. You were a cop, but you gave it up after block the next melee attack made against
encountering corruption on the force. you within the next minute. Action to
5. You belong to an exclusive organization initiate.
of Junkers whose existence is not widely
known.
6. You served in the military with honor.
1919
BLOOMED EARTH
CRUEL STARS
Danger Sense (1 Speed point): Your eased. If you already have this ability from
initiative task is eased. You pay the cost another source, the effect of this ability
each time the ability is used. Enabler. lasts for one hour instead of ten minutes.
Enabler.
Decipher (1 Intellect point): If you spend
one minute examining a piece of writing or No Need for Weapons: When you make an
code in a language you do not understand, unarmed attack (such as a punch or kick),
you can make an Intellect roll of difficulty it counts as a medium weapon instead of a
3 (or higher, based on the complexity of light weapon. Enabler.
the language or code) to get the gist of the
message. Action to initiate. Physical Skills: You are trained in two
skills in which you are not already trained.
Endurance: Any duration dealing with Choose two of the following: balancing,
physical actions is either doubled or halved, climbing, jumping, running, or swimming.
whichever is better for you. For example, You can select this ability multiple times.
if the typical person can hold their breath Each time you select it, you must choose
for thirty seconds, you can hold it for one two different skills. Enabler.
minute. If the typical person can march for
four hours without stopping, you can do so Practiced in Armor: You can wear armor
for eight hours. In terms of harmful effects, for long periods of time without tiring and
if a poison paralyzes its victims for one can compensate for slowed reactions from
minute, you are paralyzed for thirty seconds. wearing armor. You reduce the Speed cost
The minimum duration is always one round. for wearing armor by 1. You start the game
Enabler. with a type of armor of your choice. Enabler.
Find the Way: When you apply Effort to Practiced With All Weapons: You become
a navigation task because you don’t know practiced with light, medium, and heavy
the way, are lost, are attempting to blaze weapons and suffer no penalty when using
a new route, need to choose between two any kind of weapon. Enabler.
or more otherwise similar paths to take, or
something very similar, you can apply a free Surging Confidence (1 Might point): When
level of Effort. Enabler. you use an action to make your first recovery
roll of the day, you immediately gain another
Fleet of Foot (1+ Speed points): You can action. Enabler.
move a short distance as part of another
action. You can move a long distance as Trained Without Armor: You are trained
your entire action for a turn. If you apply a in Speed defense tasks when not wearing
level of Effort to this ability, you can move armor. Enabler.
a long distance and make an attack as your
entire action for a turn, but the attack is Hell on Favored Wheels: You are trained
hindered. Enabler. in all tasks related to driving a vehicle type
such as a car, truck, or motorcycle, including
Improved Edge: Choose one of your Edge mechanical repair tasks. You can also make
stats that is 0. It increases to 1. Enabler. an attack with a light or medium ranged
weapon and attempt a driving task within
Knowledge Skills: You are trained in two this vehicle type as a single action. Enabler.
skills in which you are not already trained.
Choose two areas of knowledge such as SECOND-TIER JUNKER
history, geography, archeology, and so on. Choose four of the abilities listed below
You can select this ability multiple times. (or from a lower tier) to add to your
Each time you select it, you must choose repertoire. In addition, you can replace one
two different skills. Enabler. of your lower-tier abilities with a different
one from a lower tier. 1
Muscles of Iron (2 Might points): For the
next ten minutes, all Might-based actions
other than attack rolls that you attempt are
20
20
PLAY TEST GEAR
Contortionist (2 Speed points): You can weapon or claw), so that the action isn‘t
wriggle free from bindings or squeeze made this round. Make your roll against
through a tight spot. You are trained in the level of the attack, danger, or creature.
escaping. When you use an action to escape Action.
or move through a tight area, you can
immediately use another action. You may Hand to Eye (2 Speed points): This ability
use this action only to move. Enabler. provides an asset to any tasks involving
manual dexterity, such as pickpocketing,
Curious: You’re always curious about lockpicking, games involving agility, and so
your surroundings, even on a subconscious on. Each use lasts up to a minute; a new use
level. Whenever you use Effort to attempt (to switch tasks) replaces the previous use.
navigation, perception, or initiative tasks Action to initiate.
in an area that you’ve only rarely or never
visited before, you can apply an additional Investigative Skills: You are trained in two
free level of Effort. Enabler. skills in which you are not already trained.
Choose two of the following: perception,
Danger Instinct (3 Speed points): If identifying, lockpicking, assessing danger,
you are attacked by surprise, whether or tinkering with devices. You can select this
by a creature, a device, or simply an ability multiple times. Each time you select
environmental hazard (a tree falling on it, you must choose two different skills.
you), you can move an immediate distance Enabler.
before the attack occurs. If moving prevents
the attack, you are safe. If the attack can Quick Recovery: Your second recovery
still potentially affect you—if the attacking roll (usually requiring ten minutes) is only a
creature can move to keep pace, if the attack single action. Enabler.
fills an area too big to escape, etc. —the
ability offers no benefit. Enabler. Range Increase: Ranges for you increase
by one step. Immediate becomes short,
Enable Others: You can use the helping short becomes long, long becomes very
rules to provide a benefit to another long, and very long becomes 1,000 feet (300
character attempting a physical task. Unlike m). Enabler.
the normal helping rules, this doesn’t
require you to use your action helping the Skill With Defense: Choose one type of
other character with the task. This requires defense task in which you are not already
no action on your part. Enabler. trained: Might, Speed, or Intellect. You
are trained in defense tasks of that type.
Eye for Detail (2 Intellect points): When Enabler.
you spend five minutes or so thoroughly
exploring an area no larger than a short Stand Watch (2 Intellect points): While
distance in diameter, you can ask the GM standing watch (mostly remaining in
one question about the area. The GM must place for an extended period of time), you
answer you truthfully. You cannot use this unfailingly remain awake and alert for up
more than one time per area per 24 hours. to eight hours. During this time, you are
Action to initiate, five minutes to complete. trained in perception tasks as well as stealth
tasks to conceal yourself from those who
Foil Danger (2 Intellect points): You might approach. Action to initiate.
negate one source of potential danger
related to one creature or object that you are Travel Skills: You are trained in two skills
aware of within immediate distance for one in which you are not already trained. Choose
round. This could be a weapon or device two of the following: navigation, riding,
held by someone, a trap triggered by a running, piloting, or vehicle driving. You can
pressure plate, or a creature’s natural ability select this ability multiple times. Each time
(something special, innate, and dangerous, you select it, you must choose two different
like a dragon’s fiery breath or a giant cobra’s skills. Enabler.
venom). You can also try to foil a foe‘s
mundane action (such as an attack with a
2121
BLOOMED EARTH
CRUEL STARS
Wreck: Using two hands, you wield a rope, balancing on a rope, or jumping over a
weapon or a tool with a powerful swing. (If hole, you are trained in that task. Enabler.
fighting unarmed, this attack is made with
both fists or both feet together.) When using Resilience: You have 1 point of Armor
this as an attack, you take a –1 penalty to the against any kind of physical damage, even
attack roll, and you inflict 3 additional points physical damage that normally ignores
of damage. When attempting to damage an Armor. Enabler.
object or barrier, you are trained in the task.
Action. Run and Fight (4 Might points): You can
move a short distance and make a melee
THIRD-TIER JUNKER attack that inflicts 2 additional points of
Choose three of the abilities listed damage. Action.
below (or from a lower tier) to add to your
repertoire. In addition, you can replace one Seize the Moment (4+ Speed points):
of your lower-tier abilities with a different If you succeed on a Speed defense roll to
one from a lower tier. resist an attack, you gain an action. You can
use the action immediately even if you have
Controlled Fall: When you fall while you already taken a turn in the round. You don’t
are able to use actions and within reach of take an action during the next round, unless
a vertical surface, you can attempt to slow you apply a level of Effort when you use
your fall. Make a Speed roll with a difficulty Seize the Moment. Enabler.
of 1 for every 20 feet (6 m) you fall. On a
success, you take half damage from the fall. Skill With Attacks: Choose one type of
If you reduce the difficulty to 0, you take no attack in which you are not already trained:
damage. Enabler. light bashing, light bladed, light ranged,
medium bashing, medium bladed, medium
Experienced in Armor: The cost reduction ranged, heavy bashing, heavy bladed, or
from your Practiced in Armor ability heavy ranged. You are trained in attacks
improves. You now reduce the Speed cost using that type of weapon. You can select
by 2. Enabler. this ability multiple times. Each time you
select it, you must choose a different type of
Expert Skill: Instead of rolling a d20, you attack. Enabler.
can choose to automatically succeed on
a task you’re trained in. The task must be Stone Breaker: Your attacks against
difficulty 4 or lower, and it can’t be an attack objects inflict 4 additional points of damage
roll or a defense roll. Enabler. (A character when you use a melee weapon that you
can’t apply Effort or other abilities to any wield in two hands. Enabler.
task they accomplish using Expert Skill.)
Think Your Way Out: When you wish it,
Ignore the Pain: You ignore the impaired you can use points from your Intellect Pool
condition and treat the debilitated condition rather than your Might Pool or Speed Pool
as impaired. Enabler. on any noncombat action. Enabler.
Obstacle Running (3 Speed points): For Trapfinder (3+ Intellect points): You find
the next minute, you can ignore obstacles any traps (like a floor that would give way
that slow your movement, allowing you to beneath you) or mechanical triggers to a
travel at normal speed through areas with trap or defense system that might pose
rubble, fences, tables, and similar objects a threat. You can do this without setting
that you would have to climb over or move them off and in lieu of making a roll to find
around. This movement might include them. This ability can find traps of level 4 or
sliding on a railing, briefly running along a below. In addition to the normal options for
wall, or even stepping on a creature to boost using Effort, you can choose to use Effort to
yourself over something. If an obstacle increase the level of traps that can be found
would normally require a Might or Speed by 2, so using two levels of Effort can find all
task to overcome, such as swinging on a traps of level 8 or below. Action.
22
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PLAY TEST GEAR
Wrest From Chance: If you roll a natural 1 provides a connection to the rest of the
on a d20, you can reroll the die. If you reroll, world. You can also create your own fact.
you avoid a GM intrusion—unless you roll a d10 Background
second 1—and might succeed on your task. 1. You trained with a highly respected
Once you use this ability, it is not available Scrapper. They regard you well, but they
again until after you make a ten-hour have many enemies.
recovery roll. Enabler. 2. You were the bodyguard of a powerful
elder who accused you of theft. You left her
Sniper Rifle: Your hand-eye coordination service in disgrace.
is off the chart. You have an asset on rifle 3. You worked as a police officer or
attacks. Enabler. constable of some kind. Everyone knows
you, but their opinions of you vary.
4. Someone you fought alongside another
Scrapper who is now the mayor of a nearby
SCRAPPER town.
5. You trained in an isolated monastery.
Life after the invasion is rough and short. The monks think of you as a brother, but
Running up against a Scrapper can make you’re a stranger to all others.
it even shorter. When mutates overrun a 6. You have no formal training. Your
community, Scrappers turn anything they abilities come to you naturally (or
can get their hands on, and even their own unnaturally).
hands, into weapons as their friends and 7. You served as a guard for someone who
family escape. When the action gets tight, traveled extensively. You know a smattering
the Scrapper shines. They are also the of people in many locations.
bodyguard and the side gunner, the solid 8. Your best friend is a teacher or scholar.
soul you want beside you. They are a great source of knowledge.
9. You saved the lives of a family when
Grit Tricks their house burned down. They’re indebted
You can spend 1 Grit to use one of the to you, and their neighbors regard
following tricks, provided the situation is you as a hero.
appropriate and the GM agrees. 10. Your older sibling is an infamous
Perfect Setup: You’re fighting at least character who has been disgraced.
three foes and each one is standing in
exactly the right spot for you to use a move Scrapper STAT POOLS
you trained in long ago, allowing you to Stat Pool - Starting Value
attack all three as a single action. Make a Might - 8
separate attack roll for each foe. You remain Speed - 8
limited by the amount of Effort you can Intellect - 6
apply on one action. You get 6 additional points to divide
Old Friend: A comrade in arms from your among your stat Pools however you wish.
past shows up unexpectedly and provides
aid in whatever you’re doing. They are on a FIRST-TIER SCRAPPER
mission of their own and can’t stay longer First-tier Scrappers have the following
than it takes to help out, chat for a while abilities: Effort: Your Effort is 1. Physical
after, and perhaps share a quick meal. Nature: You have a Might Edge of 1
Weapon Break: Your foe’s weapon has a and a Speed Edge of 0, or you have a
weak spot. In the course of the combat, it Might Edge of 0 and a Speed Edge of 1.
quickly becomes damaged and moves two Either way, you have an Intellect Edge of 0.
steps down the object damage track. Hyphae Use: You can bear two Hyphae at
a time.
SCRAPPER BACKGROUND Weapons: You become practiced with
CONNECTION light, medium, and heavy melee weapons.
Your type helps determine the connection You also become practiced with bows,
you have to the setting. Roll a d10 or choose crossbows and Light/Medium handguns.
from the following list to determine a Enabler.
specific fact about your background that
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Starting Equipment: Appropriate clothing Practiced in Armor: You can wear armor
and two weapons of your choice. , plus for long periods of time without tiring and
one expensive item, two moderately priced can compensate for slowed reactions from
items, and up to four inexpensive items. wearing armor. You reduce the Speed cost
Special Abilities: Choose four of the for wearing armor by 1. You start the game
abilities listed below. You can’t choose with a type of armor of your choice. Enabler.
the same ability more than once unless its
description says otherwise. Quick Throw (2 Speed points): After using
a thrown light weapon, you draw another
Bash (1 Might point): This is a pummeling light weapon and make another thrown
melee attack. Your attack inflicts 1 less point attack against the same target or a different
of damage than normal, but dazes your one. Action.
target for one round, during which time all
tasks it performs are hindered. Action. Swipe (1 Speed point): This is a quick,
agile melee attack. Your attack inflicts 1 less
Combat Prowess: You add +1 damage to point of damage than normal but dazes your
one type of weapon attack of your choice: target for one round, during which time all
melee weapon attacks or ranged weapon tasks it performs are hindered. Action.
attacks. Enabler.
Trained Without Armor: You are trained
Control the Field (1 Might point): This in Speed defense tasks when not wearing
melee attack inflicts 1 less point of damage armor. Enabler.
than normal, and regardless of whether
you hit the target, you maneuver it into a Trigger Samurai: You are practiced with
position you desire within immediate range. guns and inflict 1 additional point of damage
Action. with them. Enabler.
Improved Edge: Choose one of your Edge Winger: You gain an asset while making
stats that is 0. It increases to 1. Enabler. an attack with a light, medium, or ranged
weapon from a moving passenger seat.
No Need for Weapons: When you make an Enabler.
unarmed attack (such as a punch or kick),
it counts as a medium weapon instead of a SECOND-TIER SCRAPPER
light weapon. Enabler. Choose two of the abilities listed below (or
from a lower tier) to add to your repertoire.
Overwatch (1 Intellect point): You use In addition, you can replace one of your
a ranged weapon to target a limited area lower-tier abilities with a different one from
(such as a doorway, a hallway, or the eastern a lower tier.
side of the clearing) and make an attack
against the next viable target to enter that Crushing Blow (2 Might points): When
area. This works like a wait action, but you you use a bashing or bladed weapon in both
also negate any benefit the target would hands and apply Effort on the attack, you
have from cover, position, surprise, range, get a free level of Effort on the damage. (If
illumination, or visibility. Further, you inflict fighting unarmed, this attack is made with
1 additional point of damage with the attack. both fists or both feet together.) Action.
You can remain on overwatch as long as you
wish, within reason. Action.
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PLAY TEST GEAR
Hemorrhage (2+ Might points): You make Energy Resistance: Choose a discrete
a powerful and precise strike that inflicts type of energy that you have experience with
additional damage later. On your next turn, (such as heat, sonic, electricity, and so on).
the target of this attack takes an additional You gain +5 to Armor against damage from
3 points of damage (ignores Armor). The that type of energy. You must be familiar
target can prevent this additional damage by with the type of energy; for example, if you
making a recovery roll, using any ability that have no experience with a certain kind of
heals it, or using its action to attend to the extradimensional energy, you can’t protect
injury. In addition to the normal options for against it. You can select this ability more
using Effort, you can choose to use Effort to than once. Each time you select it, you must
increase this duration by one round. Action. choose a different kind of energy. Enabler.
Reload (1 Speed point): When using a Experienced in Armor: The cost reduction
weapon that normally requires an action to from your Practiced in Armor ability
reload, such as a heavy crossbow, you can improves. You now reduce the Speed cost
reload and fire (or fire and reload) in the by 2. Enabler.
same action. Enabler.
Increased Effects: You treat rolls of natural
Skill With Attacks: Choose one type of 19 as rolls of natural 20 for either Might
attack in which you are not already trained: actions or Speed actions (your choice when
light bashing, light bladed, light ranged, you gain this ability). This allows you to gain
medium bashing, medium bladed, medium a major effect on a natural 19 or 20. Enabler.
ranged, heavy bashing, heavy bladed, or
heavy ranged. You are trained in attacks Fury (3 Might points): For the next
using that type of weapon. You can select minute, all melee attacks you make inflict
this ability multiple times. Each time you 2 additional points of damage. Action to
select it, you must choose a different type of initiate.
attack. Enabler.
Lunge (2 Might points): This ability
Skill With Defense: Choose one type of requires you to extend yourself for a
defense task in which you are not already powerful stab or smash. The awkward lunge
trained: Might, Speed, or Intellect. You hinders the attack roll. If your attack is
are trained in defense tasks of that type. successful, it inflicts 4 additional points of
Enabler. damage. Action.
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FURTHER CUSTOMIZATION
Spray (2 Speed points): If a weapon The rules in this section are more
has the ability to fire rapid shots without advanced and always involve the GM. They
reloading (usually called a rapid-fire weapon, can be used by the GM to tailor a type to
such as a crank crossbow or submachine better fit the genre or setting, or by a player
gun), you can spray multiple shots around and a GM to tweak a character to fit a
your target to increase the chance of hitting. concept.
This ability uses 1d6 + 1 rounds of ammo
(or all the ammo in the weapon, if it has MODIFYING TYPE ASPECTS
less than the number rolled). You are The following aspects of the four character
trained in making this attack. If the attack is types can be modified at character creation.
successful, it deals 1 less point of damage Other abilities should not be changed.
than normal. You can also use this ability on Stat Pools: Each character type has
multiple thrown weapons (stones, shuriken, a starting stat Pool value. A player can
daggers, and so on) if you‘re carrying them exchange points between their Pools on
on your person or they are all within reach. a one-for-one basis. For example, they
Action. can trade 2 points of Might for 2 points
of Speed. However, no starting stat Pool
Trick Shot (2 Speed points): As part should be higher than 20.
of the same action, you make a ranged Edge: A player can start with an Edge of 1
attack against two targets that are within in whichever stat they wish.
immediate range of each other. Make a Hyphae Use: If a character gives up the
separate attack roll against each target. The ability to bear one Hyphae/Inspiration, they
attack rolls are hindered. Action. gain an additional skill of their choice.
Weapons: Some types have static first-tier
Vigilance (2 Intellect points): You take abilities that let them use light, medium,
a cautious approach to combat, focusing and/ or heavy weapons without a penalty.
more on protecting yourself than on hurting Warriors can use all weapons, Explorers
your opponents. While this ability is active, can use light and medium weapons, and
you gain an asset on Speed defense rolls Adepts and Speakers can use light weapons.
against melee and ranged attacks, and your Any one of these weapon abilities can be
melee and ranged attacks are hindered. sacrificed to gain training in a different skill
This effect lasts for as long as you wish, but of the player’s choice.
it ends if no combat is taking place within
range of your senses. Action to initiate. DRAWBACKS AND PENALTIES
In addition to other customization options,
Careful Aim: You are trained in attacks a player can choose to take drawbacks or
with all weapons that you throw. Enabler. penalties to gain further advantages.
Weakness: A weakness is, essentially, the
opposite of Edge. If you have a weakness
of 1 in Speed, all Speed actions that require
you to spend points cost 1 additional point
from your Pool. At any time, a player can
give their character a weakness in one stat
and, in exchange, gain +1 to their Edge in
one of the other two stats. So a PC can take
a weakness of 1 in Speed to gain +1 to their
Might Edge.
Normally, you can have a weakness only
in a stat in which you have an Edge of 0.
Further, you can’t have more than one
weakness, and you can’t have a weakness
greater than 1 unless the additional
weakness comes from another source
(such as a disease or disability arising from
actions or conditions in the game).
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PLAY TEST GEAR
Inabilities: Inabilities are like negative
skills. They make one type of task harder
by hindering it. If a character chooses to
take an inability, they gain a skill of their
choice. Normally, a character can have only
one inability unless the additional inability
comes from another source (such as a
descriptor or a disease or disability arising
from actions or conditions in the game).
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DESCRIPTOR Craven
Your descriptor defines your character—it Creative
flavors everything you do. The differences Cruel
between a Charming Scrapper and a Vicious Dishonorable
Junker are considerable. The descriptor Doomed
changes the way those characters go Empathic
about every action. Your descriptor places Exiled
your character in the situation (the first Fast
adventure, which starts the campaign) and Foolish
helps provide motivation. It is the adjective Graceful
of the sentence “I am an adjective noun who Guarded
verbs.” Hardy
Descriptors offer a one-time package of Hideous
extra abilities, skills, or modifications to your Honorable
stat Pools. Not all of a descriptor’s offerings Impulsive
are positive character modifications. Inquisitive
For example, some descriptors have Intelligent
inabilities—tasks that a character isn’t good Intuitive
at. You can think of inabilities as negative Jovial
skills—instead of being one step better at Kind
that kind of task, you’re one step worse. If Learned
you become skilled at a task that you have Lucky
an inability with, they cancel out. Remember Mad
that characters are defined as much by what Mechanical
they’re not good at as by what they are good Mysterious
at. Mystical
Descriptors also offer a few brief Naive
suggestions for how your character got Perceptive
involved with the rest of the group on their Resilient
first adventure. You can use these, or not, as Risk-Taking
you wish. Rugged
This section details fifty descriptors. Sharp-Eyed
Choose one of them for your character. You Skeptical
can pick any descriptor you wish regardless Stealthy
of your type. At the end of this chapter, a Strong
few options are provided for Customizing Strong-Willed
Descriptors, including making a character’s Swift
species their descriptor. Tongue-Tied
(Your descriptor matters most when you Tough
are a beginning character. The benefits (and Vicious
perhaps drawbacks) that come from your Virtuous
descriptor will eventually be overshadowed Weird
by the growing importance of your type
and focus. However, the influence of your APPEALING
descriptor will remain at least somewhat You’re attractive to others, but perhaps
important throughout your character’s life.) more important, you are likeable and
charismatic. You’ve got that “special
DESCRIPTORS something” that draws others to you. You
Appealing often know just the right thing to say to
Beneficent make someone laugh, put them at ease, or
Brash spur them to action. People like you, want to
Calm help you, and want to be your friend.
Chaotic You gain the following characteristics:
Charming Charismatic: +2 to your Intellect Pool.
Clever Skill: You are trained in pleasant social
Clumsy interactions.
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PLAY TEST GEAR
Resistant to Charms: You’re aware of how 1. Even though you didn’t know most
others can manipulate and charm people, of the other PCs beforehand, you invited
and you notice when those tactics are used yourself along on their quest.
on you. Because of this awareness, you are 2. You saw the PCs struggling to
trained in resisting any kind of persuasion or overcome a problem and selflessly joined
seduction if you wish it. them to help.
Initial Link to the Starting Adventure: 3. You’re nearly certain the PCs will fail
From the following list of options, choose without you.
how you became involved in the first 4. The choice was between your tattered
adventure. life and helping others. You haven’t looked
1. You met a total stranger (one of the back since.
other PCs) and charmed them so much that
they invited you along. BRASH
2. The PCs were looking for someone You’re a self-assertive sort, confident in
else, but you convinced them that you were your abilities, energetic, and perhaps a bit
perfect instead. irreverent toward ideas that you don’t agree
3. Pure happenstance—because you with. Some people call you bold and brave,
just go along with the flow of things and but those you’ve put in their place might
everything usually works out. call you puffed up and arrogant. Whatever.
4. Your charismatic ways helped get one It’s not in your nature to care what other
of the PCs out of a difficult spot a long time people think about you, unless those people
ago, and they always ask you to join them on are your friends or family. Even someone as
new adventures. brash as you knows that friends sometimes
have to come first.
BENEFICENT You gain the following characteristics:
Helping others is your calling. It’s why Energetic: +2 to your Speed Pool.
you’re here. Others delight in your outgoing Skill: You are trained in initiative.
and charitable nature, and you delight in Bold: You are trained in all actions that
their happiness. You’re at your best when involve overcoming or ignoring the effects of
you’re aiding people, either by explaining fear or intimidation.
how they can best overcome a challenge or Initial Link to the Starting Adventure:
by demonstrating how to do so yourself. From the following list of options, choose
You gain the following characteristics: how you became involved in the first
Generous: Allies who have spent the last adventure.
day with you add +1 to their recovery rolls. 1. You noticed something weird going on,
Altruistic: If you’re standing next to and without much thought, you jumped in
a creature that takes damage, you can with both feet.
intercede and take 1 point of that damage 2. You showed up when and where you
yourself (reducing the damage inflicted on did on a dare because, hey, you don’t back
the creature by 1 point). If you have Armor, down from dares.
it does not provide a benefit when you use 3. Someone called you out, but instead
this ability. of walking into a fight, you walked into your
Skill: You’re trained in all tasks related to current situation.
pleasant social interaction, putting other 4. You told your friend that nothing could
people at ease, and gaining trust. scare you, and nothing you saw would
Helpful: Whenever you help another change your mind. They brought you to your
character, that character gains the benefit current point.
as if you were trained even if you are not
trained or specialized in the attempted task. CALM
Inability: While you are alone, all Intellect You’ve spent most of your life in sedentary
and Speed tasks are hindered. pursuits—books, movies, hobbies, and so
Initial Link to the Starting Adventure: on—rather than active ones. You’re well
From the following list of options, choose versed in all manner of academia or other
how you became involved in the first intellectual pursuits, but nothing physical.
adventure. You’re not weak or feeble, necessarily
(although this is a good descriptor for
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CRUEL STARS
characters who are elderly), but you have no regardless of the outcome, the GM presents
experience in more physical activities. you with a GM intrusion.
(Calm is a great descriptor for characters Inability: Your body is a bit worn from
who never intended to have adventures but occasional excesses. Might defense tasks
were thrust into them, a trope that occurs are hindered.
often in modern games and particularly in Initial Link to the Starting Adventure:
horror games.) From the following list of options, choose
You gain the following characteristics: how you became involved in the first
Bookish: +2 to your Intellect Pool. adventure.
Skills: You are trained in four nonphysical 1. Another PC recruited you while you were
skills of your choice. on your best behavior, before realizing how
Trivia: You can come up with a random chaotic you were.
fact pertinent to the current situation when 2. You have reason to believe that being
you wish it. This is always a matter of fact, with the other PCs will help you gain control
not conjecture or supposition, and must be over your erratic behavior.
something you could have logically read or 3. Another PC released you from captivity,
seen in the past. You can do this one time, and to thank them, you volunteered to help.
although the ability is renewed each time 4. You have no idea how you joined the
you make a recovery roll. PCs. You’re just going along with it for now
Inability: You’re just not a fighter. All until answers present themselves.
physical attacks are hindered.
Inability: You’re not the outdoorsy type. All CHARMING
climbing, running, jumping, and swimming You’re a smooth talker and a charmer.
tasks are hindered. Whether through seemingly supernatural
Initial Link to the Starting Adventure: means or just a way with words, you can
From the following list of options, choose convince others to do as you wish. Most
how you became involved in the first likely, you’re physically attractive or at
adventure. least highly charismatic, and others enjoy
1. You read about the current situation listening to your voice. You probably pay
somewhere and decided to check it out for attention to your appearance, keeping
yourself. yourself well groomed. You make friends
2. You were in the right (wrong?) place at easily. You play up the personality facet of
the right (wrong?) time. your Intellect stat; intelligence is not your
3. While avoiding an entirely different strong suit. You’re personable, but not
situation, you walked into your current necessarily studious or strong-willed.
situation. You gain the following characteristics:
4. One of the other PCs dragged you into Personable: +2 to your Intellect Pool.
it. Skill: You’re trained in all tasks involving
positive or pleasant social interaction.
CHAOTIC Skill: You’re trained when using special
Danger doesn’t mean much to you, abilities that influence the minds of others.
mainly because you don’t think much about Contact: You have an important contact
repercussions. In fact, you enjoy sowing who is in an influential position, such as a
surprises, just to see what will happen. The minor noble, the captain of the town guard/
more unexpected the result, the happier you police, or the head of a large gang of thieves.
are. Sometimes you are particularly manic, You and the GM should work out the details
and for the sake of your companions, you together.
restrain yourself from taking actions that Inability: You were never good at studying
you know will lead to disaster. or retaining facts. Any task involving lore,
You gain the following characteristics: knowledge, or understanding is hindered.
Tumultuous: +4 to your Speed Pool. Inability: Your willpower is not one of your
Skill: You are trained in Intellect defense strong points. Defense actions to resist
actions. mental attacks are hindered.
Chaotic: Once after each ten-hour recovery Additional Equipment: You’ve managed
roll, if you don’t like the first result, you can to talk your way into some decent discounts
reroll a die roll of your choice. If you do, and and bonuses in recent weeks. As a result,
30
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PLAY TEST GEAR
you have enough cash jangling in your 3. You talked your way into the situation
pocket to purchase a moderately priced because you thought it might earn some
item. money.
Initial Link to the Starting Adventure: 4. You suspect that the other PCs won’t
From the following list of options, choose succeed without you.
how you became involved in the first
adventure. CLUMSY
1. You convinced one of the other PCs to Graceless and awkward, you were told that
tell you what they were doing. you’d grow out of it, but you never did. You
2. You instigated the whole thing and often drop things, trip over your own feet, or
convinced the others to join you. knock things (or people) over. Some people
3. One of the other PCs did a favor for you, get frustrated by this quality, but most find it
and now you’re repaying that obligation by funny and even a little charming.
helping them with the task at hand. (Some players may not want to be
4. There is a reward involved, and you defined by a “negative” quality like Clumsy,
need the money. but in truth, even this kind of descriptor
has enough advantages that it makes for
CLEVER capable and talented characters. What
You’re quick-witted, thinking well on negative descriptors really do is make more
your feet. You understand people, so interesting and complex characters that are
you can fool them but are rarely fooled. often great fun to play.)
Because you easily see things for what You gain the following characteristics:
they are, you get the lay of the land swiftly, Butterfingers: −2 to your Speed Pool.
size up threats and allies, and assess Thick-Muscled: +2 to your Might Pool.
situations with accuracy. Perhaps you’re Inelegant: You have a certain lovable
physically attractive, or maybe you use your charm. You are trained in all pleasant
wit to overcome any physical or mental social interactions when you express a
imperfections. lighthearted, self-deprecating manner.
You gain the following characteristics: Dumb Luck: The GM can introduce a GM
Smart: +2 to your Intellect Pool. intrusion on you, based on your clumsiness,
Skill: You’re trained in all interactions without awarding you any XP (as if you had
involving lies or trickery. rolled a 1 on a d20 roll). However, if this
Skill: You’re trained in defense rolls to happens, 50% of the time, your clumsiness
resist mental effects. works to your advantage. Rather than
Skill: You’re trained in all tasks involving hurting you (much), it helps you, or it hurts
identifying or assessing danger, lies, quality, your enemies. You slip, but it’s just in time
importance, function, or power. to duck an attack. You fall down, but you
Inability: You were never good at studying trip your enemies as you crash into their
or retaining trivial knowledge. Any task legs. You turn around too quickly, but you
involving lore, knowledge, or understanding end up knocking the weapon from your foe’s
is hindered. hand. You and the GM should work together
Additional Equipment: You see through to determine the details. If the GM wishes,
the schemes of others and occasionally they can use GM intrusions based on your
convince them to believe you—even when, clumsiness normally (awarding XP).
perhaps, they should not. Thanks to your Skill: You’ve got a certain bull-like quality.
clever behavior, you have an additional You are trained in tasks involving breaking
expensive item. things.
Initial Link to the Starting Adventure: Inability: Any task that involves balance,
From the following list of options, choose grace, or hand-to-eye coordination is
how you became involved in the first hindered.
adventure. Initial Link to the Starting Adventure:
1. You convinced one of the other PCs to From the following list of options, choose
tell you what they were doing. how you became involved in the first
2. From afar, you observed that something adventure.
interesting was going on. 1. You were in the right place at the right
time.
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BLOOMED EARTH
CRUEL STARS
2. You had a piece of information that the Initial Link to the Starting Adventure:
other PCs needed to make their plans. From the following list of options, choose
3. A sibling recommended you to the other how you became involved in the first
PCs. adventure.
4. You stumbled into the PCs as they were 1. You believe that you’re being hunted,
discussing their mission, and they took a and you have hired one of the other PCs as
liking to you. your protector.
2. You seek to escape your shame and
CRAVEN take up with capable individuals in the
Courage fails you at every turn. You lack hopes of repairing your reputation.
the willpower and resolve to stand fast in 3. One of the other PCs bullied you into
the face of danger. Fear gnaws at your heart, coming along.
chewing away at your mind, driving you to 4. The group answered your cries for help
distraction until you cannot bear it. Most when you were in trouble.
times, you back down from confrontations.
You flee from threats and vacillate when CREATIVE
faced with difficult decisions. Maybe you have a notebook where you
Yet for all that fear dogs you and possibly write down ideas so you can develop them
shames you, your cowardly nature proves to later. Perhaps you email yourself ideas
be a useful ally from time to time. Listening that strike you out of the blue so you can
to your fears has helped you escape danger sort them in an electronic document. Or
and avoid taking unnecessary risks. Others maybe you just sit down, stare at your
may have suffered in your place, and you screen and, by indomitable force of will,
might be the first to admit this fact, but produce something from nothing. However
secretly you feel intense relief from having your gift works, you’re creative—you code,
avoided an unthinkable and terrible fate. write, compose, sculpt, design, direct, or
(Descriptors like Craven, Cruel, and otherwise create narratives that enthrall
Dishonorable might not be appropriate other people with your vision.
for every group. These are villainous traits You gain the following characteristics:
and some people want their PCs to be Inventive: +2 to your Intellect Pool.
entirely heroic. But others don’t mind a Original: You’re always coming up with
little moral greyness thrown into the mix. something new. You’re trained in any task
Still others see things like Craven and Cruel related to creating a narrative (such as
as traits to overcome as their characters a story, play, or scenario). This includes
develop (probably earning them different deception, if the deception involves a
descriptors).) narrative you’re able to tell.
You gain the following characteristics: Skill: You are naturally inventive. You
Furtive: +2 to your Speed Pool. are trained in one specific creative skill
Skill: You’re trained in stealth-based tasks. of your choice: writing, computer coding,
Skill: You’re trained in running actions. composing music, painting, drawing, and
Skill: You’re trained in any action taken so on.
to escape danger, flee from a dangerous Skill: You love solving riddles and the like.
situation, or wheedle your way out of You are trained in puzzle-solving tasks.
trouble. Skill: To be creative requires that you
Inability: You do not willingly enter always be learning. You are trained in any
dangerous situations. Any initiative actions task that involves finding out something
(to determine who goes first in combat) are new, such as when you’re digging through
hindered. a library, data bank, news archive, or similar
Inability: You fall to pieces when you have collection of knowledge.
to undertake a potentially dangerous task Inability: You’re inventive but not
alone. Any such task (such as attacking a charming. All tasks related to pleasant social
creature by yourself) is hindered. interaction are hindered.
Additional Equipment: You have a good Initial Link to the Starting Adventure:
luck charm or protective device to keep you From the following list of options, choose
out of harm’s way. how you became involved in the first
adventure.
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PLAY TEST GEAR
1. You were doing research for a project priced, and you can sell it or trade it for an
and convinced the PCs to bring you along. item of equal or lesser value.
2. You’re looking for new markets for the Initial Link to the Starting Adventure:
results of your creative output. From the following list of options, choose
3. You fell in with the wrong crowd, but how you became involved in the first
they grew on you. adventure.
4. A creative life is often one beset with 1. You suspect that you might gain a long-
financial hurdles. You joined the PCs term
because you hoped it would be profitable. advantage from helping the other PCs and
may be able to use that advantage against
CRUEL your enemies.
Misfortune and suffering do not move 2. By joining the PCs, you see an
you. When another endures hardship, opportunity to grow your personal power
you find it hard to care, and you may even and status at the expense of others.
enjoy the pain and difficulty the person 3. You hope to make another PC’s life
experiences if they’ve done you wrong more difficult by joining the group.
in the past. Your cruel streak may derive 4. Joining the PCs gives you an
from bitterness brought about by your own opportunity to escape justice for a crime you
struggles and disappointments. You might committed.
be a hard pragmatist, doing what you feel
you must even if others are worse for it. Or DISHONORABLE
you could be a sadist, delighting in the pain There is no honor among thieves—or
you inflict. betrayers, backstabbers, liars, or cheats. You
Being cruel does not necessarily make you are all of these things, and either you don’t
a villain. Your cruelty may be reserved for lose any sleep over it, or you deny the truth
those who cross you or other people useful to others or to yourself. Regardless, you are
to you. You might have become cruel as willing to do whatever it takes to get your
the result of an intensely awful experience. own way. Honor, ethics, and principles are
Abuse and torture, for example, can strip merely words. In your estimation, they have
away compassion for other living beings. no place in the real world.
As well, you need not be cruel in every You gain the following characteristics:
situation. In fact, others might see you as Sneaky: +4 to your Speed Pool.
personable, friendly, and even helpful. But Just Desserts: When the GM gives another
when angered or frustrated, your dual nature player an experience point to award to
reveals itself, and those who have earned someone for a GM intrusion, that player
your scorn are likely to suffer for it. cannot give it to you.
You gain the following characteristics: Skill: You are trained in deception.
Cunning: +2 to your Intellect Pool. Skill: You are trained in stealth.
Cruelty: When you use force, you can Skill: You are trained in intimidation.
choose to maim or deliver painful injuries Inability: People don’t like or trust you.
to draw out your foe’s suffering. Whenever Pleasant social interactions are hindered.
you inflict damage, you can choose to inflict Initial Link to the Starting Adventure:
2 fewer points of damage to ease your next From the following list of options, choose
attack against that foe. how you became involved in the first
Skill: You’re trained in tasks related to adventure.
deception, intimidation, and persuasion 1. You are interested in what the PCs are
when you interact with characters doing, so you lied to them to get into their
experiencing physical or emotional pain. group.
Inability: You have a hard time connecting 2. While skulking about, you overheard the
with others, understanding their motives, or PCs’ plans and realized that you wanted in.
sharing their feelings. Any task to ascertain 3. One of the other PCs invited you, having
another character’s motives, feelings, or no idea of what you’re truly like.
disposition is hindered. 4. You bullied your way in with
Additional Equipment: You have a intimidation and bluster.
valuable memento from the last person
you destroyed. The memento is moderately DOOMED
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CRUEL STARS
You are quite certain that your fate is sorrow with little warning. Or you might
leading you, inextricably, toward a terrible close yourself off and remain inscrutable to
end. This fate might be yours alone, or you others out of a sense of self-preservation
might be dragging along the people closest or an unconscious fear that everyone else
to you. might learn how you truly feel.
You gain the following characteristics: You gain the following characteristics:
Jumpy: +2 to your Speed Pool. Open Mind: +4 to your Intellect Pool.
Skill: Always on the lookout for danger, Skill: You’re trained in tasks involving
you are trained in perception-related tasks. sensing other emotions, discerning
Skill: You are defense minded, so you are dispositions, and getting a hunch about
trained in Speed defense tasks. people around you.
Skill: You are cynical and expect the worst. Skill: You’re trained in all tasks involving
Thus, you are resistant to mental shocks. social interaction, pleasant or otherwise.
You are trained in Intellect defense tasks Inability: Being so receptive to others’
having to do with losing your sanity or thoughts and moods makes you vulnerable
equanimity. to anything that attacks your mind. Intellect
Doom: Every other time the GM uses GM defense rolls are hindered.
intrusion on your character, you cannot Initial Link to the Starting Adventure:
refuse it and do not get an XP for it (you still From the following list of options, choose
get an XP to award to another player). This how you became involved in the first
is because you are doomed. The universe is adventure.
a cold, uncaring place, and your efforts are 1. You sensed the commitment to the task
futile at best. the other PCs have and felt moved to help
Initial Link to the Starting Adventure: them.
From the following list of options, choose 2. You established a close bond with
how you became involved in the first another PC and can’t bear to be parted from
adventure. them.
1. You attempted to avoid it, but events 3. You sensed something strange in one
seemed to conspire to draw you to where of the PCs and decided to join the group to
you are. see if you can sense it again and uncover the
2. Why not? It doesn’t matter. You’re truth.
doomed no matter what you do. 4. You joined the PCs to escape an
3. One of the other PCs saved your life, unpleasant relationship or negative
and now you’re repaying that obligation by environment.
helping them with the task at hand.
4. You suspect that the only hope you EXILED
have of avoiding your fate might lie on this You have walked a long and lonely road,
path. leaving your home and your life behind. You
might have committed a heinous crime,
EMPATHIC something so awful that your people forced
Other people are open books to you. You you out, and if you dare return, you face
may have a knack for reading a person’s death. You might have been accused of a
tells, those subtle movements that convey crime you didn’t commit and now must pay
an individual’s mood and disposition. Or the price for someone else’s wicked deed.
you may receive information in a more Your exile might be the result of a social
direct way, feeling a person’s emotions gaffe—perhaps you shamed your family or a
as if they were tangible things, sensations friend, or you embarrassed yourself in front
that lightly brush against your mind. Your of your peers, an authority, or someone you
gift for empathy helps you navigate social respect. Whatever the reason, you have left
situations and control them to avoid your old life behind and now strive to make
misunderstandings and prevent useless a new one.
conflicts from erupting. You gain the following characteristics:
The constant bombardment of emotions Self-Reliant: +2 to your Might Pool.
from those around you likely takes a toll. Loner: You gain no benefit when you get
You might move with the prevailing mood, help with a task from another character who
swinging from giddy happiness to bitter is trained or specialized in that task.
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PLAY TEST GEAR
Skill: You’re trained in all tasks involving 1. You jumped in to save one of the other
sneaking. PCs who was in dire need.
Skill: You’re trained in all tasks involving 2. One of the other PCs recruited you for
foraging, hunting, and finding safe places to your unique talents.
rest or hide. 3. You’re impulsive, and it seemed like a
Inability: Living on your own for as long good idea at the time.
as you have makes you slow to trust others 4. This mission ties in with a personal
and awkward in social situations. Any task goal of your own.
involving social interaction is hindered.
Additional Equipment: You have a FOOLISH
memento from your past—an old picture, a Not everyone can be brilliant. Oh, you
locket with a few strands of hair inside, or a don’t think of yourself as stupid, and you’re
lighter given to you by someone important. not. It’s just that others might have a bit
You keep the object close at hand and pull it more...wisdom. Insight. You prefer to barrel
out to help you remember better times. along headfirst through life and let other
Initial Link to the Starting Adventure: people worry about things. Worrying’s never
From the following list of options, choose helped you, so why bother? You take things
how you became involved in the first at face value and don’t fret about what
adventure. tomorrow might bring.
1. The other PCs earned your trust by People call you “idiot” or “numbskull,”
helping you when you needed it. You but it doesn’t faze you much.
accompany them to repay them. (It can be liberating and really fun to
2. While exploring on your own, you play a foolish character. In some ways,
discovered something strange. When you the pressure to always do the right, smart
traveled to a settlement, the PCs were the thing is off. On the other hand, if you play
only ones who believed you, and they have such a character as a bumbling moron in
accompanied you to help you deal with the every situation, that can become annoying
problem. to everyone else at the table. As with
3. One of the other PCs reminds you of everything, moderation is the key.)
someone you used to know. You gain the following characteristics:
4. You have grown weary of your isolation. Unwise: –4 to your Intellect Pool.
Joining the other PCs gives you a chance to Carefree: You succeed more on luck than
belong. anything. Every time you roll for a task, roll
twice and take the higher result.
FAST Intellect Weakness: Any time you spend
You’re fleet of foot. Because you’re quick, points from your Intellect Pool, it costs you 1
you can accomplish tasks more rapidly more point than usual.
than others can. You’re not just quick on Inability: Any Intellect defense task is
your feet, however—you’re quick with your hindered.
hands, and you think and react quickly. You Inability: Any task that involves seeing
even talk quickly. through a deception, an illusion, or a trap is
You gain the following characteristics: hindered.
Energetic: +2 to your Speed Pool. Initial Link to the Starting Adventure:
Skill: You are trained in running. From the following list of options, choose
Fast: You can move a short distance and how you became involved in the first
still take another action in the same round, adventure.
or you can move a long distance as your 1. Who knows? Seemed like a good idea at
action without needing to make any kind of the time.
roll. 2. Someone asked you to join up with
Inability: You’re a sprinter, not a long- the other PCs. They told you not to ask too
distance runner. You don’t have a lot of many questions, and that seemed fine to
stamina. Might defense rolls are hindered. you.
Initial Link to the Starting Adventure: 3. Your parent (or a parental/mentor
From the following list of options, choose figure) got you involved to give you
how you became involved in the first something to do and maybe “teach you
adventure. some sense.”
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CRUEL STARS
4. The other PCs needed some muscle Suspicious: +2 to your Intellect Pool.
who wouldn’t overthink things. Skill: You are trained in all Intellect
defense tasks.
GRACEFUL Skill: You are trained in all tasks involving
You have a perfect sense of balance, discerning the truth, piercing disguises,
moving and speaking with grace and beauty. and recognizing falsehoods and other
You’re quick, lithe, flexible, and dexterous. deceptions.
Your body is perfectly suited to dance, Inability: Your suspicious nature makes
and you use that advantage in combat to you unlikeable. Any task involving deception
dodge blows. You might wear garments that or persuasion is hindered.
enhance your agile movement and sense of Initial Link to the Starting Adventure:
style. From the following list of options, choose
You gain the following characteristics: how you became involved in the first
Agile: +2 to your Speed Pool. adventure.
Skill: You’re trained in all tasks involving 1. One of the PCs managed to overcome
balance and careful movement. your defenses and befriend you.
Skill: You’re trained in all tasks involving 2. You want to see what the PCs are up to,
physical performing arts. so you accompany them to catch them in
Skill: You’re trained in all Speed defense the act of some wrongdoing.
tasks. 3. You have made a few enemies and take
Initial Link to the Starting Adventure: up with the PCs for protection.
From the following list of options, choose 4. The PCs are the only people who will
how you became involved in the first put up with you.
adventure.
1. Against your better judgment, you HARDY
joined the other PCs because you saw that Your body was built to take abuse.
they were in danger. Whether you’re pounding down stiff drinks
2. One of the other PCs convinced you while holding up a bar in your favorite
that joining the group would be in your best watering hole or trading blows with a thug
interests. in a back alley, you keep going, shrugging
3. You’re afraid of what might happen if off hurts and injuries that might slow or
the other PCs fail. incapacitate a lesser person. Neither hunger
4. There is reward involved, and you need nor thirst, cut flesh nor broken bone can
the money. stop you. You just press on through the pain
and continue.
GUARDED As fit and healthy as you are, the signs of
You conceal your true nature behind a wear show in the myriad scars crisscrossing
mask and are loath to let anyone see who your body, your thrice-broken nose, your
you really are. Protecting yourself, physically cauliflower ears, and any number of other
and emotionally, is what you care about disfigurements you wear with pride.
most, and you prefer to keep everyone else You gain the following characteristics:
at a safe distance. You may be suspicious Mighty: +4 to your Might Pool.
of everyone you meet, expecting the worst Fast Healer: You halve the time it takes to
from people so you won’t be surprised when make a recovery roll (minimum one action).
they prove you right. Or you might just be Almost Unstoppable: While you are
a bit reserved, careful about letting people impaired on the damage track, you
through your gruff exterior to the person you function as if you were hale. While you are
really are. debilitated, you function as if you were
No one can be as reserved as you are impaired. In other words, you don’t suffer
and make many friends. Most likely, you the effects of being impaired until you
have an abrasive personality and tend to be become debilitated, and you never suffer the
pessimistic in your outlook. You probably effects of being debilitated. You still die if all
nurse an old hurt and find that the only your stat Pools are 0.
way you can cope is to keep it and your Skill: You are trained in Might defense
personality locked down. actions.
You gain the following characteristics:
36
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PLAY TEST GEAR
Inability: Your big, strong body is slow 4. You bullied your way in with
to react. Any task involving initiative is intimidation and bluster.
hindered.
Ponderous: When you apply Effort when HONORABLE
making a Speed roll, you must spend 1 extra You are trustworthy, fair, and forthright.
point from your Speed Pool. You try to do what is right, to help others,
Initial Link to the Starting Adventure: and to treat them well. Lying and cheating
From the following list of options, choose are no way to get ahead—these things are
how you became involved in the first for the weak, the lazy, or the despicable. You
adventure. probably spend a lot of time thinking about
1. The PCs recruited you after learning your personal honor, how best to maintain
about your reputation as a survivor. it, and how to defend it if challenged. In
2. You joined the PCs because you want or combat, you are straightforward and offer
need the money. quarter to any foe.
3. The PCs offered you a challenge equal You were likely instilled with this sense of
to your physical power. honor by a parent or a mentor. Sometimes
4. You believe the only way the PCs will the distinction between what is and isn’t
succeed is if you are along to protect them. honorable varies with different schools of
thought, but in broad strokes, honorable
HIDEOUS people can agree on most aspects of what
You are physically repugnant by almost honor means.
any human standard. You might have had You gain the following characteristics:
a serious accident, a harmful mutation, Stalwart: +2 to your Might Pool.
or just poor genetic luck, but you are Skill: You are trained in pleasant social
incontrovertibly ugly. interactions.
You’ve more than made up for your Skill: You are trained in discerning
appearance in other ways, however. Because people’s true motives or seeing through lies.
you have to hide your appearance, you excel Initial Link to the Starting Adventure:
at sneaking about unnoticed or disguising From the following list of options, choose
yourself. But perhaps most important, being how you became involved in the first
ostracized while others socialized, you took adventure.
the time growing up to develop yourself as 1. The PCs’ goals appear to be honorable
you saw fit—you grew strong or quick, or and commendable.
you honed your mind. 2. You see that what the other PCs are
You gain the following characteristics: about to do is dangerous, and you’d like to
Versatile: You get 4 additional points to help protect them.
divide among your stat Pools. 3. One of the other PCs invited you,
Skill: You are trained in intimidation and hearing of your trustworthiness.
any other fear-based interactions, if you 4. You asked politely if you could join the
show your true face. other PCs in their mission.
Skill: You are trained in disguise and
stealth tasks. IMPULSIVE
Inability: All tasks relating to pleasant You have a hard time tamping down your
social interaction are hindered. enthusiasm. Why wait when you can just
Initial Link to the Starting Adventure: do it (whatever it is) and get it done? You
From the following list of options, choose deal with problems when they arise rather
how you became involved in the first than plan ahead. Putting out the small fires
adventure. now prevents them from becoming one big
1. One of the other PCs approached you fire later. You are the first to take risks, to
while you were in disguise, recruiting you jump in and lend a hand, to step into dark
while believing you were someone else. passages, and to find danger.
2. While skulking about, you overheard the Your impulsiveness likely gets you into
other PCs’ plans and realized you wanted in. trouble. While others might take time to
3. One of the other PCs invited you, but study the items they discover, you use such
you wonder if it was out of pity. items without hesitation. After all, the best
way to learn what something can do is to
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BLOOMED EARTH
CRUEL STARS
use it. When a cautious explorer might You probably have a dozen books and
look around and check for danger nearby, travelogues about the world on you at any
you have to physically stop yourself from time. When not hitting the road and looking
bulling on ahead. Why fuss around when the around, you spend your time with your nose
exciting thing is just ahead? in a book, learning everything you can about
(Impulsive characters get into trouble. the place you’re going so you know what to
That’s their thing, and that’s fine. But if expect when you get there.
you’re constantly dragging your fellow You gain the following characteristics:
PCs into trouble (or worse, getting them Smart: +4 to your Intellect Pool.
seriously hurt or killed), that will be Skill: You are eager to learn. You are
annoying, to say the least. A good rule of trained in any task that involves learning
thumb is that impulsiveness doesn’t always something new, whether you’re talking to a
mean a predilection for doing the wrong local to get information or digging through
thing. Sometimes it’s the urge to do the old books to find lore.
right thing.) Skill: You have made a study of the
You gain the following characteristics: world. You are trained in any task involving
Reckless: +2 to your Speed Pool. geography or history.
Skill: You’re trained in initiative actions (to Inability: You tend to fixate on the details,
determine who goes first in combat). making you somewhat oblivious to what’s
Skill: You’re trained in Speed defense going on around you. Any task to hear or
actions. notice dangers around you is hindered.
Inability: You’ll try anything once, but Inability: When you see something
quickly grow bored after that. Any task that interesting, you hesitate as you take in all
involves patience, willpower, or discipline is the details. Initiative actions (to determine
hindered. who goes first in combat) are hindered.
Initial Link to the Starting Adventure: Additional Equipment: You have three
From the following list of options, choose books on whatever subjects you choose.
how you became involved in the first Initial Link to the Starting Adventure:
adventure. From the following list of options, choose
1. You heard what the other PCs were up how you became involved in the first
to and suddenly decided to join them. adventure.
2. You pulled everyone together after you 1. One of the PCs approached you to learn
heard rumors about something interesting information related to the mission, having
you want to see or do. heard you were an expert.
3. You blew all of your money and now 2. You have always wanted to see the
find yourself strapped for cash. place where the other PCs are going.
4. You’re in trouble for acting recklessly. 3. You were interested in what the other
You join the other PCs because they offer a PCs were up to and decided to go along with
way out of your problem. them.
4. One of the PCs fascinates you, perhaps
INQUISITIVE due to a special or weird ability they have.
The world is vast and mysterious, with
wonders and secrets to keep you amazed INTELLIGENT
for several lifetimes. You feel the tugging on You’re quite smart. Your memory is sharp,
your heart, the call to explore the wreckage and you easily grasp concepts that others
of past civilizations, to discover new might struggle with. This aptitude doesn’t
peoples, new places, and whatever bizarre necessarily mean that you’ve had years of
wonders you might find along the way. formal education, but you have learned a
However, as strongly as you feel the pull to great deal in your life, primarily because you
roam the world, you know there is danger pick things up quickly and retain so much.
aplenty, and you take precautions to ensure You gain the following characteristics:
that you are prepared for any eventuality. Smart: +2 to your Intellect Pool.
Research, preparation, and readiness will Skill: You’re trained in an area of
help you live long enough to see everything knowledge of your choice.
you want to see and do everything you want Skill: You’re trained in all actions that
to do. involve remembering or memorizing things
38
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PLAY TEST GEAR
you experience directly. For example, who can take it is also one of your favorite
instead of being good at recalling details of pastimes. Sometimes people say you never
geography that you read about in a book, take anything seriously. That’s not true, of
you can remember a path through a set of course, but you have learned that to dwell
tunnels that you’ve explored before. on the bad too long quickly robs the world
Initial Link to the Starting Adventure: of joy. You’ve always got a new joke in your
From the following list of options, choose back pocket because you collect them like
how you became involved in the first some people collect bottles of wine.
adventure. You gain the following characteristics:
1. One of the other PCs asked your Witty: +2 to your Intellect Pool.
opinion of the mission, knowing that if you Skill: You’re convivial and set most
thought it was a good idea, it probably was. people at ease with your attitude. You are
2. You saw value in what the other PCs trained in all tasks related to pleasant social
were doing. interaction.
3. You believed that the task might lead to Skill: You have an advantage in figuring
important and interesting discoveries. out the punch lines of jokes you’ve never
4. A colleague requested that you take part heard before. You are trained in all tasks
in the mission as a favor. related to solving puzzles and riddles.
Initial Link to the Starting Adventure:
INTUITIVE From the following list of options, choose
You are often tickled by a sense of how you became involved in the first
knowing what someone will say, how they adventure.
will react, or how events might unfold. 1. You solved a riddle before realizing
Maybe you have a mutant sense, maybe that answering it would launch you into the
you can see just a few moments ahead adventure.
through time, or maybe you’re just good at 2. The other PCs thought you’d bring
reading people and extrapolating a situation. some much-needed levity to the team.
Whatever the case, many who look into your 3. You decided that all fun and no work
eyes immediately glance away, as if afraid of was not the best way to get through life, so
what you might see in their expression. you joined up with the PCs.
You gain the following characteristics: 4. It was either go with the PCs or face
Innate: +2 to your Intellect Pool. up to a circumstance that was anything but
Skill: You are trained in perception tasks. jovial.
Know What to Do: You can act
immediately, even if it’s not your turn. KIND
Afterward, on your next regular turn, any It’s always been easy for you to see things
action you take is hindered. You can do this from the point of view of other people.
one time, although the ability is renewed That ability has made you sympathetic
each time you make a recovery roll. to what they really want or need. From
Initial Link to the Starting Adventure: your perspective, you’re just applying the
From the following list of options, choose old proverb that “it’s easier to catch flies
how you became involved in the first with honey than with vinegar,” but others
adventure. simply see your behavior as kindness. Of
1. You just knew you had to come along. course, being kind takes time, and yours
2. You convinced one of the other PCs is limited. You’ve learned that a small
that your intuition is invaluable. fraction of people don’t deserve your time
3. You felt that something terrible would or kindness—true sadists, narcissists, and
happen if you didn’t go. similar folk will only waste your energy.
4. You’re confident the reason you arrived So you deal with them swiftly, saving your
at this point will soon become clear. kindness for those who deserve it and can
benefit from your attention.
JOVIAL You gain the following characteristics:
You’re cheerful, friendly, and outgoing. Emotionally Intuitive: +2 to your Intellect
You put others at ease with a big smile and Pool.
a joke, possibly one at your own expense, Skill: You know what it’s like to go a mile
though lightly ribbing your companions in someone else’s shoes. You’re trained
3939
BLOOMED EARTH
CRUEL STARS
in all tasks related to pleasant social how you became involved in the first
interaction and discerning the dispositions adventure.
of others. 1. One of the other PCs asked you to come
Karma: Sometimes, strangers just help along because of your knowledge.
you out. To gain the aid of a stranger, you 2. You need money to fund your studies.
must use a one action, ten-minute, or 3. You believed that the task might lead to
one-hour recovery roll (without gaining its important and interesting discoveries.
healing benefit), and the GM determines 4. A colleague requested that you take part
the nature of the aid you gain. Usually, in the mission as a favor.
the act of kindness isn’t enough to turn
a bad situation completely around, but it LUCKY
may moderate a bad situation and lead You rely on chance and timely good luck
to new opportunities. For example, if you to get you through many situations. When
are captured, a guard loosens your bonds people say that someone was born under
slightly, brings you water, or delivers a a lucky star, they mean you. When you try
message. your hand at something new, no matter
Inability: Being kind comes with a how unfamiliar the task is, as often as not
few risks. All tasks related to detecting you find a measure of success. Even when
falsehoods are hindered. disaster strikes, it’s rarely as bad as it could
Initial Link to the Starting Adventure: be. More often, small things seem to go
From the following list of options, choose your way, you win contests, and you’re often
how you became involved in the first in the right place at the right time.
adventure. You gain the following characteristics:
1. A PC needed your help, and you agreed Luck Pool: You have one additional Pool
to come along as a kindness. called Luck that begins with 3 points, and
2. You gave the wrong person access to it has a maximum value of 3 points. When
your money, and now you need to make spending points from any other Pool, you
some back. can take one, some, or all of the points
3. You’re ready to take your benevolence from your Luck Pool first. When you make a
on the road and help more people than you recovery roll to recover points to any other
could if you didn’t join the PCs. Pool, your Luck Pool is also refreshed by the
4. Your job, which seemed like it would be same number of points. When your Luck
personally rewarding, is the opposite. You Pool is at 0 points, it does not count against
join the PCs to escape the drudgery. your damage track. Enabler.
Advantage: When you use 1 XP to reroll a
LEARNED d20 for any roll that affects only you, add 3
You have studied, either on your own or to the reroll.
with an instructor. You know many things Initial Link to the Starting Adventure:
and are an expert on a few topics, such as From the following list of options, choose
history, biology, geography, mythology, how you became involved in the first
nature, or any other area of study. Learned adventure.
characters typically carry a few books around 1. Knowing that lucky people notice and
with them and spend their spare time take active advantage of opportunities, you
reading. became involved in your first adventure by
You gain the following characteristics: choice.
Smart: +2 to your Intellect Pool. 2. You literally bumped into someone else
Skill: You’re trained in three areas of on this adventure through sheer luck.
knowledge of your choice. 3. You found a briefcase lying alongside
Inability: You have few social graces. the road. It was battered, but inside you
Any task involving charm, persuasion, or found a lot of strange documents that led
etiquette is hindered. you here.
Additional Equipment: You have two 4. Your luck saved you when you avoided a
additional books on topics of your choice. speeding vehicle by a fortuitous fall through
Initial Link to the Starting Adventure: an opening in the ground (a manhole, if in
From the following list of options, choose a modern setting). Beneath the ground, you
found something you couldn’t ignore.
40
40
PLAY TEST GEAR
You have a special talent with machines of
MAD all kinds, and you’re adept at understanding
You have delved too deeply into subjects and, if need be, repairing them. Perhaps
people were not meant to know. You are you’re a bit of an inventor, creating new
knowledgeable in things beyond the scope machines from time to time. You get called
of most, but this knowledge has come at a “techie,” “tech,” “mech,” “gear-head,”
terrible price. You are likely in questionable “motor-head,” or any of a number of other
physical shape and occasionally shake with nicknames. Mechanics usually wear practical
nervous tics. You sometimes mutter to work clothes and carry around a lot of tools.
yourself without realizing it. You gain the following characteristics:
You gain the following characteristics: Smart: +2 to your Intellect Pool.
Knowledgeable: +4 to your Intellect Pool. Skill: You’re trained in all actions involving
Fits of Insight: Whenever such identifying or understanding machines.
knowledge is appropriate, the GM feeds Skill: You’re trained in all actions involving
you information although there is no clear using, repairing, or crafting machines.
explanation as to how you could know such Additional Equipment: You start with a
a thing. This is up to the GM’s discretion, variety of machine tools.
but it should happen as often as once each Initial Link to the Starting Adventure:
session. From the following list of options, choose
Erratic Behavior: You are prone to acting how you became involved in the first
erratically or irrationally. When you are adventure.
in the presence of a major discovery or 1. While repairing a nearby machine, you
subjected to great stress (such as a serious overheard the other PCs talking.
physical threat), the GM can introduce a 2. You need money to buy tools and parts.
GM intrusion that directs your next action 3. It was clear that the mission couldn’t
without awarding XP. You can still pay 1 XP succeed without your skills and knowledge.
to refuse the intrusion. The GM’s influence 4. Another PC asked you to join them.
is the manifestation of your madness and
thus is always something you would not MYSTERIOUS
likely do otherwise, but it is not directly, The dark figure lurking silently in the
obviously harmful to you unless there are corner? That’s you. No one really knows
extenuating circumstances. (For example, where you came from or what your motives
if a foe suddenly leaps out of the darkness, are—you play things close to the vest. Your
you might spend the first round babbling manner perplexes and confounds others,
incoherently or screaming the name of your but that doesn’t make you a poor friend
first true love.) or ally. You’re just good at keeping things
Skill: You are trained in one area of to yourself, moving about unseen, and
knowledge (probably something weird or concealing your presence and identity.
esoteric). You gain the following characteristics:
Inability: Your mind is quite fragile. Tasks Skill: You are trained in all stealth tasks.
to resist mental attacks are hindered. Skill: You are trained in resisting
Initial Link to the Starting Adventure: interrogation or tricks to get you to talk.
From the following list of options, choose Confounding: You pull talents and abilities
how you became involved in the first seemingly out of nowhere. You can attempt
adventure. one task in which you have no training as
1. Voices in your head told you to go. if you were trained, attempt a task that you
2. You instigated the whole thing and are trained in as if specialized, or gain a
convinced the others to join you. free level of Effort with a task that you are
3. One of the other PCs obtained a book of specialized in. This ability refreshes every
knowledge for you, and now you’re repaying time you make a recovery roll, but the uses
that favor by helping them with the task at never accumulate.
hand. Inability: People never know where they
4. You feel compelled by inexplicable stand with you. Any task involving getting
intuition. people to believe or trust you is hindered.
Initial Link to the Starting Adventure:
MECHANICAL From the following list of options, choose
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how you became involved in the first cues. You overlook an offense that your
adventure. deductions give or how uncomfortable
1. You just showed up one day. your scrutiny can make the people around
2. You convinced one of the other PCs you. You tend to dismiss others as being
that you had invaluable skills. intellectual dwarfs compared to you, which
3. Some equally mysterious figure told you avails you little when you need a favor.
where to be and when (but not why) to join You gain the following characteristics:
the group. Smart: +2 to your Intellect Pool.
4. Something—a feeling, a dream—told Skill: You have an eye for detail. You are
you where to be and when to join the group. trained in any task that involves finding or
noticing small details.
NAIVE Skill: You know a little about everything.
You’ve lived a sheltered life. Your You are trained in any task that involves
childhood was safe and secure, so you identifying objects or calling to mind a
didn’t get a chance to learn much about the minor detail or bit of trivia.
world—and even less chance to experience Skill: Your skill at making deductions can
it. Whether you were training for something, be imposing. You are trained in any task that
had your nose in a book, or just were involves intimidating another creature.
sequestered in a secluded place, you haven’t Inability: Your confidence comes off
done much, met many people, or seen many as arrogance to people who don’t know
interesting things so far. That’s probably you. Any task involving positive social
going to change soon, but as you go forward interactions is hindered.
into a larger world, you do so without some Additional Equipment: You have a bag of
of the understanding that others possess light tools.
about how it all works. Initial Link to the Starting Adventure:
You gain the following characteristics: From the following list of options, choose
Fresh: You add +1 to your recovery rolls. how you became involved in the first
Incorruptible: You are trained in Intellect adventure.
defense tasks and all tasks that involve 1. You overheard the other PCs discussing
resisting temptation. their mission and volunteered your services.
Skill: You’re wide-eyed. You are trained in 2. One of the PCs asked you to come
perception tasks. along, believing that your talents would be
Inability: Any task that involves seeing invaluable to the mission.
through deceptions or determining 3. You believe that the PCs’ mission
someone’s secret motive is hindered. is somehow related to one of your
Initial Link to the Starting Adventure: investigations.
From the following list of options, choose 4. A third party recruited you to follow the
how you became involved in the first PCs and see what they were up to.
adventure.
1. Someone told you that you should get RESILIENT
involved. You can take a lot of punishment, both
2. You needed money, and this seemed physically and mentally, and still come back
like a good way to earn some. for more. It takes a lot to put you down.
3. You believed that you could learn a lot Neither physical nor mental shocks or
by joining the other PCs. damage have a lasting effect. You’re tough
4. Sounded like fun. to faze. Unflappable. Unstoppable.
You gain the following characteristics:
PERCEPTIVE Resistant: +2 to your Might Pool, and +2
You miss little. You pick out the small to your Intellect Pool.
details in the world around you and are Recover: You can make an extra recovery
skilled at making deductions from the roll each day. This roll is just one action.
information you find. Your talents make you So you can make two recovery rolls that
an exceptional sleuth, a formidable scientist, each take one action, one roll that takes ten
or a talented scout. minutes, a fourth roll that takes one hour,
As adept as you are at finding clues, and a fifth roll that requires ten hours of
you have no skill at picking up on social rest.
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Skill: You are trained in Might defense Inability: You may be nimble, but you’re
tasks. not sneaky. Tasks related to sneaking and
Skill: You are trained in Intellect defense staying quiet are hindered.
tasks. Initial Link to the Starting Adventure:
Inability: You’re hardy but not necessarily From the following list of options, choose
strong. Any task involving moving, bending, how you became involved in the first
or breaking things is hindered. adventure.
Inability: You have a lot of willpower and 1. It seemed like there were equal odds
mental fortitude, but you’re not necessarily that the other PCs wouldn’t succeed, which
smart. Any task involving knowledge sounded good to you.
or figuring out problems or puzzles is 2. You think the tasks ahead will present
hindered. you with unique and fulfilling challenges.
Initial Link to the Starting Adventure: 3. One of your biggest risks failed to go
From the following list of options, choose your way, and you need money to help pay
how you became involved in the first that debt.
adventure. 4. You bragged that you never saw a risk
1. You saw that the PCs clearly need you didn’t like, which is how you reached
someone like you to help them out. your current point.
2. Someone asked you to watch over one
of the PCs in particular, and you agreed. RUGGED
3. You are bored and desperately in need You’re a nature lover accustomed to
of a challenge. living rough, pitting your wits against the
4. You lost a bet—unfairly, you think— elements. Most likely, you’re a skilled
and had to take someone’s place on this hunter, gatherer, or naturalist. Years of
mission. living in the wild have left their mark with a
worn countenance, wild hair, or scars. Your
RISK-TAKING clothing is probably much less refined than
It’s part of your nature to question what the garments worn by city dwellers.
others think can’t or shouldn’t be done. You gain the following characteristics:
You’re not insane, of course—you wouldn’t Skill: You’re trained in all tasks involving
attempt to leap across a mile-wide chasm climbing, jumping, running, and swimming.
just because you were dared. There’s Skill: You’re trained in all tasks involving
impossible and then there’s the just barely training, riding, or placating natural animals.
possible. You like to push the latter further Skill: You’re trained in all tasks involving
than others, because it gives you a rush of identifying or using natural plants.
satisfaction and pleasure when you succeed. Inability: You have no social graces and
The more you succeed, the more you find prefer animals to people. Any task involving
yourself looking for that next risky challenge charm, persuasion, etiquette, or deception
to try yourself against. is hindered.
You gain the following characteristics: Additional Equipment: You carry an
Nimble: +4 to your Speed Pool. explorer’s pack with rope, two days’ rations,
Skill: You’re adept at leveraging risk, and a bedroll, and other tools needed for
you are trained in tasks that involve some outdoor survival.
element of chance, such as playing games Initial Link to the Starting Adventure:
or choosing between two or three apparently From the following list of options, choose
equal options. how you became involved in the first
Pressing Your Luck: You can choose to adventure.
automatically succeed on one task without 1. Against your better judgment, you
rolling, as long as the task’s difficulty is no joined the other PCs because you saw that
higher than 6. When you do so, however, they were in danger.
you also trigger a GM intrusion as if you had 2. One of the other PCs convinced you
rolled a 1. The intrusion doesn’t invalidate that joining the group would be in your best
the success, but it probably qualifies it in interests.
some fashion. You can do this one time, 3. You’re afraid of what might happen if
although the ability renews each time you the other PCs fail.
make a ten-hour recovery roll.
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4. There is reward involved, and you need 1. You overheard other PCs holding forth
the money. on a topic with an opinion you were quite
skeptical about, so you decided to approach
SHARP-EYED the group and ask for proof.
You’re perceptive and well aware of your 2. You were following one of the other PCs
surroundings. You notice the little details because you were suspicious of him, which
and remember them. You can be difficult to brought you into the action.
surprise. 3. Your theory about the nonexistence of
You gain the following characteristics: the supernatural can be invalidated only by
Skill: You’re trained in initiative actions. your own senses, so you came along.
Skill: You’re trained in perception actions. 4. You need money to fund your research.
Find the Flaw: If an opponent has a
straightforward weakness (takes extra STEALTHY
damage from fire, can’t see out of their left You’re sneaky, slippery, and fast. These
eye, and so on), the GM will tell you what it talents help you hide, move quietly, and
is. pull off tricks that require sleight of hand.
Initial Link to the Starting Adventure: Most likely, you’re wiry and small. However,
From the following list of options, choose you’re not much of a sprinter—you’re more
how you became involved in the first dexterous than fleet of foot.
adventure. You gain the following characteristics:
1. You heard about what was going on, Quick: +2 to your Speed Pool.
saw a flaw in the other PCs’ plan, and joined Skill: You’re trained in all stealth tasks.
up to help them out. Skill: You’re trained in all interactions
2. You noticed that the PCs have a foe (or involving lies or trickery.
at least a tail) they weren’t aware of. Skill: You’re trained in all special abilities
3. You saw that the other PCs were up to involving illusions or trickery.
something interesting and got involved. Inability: You’re sneaky but not fast. All
4. You’ve been noticing some strange movement-related tasks are hindered.
things going on, and this all appears related. Initial Link to the Starting Adventure:
From the following list of options, choose
SKEPTICAL how you became involved in the first
You possess a questioning attitude adventure.
regarding claims that are often taken for 1. You attempted to steal from one of the
granted by others. You’re not necessarily a other PCs. That character caught you and
“doubting Thomas” (a skeptic who refuses forced you to come along with them.
to believe anything without direct personal 2. You were tailing one of the other PCs
experience), but you’ve often benefited from for reasons of your own, which brought you
questioning the statements, opinions, and into the action.
received knowledge presented to you by 3. An NPC employer secretly paid you to
others. get involved.
You gain the following characteristics: 4. You overheard the other PCs talking
Insightful: +2 to your Intellect Pool. about a topic that interested you, so you
Skill: You’re trained in identifying. decided to approach the group.
Skill: You’re trained in all actions that
involve seeing through a trick, an illusion, STRONG
a rhetorical ruse designed to evade the You’re extremely strong and physically
issue, or a lie. For example, you’re better at powerful, and you use these qualities
keeping your eye on the cup containing the well, whether through violence or feats of
hidden ball, sensing an illusion, or realizing prowess. You likely have a brawny build and
if someone is lying to you (but only if you impressive muscles.
specifically concentrate and use this skill). You gain the following characteristics:
Initial Link to the Starting Adventure: Very Powerful: +4 to your Might Pool.
From the following list of options, choose Skill: You’re trained in all actions involving
how you became involved in the first breaking inanimate objects.
adventure. Skill: You’re trained in all jumping actions.
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PLAY TEST GEAR
Additional Equipment: You have an extra quickly but not always smoothly. You are
medium weapon or heavy weapon. likely slim and muscular.
Initial Link to the Starting Adventure: You gain the following characteristics:
From the following list of options, choose Fast: +4 to your Speed Pool.
how you became involved in the first Skill: You’re trained in initiative actions (to
adventure. determine who goes first in combat).
1. Against your better judgment, you Skill: You’re trained in running actions.
joined the other PCs because you saw that Inability: You’re fast but not necessarily
they were in danger. graceful. Any task involving balance is
2. One of the other PCs convinced you hindered.
that joining the group would be in your best Initial Link to the Starting Adventure:
interests. From the following list of options, choose
3. You’re afraid of what might happen if how you became involved in the first
the other PCs fail. adventure.
4. There is reward involved, and you need 1. Against your better judgment, you
the money. joined the other PCs because you saw that
they were in danger.
STRONG-WILLED 2. One of the other PCs convinced you
You’re tough-minded, willful, and that joining the group would be in your best
independent. No one can talk you into interests.
anything or change your mind when you 3. You’re afraid of what might happen if
don’t want it changed. This quality doesn’t the other PCs fail.
necessarily make you smart, but it does 4. There is reward involved, and you need
make you a bastion of willpower and resolve. the money.
You likely dress and act with unique style
and flair, not caring what others think. TONGUE-TIED
You gain the following characteristics: You’ve never been much of a talker. When
Willful: +4 to your Intellect Pool. forced to interact with others, you never
Skill: You’re trained in resisting mental think of the right thing to say—words fail
effects. you entirely, or they come out all wrong.
Skill: You’re trained in tasks requiring You often end up saying precisely the wrong
incredible focus or concentration. thing and insult someone unintentionally.
Inability: Willful doesn’t mean brilliant. Most of the time, you just keep mum. This
Any task that involves figuring out puzzles makes you a listener instead—a careful
or problems, memorizing things, or using observer. It also means that you’re better
lore is hindered. at doing things than talking about them.
Initial Link to the Starting Adventure: You’re quick to take action.
From the following list of options, choose You gain the following characteristics:
how you became involved in the first Actions, Not Words: +2 to your Might
adventure. Pool, and +2 to your Speed Pool.
1. Against your better judgment, you Skill: You are trained in perception.
joined the other PCs because you saw that Skill: You are trained in initiative (unless
they were in danger. it’s a social situation).
2. One of the other PCs convinced you Inability: All tasks relating to social
that joining the group would be in your best interaction are hindered.
interests. Inability: All tasks involving verbal
3. You’re afraid of what might happen if communication or relaying information are
the other PCs fail. hindered.
4. There is reward involved, and you need Initial Link to the Starting Adventure:
the money. From the following list of options, choose
how you became involved in the first
SWIFT adventure.
You move quickly, able to sprint in short 1. You just tagged along and no one told
bursts and work with your hands with you to leave.
dexterity. You’re great at crossing distances
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2. You saw something important the other Bloodthirsty: Once you begin fighting, you
PCs did not and (with some effort) managed see only red. You inflict 2 additional points
to relate it to them. of damage with any attack.
3. You intervened to save one of the other Berserk: Once you begin fighting, it’s
PCs when they were in danger. hard for you to stop. In fact, it’s a difficulty
4. One of the other PCs recruited you for 2 Intellect task to do so, even if your foe
your talents. surrenders or you’ve run out of foes. If the
latter occurs and you fail to stop, you attack
TOUGH the nearest ally within short range.
You’re strong and can take a lot of Additional Equipment: You have a record
physical punishment. You might have that you use to list those who’ve wronged
a large frame and a square jaw. Tough you.
characters frequently have visible scars. Initial Link to the Starting Adventure:
You gain the following characteristics: From the following list of options, choose
Resilient: +1 to Armor. how you became involved in the first
Healthy: Add 1 to the points you regain adventure.
when you make a recovery roll. 1. Another PC saw you take down a mean
Skill: You’re trained in Might defense drunk in a tavern, not realizing you were the
actions. one who started the fight.
Additional Equipment: You have an extra 2. You wanted to get away from a bad
light weapon. situation, so you went with the other PCs.
Initial Link to the Starting Adventure: 3. You want to change, and you hope that
From the following list of options, choose being with the other PCs will help you calm
how you became involved in the first yourself.
adventure. 4. One of the other PCs asked you to
1. You’re acting as a bodyguard for one of come along, believing that your viciousness
the other PCs. could be harnessed for the benefit of the
2. One of the PCs is your sibling, and you mission.
came along to watch out for them.
3. You need money because your family is VIRTUOUS
in debt. Doing the right thing is a way of life. You
4. You stepped in to defend one of the live by a code, and that code is something
PCs when that character was threatened. you attend to every day. Whenever you slip,
While talking to them afterward, you heard you reproach yourself for your weakness
about the group’s task. and then get right back on track. Your code
probably includes moderation, respect for
VICIOUS others, cleanliness, and other characteristics
You try to hide what’s inside, fold it into that most people would agree are virtues,
yourself when everything inside you screams while you eschew their opposites: sloth,
to let go, make them pay, make them greed, gluttony, and so on.
hurt, and make them bleed. Sometimes You gain the following characteristics:
you succeed for your friends—smiling like Dauntless: +2 to your Might Pool.
they smile, laughing when they laugh, and Skill: You are trained in discerning
sometimes even having other emotions people’s true motives or seeing through lies.
of your own. But it’s always there, that Skill: Your adherence to a strict moral
feeling of frantic glee mixed with hate that code has hardened your mind against
sometimes leaps out of you when you fear, doubt, and outside influence. You are
confront a foe. Violence your friends can trained in Intellect defense tasks.
tolerate, but you sometimes worry they will Initial Link to the Starting Adventure:
also learn that you are cruel. From the following list of options, choose
You gain the following characteristics: how you became involved in the first
Skill: You are trained in tracking creatures. adventure.
If a creature has wronged you, the tracking 1. The PCs are doing something virtuous,
task is eased. and you’re all about that.
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PLAY TEST GEAR
2. The PCs are on the road to perdition, Skill: You are trained in supernatural
and you see it as your task to set them on knowledge.
the proper moral route. Inability: People find you unnerving. All
3. One of the other PCs invited you, tasks relating to pleasant social interaction
hearing of your virtuous ways. are hindered.
4. You put virtue before sense and Initial Link to the Starting Adventure:
defended someone’s honor in the face of an From the following list of options, choose
organization or power far greater than you. how you became involved in the first
You joined the PCs because they offered aid adventure.
and friendship when, out of fear of reprisals, 1. It seemed weird, so why not?
no one else would. 2. Whether the other PCs realize it or not,
their mission has to do with something
WEIRD weird that you know about, so you got
You aren’t like anyone else, and that’s fine involved.
with you. People don’t seem to understand 3. As an expert in the weird, you were
you—they even seem put off by you—but specifically recruited by the other PCs.
who cares? You understand the world better 4. You felt drawn to join the other PCs,
than they do because you’re weird, and but you don’t know why.
so is the world you live in. The concept of
“the weird” is well known to you. Strange
devices, ancient locales, bizarre creatures, CUSTOMIZING DESCRIPTORS
storms that can transform you, living energy Under the normal rules, each descriptor is
fields, conspiracies, aliens, and things most based on some modification of the following
people can’t even name populate the world, guidelines:
and you thrive on them. You have a special Some descriptors offer +4 to one stat Pool
attachment to it all, and the more you and either two narrow skills or one broad
discover about the weirdness in the world, skill.
the more you might discover about yourself. Other descriptors offer +2 to one stat Pool
Weird characters might be mutants or and either three narrow skills or one narrow
people born with strange qualities, but skill and one broad skill.
sometimes they started out “normal” and A broad skill covers many areas (such
adopted the weird by choice. as all interactions). A narrow skill covers
You gain the following characteristics: fewer areas (such as deceptive interactions).
Inner Light: +2 to your Intellect Pool. Combat-related skills, such as defense or
Distinctive Physical Quirk: You have a initiative, are considered broad skills in this
unique physical aspect that is, well, bizarre. sense.
Depending on the setting, this can vary Regardless, you can add an additional skill
greatly. You might have purple hair or if it is balanced by an inability.
metal spikes on your head. Perhaps your You can add other non-skill abilities by
hands don’t connect to your arms, although eyeballing them and trying to equate them
they move as if they do. Maybe a third to the value of a skill, if possible. If the
eye stares out from the side of your head, descriptor seems lacking, add a moderately
or superfluous tendrils grow from your priced item as additional equipment to
back. Whatever it is, your quirk might be a balance things out.
mutation, a supernatural trait (a blessing
or curse), a feature with no explanation, or With this general information, you can
just a really wild tattoo that draws a lot of customize a descriptor, but keep in mind
attention. that a heavily customized descriptor isn’t
A Sense for the Weird: Sometimes—at the a descriptor if it no longer says one thing
GM’s discretion—weird things relating to about a character. It’s better to use this
the supernatural or its effects on the world information to create a new descriptor that
seem to call out to you. You can sense them fits exactly how the player wants to portray
from afar, and if you get within long range the character.
of such a thing, you can sense whether it is
overtly dangerous or not.
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48
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PLAY TEST GEAR
from your perspective, all’s fair in a fight). focus. Whether they choose to tell you about
They may be ready for a rematch, though it is up to them.
that’s up to them. Pick one other PC. Their occasional
Pick one other PC. You are always trying clumsiness and loud behavior irritate you.
to impress that character with your skill, Pick one other PC. In the recent past,
wit, appearance, or bravado. Perhaps they while practicing, you accidentally hit them
are a rival, perhaps you need their respect, with an attack, wounding them badly. It is
or perhaps you’re romantically interested up to them to decide whether they resent or
in them. forgive you.
Pick one other PC. You fear that character Pick one other PC. They owe you a
is jealous of your abilities and worry that it significant amount of money.
might lead to problems. Pick one other PC. In the recent past,
Pick one other PC. You accidentally caught while escaping a threat, you accidentally
them in a trap you set, and they had to get left that character to fend for themselves.
free on their own. They survived, but just barely. It is up to the
Pick one other PC. You were once hired to player of that character to decide whether
track down someone who was close to that they resent you or have decided to forgive
character. you.
Pick two PCs (preferably ones who are Pick one other PC. Recently, they
likely to get in the way of your attacks). accidentally (or perhaps intentionally) put
When you miss with an attack and the you in a position of danger. You’re fine now,
GM rules that you struck someone other but you’re wary around them.
than your target, you hit one of these two Pick one other PC. From your perspective,
characters. they seem nervous around a specific idea,
Pick one other PC. You’re not sure how or person, or situation. You would like to teach
from where, but that character has a line on them how to be more comfortable with their
bottles of rare alcohol and can get them for fears (if they will let you).
you for half price. Pick one other PC. They called you a
Pick one other PC. You recently had coward once.
a possession go missing, and you’re Pick one other PC. That character always
becoming convinced that they took it. recognizes you or your handiwork, whether
Whether or not they did is up to them. you’re in disguise or are long gone when
Pick one other PC. They always seem they arrive on the scene.
to know where you are, or at least in what Pick one other PC. You inadvertently
direction you are in relation to them. caused an accident that put them into a
Pick one other PC. Seeing you use sleep so deep they didn’t wake for three
your focus abilities seems to trigger an days. Whether they forgive you or not is up
unpleasant memory in that character. That to them.
memory is up to the other PC, although they Pick one other PC. You are pretty sure you
may not be able to consciously recall it. are related in some fashion.
Pick one other PC. Something about them Pick one other PC. You accidentally
interferes with your abilities. When they learned something they were trying to keep
stand next to you, your focus abilities cost 1 a secret.
additional point. Pick one other PC. They are especially
Pick one other PC. Something about sensitive to the use of your flashier focus
them complements your abilities. When abilities, and occasionally they become
they stand next to you, the first focus ability dazzled for a few rounds, which hinders
you use in any 24-hour period costs 2 fewer their actions.
points. Pick one other PC. They appear to have a
Pick one other PC. You have known that treasured item that was once yours, but that
character for a while, and they helped you you lost in a game of chance years ago.
gain control of your focus-related abilities.
Pick one other PC. Sometime in that
character’s past, they had a devastating
experience while attempting something that
you do as a matter of course thanks to your
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BLOOMED EARTH
CRUEL STARS
Pick one other PC. If it wasn’t for you, that creature type (avian, swimmer, and so on).
character would have failed a past test of If your beast companion dies, you can hunt
mental achievement. in the wild for 1d6 days to find a new one.
Pick one other PC. Based on a couple of Enabler.
comments you’ve overheard, you suspect
that they don’t hold your area of training or Tier 2: Soothe the Savage and Communication
favorite hobby in the highest regard. Soothe the Savage Intellect points): You
Pick one other PC whose focus intertwines calm a nonhuman beast within 30 feet
with yours. This odd connection affects (9 m). You must speak to it (although it
them in some way. For example, if the doesn’t need to understand your words),
character uses a weapon, your focus ability and it must see you. It remains calm for
sometimes improves their attack in some one minute or for as long as you focus all
fashion. your attention on it. The GM has final say
Pick one other PC. They are deathly afraid over what counts as a nonhuman beast,
of heights. You would like to teach them but unless some kind of deception is at
how to be more comfortable with their feet work, you should know whether you can
off the ground. They must decide whether or affect a creature before you attempt to use
not to take you up on your offer. this ability on it. Aliens, extradimensional
Pick one other PC. They are skeptical of entities, very intelligent creatures, and
your claims about something momentous robots never count. Action.
that happened in your past. They might even
attempt to discredit you or discover the Tier 2: Communication(2 Intellect points):
“secret” behind your story, though that’s up You can convey a basic concept to a creature
to them. that normally can’t speak or understand
Pick one other PC. They have a knack for speech. The creature can also give you a very
being able to recognize where your plans or basic answer to a simple question. Action.
schemes have a weak spot.
Pick one other PC. That character has an Tier 3: Mount or Stronger Together:
extra item of regular equipment you gave Mount: A level 3 creature serves you as
them, either something you made or an item a mount and follows your instructions.
you just wanted to give them. (They choose While you’re mounted on it, the creature
the item.) can move and you can attack on your turn,
Pick one other PC. They commissioned which provides an asset to your attack. You
you to do a job for them. You’ve already and the GM must work out the details of
been paid but haven’t yet completed the job. the creature, and you’ll probably make rolls
Pick one other PC. You worked together in for it when it takes noncombat actions. The
the past, and the job ended badly. mount acts on your turn. If your mount dies,
Pick one other PC. While they stand next you can hunt in the wild for 3d6 days to find
to you and use their action to concentrate a new one. Enabler.
on helping you, one of your focus ability’s Stronger Together: When you and your
ranges is doubled. companion from the Beast Companion
CONTROLS BEASTS ability are within immediate distance of
Your ability to communicate and lead each other, you inflict 2 additional points of
beasts is uncanny. Mutates and Bloom damage when you attack and both of you
creatures are not considered beasts. gain an asset to defense actions. Enabler.
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PLAY TEST GEAR
Courageous: You are trained in Intellect Tier 2: Totally Chill: Your ten-minute
defense tasks and initiative tasks. Enabler. recovery roll takes you only one round.
Enabler.
Tier 1: Warding Shield: You have +1 to
Armor while you are using a shield. Enabler. Tier 3: Skill With Attacks or Improvise:
Skill With Attacks: Choose one type of
Tier 2: Devoted Defender and Insight attack in which you are not already trained:
Devoted Defender (2 Might or Intellect light bashing, light bladed, light ranged,
points): Choose one character you can see. medium bashing, medium bladed, medium
That character becomes your ward. You ranged, heavy bashing, heavy bladed, or
are trained in all tasks involving finding, heavy ranged. You are trained in attacks
healing, interacting with, and protecting that using that type of weapon. You can select
character. You can have only one ward at a this ability multiple times. Each time you
time. Action to initiate. select it, you must choose a different type of
attack. Enabler.
Insight: You are trained in tasks to
discern others’ motives and to ascertain Improvise (3 Intellect points): When you
their general nature. You have a knack for perform a task in which you are not trained,
sensing whether or not someone is truly you can improvise to gain an asset on the
innocent. Enabler. task. The asset might be a tool you cobble
together, a sudden insight into overcoming
Tier 3: Dual Wards or True Guardian: a problem, or a rush of dumb luck. Enabler.
Dual Wards: You can have two wards from
Devoted Defender at a time. Choosing a GM Intrusions: New situations are
second ward can be its own action, or you confounding and stressful. Past actions (or
can choose two wards with one action (and inactions) come back to haunt the character.
only pay the cost once for doing so). The
wards must remain within an immediate DRIVES LIKE A MANIAC
distance of each other. Benefits provided Whether balancing on two wheels,
by Devoted Defender apply to both your jumping another vehicle, or driving head-on
wards. If your wards separate, you choose toward an oncoming enemy car, you don’t
which retains the benefit. If they come think about the risks when you’re behind the
back together, both regain the benefit wheel.
immediately. Enabler.
True Guardian (2 Might or Intellect Tier 1: Driver and Driving on the Edge:
points): When you stand guard as your Driver: You are trained in all tasks related
action, allies within immediate range of you to driving a car, truck, or motorcycle,
gain an asset to their defense tasks. This including mechanical repair tasks. Enabler.
lasts until the end of your next turn. Enabler. Driving on the Edge: You can make
an attack with a light or medium ranged
GM Intrusions: A character focused on weapon and attempt a driving task as a
protecting others may periodically leave single action. Enabler.
themselves vulnerable to attacks. Tier 2: Car Surfer and Stare Them Down:
Car Surfer: You can stand or move about
on a moving vehicle (such as on the hood,
DOESN’T DO MUCH on the roof, in the open door well, etc.)
You’re a slacker, but you know a little with a reasonable expectation of not falling
about a lot of things. off. Unless the vehicle veers sharply, stops
suddenly, or otherwise engages in extreme
Tier 1: Life Lessons: Choose any two maneuvers, standing or moving about on a
noncombat skills. You are trained in those moving vehicle is a routine task for you. If
skills. Enabler. the vehicle engages in extreme maneuvers
like those described, any tasks to remain on
the vehicle’s surface are eased. Enabler.
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Stare Them Down: One doesn’t play Paints dry in their pots. The words to a
games of chicken with other maniac drivers poem or song are forgotten.
without gaining mental strength. You’re
trained in Intellect defense tasks. Enabler FIGHTS DIRTY
. You’ll do anything to win a fight: bite,
Tier 3: Expert Driver or Enhanced Speed Edge scratch, kick, trick, and worse.
Expert Driver: You are specialized in
all tasks related to driving a car, truck, or Tier 1: Tracker: You are trained in
motorcycle, including mechanical repair following and identifying tracks. Enabler.
tasks. Enabler. Tier 1: Stalker: You gain an asset to
all types of movement tasks (including
Enhanced Speed Edge: You gain +1 to your climbing, swimming, jumping, and
Speed Edge. Enabler. balancing). Enabler.
52
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PLAY TEST GEAR
HELPS THEIR FRIENDS GM Intrusions: Others sometimes have
You love your friends and help them out ulterior motives. The law takes an undue
of any difficulty, no matter what. interest. Even when everything goes right,
repercussions follow.
Type Swap Option: Advice From a Friend
(1 Intellect point): You know your friend’s HUNTS
strengths and weaknesses, and how to You are a stalking hunter who excels at
motivate them to succeed. When you give bringing down your selected quarry.
an ally a suggestion involving their next
action, the character is trained in that action Tier 1: Attack Flourish and Tracker:
for one round. Action. Attack Flourish: With your attack, you
add stylish moves, entertaining quips,
Tier 1: Friendly Help and Courageous: or a certain something that entertains or
Friendly Help: If your friend tries a impresses others. One creature you choose
task and fails, they can try again without within short range who can see you gains an
spending Effort if you help. You provide this asset to its next task if taken within a round
advantage to your friend even if you are not or two. Enabler.
trained in the task that they are retrying.
Enabler. Tracker: You are trained in following and
identifying tracks. Enabler.
Courageous: You are trained in Intellect
defense tasks and initiative tasks. Enabler. Tier 2: Quarry and Sneak:
Quarry (2 Intellect points): Choose
Tier 2: Weather the Vicissitudes: Helping a quarry (a single individual creature
your friends means being able to stand up that you can see). You are trained in all
to everything the world throws at you. You tasks involving following, understanding,
have +1 to Armor. Also, you resist heat, cold, interacting with, or fighting that creature.
and similar extremes and have an additional You can have only one quarry at a time.
+1 to Armor against ambient damage or Action to initiate.
other damage that would normally ignore
Armor. Enabler. Sneak: You are trained in stealth and
initiative tasks. Enabler.
Tier 3: Buddy System or Skill With Attacks:
Tier 3: Buddy System (3 Intellect points): Tier 3: Horde Fighting or Sprint and Grab:
Choose one character standing next to you. Horde Fighting: When two or more foes
That character becomes your buddy for attack you at once in melee, you can use
ten minutes. You are trained in all tasks them against each other. You gain an asset
involving finding, healing, interacting with, to Speed defense rolls or attack rolls (your
and protecting your buddy. Also, while you choice each round) against them. Enabler.
stand next to your buddy, both of you have
an asset on Speed defense tasks. You can Sprint and Grab (2 Speed points): You
have only one buddy at a time. Action to can run a short distance and make a melee
initiate. attack to grab a foe of your size or smaller.
A successful attack means you grab the foe
Skill With Attacks: Choose one type of and bring it to a halt if it was moving (this
attack in which you are not already trained: can be treated as a tackle, if appropriate).
light bashing, light bladed, light ranged, Action.
medium bashing, medium bladed, medium
ranged, heavy bashing, heavy bladed, or GM Intrusions: The quarry notices the
heavy ranged. You are trained in attacks character. The quarry isn’t as vulnerable as
using that type of weapon. You can select it seemed.
this ability multiple times. Each time you
select it, you must choose a different type of
attack. Enabler.
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INFILTRATES LEADS
Subtlety, guile, and stealth allow you to Your natural leadership capability allows
get in where others can’t. you to command others, including a loyal
band of followers.
Tier 1: Stealth Skills and Sense Attitudes:
Stealth Skills: You are trained in Tier 1: Natural Charisma and Good
your choice of two of the following Advice:
skills: disguise, deception, lockpicking, Natural Charisma: You are trained in all
pickpocketing, seeing through deception, social interactions, whether they involve
sleight of hand, or stealth. You can choose charm, learning a person’s secrets, or
this ability multiple times, but you must intimidating others. Enabler.
select different skills each time. Enabler.
Good Advice: Anyone can help an ally,
Sense Attitudes: You are trained in easing whatever task they’re attempting.
sensing lies and whether a person is likely to However, you have the benefit of clarity and
(or already does) believe your lies. Enabler. wisdom. When you help another character,
Tier 2: Impersonate (2 Intellect points): they gain an additional asset. Enabler.
For one hour, you alter your voice, posture,
and mannerisms, whip together a disguise, Tier 2: Enhanced Potential and Basic
and gain an asset on an attempt to Follower:
impersonate someone else, whether it is a Enhanced Potential: You gain 3 points to
specific individual (Bob the cop) or a general divide among your stat Pools however you
role (a police officer). Action to initiate. wish. Enabler.
Tier 2: Flight Not Fight: If you use your Basic Follower: You gain a level 2
action only to move, all Speed defense tasks follower. One of their modifications must
are eased. Enabler. be persuasion. You can take this ability
multiple times, each time gaining another
Tier 3: Awareness or Skill With Attacks: level 2 follower. Enabler.
Tier 3: Awareness (3 Intellect points): You
become hyperaware of your surroundings Tier 3: Advanced Command or Expert
in order to better locate your target. For ten Follower:
minutes, you are aware of all living things Advanced Command (7 Intellect points):
within long range (including their general A target within short range obeys any
position), and by concentrating (another command you give as long as they can hear
action), you can attempt to learn the general and understand you. Further, as long as you
health and power level of any one of them. continue to do nothing but issue commands
Action. (taking no other action), you can give that
same target a new command. This effect
Skill With Attacks: Choose one type of ends when you stop issuing commands
attack in which you are not already trained: or they are out of short range. Action to
light bashing, light bladed, light ranged, initiate.
medium bashing, medium bladed, medium
ranged, heavy bashing, heavy bladed, or Expert Follower: You gain a level 3
heavy ranged. You are trained in attacks follower. They are not restricted on their
using that type of weapon. You can select modifications. You can take this ability
this ability multiple times. Each time you multiple times, each time gaining another
select it, you must choose a different type of level 3 follower. Alternatively, you could
attack. Enabler. choose to advance a level 2 follower you
already have to level 3 and then gain a new
GM Intrusions: Spies are treated harshly level 2 follower. Enabler. GM Intrusions:
when caught. Allies disavow infiltrators who Followers fail, betray, lie, become corrupted,
get caught. Some secrets are better left get kidnapped, or die.
unknown.
54
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PLAY TEST GEAR
LEARNS QUICKLY LIVES IN THE WILDERNESS
You deal with bad situations as they arise, You can survive in badlands where others
learning new lessons each time. perish.
Tier 3: Flex Skill or Hard to Distract and Wilderness Explorer: While taking any
Enhanced Intellect Edge: : action (including fighting) in the wild, you
Flex Skill: At the beginning of each day, ignore any penalties due to natural causes
choose one task (other than attacks or such as tall grass, thick brush, rugged terrain,
defense) on which you will concentrate. For weather, and so on. Enabler.
the rest of that day, you’re trained in that
task. You can’t use this ability with a skill Tier 3: Animal Senses and Sensibilities or
in which you’re already trained to become Wilderness Encouragement:
specialized. Enabler. Animal Senses and Sensibilities: You are
trained in listening and spotting things. In
Tier 3: Hard to Distract: You are trained in addition, most of the time, the GM should
Intellect defense tasks. Enabler. alert you if you’re about to walk into an
ambush or a trap that is lower than level 5.
Tier 3: Enhanced Intellect Edge: You gain Enabler.
+1 to your Intellect Edge. Enabler.
Wilderness Encouragement (3 Intellect
GM Intrusions: Accidents and mistakes points): While in the wilderness, or when
are great teachers. talking about your time in the wilderness,
your stirring words of encouragement grant a
target within short range that can understand
you 1d6 points to one Pool. You can’t use this
ability on the same creature again until they’ve
made a recovery roll. Action.
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56
56
PLAY TEST GEAR
MASTERS WEAPONRY MOVES LIKE A CAT
You are a master user of a particular type Lithe, flexible, and graceful, you move
of weapon, be it a sword, whip, dagger, gun, quickly and smoothly, and never seem to be
or something else. where danger is.
Tier 1: Weapon Master and Weapon Tier 1: Greater Enhanced Speed and
Crafter: Balance:
Weapon Master: You inflict an additional 1 Greater Enhanced Speed: You gain 6
point of damage with your chosen weapon. points to your Speed Pool. Enabler.
Enabler.
Balance: You are trained in balancing.
Weapon Crafter: You are trained in crafting Enabler.
tasks associated with your chosen weapon.
For instance, if your weapon is a bow, you Tier 2: Movement Skills and Safe Fall:
are trained in tasks related to crafting bows Movement Skills: You are trained in
and fletching arrows; if your weapon is a climbing and jumping. Enabler.
sword, you are trained in tasks for forging
swords and sharpening blades; and so on. Safe Fall: You reduce the damage from a
Enabler. fall by 5 points. Enabler.
Tier 2: Weapon Defense: While your Tier 3: Hard to Hit or Greater Enhanced
chosen weapon is in your hand(s), you are Speed and Greater Enhanced Speed:
trained in Speed defense rolls. Enabler. Hard to Hit: You are trained in Speed
defense tasks. Enabler.
Tier 3: Rapid Attack or Disarming Strike
Rapid Attack (3 Speed points): Once per Tier 3: Enhanced Speed Edge: You gain +1
round, you can make an additional attack to your Speed Edge. Enabler.
with your chosen weapon. Enabler.
Greater Enhanced Speed: You gain 6
Disarming Strike (3 Speed points): Your points to your Speed Pool. Enabler.
attack inflicts 1 point less damage and
disarms your foe so that their weapon is GM Intrusions: Even a cat can be clumsy.
now 10 feet (3 m) away on the ground. (If A jump isn’t quite as easy as it looks. An
your chosen weapon is a whip, you can escape move is so overzealous that it sends
instead deposit the disarmed weapon into the character right into harm’s way.
your hands; if your chosen weapon is a bow
or other ranged weapon that fires physical
rounds, you can instead “nail” the disarmed
weapon to a nearby object or structure.
Choosing to do either of these hinders your
attack.) Action.
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Greater Enhanced Speed: You gain 6 GM Intrusions: Most people do not react
points to your Speed Pool. Enabler. well to a professional killer.
MURDERS
You’re an assassin, whether by trade, by
inclination, or because it was that or be
killed yourself.
58
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PLAY TEST GEAR
NEEDS NO WEAPON Push on Through (2 Might points): You
Powerful punches, kicks, elbows, knees, ignore the effects of terrain while moving for
and full body movements are all the one hour. Enabler.
weapons you need.
Tier 2: Ignore the Pain: You ignore the
Tier 1: Fists of Fury and Flesh of Stone: impaired condition and treat the debilitated
Fists of Fury: You inflict 2 additional condition as impaired. Enabler.
points of damage with unarmed attacks.
Enabler. Tier 3: Blood Fever or Hidden Reserves:
Blood Fever: When you have no points
Flesh of Stone: You have +1 to Armor if in one or two Pools, you gain an asset
you do not wear physical armor. Enabler. to attacks or defense rolls (your choice).
Enabler.
Tier 2: Advantage to Disadvantage and
Unarmed Fighting Style: Hidden Reserves: When you use an action
dvantage to Disadvantage (3 Speed to make a recovery roll, you also gain +1 to
points): With a number of quick moves, both your Might Edge and your Speed Edge
you make an attack against an armed foe, for ten minutes thereafter. Enabler.
inflicting damage and disarming them so
that their weapon is now in your hands or 10 GM Intrusions: Sometimes, it’s
feet (3 m) away on the ground—your choice. equipment or weapons that give out.
This disarming attack is hindered. Action.
PERFORMS FEATS OF STRENGTH
Unarmed Fighting Style: You are trained A muscled prodigy, you can haul
in unarmed attacks. Enabler. incredible weight, hurl your body through
the air, and punch through doors.
Tier 3: Moving Like Water or Greater
Enhanced Potential: Tier 1: Athlete and Enhanced Might Edge
Tier 3: Moving Like Water (3 Speed Athlete: You are trained in carrying,
points): You spin and move so that your climbing, jumping, and smashing. Enabler.
defense and attacks are aided by your fluid
motion. For one minute, all your attacks and Enhanced Might Edge: You gain +1 to your
Speed defense tasks gain an asset. Enabler. Might Edge. Enabler.
Greater Enhanced Potential: You gain Tier 2: Feat of Strength (1 Might point):
6 points to divide among your stat Pools Any task that depends on brute force is
however you wish. Enabler. eased. Examples include smashing down
a barred door, tearing open a locked
GM Intrusions: Striking certain foes hurts container, lifting or moving a heavy object,
you as much as it hurts them. Opponents or striking someone with a melee weapon.
with weapons have greater reach. Enabler.
Complicated martial arts moves can knock
you off balance. Tier 3: Iron Fist or Throw:
Tier 3: Iron Fist: Your unarmed attacks
NEVER SAYS DIE deal 4 points of damage. Enabler.
You never quit, can shrug off a beating,
and always come back for more. Throw (2 Might points): When you are
using Enlarge and deal damage to a creature
Tier 1: Improved Recovery and Push on of your size or smaller with an unarmed
Through: attack, you can choose to throw that
Improved Recovery: Your ten-minute creature up to 1d20 feet away from you. The
recovery roll takes only one action instead, creature lands prone. Enabler.
so that your first two recovery rolls are one
action, the third is one hour, and the fourth GM Intrusions: It’s easy to break delicate
is ten hours. Enabler. things or hurt someone accidentally.
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60
60
PLAY TEST GEAR
Tier 2: Junk juggler (2 Intellect points): You Quick Throw (2 Speed points): After using
are trained in crafting two kinds of items a thrown light weapon, you draw another
using scavenged junk. If you have scavenged light weapon and make another thrown
(or otherwise obtained) at least two pieces attack against the same target or a different
of junk in different categories (electronic, one. Action.
plastic, dangerous, metallic, glass, or textile),
you have the materials you need to craft a Skill With Defense: Choose one type of
new small item or half of a random spare defense task in which you are not already
part in one of your areas of training (unless trained: Might, Speed, or Intellect. You are
the GM deems otherwise). Enabler. trained in defense tasks of that type. Enabler.
1d6 Half of a spare part
1-2 Sedan GM Intrusions: Missed attacks strike the
3 - 4 Pickup wrong target. Ricochets can be dangerous.
5 Motorcycle Improvised weapons break.
6 Diesel
WIELDS TWO WEAPONS AT ONCE
Tier 3: Taking Advantage or Incredible You bear steel with both hands, ready to
Health: take on any foe.
Taking Advantage: When your foe is
weakened, dazed, stunned, moved down Tier 1: Dual Light Wield: You can use two
the damage track, or disadvantaged in some light weapons at the same time, making two
other way, your attacks against that foe are separate attacks on your turn as a single
eased beyond any other modifications due to action. You remain limited by the amount
the disadvantage. Enabler. of Effort you can apply on one action, but
because you make separate attacks, your
Incredible Health: Thanks to a dip in opponent’s Armor applies to both. Anything
a magical pool, an injection of artificial that modifies your attack or damage applies
antibodies and immune defense nanobots to both attacks, unless it’s specifically tied to
into your bloodstream, exposure to strange one of the weapons. Enabler.
radiation, or something else, you are now
immune to diseases, viruses, and mutations Tier 2: Double Strike and Infiltrator:
of any kind. Enabler. Double Strike (3 Might points): When you
wield two weapons, you can choose to make
GM Intrusions: An item made with one attack roll against a foe. If you hit, you
recycled junk breaks. Someone shows up inflict damage with both weapons plus 2
claiming that the useful item or piece of additional points of damage, and because
junk scavenged belongs to them. A recycled you made a single attack, the target’s Armor
cypher explodes. is subtracted only once. Action.
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PLAY TEST GEAR
USING ARMOR off shotguns, and so on. Most weapons are
Anyone can wear any armor, but it can be medium. Anything that could be used in one
taxing. Wearing armor increases the cost hand (even if it’s often used in two hands,
of using a level of Effort when attempting such as a quarterstaff or spear) is a medium
a Speed-based action. So if you’re wearing weapon.
light armor and want to use two levels of Heavy weapons inflict 6 points of damage,
Effort on a Speed-based roll to run across and you must use two hands to attack with
difficult terrain, it costs 7 points from your them. Heavy weapons are huge swords,
Speed Pool rather than 5 (3 for the first level great hammers, massive axes, halberds,
of Effort, plus 2 for the second level of Effort, heavy crossbows, rifles, regular shotguns,
plus 1 per level for wearing light armor). assault rifles, and so on. Anything that must
Edge reduces the overall cost as normal. If be used in two hands is a heavy weapon.
you are not experienced with a certain type
of armor but wear it anyway, this cost is
further increased by 1. Having experience Armor Speed Effort
with a type of armor is called being practiced Additional Cost Per
with the armor. Level
Light +1
Armor Speed Effort
Additional Cost Per Medium +2
Level
Heavy +3
Light +1
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Armor
Armor Notes
Animal hide shield Smell hinders stealth tasks
Metal reinforced vest Light armor
Other Items
Tallow, dimmer light and black smoke
Candle
Beeswax, brighter light and less smoke
Plastic bag
64
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PLAY TEST GEAR
Armor Notes
Lightweight body armor Medium armor, encumbers as light armor
Military body armor Heavy armor
Armor Notes
Heavy armor, encumbers as medium
Body armor
armor
Heavy armor, also works as environment
Battlesuit
suit
Heavy armor, also works as environment
Battlesuit
suit
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66
PLAY TEST GEAR
Form: A short magazine clip that allows DETONATION
for another clip to be attached to the Level: 1d6
bottom. Form: A grenade looking device.
Effect: For the next minute, the user’s Effect: Projects a small physical explosive
ranged weapon fires one additional time up to a long distance away that explodes
with ammo fabricated by the lost tech. The in an immediate radius, inflicting damage
weapon wielder can aim the free shot at the equal to the lost tech’s level. Roll a d100 to
same target, or at a different target next to determine the type of damage.
the first one. 01–10 Cell-disrupting (harms only flesh)
Depletion: 1 in 1d6 11–30 Corrosive
Skill: Metalworking, Machinery 31–40 Electrical discharge
41–50 Heat drain (cold)
ANTIVENOM 51–75 Fire
Level: 4 76–00 Shrapnel
Form: An epipen Depletion - One use device
Effect: Renders user immune to poisons Skill: None
of Level 4 or lower for four hours (and ends
any such ongoing effects, if any, already in EQUIPMENT CACHE
the user’s system). Level: 7
Depletion: 1 in 1d6 - 1 (minimum of 1) Form: Tool Box
Skills: Healing Effect: The user can rummage around
and produce from the lost tech a desired
Superior Grappling Hook piece of equipment (not an lost tech) whose
Level: 7 level does not exceed Level 4. The piece of
Form: A winch gun with a grappling hook equipment persists for up to one day, unless
Effect: One unanchored item the user’s its fundamental nature allows only a single
size or smaller within long range is drawn use (such as with a grenade).
immediately to them. This takes one round. Depletion: 1 in 1d10
The item has no momentum when it arrives. Skill: Engineering
Depletion: 1 in 1d6
Skill: Engineering, Machinery
FIREPROOFING
BLACKOUT Level: 5
Level: 4 Effect: A nonliving object treated by this
Form: A thick, but short, cylinder. lost tech has Armor against fire damage
Effect: For four rounds, an area within equal to the lost tech’s level for one day.
immediate range of the user becomes Depletion: 1 in 1d3
secure against any Spore abilities outside Skill: Chemistry
the area that sees, hears, or otherwise
senses what occurs inside. To outside
observers, the area is a “blur” to any sense FRICTION REDUCER
applied. Level: 1d6
Depletion: 1 in 1d3 Effect: Spread across an area up to 10 feet
Skill: Physics (3 m) square, this makes things extremely
slippery. For one hour per lost tech level,
DENSITY SWORD movement tasks in the area are hindered by
Level: 5 three steps.
Form: A sword with a switch on the Depletion: 1 in 1d6
pommel Skill: Chemistry
Effect: For the next day, each time the
user strikes a solid creature or object with
a weapon, the weapon suddenly increases
dramatically in weight, causing the blow to
inflict 2 additional points of damage.
Depletion: 1 in 1d6
Skill: Physics
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PLAY TEST GEAR
Effect: The lost tech becomes a
multiarmed sphere that floats. It repairs one SOLVENT
designated small item of Level 3 that has Level: 1d10
been damaged but not destroyed. The repair Form:
unit can also create spare parts, unless the Effect: Dissolves 1 cubic foot of material
GM rules that the parts are too specialized each round. After one round per lost tech
or rare (in which case, the unit repairs the level, the lost tech becomes inert.
device except for the specialized part). Depletion: 1 in 1d6
Repair time is 1d100 + 20 minutes. Skill: Chemistry
Depletion: 1 in 1d6
Skill: Engineering
ROCKET-PROPELLED GRENADE
Level: 6
Form: Tube with sight and trigger
Effect: The user can make a long-range
attack with a rocket-propelled grenade that
inflicts 7 points of damage to the target and
every creature and object next to the target.
Depletion: 1 in 1d6
Skill: Engineering
SNIPER SIGHTS
Level: 1d6
Form: A rectangular scope with universal
attachments
Effect: For the next round per lost tech
level, the effective range of the user’s
ranged weapon increases by one category
(immediate to short, short to long, long to
very long, very long to 1,000 feet [300 m]). A
weapon with a range greater than very long
has its range doubled.
Depletion: 1 in 1d6
Skill: Metalwork or Machinery
SHOCKER
Level: 5
Form: A cattle-prod looking device.
Effect: Delivers a powerful burst of
electricity that shocks any creature touched,
inflicting damage equal to the lost tech’s
level.
Depletion: 1 in 1d6
Skill: Engineering
SLEEP SLAPPER
Level: 3
Form: A scuffed black and blue glove with
gel pack on the palm and inside fingers
Effect: Touch puts the victim to sleep
for ten minutes per lost tech level or until
awoken by a violent action or an extremely
loud noise.
Depletion: 1 in 1d6
Skill: Engineering and Healing
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70
70
PLAY TEST GEAR
in combat. A door’s level indicates how hard an action is you performing that task, but in
it is to break down. A lock’s level determines most cases they mean the same thing.
how hard it is to pick. Levels are rated on
a scale from 1 (lowest) to 10 (highest). PC TRAINED: Having a reasonable amount of
tiers are a little like levels, but they go only skill in a task. Being trained eases the task.
from 1 to 6 and mechanically work very For example, if you are trained in climbing,
differently than levels—for example, a PC’s all climbing tasks for you are eased. If you
tier does not determine a task’s difficulty. become very skilled at that task, you become
specialized instead of trained. You do not
PRACTICED: The normal, unmodified ability need to be trained to attempt a task.
to use a skill—not trained, specialized, or an
inability. Your type determines what weapon TURN: The part of the round when a
skills you’re practiced in; if you aren’t character or creature takes its actions. For
practiced with a type of weapon, you have an example, if a Warrior and an Adept are
inability in it. fighting an orc, each round the Warrior takes
an action on their turn, the Adept takes an
ROLL: A d20 roll made by a PC to determine action on their turn, and the orc takes an
whether an action is successful. Although action on its turn. Some abilities or effects
the game occasionally uses other dice, when last only one turn, or end when the next turn
the text simply refers to “a roll,” it always is started.
means a d20 roll.
TAKING ACTION
ROUND: A length of time about five to ten Each character gets one turn each round. On
seconds long. There are about ten rounds a character’s turn, they can do one thing—
in a minute. When it’s really important to an action. All actions fall into one of three
track precise time, use rounds. Basically, it’s categories: Might, Speed, or Intellect (just
the length of time to take an action in the like the three stats). Many actions require
game, but since everyone more or less acts die rolls—rolling a d20.
simultaneously, all characters get to take an Every action performs a task, and every
action each round. task has a difficulty that determines what
number a character must reach or surpass
SPECIALIZED: Having an exceptional with a die roll to succeed.
amount of skill in a task. Being specialized Most tasks have a difficulty of 0, which
eases the task by two steps. So, if you are means the character succeeds automatically.
specialized in climbing, all your climbing For example, walking across a room,
tasks are eased by two steps. opening a door, and throwing a stone into
a nearby bucket are all actions, but none of
STAT: One of the three defining them requires a roll. Actions that are usually
characteristics for PCs: Might, Speed, or difficult or that become difficult due to the
Intellect. Each stat has two values: Pool situation (such as shooting at a target in
and Edge. Your Pool represents your raw, a blizzard) have a higher difficulty. These
innate ability, and your Edge represents actions usually require a roll.
knowing how to use what you have. Each Some actions require a minimum
stat Pool can increase or decrease over the expenditure of Might, Speed, or Intellect
course of play—for example, you can lose points. If a character cannot spend the
points from your Might Pool when struck minimum number of points needed to
by an opponent, spend points from your complete the action, they automatically fail
Intellect Pool to activate a special ability, or at the task.
rest to recover points in your Speed Pool
after a long day of marching. Anything that DETERMINING TASK STAT
damages a stat, restores a stat, or boosts or Every task relates to one of a character’s
penalizes a stat affects the stat’s Pool. three stats: Might, Speed, or Intellect.
TASK: Any action that a PC attempts. The Physical activities that require strength,
GM determines the difficulty of the task. In power, or endurance relate to Might.
general, a task is something that you do and Physical activities that require agility,
flexibility, or fast reflexes relate to Speed.
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Mental activities that require force of will, don’t deal only with level 4 creatures or
memory, or mental power relate to Intellect. difficulty 4 tasks (although a fourth-tier
This means you can generalize tasks into character probably has a better shot at
three categories: Might tasks, Speed tasks, success than a first-tier character does).
and Intellect tasks. You can also generalize Just because something is level 4 doesn’t
rolls into three categories: Might rolls, necessarily mean it’s meant only for fourth-
Speed rolls, and Intellect rolls. tier characters. Similarly, depending on the
The category of the task or roll determines situation, a fifth-tier character could find
what kind of Effort you can apply to the roll a difficulty 2 task just as challenging as a
and may determine how a character’s other second-tier character does.
abilities affect the roll. For example, an Therefore, when setting the difficulty of a
Adept may have an ability that makes them task, the GM should rate the task on its own
better at Intellect rolls, and a Warrior may merits, not on the power of the characters.
have an ability that makes them better at
Speed rolls.
MODIFYING THE DIFFICULTY
After the GM sets the difficulty for a task,
DETERMINING TASK DIFFICULTY the player can try to modify it for their
The most frequent thing a GM does character. Any such modification applies
during the game—and probably the most only to this particular attempt at the task. In
important thing—is set a task’s difficulty. To other words, rewiring an electronic door lock
make the job easier, use the Task Difficulty normally might be difficulty 6, but since the
table, which associates a difficulty rating character doing the work is skilled in such
with a descriptive name, a target number, tasks, has the right tools, and has another
and general guidance about the difficulty. character assisting them, the difficulty in
Every difficulty from 1 to 10 has a target this instance might be much lower. That’s
number associated with it. The target why it’s important for the GM to set a task’s
number is easy to remember: it’s always difficulty without taking the character into
three times the difficulty. The target number account. The character comes in at this step.
is the minimum number a player needs to By using skills and assets, working
roll on a d20 to succeed at the task. Moving together, and—perhaps most important—
up or down on the table is called hindering applying Effort, a character can ease a task
or easing, which is measured in steps. by multiple steps to make it easier. Rather
For example, reducing a difficulty 5 task to than adding bonuses to the player’s roll,
a difficulty 4 task is “easing the difficulty by reducing the difficulty lowers the target
one step” or just “easing the difficulty” or number. If they can reduce the difficulty
“easing the task.” Most modifiers affect the of a task to 0, no roll is needed; success
difficulty rather than the player’s roll. This is automatic. (An exception is if the GM
has two consequences: decides to use a GM intrusion on the task,
Low target numbers such as 3 or 6, which in which case the player would have to make
would be boring in most games that use a a roll at the original difficulty.)
d20, are not boring in the Bloomed Earth. There are three basic ways in which a
For example, if you need to roll a 6 or character can ease a task: skills, assets, and
higher, you still have a 25% chance to fail. Effort. Each method eases the task by at
The upper levels of difficulty (7, 8, 9, and least one step—never in smaller increments.
10) are all but impossible because the target (By using skills, assets, and Effort, a
numbers are 21 or higher, which you can’t character can ease a task by a maximum of
roll on a d20. However, it’s common for ten steps: one or two steps from skills, one
PCs to have abilities or equipment that ease or two steps from assets, and one to six
a task and thus lower the target number to steps from Effort.)
something they can roll on a d20.
A character’s tier does not determine a SKILLS
task’s level. Things don’t get more difficult Characters may be skilled at performing a
just because a character’s tier increases— specific task. A skill can vary from character
the world doesn’t instantly become a to character. For example, one character
more difficult place. Fourth-tier characters might be skilled at lying, another might
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be skilled at trickery, and a third might be Effort can never ease a task by more than
skilled in all interpersonal interactions. The six steps—any more than six steps from
first level of being skilled is called being applying Effort doesn’t count.
trained, and it eases that task by one step. Free Level of Effort: A few abilities give you
More rarely, a character can be incredibly a free level of Effort (these usually require
skilled at performing a task. This is called you to apply at least one level of Effort to a
being specialized, and it eases the task by task). In effect, you’re getting one more level
two steps instead of one. Skills can never of Effort than what you paid for. This free
decrease a task by more than two steps— level of Effort can exceed the Effort limit for
any more than two steps from being trained your character, but not the six-step limit for
and specialized don’t count. easing a task.
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reducing the difficulty to 0 or lower means attack, the PC gets a major effect in addition
no roll is needed. to the normal results of the task. If the PC
spent points from a stat Pool on the action,
the point cost for the action decreases to 0,
THE PLAYER ALWAYS ROLLS meaning the character regains those points
In the Bloomed Earth, players always drive as if they had not spent them at all.
the action. That means they make all the die
rolls. If a PC leaps out of a moving vehicle, GM INTRUSION
the player rolls to see if they succeed. If a With a GM intrusion, the character hasn’t
PC searches for a hidden panel, the player necessarily fumbled or done anything wrong
rolls to determine whether they find it. If a (although perhaps they did). It could just
rockslide falls on a PC, the player rolls to try be that the task presents an unexpected
to get out of the way. If a PC and an NPC difficulty or something unrelated affects the
arm wrestle, the player rolls, and the NPC’s current situation.
level determines the target number. If a PC For GM intrusion on a defense roll, a
attacks a foe, the player rolls to see if they roll of 1 might mean that the PC takes 2
hit. If a foe attacks the PC, the player rolls to additional points of damage from the attack,
see if they dodge the blow. indicating that the opponent got in a lucky
As shown by the last two examples, blow.
the PC rolls whether they are attacking or
defending. Thus, something that improves MINOR EFFECT
defenses might ease or hinder their rolls. A minor effect happens when a player rolls
For example, if a PC uses a low wall to a natural 19. Most of the time, a minor
gain cover from attacks, the wall eases effect is slightly beneficial to the PC, but not
the player’s defense rolls. If a foe uses the overwhelming.
wall to gain cover from the PC’s attacks, it A climber gets up the steep slope a bit
hinders the player’s attack rolls. faster. A repaired machine works a bit
better. A character jumping down into a pit
lands on their feet. Either the GM or the
SPECIAL ROLLS player can come up with a possible minor
If a character rolls a natural 1, 17, 18, 19, or effect that fits the situation, but both must
20 (meaning the d20 shows that number), agree on what it should be.
special rules come into play. These are Don’t waste a lot of time thinking of a
explained in more detail in the following minor effect if nothing appropriate suggests
sections. itself. Sometimes, in cases where only
1: GM Intrusion. The GM makes a free success or failure matters, it’s okay to have
intrusion (see below) and doesn’t award no minor effect. Keep the game moving at
experience points (XP) for it. an exciting pace.
17: Damage Bonus. If the roll was a In combat, the easiest and most
damage-dealing attack, it deals 1 additional straightforward minor effect is dealing 3
point of damage. additional points of damage with an attack.
18: Damage Bonus. If the roll was a The following are other common minor
damage-dealing attack, it deals 2 additional effects for combat:
points of damage. Damage object: Instead of striking the foe,
19: Minor Effect. If the roll was a damage- the attack strikes what the foe is holding. If
dealing attack, it deals 3 additional points the attack hits, the character makes a Might
of damage or the PC gets a minor effect in roll with a difficulty equal to the object’s
addition to the normal results of the task. If level. On a success, the object moves one or
the roll was something other than an attack, more steps down the object damage track.
the PC gets a minor effect in addition to the Distract: For one round, all of the foe’s
normal results of the task. tasks are hindered.
20: Major Effect. If the roll was a damage- Knock back: The foe is knocked or forced
dealing attack, it deals 4 additional points back a few feet. Most of the time, this
of damage or the PC gets a major or minor doesn’t matter much, but if the fight takes
effect in addition to the normal results of the place on a ledge or next to a pit of lava, the
task. If the roll was something other than an effect can be significant.
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Move past: The character can move a Disarm: The foe drops one object that it is
short distance at the end of the attack. This holding.
effect is useful to get past a foe guarding a Impair: For the rest of the combat, all
door, for example. tasks the foe attempts are hindered.
Strike a specific body part: The attacker Knock down: The foe is knocked prone. It
strikes a specific spot on the defender’s can get up on its turn.
body. The GM rules what special effect, Stun: The foe loses its next action.
if any, results. For example, hitting a As with minor effects, usually the GM
creature’s tentacle that is wrapped around just has the desired major effect occur, but
an ally might make it easier for the ally to sometimes the GM might require an extra
escape. Hitting a foe in the eye might blind roll if the major effect is unusual or unlikely.
it for one round. Hitting a creature in its one
vulnerable spot might ignore Armor. RETRYING A TASK AFTER FAILURE
Usually, the GM just has the desired If a character fails a task (whether it’s
minor effect occur. For example, rolling a climbing a wall, picking a lock, trying to
19 against a relatively weak foe means it is figure out a mysterious device, or something
knocked off the cliff. The effect makes the else) they can attempt it again, but they
round more exciting, but the defeat of a must apply at least one level of Effort when
minor creature has no significant impact on retrying that task. A retry is a new action,
the story. Other times, the GM might rule not part of the same action that failed, and
that an additional roll is needed to achieve it takes the same amount of time as the first
the effect—the special roll only gives the attempt did.
PC the opportunity for a minor effect. This Sometimes the GM might rule that retries
mostly happens when the desired effect is are impossible. Perhaps a character has one
very unlikely, such as pushing a 50-ton battle chance to convince the leader of a group
automaton off a cliff. If the player just wants of thugs not to attack, and after that, no
to deal 3 additional points of damage as the amount of talking will stop them.
minor effect, no extra roll is needed. This rule doesn’t apply to something like
attacking a foe in combat because combat
MAJOR EFFECT is always changing and fluid. Each round’s
A major effect happens when a player rolls situation is new, not a repeat of a previous
a natural 20. Most of the time, a major situation, so a missed attack can’t be
effect is quite beneficial to the character. A retried.
climber gets up the steep slope in half the
time. A jumper lands with such panache that
those nearby are impressed and possibly INITIAL COST
intimidated. A defender makes a free attack The GM can assign a point cost to a task
on a foe. just for trying it. Called an initial cost,
Either the GM or the player can come it’s simply an indication that the task is
up with a possible major effect that fits the particularly taxing. For example, let’s say
situation, but both must agree on what a character wants to try a Might action to
it should be. As with minor effects, don’t open a heavy cellar door that is partially
spend a lot of time agonizing over the rusted shut. The GM says that forcing the
details of a major effect. In cases where only door open is a difficulty 5 task, and there’s
success or failure matters, a major effect an initial cost of 3 Might points simply to try.
might offer the character a one-time asset This initial cost is in addition to any points
(a modification of one step) to use the next the character chooses to spend on the roll
time they attempt a similar action. When (such as when applying Effort), and the
nothing else seems appropriate, the GM can initial cost points do not affect the difficulty
simply grant the PC an additional action on of the task. In other words, the character
their turn that same round. must spend 3 Might points to attempt the
In combat, the easiest and most task at all, but that doesn’t help them open
straightforward major effect is dealing 4 the door. If they want to apply Effort to ease
additional points of damage with an attack. the task, they have to spend more points
The following are other common major from their Might Pool.
effects for combat.
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Edge helps with the initial cost of a task, them to attack anyone within immediate
just as it does with any expenditure from a distance. A thrown knife (and most other
character’s Pool. In the previous example, thrown weapons) has short range. A small
if the character had a Might Edge of 2, they handgun also has short range. A rifle has
would have to spend only 1 point (3 points long range.
minus 2 from their Might Edge) for the A character can move an immediate
initial cost to attempt the task. If they also distance as a part of another action. In other
applied a level of Effort to open the door, words, they can take a few steps to the light
they couldn’t use their Edge again—Edge switch and flip it on. They can lunge across a
applies only once per action—so using the small room to attack a foe. They can open a
Effort would cost the full 3 points. Thus, door and step through.
they’d spend a total of 4 points (1 for the A character can move a short distance as
initial cost plus 3 for the Effort) from their their entire action for a turn. They can also
Might Pool. try to move a long distance as their entire
The rationale of the initial cost rule is that action, but the player might have to roll to
even in the Bloomed Earth, where things like see if the character slips, trips, or stumbles
Effort can help a character succeed on an for moving so far so quickly.
action, logic still suggests that some actions GMs and players don’t need to determine
are very difficult and taxing, particularly for exact distances. For example, if the PCs are
some PCs more than others. fighting a group of guards, any character can
likely attack any foe in the general melee—
they’re all within immediate range. However,
DISTANCE if one trooper stays back to fire a blaster,
Distance is simplified into four basic a character might have to use their entire
categories: immediate, short, long, and very action to move the short distance required
long. to attack that foe. It doesn’t matter if the
Immediate distance from a character trooper is 20 feet (6 m) or 40 feet (12 m)
is within reach or within a few steps; if a away—it’s simply considered short distance.
character stands in a small room, everything It does matter if the trooper is more than
in the room is within immediate distance. At 50 feet (15 m) away because that distance
most, immediate distance is 10 feet (3 m). would require a long move.
Immediate distance is sometimes referred
to as close, or even OTHER DISTANCES
point-blank, particularly when referring to In rare cases where distances beyond very
ranges. long are needed, real-world distances are
(The words “immediate” and “close” best (1 mile, 100 kilometers, and so on).
can be used interchangeably to talk about However, the following shorthand distances
distance. If a creature or object is within can be useful in some settings:
arm’s reach of the character, it can be Planetary: On the same planet.
considered both immediate and close.) Interplanetary: Within the same solar
Short distance is anything greater than system.
immediate distance but less than 50 feet (15 Interstellar: Within the same galaxy.
m) or so. Intergalactic: Anywhere in the same
Long distance is anything greater than universe.
short distance but less than 100 feet (30 m) Interdimensional: Anywhere.
or so.
Very long distance is anything greater than TIMEKEEPING
long distance but less than 500 feet (150 m) Generally, keep time the same way that
or so. you normally would, using minutes, hours,
Beyond that range, distances are always days, and weeks. Thus, if the characters walk
specified—1,000 feet (300 m), 1 mile (1.5 overland for 15 miles (24 km), about eight
km), and so on. hours pass, even though the journey can
All weapons and special abilities use these be described in only a few seconds at the
terms for ranges. For example, all melee game table. Precision timekeeping is rarely
weapons have immediate range—they are important. Most of the time, saying things
close-combat weapons, and you can use like “That takes about an hour” works fine.
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This is true even when a special ability • Building a device (assuming parts
has a specific duration. In an encounter, and tools available) = At least a day,
a duration of “one minute” is mostly the perhaps a week
same as saying “the rest of the encounter.”
You don’t have to track each round that
ticks by if you don’t want to. Likewise, an
ability that lasts for ten minutes can safely ENCOUNTERS,
be considered the length of an in-depth ROUNDS, AND
conversation, the time it takes to quickly
explore a small area, or the time it takes to
INITIATIVE
Sometimes in the course of the game, the
rest after a strenuous activity. GM or players will refer to an “encounter.”
Encounters are not so much measurements
TIMEKEEPING SUGGESTIONS of time as they are events or instances in
• Walking a mile over easy terrain which something happens, like a scene of a
= About fifteen minutes movie or a chapter in a book. An encounter
• Walking a mile over rough terrain might be a fight with a foe, a dramatic
(forest, snow, hills) = About half an crossing of a raging river, or a stressful
hour negotiation with an important official. It’s
• Walking a mile over difficult terrain useful to use the word when referring to a
(mountains, thick jungle) = About specific scene, as in “My Might Pool is low
forty-five minutes after that encounter with the soul sorcerer
• Moving from one significant location yesterday.”
in a city to another = About fifteen A round is about five to ten seconds.
minutes The length of time is variable because
• Sneaking into a guarded location = sometimes one round might be a bit longer
About fifteen minutes than another. You don’t need to measure
• Observing a new location to get time more precisely than that. You can
salient details = About fifteen minutes estimate that on average there are about ten
• Having an in-depth discussion = rounds in a minute. In a round, everyone—
About ten minutes each character and NPC—gets to take one
• Resting after a fight or other action.
strenuous activity = About ten To determine who goes first, second, and
minutes so on in a round, each player makes a Speed
• Resting and having a quick meal = roll called an initiative roll. Most of the time,
About half an hour it’s only important to know which characters
• Making or breaking camp = About act before the NPCs and which act after the
half an hour NPCs. On an initiative roll, a character who
• Meeting with an important contact = rolls higher than an NPC’s target number
About half an hour takes their action before the NPC does. As
• Searching a room for hidden things with all target numbers, an NPC’s target
= At least half an hour, perhaps one number for an initiative roll is three times
hour the NPC’s level. Many times, the GM will
• Searching for cyphers or other have all NPCs take their actions at the same
valuables amid a lot of stuff = About time, using the highest target number from
an hour among all the NPCs. Using this method, any
• Identifying and understanding a cyphe characters who rolled higher than the target
= Fifteen minutes to half an hour number act first, then all the NPCs act, and
• Scavenging for supplies in a market or finally any characters who rolled lower than
store = About two hours the target number act.
• Identifying and understanding an (An initiative roll is a d20 roll. Since your
artifact = At least fifteen minutes, initiative depends on how fast you are, if you
perhaps three hours spend Effort on the roll, the points come
• Repairing a device (assuming parts from your Speed Pool.)
and tools available) = At least an The order in which the characters act
hour, perhaps a day usually isn’t important. If the players want
to go in a precise order, they can act in
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attack almost always requires a roll to see if all kinds of movements that should keep
you hit or otherwise affect your target. combat visually interesting and compelling..
In the simplest kind of attack, such as Common elements that affect the difficulty
a PC trying to stab a thug with a knife, the of a combat task are cover, range, and
player rolls and compares their result to the darkness. The rules for these and other
opponent’s target number. If their roll is modifiers are explained in the Attack
equal to or greater than the target number, Modifiers and Special Situations section of
the attack hits. Just as with any kind of task, this chapter.
the GM might modify the difficulty based
on the situation, and the player might have DAMAGE
a bonus to the roll or might try to ease the When an attack strikes a character, it
task using skills, assets, or Effort. usually means the character takes damage.
A less straightforward attack might be An attack against a PC subtracts points
a special ability that stuns a foe with a from one of the character’s stat Pools—
mental blast. However, it’s handled the usually the Might Pool. Whenever an attack
same way: the player makes a roll against simply says it deals “damage” without
the opponent’s target number. Similarly, an specifying the type, it means Might damage,
attempt to tackle a foe and wrestle it to the which is by far the most common type.
ground is still just a roll against the foe’s Intellect damage, which is usually the result
target number. of a mental attack, is always labeled as
Attacks are sometimes categorized as Intellect damage. Speed damage is often a
“melee” attacks, meaning that you hurt or physical attack, but attacks that deal Speed
affect something within immediate reach, or damage are fairly rare.
“ranged” attacks, meaning that you hurt or NPCs don’t have stat Pools. Instead,
affect something at a distance. they have a characteristic called health.
Melee attacks can be Might or Speed When an NPC takes damage of any kind,
actions—player choice. Physical ranged the amount is subtracted from its health.
attacks (such as bows, thrown weapons, and Unless described otherwise, an NPC’s
blasts of fire from a mutation) are almost health is always equal to its target number.
always Speed actions, but those that come Some NPCs might have special reactions
from special abilities tend to be Intellect to or defenses against attacks that would
actions. normally deal Speed damage or Intellect
Special abilities that require touching the damage, but unless the NPC’s description
target require a melee attack. If the attack specifically explains this, assume that all
misses, the power is not wasted, and you damage is subtracted from the NPC’s
can try again each round as your action health.
until you hit the target, use another ability, Objects don’t have stat Pools or health.
or take a different action that requires you They have an object damage track, just like
to use your hands. These attempts in later how PCs have a damage track. Attacking
rounds count as different actions, so you objects might move them down their
don’t have to keep track of how much Effort damage track.
you used when you activated the ability Damage is always a specific amount
or how you used Edge. For example, let’s determined by the attack. For example, a
say that in the first round of combat, you slash with a broadsword or a blast with a
activate a special ability that requires you to spike thrower deals 4 points of damage.
touch your foe and you use Effort to ease the An Adept’s Onslaught deals 4 points of
attack, but you roll poorly and miss your foe. damage. Often, there are ways for the
In the second round of combat, you can try attacker to increase the damage. For
attacking again and use Effort to ease the example, a PC can apply Effort to deal 3
attack roll. additional points of damage, and rolling
The GM and players are encouraged a natural 17 on the attack roll deals 1
to describe every attack with flavor and additional point of damage.
flair. One attack roll might be a stab to
the foe’s arm. A miss might be the PC’s ARMOR
sword slamming into the wall. Combatants Pieces of equipment and special abilities
lunge, block, duck, spin, leap, and make protect a character from damage by giving
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PLAY TEST GEAR
Damage From Hazards track. These include rare poisons, cellular
Attacks aren’t the only way to inflict damage disruption attacks, and massive traumas
on a character. Experiences such as falling (such as falls from very great heights, being
from a great height, being burned in a fire, run over by a speeding vehicle, and so on, as
and spending time in severe weather also determined by the GM).
deal damage. Although no list of potential Some attacks, like a serpent’s poisonous
hazards could be comprehensive, the bite have effects other than damage to a stat
Damage From Hazards table includes Pool or shifting the PC on the damage track.
common examples. These attacks can cause unconsciousness,
paralysis, and so on.
THE EFFECTS OF TAKING DAMAGE (When NPCs (who have only health)
When an NPC reaches 0 health, it is suffer Speed or Intellect damage, normally
either dead or (if the attacker wishes) this is treated the same as Might damage.
incapacitated, meaning unconscious or However, the GM or the player has the
beaten into submission. option to suggest an appropriate alternate
As previously mentioned, damage from effect—the NPC suffers a penalty, moves
most sources is applied to a character’s more slowly, is stunned, and so on.)
Might Pool. Otherwise, stat damage always
reduces the Pool of the stat it affects. THE DAMAGE TRACK
If damage reduces a character’s stat As noted above, the damage track has
Pool to 0, any further damage to that stat four states: hale, impaired, debilitated, and
(including excess damage from the attack dead.
that reduced the stat to 0) is applied to Hale is the normal state for a character:
another stat Pool. Damage is applied to all three stat Pools are at 1 or higher, and
Pools in this order: the PC has no penalties from harmful
1. Might (unless the Pool is 0) conditions. When a hale PC takes enough
2. Speed (unless the Pool is 0) damage to reduce one of their stat Pools
3. Intellect (unless the Pool is 0, then to 0, they become impaired. Note that a
return to Might if other pools have point character whose stat Pools are much lower
remaing.) than normal can still be hale.
Even if the damage is applied to another Impaired is a wounded or injured state.
stat Pool, it still counts as its original When an impaired character applies Effort,
type for the purpose of Armor and special it costs 1 extra point per level applied. For
abilities that affect damage. For example, example, applying one level of Effort costs 4
if a character with 2 Armor is reduced to 0 points instead of 3, and applying two levels
Might and then is hit by a creature’s claw for of Effort costs 7 points instead of 5.
3 points of damage, it still counts as Might An impaired character ignores minor
damage, so their Armor reduces the damage and major effect results on their rolls, and
to 1 point, which then is applied to their they don’t deal as much extra damage in
Speed Pool. In other words, even though combat with a special roll. In combat, a roll
they take the damage from their Speed Pool, of 17 or higher deals only 1 additional point
it doesn’t ignore Armor like Speed damage of damage. When an impaired PC takes
normally would. enough damage to reduce one of their stat
In addition to taking damage from their Pools to 0, they become debilitated.
Might Pool, Speed Pool, or Intellect Pool, Debilitated is a critically injured state.
PCs also have a damage track. The damage A debilitated character may not take any
track has four states (from best to worst): actions other than to move (probably crawl)
hale, impaired, debilitated, and dead. When no more than an immediate distance. If a
one of a PC’s stat Pools reaches 0, they debilitated character’s Speed Pool is 0, they
move one step down the damage track. can’t move at all. When a debilitated PC
Thus, if they are hale, they become impaired. takes enough damage to reduce a stat Pool
If they are already impaired, they become to 0, they are dead.
debilitated. If they are already debilitated, Dead is dead.
they become dead. (The damage track allows you to know
Some effects can immediately shift a how far from death you are. If you’re hale,
PC one or more steps on the damage you’re three steps from death. If you’re
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impaired, you’re two steps from death. If only a few seconds. The next rest takes ten
you’re debilitated, you are only one small minutes, then one hour, and so on, in a
step from death’s door.) cycle.
If you haven’t rested yet that day and you
ALTERNATIVE TO DEATH: SCARRING take a lot of damage in a fight, you could
DAMAGE rest a few seconds (regaining 1d6 points + 1
For the Bloomed Earth, death is sometimes point per tier) and then immediately rest for
the kinder outcome. This assumes the ten minutes (regaining another 1d6 points
unconscious PC was either dragged away or + 1 point per tier). Thus, in one full day of
fell to safety. When the PC awakes they will doing nothing but resting, you could recover
have a permanent injury of some kind often 4d6 points + 4 points per tier.
one that provides a permanent hinderance Each character chooses when to make
to Stat Pool themed to the injury, A Speed recovery rolls. If a party of five PCs rests
hinderance when a PC with a limp, attempts for ten minutes because two of them want
to move fast or Might hinderance or a torn to make recovery rolls, the others don’t
ligament when the PC tries to lift somethig have to make rolls at that time. Later in the
heavy. day, those three can decide to rest for ten
The PC also suffers a permanent loss of minutes and make recovery rolls.
stat pool points 1d3 for a lesser injury or 1d5 Recovery Roll Rest Time Needed
for something truly traumatic. (divide a 1d6 First recovery roll One action
or 1d10 in half.) Second recovery roll Ten minutes
Third recovery roll One hour
RECOVERING POINTS IN A POOL Fourth recovery roll Ten hours
After losing or spending points in a Pool,
you recover those points by resting. You
can’t increase a Pool past its maximum by RESTORING THE DAMAGE TRACK
resting—just back to its normal level. Any Using points from a recovery roll to raise
extra points gained go away with no effect. a stat Pool from 0 to 1 or higher also
The amount of points you recover from a automatically moves the character up one
rest, and how long each rest takes, depends step on the damage track.
on how many times you have rested so far If all of a PC’s stat Pools are above 0 and
that day. the character has taken special damage that
When you rest, make a recovery roll. To do moved them down the damage track, they can
this, roll a d6 and add your tier. You recover use a recovery roll to move up one step on the
that many points, and you can divide them damage track instead of recovering points.
among your stat Pools however you wish. For example, a character who is debilitated
For example, if your recovery roll is 4 and from a hit with a cell-disrupting biotech
you’ve lost 4 points of Might and 2 points device can rest and move up to impaired
of Speed, you can recover 4 points of Might, rather than recover points in a Pool.
or 2 points of Might and 2 points of Speed,
or any other combination adding up to 4
points. SPECIAL DAMAGE
The first time you rest each day, it takes In the course of playing the game,
only a few seconds to catch your breath. characters face all manner of threats and
If you rest this way in the middle of an dangers that can harm them in a variety
encounter, it takes one action on your turn. of ways, only some of which are easily
The second time you rest each day, represented by points of damage.
you must rest for ten minutes to make a Dazed and Stunned: Characters can
recovery roll. The third time you rest each be dazed when struck hard on the head,
day, you must rest for one hour to make a exposed to extremely loud sounds, or
recovery roll. The fourth time you rest each affected by a mental attack. When this
day, you must rest for ten hours to make a happens, for the duration of the daze effect
recovery roll (usually, this occurs when you (usually one round), all of the character’s
stop for the day to eat and sleep). tasks are hindered. Similar but more severe
After that much rest, it’s assumed to be a attacks can stun characters. Stunned
new day, so the next time you rest, it takes
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characters lose their turn (but can still NPC usually renders it unconscious or
defend against attacks normally). dead. Alternatively, the GM could apply the
Poison and Disease: When characters debilitated condition to the NPC, with the
encounter poison—whether the venom of same effect as it would have on a PC.
a serpent, rat poison slipped into a burrito,
cyanide dissolved in wine, or an overdose of
acetaminophen—they make a Might defense ATTACK MODIFIERS AND SPECIAL
roll to resist it. Failure to resist can result in SITUATIONS
points of damage, moving down the damage In combat situations, many modifiers might
track, or a specific effect such as paralysis, come into play. Although the GM is at liberty
unconsciousness, disability, or something to assess whatever modifiers they think are
stranger. For example, some poisons affect appropriate to the situation (that’s their role
the brain, making it impossible to say in the game), the following suggestions and
certain words, take certain actions, resist guidelines might make that easier. Often
certain effects, or recover points to a stat the modifier is applied as a step in difficulty.
Pool. So if a situation hinders attacks, that means
Diseases work like poisons, but their if a PC attacks an NPC, the difficulty of the
effect occurs every day, so the victim must attack roll is increased by one step, and if
make a Might defense roll each day or suffer an NPC attacks a PC, the difficulty of the
the effects. Disease effects are as varied as defense roll is decreased by one step. This is
poisons: points of damage, moving down because players make all rolls, whether they
the damage track, disability, and so on. are attacking or defending—NPCs never
Many diseases inflict damage that cannot be make attack or defense rolls.
restored through conventional means. When in doubt, if it seems like it should
Paralysis: Paralytic effects cause a be harder to attack in a situation, hinder the
character to drop to the ground, unable attack rolls. If it seems like attacks should
to move. Unless otherwise specified, the gain an advantage or be easier in some way,
character can still take actions that require hinder the defense rolls.
no physical movement. (Precise ranges are not important in
Other Effects: Other special effects can the Bloomed Earth. The broadly defined
render a character blind or deaf, unable “immediate,” “short,” “long,” and “very
to stand without falling over, or unable long” ranges let the GM quickly make a
to breathe. Stranger effects might negate judgment call and keep things moving.
gravity for the character (or increase it a Basically, the idea is: your target is right
hundredfold), transport them to another there, your target is close, your target is
place, render them out of phase, mutate pretty far away, or your target is extremely
their physical form, implant false memories far away.)
or senses, alter the way their brain processes
information, or inflame their nerves so they Cover
are in constant, excruciating pain. Each If a character is behind cover so that a
special effect must be handled on a case- significant portion of their body is behind
by-case basis. The GM adjudicates how the something sturdy, attacks against the
character is affected and how the condition character are hindered.
can be alleviated (if possible). If a character is entirely behind cover
(their entire body is behind something
NPCS AND SPECIAL DAMAGE sturdy), they can’t be attacked unless
The GM always has final say over what the attack can go through the cover. For
special damage will affect an NPC. Human example, if a character hides behind a thin
NPCs usually react like characters, but wooden screen and their opponent shoots
nonhuman creatures might react very the screen with a rifle that can penetrate
differently. For example, a tiny bit of venom the wood, the character can be attacked.
is unlikely to hurt a gigantic dragon, and it However, because the attacker can’t see the
won’t affect an android or a demon at all. character clearly, this still counts as cover
If an NPC is susceptible to an attack (attacks against the character are hindered).
that would shift a character down the
damage track, using that attack on the
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unless the player spends 1 XP to “make a range, long-range weapons work only to
lucky shot” or the GM uses GM intrusion. short range, and short-range weapons work
Attackers trained in low-light spotting ease only to immediate range.
the task. Attackers specialized in low-light
spotting ease the task by two steps. Moving Targets
Moving targets are harder to hit, and
Visibility moving attackers have a difficult time as
Similar to illumination, factors that obscure well.
vision affect combat. Target Is Moving: Attackers trying to hit
Mist: A target in mist is similar to one a foe who is moving very fast are hindered.
in dim light. Ranged attacks against such (A foe moving very fast is one who is doing
targets are hindered. Particularly dense mist nothing but running, mounted on a moving
makes ranged attacks nearly impossible creature, riding on a vehicle or moving
(treat as darkness), and even melee attacks conveyance, and so on.)
are hindered. Attacker Is Moving: An attacker trying to
Hiding Target: A target in dense foliage, make an attack while moving under their
behind a screen, or crawling amid the rubble own power (walking, running, swimming,
in a ruin is hard to hit because they’re hard and so on) takes no penalties. Attacks from
to see. Ranged attacks against such targets a moving mount or moving vehicle are
are hindered. hindered; an attacker trained in riding or
Invisible Target: If an attacker can use driving ignores this penalty.
other senses (such as hearing) to get an Attacker Is Jostled: Being jostled, such
idea of where the opponent might be, as while standing on a listing ship or a
attacks against such targets are hindered vibrating platform, makes attacking difficult.
by four steps. Otherwise, attacks against an Such attacks are hindered. Characters
invisible creature fail without the need for a trained in balancing or sailing would ignore
roll unless the player spends 1 XP to “make penalties for being on a ship.
a lucky shot” or the GM uses GM intrusion.
GRAVITY
Water In a spacefaring campaign, characters may
Being in shallow water can make it hard to travel to worlds with stronger or weaker
move, but it doesn’t affect combat. Being gravity than Earth’s. Likewise, strange
in deep water can make things difficult, technology or magic can cause gravity to
and being underwater entirely can seem as fluctuate even in an Earth-based campaign.
different as being on another world. Characters who have a large amount of
Deep Water: Being in water up to your metal (wearing metal armor, using metal
chest (or the equivalent thereof) hinders weapons, and so on) can be affected by
your attacks. Aquatic creatures ignore this fluctuating magnetism just as a character is
modifier. affected by gravity.
Underwater Melee Combat: For Low Gravity: Weapons that rely on weight,
nonaquatic creatures, being completely such as all heavy weapons, deal 2 fewer
underwater makes attacking very difficult. points of damage (dealing a minimum of
Attacks with stabbing weapons are hindered, 1 point of damage). Weapons with short
and melee attacks with slashing or bashing range can reach to long range, and long-
weapons are hindered by two steps. Aquatic range weapons can reach to very long
creatures ignore these penalties. range. Characters trained in low-gravity
Underwater Ranged Combat: As with maneuvering ignore the damage penalty.
melee combat, nonaquatic creatures have High Gravity: It’s hard to make effective
problems fighting underwater. Some ranged attacks when the pull of gravity is very
attacks are impossible underwater—you strong. Attacks (and all physical actions)
can’t throw things, fire a bow or crossbow, made in high gravity are hindered. Ranges
or use a blowgun. Many firearms also do not in high gravity are reduced by one category
work underwater. Attacks with weapons that (very-long-range weapons reach only to long
do work underwater are hindered. Ranges range, long-range weapons reach only to
underwater are reduced by one category; short range, and
very-long-range weapons work only to long
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short-range weapons reach only to In an area attack, all PCs in the area make
immediate range). Characters trained in appropriate defense rolls against the attack
high-gravity maneuvering ignore the change to determine its effect on them. If there are
in difficulty but not the range decreases. any NPCs in the area, the attacker makes
Zero Gravity: It’s hard to maneuver in an a single attack roll against all of them (one
environment without gravity. All physical roll, not one roll per NPC) and compares it
actions (including attacks) made in zero to the target number of each NPC. If the roll
gravity are hindered. Weapons with short is equal to or greater than the target number
range can reach to long range, long-range of a particular NPC, the attack hits that NPC.
weapons can reach to very long range, Some area attacks always deal at least a
and very-long-range weapons can reach to minimum amount of damage, even if the
about 1,000 feet (300 m) instead of 500 feet attacks miss or if a PC makes a successful
(150 m). Characters trained in zero-gravity defense roll.
maneuvering ignore the change in difficulty. For example, consider a character who
uses Shatter to attack six cultists (level 2;
SPECIAL SITUATION: COMBAT target number 6) and their leader (level 4;
BETWEEN NPCS target number 12). The PC applies Effort
When an NPC ally of the PCs attacks another to increase the damage and rolls an 11 for
NPC, the GM can designate a player to roll the attack roll. This hits the six cultists, but
and handle it like a PC attacking. Often, the not the leader, so the ability deals 3 points
choice is obvious. For example, a character of damage to each of the cultists. The
who has a trained attack animal should roll description of Shatter says that applying
when their pet attacks enemies. If an NPC Effort to increase the damage also means
ally accompanying the party leaps into the that targets take 1 point of damage if the
fray, that ally’s favorite PC rolls for them. PC fails the attack roll, so the leader takes 1
NPCs cannot apply Effort. Of course, it’s point of damage. In terms of what happens
perfectly fitting (and easier) to have the NPC in the story, the cultists are caught flat-
ally use the cooperative action rules to aid footed by the sudden detonation of one of
a PC instead of making direct attacks, or to their knives, but the leader ducks and is
compare the levels of the two NPCs (higher shielded from the blast. Despite the leader’s
wins). quick moves, the blast is so intense that a
few bits of metal slice them.
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the object damage track. If the Might roll ACTION: MOVE
exceeded the difficulty by 2 levels, the object As a part of another action, a character
instead moves two steps down the object can adjust their position—stepping back a
damage track. If the Might roll exceeded few feet while using an ability, sliding over
the difficulty by 4 levels, the object instead in combat to take on a different opponent to
moves three steps down the object damage help a friend, pushing through a door they
track. Objects with minor or major damage just opened, and so on. This is considered
can be repaired, moving them one or more an immediate distance, and a character can
steps up the object damage track. move this far as part of another action.
Brittle or fragile objects, like paper or In a combat situation, if a character is in a
glass, decrease the effective level of the large melee, they’re usually considered to be
object for the purposes of determining if it next to most other combatants, unless the
is damaged. Hard objects, like those made GM rules that they’re farther away because
of wood or stone, add 1 to the effective level. the melee is especially large or the situation
Very hard objects, like those made of metal, dictates it.
add 2. (The GM may rule that some exotic If they’re not in melee but still nearby,
materials add 3.) they are considered to be a short distance
The tool or weapon used to attack the away—usually less than 50 feet (15 m).
object must be at least as hard as the object If they’re farther away than that but still
itself. Further, if the amount of damage involved in the combat, they are considered
the attack could inflict—not modified by a to be a long distance away, usually 50 to
special die roll—does not equal or exceed 100 feet (15 to 30 m), or possibly even a very
the effective level of the object, the attack long distance away, usually more than 100
cannot damage the object no matter what feet to 500 feet (30 to 150 m).
the roll. In a round, as an action, a character can
make a short move. In this case, they are
ACTION: Activate a Special Ability doing nothing but moving up to about 50
Special abilities are granted by foci, types, feet (15 m). Some terrain or situations will
and flavors, or provided by cyphers or other change the distance a character can move,
devices. If a special ability affects another but generally, making a short move is
character in any kind of unwanted manner, considered to be a difficulty 0 action. No roll
it’s handled as an attack. This is true even is needed; they just get where they’re going
if the ability is normally not considered an as their action.
attack. For example, if a character has a A character can try to make a long move—
healing touch, and their friend doesn’t want up to 100 feet (30 m) or so—in one round.
to be healed for some reason, an attempt to This is a Speed task with a difficulty of 4. As
heal their unwilling friend is handled as an with any action, they can use skills, assets,
attack. or Effort to ease the task. Terrain, obstacles,
Plenty of special abilities do not affect or other circumstances can hinder the task.
another character in an unwanted manner. A successful roll means the character moved
For example, a PC might use Hover on the distance safely. Failure means that at
themselves to float into the air. A character some point during the move, they stop or
with a matter-reorganizing device might stumble (the GM determines where this
change a stone wall into glass. A character happens).
who activates a phase changer cypher might A character can also try to make a short
walk through a wall. None of these requires move and take another (relatively simple)
an attack roll (although when turning a physical action, like make an attack. As with
stone wall to glass, the character must still the attempt to make a long move, this is a
make a roll to successfully affect the wall). Speed task with a difficulty of 4, and failure
If the character spends points to apply means that the character stops at some
Effort on the attempt, they might want to point, slipping or stumbling or otherwise
roll anyway to see if they get a major effect, getting held up.
which would reduce the cost for their action.
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stabs, so you make your sword attack before ACTION: DO SOMETHING ELSE
that happens. Players can try anything they can think of,
Waiting is also a good way to deal with although that doesn’t mean anything is
a ranged attacker who rises from behind possible. The GM sets the difficulty—that’s
cover, fires an attack, and ducks back down. their primary role in the game. Still, guided
You could say “I wait to see them pop up by the bounds of logic, players and GMs will
from behind cover and then I shoot them.” find all manner of actions and options that
(Waiting is also a useful tool for aren’t covered by a rule. That’s a good thing.
cooperative actions (see below).) Players should not feel constrained by
the game mechanics when taking actions.
ACTION: DEFEND Skills are not required to attempt an action.
Defending is a special action that only Someone who’s never picked a lock can still
PCs can do, and only in response to being try. The GM might hinder the task, but the
attacked. In other words, an NPC uses its character can still attempt the action.
action to attack, which forces a PC to make Thus, players and GMs can return to the
a defense roll. This is handled like any other beginning of this chapter and look at the
kind of action, with circumstances, skill, most basic expression of the rules. A player
assets, and Effort all potentially coming into wants to take an action. The GM decides, on
play. Defending is a special kind of action in a scale of 1 to 10, how difficult that task is
that it does not happen on the PC’s turn. It’s and what stat it uses. The player determines
never an action that a player decides to take; whether they have anything that might
it’s always a reaction to an attack. A PC can modify the difficulty and considers whether
take a defense action when attacked (on the to apply Effort. Once the final determination
attacking NPC’s turn) and still take another is made, they roll to see if their character
action on their own turn. succeeds. It’s as easy as that.
The type of defense roll depends on the As further guidance, the following are
type of attack. If a foe attacks a character some of the more common actions a player
with an axe, they can use Speed to duck or might take.
block it with what they’re holding. If they’re (Players are encouraged to come up with
struck by a poisoned dart, they can use a their own ideas for what their characters
Might action to resist its effects. If a psi- do rather than looking at a list of possible
worm attempts to control their mind, they actions. That’s why there is a “do something
can use Intellect to fend off the intrusion. else” action. PCs are not pieces on a game
Sometimes an attack provokes two board—they are people in a story. And like
defense actions. For example, a poisonous real people, they can try anything they can
reptile tries to bite a PC. They try to dodge think of. (Succeeding is another matter
the bite with a Speed action. If they fail, they entirely.) The task difficulty system provides
take damage from the bite, and they must GMs with the tools they need to adjudicate
also attempt a Might action to resist the anything the players come up with.)
poison’s effects.
If a character does not know an attack CLIMBING
is coming, usually they can still make a When a character climbs, the GM sets
defense roll, but they can’t add modifiers a difficulty based on the surface being
(including the modifier from a shield), and climbed. Climbing is like moving through
they can’t use any skill or Effort to ease the difficult terrain: the move roll is hindered
task. If circumstances warrant—such as if and the movement is half speed. Unusual
the attacker is right next to the character— circumstances, such as climbing while
the GM might rule that the surprise attack under fire, pose additional step penalties.
simply hits.
A character can always choose to forgo
a defense action, in which case the attack
automatically hits.
Some abilities (such as the
Countermeasures special ability) may allow
you to do something special as a defense
action.
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from spare wood and oil-soaked cloth is Possible crafting skills include:
simple, so it’s a level 1 object. Making an Armoring
arrow or a spear is fairly standard but not Bowyering/fletching
simple, so it’s a level 2 object. Chemistry
Generally speaking, a device to be crafted Computer science
requires materials equal to its level and Electronics
all the levels below it. So a level 5 device Engines
requires level 5 material, level 4 material, Genetic engineering
level 3 material, level 2 material, and level Glassblowing
1 material (and, technically, level 0 material). Gunsmithing
The GM and players can gloss over much Leatherworking
of the crafting details, if desired. Gathering Metalworking
all the materials to make a mundane item Neural engineering
might not be worth playing out—but then Weaponsmithing
again, it might be. For example, making Woodcrafting
a wooden spear in a forest isn’t very
interesting, but what if the characters have Characters might try to make a cypher,
to make a spear in a treeless desert? Finding an artifact, or an alien psionic starship do
the wreckage of something made of wood something other than its intended function.
or forcing a PC to fashion a spear out of the Sometimes, the GM will simply declare the
bones of a large beast could be interesting task impossible. You can’t turn a vial of
situations. healing elixir into a two-way communicator.
The time required to create an item is up But most of the time, there is a chance of
to the GM, but the guidelines in the crafting success.
table are a good starting point. Generally, That said, tinkering with weird stuff is not
repairing an item takes somewhere between easy. Obviously, the difficulty varies from
half the creation time and the full creation situation to situation, but difficulties starting
time, depending on the item, the aspect that at 7 are not unreasonable. The time, tools,
needs repairing, and the circumstances. For and training required would be similar to the
example, if creating an item takes one hour, time, tools, and training needed to repair a
repairing it takes thirty minutes to one hour. device. If the tinkering results in a long-term
Sometimes a GM will allow a rush job benefit for the character—such as creating
if the circumstances warrant it. This is an artifact that they can use—the GM
different than using skill to reduce the time should require them to spend XP to make it.
required. In this case, the quality of the item (Circumstances really matter. For
is affected. Let’s say that a character needs example, sewing a dress by hand might
to create a tool that will cut through solid take five times as long (or more) as using a
steel with a laser (a level 7 item), but they sewing machine.)
have to do it in one day. The GM might (The GM is free to overrule some
allow it, but the device might be extremely attempts at creation, building, or repair,
volatile, inflicting damage on the user, or requiring that the character have a certain
it might work only once. The device is still level of skill, proper tools and materials, and
considered a level 7 item to create in all so forth.)
other respects. Sometimes the GM will (Obviously, what is considered “weird
rule that reducing the time is not possible. stuff ” will vary from setting to setting, and
For example, a single human can’t make a sometimes the concept might not apply at
chainmail vest in one hour without some all. But many times, there will be something
kind of machine to help. in the setting that is too strange, too alien,
too powerful, or too dangerous for PCs
to mess around with (or at least mess
around with easily). Einstein may have been
extraordinary, but that doesn’t mean he
could reverse-engineer a teleporter made in
another dimension.)
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GUARDING HEALING
In a combat situation, a character can stand You can administer aid through bandaging
guard as their action. They do not make and other succor, attempting to heal each
attacks, but all their defense tasks are eased. patient once per day. This healing restores
Further, if an NPC tries to get by them points to a stat Pool of your choice. Decide
or take an action that they are guarding how many points you want to heal, and then
against, the character can attempt an eased make an Intellect action with a difficulty
Speed action based on the level of the NPC. equal to that number. For example, if you
Success means the NPC is prevented from want to heal someone for 3 points, that’s a
taking the action; the NPC’s action that difficulty 3 task with a target number of 9.
turn is wasted. This is useful for blocking a
doorway, guarding a friend, and so forth. INTERACTING WITH CREATURES
If an NPC is standing guard, use the The level of the creature determines the
same procedure, but to get past the guard, target number, just as with combat. Thus,
the PC attempts a hindered Speed action bribing a guard works much like punching
against the NPC. For example, Diana is an them or affecting them with an ability.
NPC human with a level 3 bodyguard. The This is true of persuading someone,
bodyguard uses their action to guard Diana. intimidating someone, calming a wild beast,
If a PC wants to attack Diana, the PC first or anything of the kind. Interaction is an
must succeed at a difficulty 4 Speed task to Intellect task. Interacting usually requires
get past the guard. If the PC succeeds, they a common language or some other way to
can make their attack normally. communicate. Learning new languages is
the same as learning a new skill.
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JUMPING OPERATING OR DISABLING A DEVICE,
Decide how far you want to jump, and that OR PICKING A LOCK
sets the difficulty of your Might roll. For a As with figuring out a device, the level of
standing jump, subtract 4 from the distance the device usually determines the difficulty
in feet to determine the difficulty of the of the Intellect roll. Unless a device is very
jump. For example, jumping 10 feet (3 m) complex, the GM will often rule that once
has a difficulty of 6. you figure it out, no roll is needed to operate
If you run an immediate distance before it except under special circumstances. So if
jumping, it counts as an asset, easing the the PCs figure out how to use a hovercraft,
jump. they can operate it. If they are attacked, they
If you run a short distance before might need to roll to ensure that they don’t
jumping, divide the jump distance (in crash the vehicle into a wall while trying to
feet) by 2 and then subtract 4 to determine avoid being hit.
the difficulty of the jump. Because you’re Unlike operating a device, disabling a
running an immediate distance (and then device or picking a lock usually require rolls.
some), you also count your running as an These actions often involve special tools
asset. For example, jumping a distance of and assume that the character is not trying
20 feet (6 m) with a short running start to destroy the device or lock. (A PC who is
has a difficulty of 5 (20 feet divided by 2 is attempting to destroy it probably should
10, minus 4 is 6, minus 1 for running an make a Might roll to smash it rather than a
immediate distance). Speed or Intellect roll requiring patience and
For a vertical jump, the distance you know-how.)
clear (in feet) is equal to the difficulty of
the jumping task. If you run an immediate RIDING OR PILOTING
distance, it counts as an asset, easing the If you’re riding an animal that’s trained to be
jump. a mount, or driving or piloting a vehicle, you
(There’s nothing wrong with the GM don’t need to make a roll to do something
simply assigning a difficulty level to a jump routine such as going from point A to point
without worrying about the precise distance. B (just as you wouldn’t need to make a roll
The rules here are just so everyone has to walk there). However, staying mounted
some guidelines.) during a fight or doing something tricky with
a vehicle requires a Speed roll to succeed. A
LOOKING OR LISTENING saddle or other appropriate gear is an asset
Generally, the GM will describe any sight and eases the task.
or sound that’s not purposefully difficult to
detect. But if you want to look for a hidden SNEAKING
enemy, search for a secret panel, or listen The difficulty of sneaking by a creature
for someone sneaking up on you, make is determined by its level. Sneaking is a
an Intellect roll. If it’s a creature, its level Speed roll. Moving at half speed eases the
determines the difficulty of your roll. If it’s sneaking task. Appropriate camouflage or
something else, the GM determines the other gear may count as an asset and ease
difficulty of your roll. the task, as will dim lighting conditions and
having plenty of things to hide behind.
MOVING A HEAVY OBJECT
You can push or pull something very heavy SWIMMING
and move it an immediate distance as your If you’re simply swimming from one place
action. to another, such as across a calm river or
The weight of the object determines the lake, use the standard movement rules,
difficulty of the Might roll to move it; every noting the fact that your character is in
50 pounds (23 kg) hinders the task by one deep water. However, sometimes, special
step. So moving something that weighs 150 circumstances require a Might roll to make
pounds (68 kg) is difficulty 3, and moving progress while swimming, such as when
something that weighs 400 pounds (180 kg) trying to avoid a current or being dragged
is difficulty 8. If you can ease the task to 0, into a whirlpool.
you can move a heavy object up to a short
distance as your action.
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Targeting Attack Hindered Effect
Disable defenses Two steps Attacks against the vehicle are eased
Disable maneuverability Two steps Vehicle cannot alter its present course
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times it represents the sloped or angled 6-4: Maximum Speed is Short. When an
design of the armored shell. This entry odd-numbered Defense roll fails, the crew
doesn’t appear in the game stats if a vehicle takes damage as well (after vehicle armor
has no Armor. and crew armor.)
Modifications: Some vehicles, due to their 3-1: The car loses its Armor and no longer
design, produce an effect or bonus of some provides an Armor bonus for those who
sort. duck below the windows.
Repair. This is the base Task number for GM Intrusion: The vehicle hits uneven
repairing or installing an upgrade ground so hard it wrecks the alignment
Damage Range: When the vehicle’s it now leans hard to the right, hindering
health reduced, it might take on additoinal Handling rolls.
penalties. The damage range shows the
vehicle’s current condition at the new Sedan:
reduced health number. Removing these Handling: 4
penalties takes a repair roll. Speed: Immediate to Long
As an example when a sedan is reduced Health: 12
to 6 health its Maximum Speed is Short. Armor: 1
When an odd-numbered Defense roll fails, Repair: 6
the crew takes damage as well (after vehicle Modifications Firing a personal weapon
armor and crew armor.) from this vehicle is eased. The back seats
can be switched out for more cargo space
Examples with a Repair roll. If a driver or passenger
duck below the windows, they gain 1 Armor
Motorcycle: (this hinders Handling and ranged weapon
Handling: 6 tasks if the vehicle is moving)
Speed: Short to Very Long Damage Range::
Health: 8 2-7: Intact
Repair: 4 6-4: Maximum Speed is Short. When an
Modifications: Adds an asset to Speed odd-numbered Defense roll fails, the crew
Defense. Accelerating into a new speed takes damage as well (after vehicle armor
range is eased. and crew armor.)
Damage Range: 3-1: The car loses its Armor and no longer
8-7: Intact provides an Armor bonus for those who
6-4: Easement for acceleration is lost. duck below the windows.
3-1: Handling is hindered by two steps. GM Intrusion: The vehicle’s tires skid on
something on the ground and it skids off
GM Intrusion: The bike falls to the side course.
and skids a short distance. If the rider is not
wearing protective gear, they take 4 damage. SUV:
Handling: 5
Pickup: Speed: Immediate to Long
Handling: 6 Health: 14
Speed: Immediate to Long Armor: 2
Health: 12 Repair: 7
Armor: 2/1 Modifications Unique upgrade: The hatch
Repair: 5 back door and back seat can be removed
Modifications: 4x4: Driving through as a tripod Heavy Ranged weapon is
difficult terrain is eased. The cargo bed installed, firing towards the back. If a driver
affixed with a tripod Heavy Ranged weapon. or passenger duck below the windows,
Unique: Crew of up to 2. Open Bed: If a they gain 1 Armor (this hinders Handling
passenger duck into the bed they gain 1 and ranged weapon tasks if the vehicle is
Armor (this hinders ranged weapon tasks if moving.)
the vehicle is moving) Damage Range::
Damage Range: 14-7: Intact
12-7: Intact 6-4: The engine sutters; maximum Speed
is Short; When an odd-numbered Defense
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roll fails, the crew takes damage as well living creature, it does 2 additional points of
(after vehicle armor and crew armor.) damage and staggers the creature, causing
3-1: The car loses its Armor and its them to lose their next turn.
Handling is hindered.
GM Intrusion: A tire is punctured and Noise maker. Fireworks, spinning
immediately swerves, forcing a hindered pinwheels, and klaxon horns, this addition
Handling check. A failure means the vehicle makes the enemy jump and look around
flips onto its side. with the flick of a switch. When activated,
the foe is dazzled for one round, during
Semi cab: which time the difficulty of all tasks it
Handling: 8 performs is modified by one step to its
Speed: Short to Long detriment. Each time you take this ability,
Health: 20 you can choose to increase by one either the
Armor: 3 number of foes you attempt to dazzle or the
Repair: 8 number of steps you modify, but not both.
Modifications: Blind Spots: Crew are You must choose at the time you take the
hindered when attacking enemies in ability.
Immediate range. A ramming or charge
attack against the vehicle is hindered by two Armored. Through metal plates or
steps. tweaking the craft’s profile, your vehicle
Damage Range:: gains +1 to Armor. This upgrade can be
20 -13: Intact taken one more time.
12-10: It takes two turns to accelerate or
decelerate into another range band. Fixed Guns I. Locked into one firing arc on
9-7: The Vehicle loses 1 Armor and its a vehicle, A ranged attack does 4 points of
Handling is hindered damage to
6-4: The Vehicle loses 1 Armor and its targets within long range. You can take
Handling is hindered again. this ability one more time and the weapon
1-3 The vehicle moves only Short range does 2 additional points of damage. This
and offers no Armor bonus. The engine Upgrade provides an additional hindrance to
smokes, obscuring line of sight. the installation roll.
GM Intrusion: The engine changes rhythm
and it does not sound good, smoke is
billowing out from the under the sides of the Fixed Guns II. Locked into one firing arc
cab, providing cover but the vehicle can only on a vehicle, A ranged attack does 6 points
go short range speeds for now. of damage to
targets within long range. You can take
To handle all of the craziness of this ability one more time and the weapon
weaponized autos verus supernaturally does 2 additional points of damage. This
powered mutants will take more than just a Upgrade provides two additional hindrances
few tables and Drive rolls. GM Intrusions, to the installation roll.
especially those based on a natural 1, are
the GM’s license to bring in complications Turret. Buying this upgrade expands the
inspired by these rules, great care firing arc of a fixed gun to 180 degrees. If
acquired again, the turret offers 360 degree
UPGRADES arc of fire.
A vehicle can acquire up to three upgrades.
If an upgrade needs to be activated, it takes Caltrop Trash. With a flip of switch a hatch
an action. drops twisted, sharp metal, glass, and even
broken branches. If an enemy is behind
Snowplow. In addition to cleaning the you, their Handling rolls are hindered. Once
area in front of the vehicle, it also provides per crew member. One can spend 2 Grit to
an asset on using a ramming maneuver do 4 damage points. [margin sidebar: GM
against a creature or an object, such as a Intrusion: the player’s vehicle has managed
wall, building, locked door, machine, or to cross over the dropped trash and takes
boulder. If the cattle catcher is used on a 4 damage points. Or bits of the sharp trash
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has scattered around during the fight and The PC generally makes rolls for their
does 2 damage points to the vehicle. follower when the follower takes actions,
though usually a follower’s modifications
Oil spray. A twist of a valve pours used provide an asset to a specific action taken by
oil on the ground making it slick and even the PC they follow.
muddy. Anyone following the car this turn (If a follower dies, the character gains a
will have their Handling hindered twice. new one after at least two weeks and proper
recruitment.)
Ram. During a ramming maneuver Modifications: A follower can help a PC
against a vehicle, the ram does 4 additional in one or more tasks, granting the PC an
points of damage and activates a hindered asset to that task. The level of the follower
Handling roll for the impacted vehicle. indicates the number of different tasks they
A failed roll decelerates the vehicle’s can help with. The tasks that the follower
Movement by one step. is able to help with are predetermined,
usually chosen by the PC when they gain the
Flamethrower. Short range fixed gun follower. A level 2 follower who the player
weapon that bathes a creature or object in determines is a spy could grant a PC an
flames. A successful hit does 2 points of asset on two different tasks, such as stealth
Ambient damage. The damage continues and deception. Followers cannot help with
for the next two rounds unless the flame is tasks that they don’t have modifications for;
smothered out, which takes an action to do for the purpose of helping, treat the follower
so. as if they had inabilities in all nonmodified
tasks.
Spiked hubcaps. As wheels spin, the When the follower acts autonomously
attached spikes become blurred death. A rather than helping the PC, they act like a
driver can take a hindrance on a Handling normal NPC that has modifications. Thus,
as the vehicle passes a creature or object. A the modification increases their effective
successful roll does 4 damage. If the target level for the associated task by one step.
is an object, there is a 1 in 1d6 chance of For example, the level 2 spy follower with
destroying the spiked hubcaps. modifications for stealth and deception
attempts stealth and deception tasks as if
Repair. Already old and worn, these they were level 3 and all other tasks as level
vehicles were not in great shape before the 2.
Infestation. Fixing, and upgrading, is now Follower Assets to Combat and Defense:
even harder than ever before. Not only for A follower cannot grant an asset to a
the lack of parts but often trying to find ways character’s attacks or defense until the
to make parts and systems from scratch. follower is level 3 or higher. Even then, the
Thus making repairs in the Bloomed Earth follower can help with attacks and defense
are hard. The default start to making the only if they have a modification for that kind
first repair or modification on a vehicle is of task.
hindered by two steps. Some abilities may grant a special
exception to this rule. For instance, the
FOLLOWERS Serv-0 Defender ability gives your level 1
Player characters have the option to gain Serv-0 follower (a machine companion) a
followers as they advance in tier, as provided modification for Speed defense.
by type or focus special abilities. Followers Follower Level Progression: A follower
do not need to be paid, fed, or housed, increases in level by 1 each time a PC
though a character who gains followers advances two tiers after gaining that
can certainly make such arrangements if follower. When the follower gains a level, the
they wish. A follower is someone whom a PC also chooses the task that the follower
character has inspired (or asked) to come gains a modification for.
work with the character for a time, aiding Exceptional Follower: When a character
them in a variety of endeavors. A follower gains a follower, there’s a small chance that
puts the PC’s interests ahead of, or at least the follower will be exceptional in some way,
on par with, their own. a cut above other followers of their kind.
The GM determines when an exceptional
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follower is found, possibly as an additional
reward for smart or engaging roleplaying
where the PCs impress or otherwise
positively interact with one or more NPCs,
some of whom may later go on to become
one of their followers. An exceptional
follower has the same qualities as a regular
follower but is 1 level higher.
Pet: Any PC can potentially gain a pet,
though a pet typically doesn’t provide
modifications. If a character wants a pet that
can do this, they must gain the pet through
an an ability or focus that grants followers.
On the other hand, a well-cared-for pet
grants an asset to a PC’s tasks related to
achieving peace of mind, finding comfort,
and resisting loneliness.
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This seciton has a
Once play begins, players can take on local plague, or method to control certain
selection of sample
a new arc whenever they wish, as fits the mutates. These are all discoveries. The character arcs, but
character’s ongoing story. Taking a new arc common thread is that the PCs discover you can create your
has a cost of 1 XP. While there’s no hard something that they can understand and put own too. The arcs are
limit on how many arcs a character can have to use. intentionally broad
at one time, realistically most PCs couldn’t Last, depending on the GM’s outlook and to encompass many
different characters
reasonably have more than three or four. the kind of campaign the group wants to and stories. For
However, as mentioned above, arcs play, a discovery could be a secret, an ethical example, Revenge
have a beginning cost that must be paid, idea, an adage, or even a truth. is a very simple and
reflecting the character’s devotion to the Miscellaneous Discoveries: Various other straightforward
goal. The character will earn this investment discoveries might grant 1 XP to each PC character arc. The
player who chooses
back (probably many times over) if the arc is involved.
this arc for their
completed. Other Awards: If a character is focused on character decides who
Character arcs are always player-driven. activities that don’t relate to a character arc they want revenge on,
A GM cannot force one on a character. or a discovery, as a general rule, a mission and why. It’s up to the
That said, the events in the narrative often should be worth at least 1 XP per game players and the GM to
session involved in accomplishing it. For make the details fit.
present story arc opportunities and inspire
GMs and players
character arcs for the PCs. It’s certainly in example, saving a family on an isolated farm should work together
the GM’s purview to suggest possible arcs beset by raiding cultists might be worth 1 to make XP awards
related to the events going on. For example, XP for each character. Of course, saving and Grit expenditures
if the GM presents an encounter in which the family doesn’t always mean killing the fit the ongoing story.
an NPC wishes to learn from the PC, it bad guys; it might mean relocating them, If a PC stays in a
location for two
might make sense to suggest taking the parlaying with the cultists, or chasing off the months to learn the
Instruction arc. Whether or not the PC takes raiders. inhabitants’ unique
on the student, the player doesn’t have to language, the GM
adopt the Instruction arc unless they want Grit. Special Equipment: When the group might award the
to. gains Lost Tech, award Grit equal to the character a few
XP, which are then
At the end of a session, review the special equipment’s level and divide it
immediately spent to
actions you took and describe how they among the PCs (minimum 1 Grit for each grant them the ability
might equate to the completion of a character). Round down if necessary. For to understand and
step (or possibly more than one step) in example, if four PCs discover a level 5 Lost speak that language.
their character arc. If the GM agrees, the Tech, they each get 1 Grit. Experience points and
Grit should not be a
character gets their reward.
goal unto themselves.
At the end of this section you will find SPENDING EXPERIENCE POINTS Instead, they are a
many sample character arcs AND GRIT POINTS game mechanics
Experience and Grit points are meant to be to simulate how—
GM AWARDS used. Hoarding them is not a good idea; through experience,
XP. Sometimes, a group will have an if a player accumulates more than 20 Grit time, toil, travail, and
so on— characters
adventure that doesn’t deal primarily with Points, the GM can require them to spend become more skilled,
a PC’s character arc. In this case, it’s a some. more able, and more
good idea for the GM to award XP to that Generally, Grit points can be spent in powerful. Spending
character for accomplishing other tasks. three ways: immediate benefits, short- Grit and XP to
First and foremost, awards should be based benefits, and medium-term benefits, XP explain a change in a
character’s capabilities
on discovery. Discovery can include finding can be spent on long-term benefits, and
that occurred in the
a significant new location, such as a hidden character advancement. course of the story,
chamber, a secret fortress, a lost land, a new such as if the PC
planet, or an unexplored dimension. In this IMMEDIATE BENEFITS made a new device
fashion, PCs are explorers. Discovery can The most straightforward way for a player to or learned a new
skill, isn’t a waste of
also include a new significant aspect of a use Grit is to reroll any roll in the game—
points—it’s what XP
setting, such as a secret organization, a new even one that they didn’t make. This costs and Grit are for.
religion, and so on. Grit point per reroll, and the player chooses
It can also mean finding a new procedure the best result. They can continue to spend
or device (something too big to be Grit on rerolls, but this can quickly become
considered a piece of equipment) or even an expensive proposition. It’s a fine way to
previously unknown information. This could try to prevent disaster, but it’s not a good
include a new technology, the cure for a idea to use a lot of Grit to reroll a single
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action over and over. If a roll triggers a device that lets them breathe underwater.
Spore check, the check still happens even if This gives them the ability for a considerable
a reroll lets a character succeed at the task. length of time, but not permanently—the
A player can also spend 1 Grit to refuse a device might work for only eight hours.
GM intrusion. Again, the story and the logic of the
A common optional rule to not allow situation dictate the parameters.
rerolls on natural 1.
LONG-TERM BENEFITS
SHORT- AND MEDIUM-TERM BENEFITS In many ways, the long-term benefits a PC
By spending 2 Grit, a character can gain can gain by spending XP are a means of
a skill— or, more rarely, an ability—that integrating the mechanics of the game with
provides a short-term benefit. Let’s say the story. Players can codify things that
a character notices that the computer happen to their characters by talking to the
terminals in the facility they’re infiltrating GM and spending 7 XP.
are similar to those used by the company Things that a PC can acquire as a long-
they once worked for. They spend 2 Grit and term benefit can be thought of as being
say that they have a great deal of experience story based, and they allow the player to
in using these. As a result, they are trained have some narrative control over the story.
in operating (and breaking into) these In the course of play, a player might decide
computers. This is just like being trained that their character gains a friend (a contact)
in computer use or hacking, but it applies or builds a log cabin (a home). Because a
only to computers found in that particular player spent XP, however, they should have
location. The skill is extremely useful in the some agency over what they’ve gained, and
facility, but nowhere else. it shouldn’t be easily taken away. The player
Medium-term benefits are usually story should help come up with the details of the
based. For example, a character can spend 5 contact or the design of their home.
Grit while climbing through mountains and It’s also possible to gain these benefits
say that they have experience with climbing through events in the story, without
in regions like these, or perhaps they spend spending XP. The new contact comes to
the Grit after they’ve been in the mountains the PC and starts the relationship. The new
for a while and say that they’ve picked up home is granted to them as a reward for
the feel for climbing there. Either way, from service to a powerful or wealthy patron, or
now on, they’re trained in climbing in those maybe the character inherits the home from
mountains. This helps them now and any a relative. However, because these came
time they return to the area, but they’re not from the GM and not the player (and no
trained in climbing everywhere. XP were spent), the player has no narrative
This method allows a character to get control over them and the GM makes up the
immediate training in a skill for a discount. details.
(Normally, it costs 10 XP to become trained Long-term benefits can include the
in a skill.) It’s also a way to gain a new skill following.
even if the PC has already gained a new skill Contact: The character gains a long-term
as a step toward attaining the next tier. NPC contact of importance—someone who
In rare cases, a GM might allow a will help
character to spend 4 Grit Points to gain an Once you’re specialized in a skill, you
entirely new ability—such as a device, a can’t improve your training in that skill
special ability, or a special Spore power— further (you can ease a task by up to two
for a short time, usually no longer than steps with training). You can still make
the course of one scenario. The player and that task easier with assets and a few rare
the GM should agree on a story-based abilities that don’t count as an asset or
explanation for the benefit. Perhaps the training.
ability has a specific rare requirement, such them with information, equipment, or
as a tool, a battery, a drug, or some kind of physical tasks. The player and GM should
Bloom exposure. For example, a character work out the details of the relationship.
who wants to explore a submerged location Home: The PC acquires a full-time
and already has access to Spore abilities, residence. This can be an apartment in a
and they spend 4 Grit to cobble together a city, a cabin in the wilderness, a base in
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an ancient complex, or whatever fits the need to be from the other categories. The
situation. It should be a secure place where special options are as follows:
the PC can leave their belongings and sleep
soundly. Several characters could combine • Reduce the cost for wearing armor. This
their XP and buy a home together. option lowers the Speed penalty for wearing
Title or job: The PC is granted a position armor by 1.
of importance or authority. It might come • Add 2 to your recovery rolls.
with responsibilities, prestige, and rewards, • Select another focus ability available to
or it might be an honorary title. you at tier 3. (You must be tier 3 or higher to
do this. Characters advancing beyond tier 6
CHARACTER ADVANCEMENT can use this option to select their other tier
Progressing to the next tier involves four 6 focus ability.)
steps. When a PC has spent 10 XP on each • Select another character ability from
of the steps, they advance to the next tier your type, such as a tier 2 Warrior selecting
and gain all the type and focus benefits of Reload or Crushing Blow.
that tier. The four steps can be purchased in
any order, but each can be purchased only SAMPLE CHARACTER ARCS
once per tier. In other words, a PC must The rest of this sexxtion presents sample
buy three steps and advance to the next tier character arcs for PCs. The writeup of
before they can buy the same steps again. each arc describes the parts involved in
Increasing Capabilities: You gain 4 new progressing through the arc:
points to add to your stat Pools. You can Opening: This sets the stage for the rest
allocate the points among your Pools of the arc. It involves some action, although
however you wish. that might just be the PC agreeing to do the
Moving Toward Perfection: You add 1 to task or undertake the mission. It usually has
your Might Edge, your Speed Edge, or your no reward.
Intellect Edge (your choice). Step(s): This is the action required to
Extra Effort: Your Effort score increases move toward the climax. In story terms, this
by 1. is the movement through the bulk of the arc.
Skills: Choose one skill other than attacks It’s the journey. The rising tension. Although
or defense, such as climbing, jumping, there might be just one step, there might
persuading, sneaking, or history. You also be many, depending on the story told.
become trained in that skill. You can also Each results in a reward of 2 XP.
choose to be knowledgeable in a certain Climax: This is the finale—the point at
area of study, such as history or geology. which the PC likely succeeds or fails at what
You can even choose a skill based on your they’ve set out to do. Not every arc ends
character’s special abilities. For example, if with victory. If the character is successful,
your character can make an Intellect roll to they earn a reward of 4 XP. If they fail, they
blast an enemy with mental force, you can still earn a reward of 2 XP. If a character
become trained in that ability, easing the fails the climax, they very likely ignore the
task of using it. resolution.
If you choose a skill that you are already Resolution: This is the wrap-up or
trained in, you become specialized in that denouement. It’s a time for the character to
skill, easing the task by two steps instead of reflect on what happened, tie up any loose
one. ends, and figure out what happens next.
If you choose a skill that you have an When things are more or less resolved, the
inability in, the training and the inability character earns a 1 XP reward.
cancel each other out (you aren’t eased or Within the arc, most of the time a part
hindered in that task). For example, if you is probably optional, depending on the
have an inability in perception, becoming situation— although it’s hard to envision
trained in that cancels out the inability. most arcs without some kind of opening,
Other Options: Players can also spend climax, or resolution. Steps other than the
4 XP to purchase other special options. opening, the climax, and the resolution can
Selecting one of these options counts as be done in any order. Character arcs should
purchasing one of the four stages necessary always take at least weeks in game time, and
to advance to the next tier. The other three no more than two parts in an arc should be
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accomplished in a game session (and most Resolution: Collecting your reward (if
of the time, it should be one part, if any). any) and conferring with the people in the
If neither of these two things is true, then organization that you spoke to. Perhaps
it’s not really a character arc. You can’t, for getting access to higher-ranking people in
example, use the Creation arc to guide you the organization. You can choose to have
through something you can make in an hour your connection to the organization increase
or two. rather than take the standard reward.
The following are common character arcs
that you can choose for your character. If AVENGE
Often the best
scenarios are the you and the GM want to make a new one, it Someone close to you or important to you
ones in which the should be fairly easy after looking through in some way has been wronged. The most
players take the these models. overt version of this arc would be to avenge
initiative and are someone’s death. Avenging is different than
proactive about
AID A FRIEND revenge, as revenge is personal—you are the
attaining a goal
that they set Someone needs your help. wronged party. But in the Avenge character
for themselves. When a PC friend takes a character arc, arc, you are avenging a wrong done to
Whether they you can select this arc to help them with someone else.
want to case and whatever their arc is (if appropriate). The Opening: Declaration. You publicly
rob a noble’s steps and climax depend entirely on their declare that you are going to avenge the
estate, start their
own business, chosen arc. If the friend is an NPC, the victim(s). This is optional.
clear out an area steps and climax are lifted from another arc Step(s): Tracking the Guilty. You track
of the wilderness appropriate to whatever they seek to do. down the guilty party. This might not
to make their It’s difficult, but possible, to aid a friend be physically finding them if you already
home, or with an arc even if that friend is unwilling to know where they are. Instead, it might be
anything else,
accept (or is ignorant of) your help. discovering a way to get at them if they are
sometimes
players should The cost and rewards for a character with distant, difficult to reach, or well protected.
make their own this arc are the same as those described in This step might be repeated multiple times,
adventures. the original character arc. if applicable.
Opening: Answering the Call. Offering to Step: Finding the Guilty. You finally find
help (or responding to a request for help). the guilty party, or find a path or make a
Step(s) and Climax: Depends on the plan to reach them. Now all that’s left is to
friend’s arc. Rewards are the same for you as confront them.
for the friend. Climax: Confrontation. You confront
Resolution: You speak with your friend the guilty party. This might be a public
and learn if they are satisfied. Together, you accusation and demonstration of guilt,
share what you’ve learned (if anything) and a trial, or an attack to kill, wound, or
where you will go from here. apprehend them—whatever you choose to
be appropriate.
ASSIST AN ORGANIZATION Resolution: You resolve the outcome and
You set out to accomplish something that the ramifications of the confrontation and
will further an organization. You’re probably decide what to do next.
allied with them or they are rewarding you
for your help in some fashion. BIRTH
Opening: Responding to the Call. You You are becoming a parent.
work out all the details of what’s expected The Birth character arc assumes you
of you, and what rewards (if any) you might already have a partner or a surrogate. If
get. You also get the specifics of what’s you want your character to find a romantic
required to join and advance. partner or spouse, you can use the Romance
Step: Sizing up the Task. This requires arc. And of course, nonhuman characters
some action. A reconnaissance mission. An might reproduce in other ways.
investigation. This arc is usually followed by the Raise a
Step(s): Undertaking the Task. Because Child arc.
this arc can vary so widely based on the task Opening: Impregnation.
involved, there might be multiple steps like Step: Finding a Caretaker. This might be a
this one. physician, midwife, doula, or similar person.
Climax: Completing the Task. This is optional.
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Step: Complication. A complication arises solution, and this likely involves research
that threatens the pregnancy, the birth and consultation.
parent, or both. Step: Getting Ready. The solution
Step: Preparation. You prepare a place for probably involves materials, spells, or other
the delivery as well as a safe place for the things that you must gather and prepare.
infant to live once born. Climax: The Cleansing. You confront the
Climax: Delivery. The baby is born. contamination.
Success means the child survives. Resolution: You reflect on the events that
Resolution: You get the baby to the place have transpired and what effects they might
you have prepared and settle in, deciding have on the future. How can you keep this
what to do next. from happening again?
BUILD CREATION
You are going to build a physical You want to make something. This might
structure—a house, a fortress, a workshop, be a magic item, a painting, a novel,or a
a defensive wall, and so on. This arc machine.
would also cover renovating an existing Opening: Make a Plan. You figure out
structure or substantially adding to one. what you need, what you’re going to do, and
Of course, this doesn’t have to be physical how you’re going to do it.
construction. You might build something Step(s): Gather Materials. Depending
with spells or other supernatural abilities. on what you are creating and what it is
Opening: Make a Plan. This almost made out of, this could involve multiple
certainly involves literally drawing up steps. There probably are substantial costs
blueprints or plans. involved as well.
Step(s): Find a Site. This might be Step(s): Progress. Depending on what
extremely straightforward—a simple you are creating, this could involve multiple
examination of the site—or it might be an steps. It might also take a considerable
entire exploratory adventure. (If the latter, it amount of time and work.
might involve multiple such steps.) Climax: Completion. It’s finished! Is it
Step(s): Gather Materials. Depending what you wanted? Does it work?
on what you are building and what it is Resolution: You think about what you
made out of, this could involve multiple have learned from the process and use or
steps. There probably are substantial costs enjoy the fruits of your labor.
involved as well.
Step(s): Construction. Depending on what DEFEAT A FOE
you are building, this could involve multiple Someone stands in your way or is
steps. It might also take a considerable threatening you. You must overcome the
amount of time and work. challenge they represent. Defeat doesn’t
Climax: Completion. The structure is always mean kill or even fight. Defeating
finished. a foe could mean beating them in a chess
Resolution: You put the structure to its match or in competition for a desired
desired use and see if it holds up. mentor.
Opening: Sizing up the Competition. This
CLEANSE requires some action. A reconnaissance
Someone or something has been mission. An investigation.
contaminated, probably by evil spirits, Step: Investigation. This requires some
radiation, a deadly virus, foul magic, or action. A reconnaissance mission. An
the like, and you want to rid them of such investigation.
influences or contaminants. This could also Step(s): Diving In. You travel toward your
be a curse, a possession, an infestation, or opponent, overcome their lackeys, or take
something else. steps to reach them so you can confront
Opening: Analyzing the Threat. You them. This step can take many forms, and
determine the nature of the contamination. there might be more than one such step.
Step: Find the Solution. Almost every This step is always active.
contamination has its own particular Climax: Confrontation. The contest,
challenge, fight, or confrontation occurs.
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Resolution: You reflect on what you’ve make new connections, find (and somehow
learned and what the consequences of your pay for) a location, and deal with all manner
actions might be. of administrative duties.
Opening: Drawing up a Plan. What’s your
DEFENSE goal, and how are you going to achieve it?
A person, place, or thing is threatened, and Step: Account for Your Resources. How
you want to protect it. much financing does the enterprise need
Opening: Analyze the Situation. What compared to what you’ve got? If you need
are you defending, and what threats are more, how will you get it? How many people
involved? other than yourself are needed to begin, and
Step: Account for Your Resources. How how many will you need to sustain things
are you going to defend? once they are up and running?
Step(s): Fend Off Danger. The forces Step: Finding a Location. You probably
threatening what you are protecting need a place to run your enterprise—a store,
probably make an initial threat that you’ll a workshop, a base of operations, and so on.
have to defeat. It’s not the main threat, You find a location and look into what it will
though. There might be multiple such initial take to buy or rent it.
threats. Step(s): Building the Enterprise. You
Climax: Protect. The true threat reveals procure the needed equipment or personnel.
itself and you confront it. You make the connections and deals to
Resolution: A time for reflection on get things started. You obtain important
everything that occurred, and an assessment permits or other legal documents. You
of the person, place, or thing’s safety going test new products. You actually start the
forward. business. Each of these developments (and
likely others) can be counted as a separate
DEVELOP A BOND step, so there will be many steps.
You want to get closer to another character. Climax: Profit and Loss. You determine
This might be to make a friend, find a whether your enterprise will take off and
mentor, or establish a contact in a position carry on into the future, or fall apart before
of power. It might be to turn a friend into a it gets a chance to blossom. This occurs in
much closer friend. The character might be a single dramatic moment—your first major
an NPC or a PC. client, your organization’s first big meeting
Opening: Getting to Know You. You learn or mission, or whatever else is appropriate.
what you can about the other character. Resolution: A time for reflection on
Step: Initial Attempt. You attempt to everything that occurred, and how you’re
make contact. This might involve sending going to move forward.
messages or gifts through a courier, using
an intermediary, or just going up and saying ESTABLISHMENT
hello, depending on the situation. You want to prove yourself as someone of
Step(s): Building a Relationship. There importance. This can take many forms—
might be many such steps as you develop socially, within your order, financially, or
the relationship. even romantically.
Climax: Bond. You succeed or fail at Opening: Assessment. You assess
forging the bond. yourself as well as who you need to prove
Resolution: You enjoy the fruits of your yourself to.
new relationship. Step(s): Appearances Matter. You
improve your look. Enhance your wardrobe.
ENTERPRISE Spruce up your house. Whatever it takes to
You want to create and run a business get attention from the right people. There
or start an organization. Maybe you’re might be many such steps.
a craftsperson who wants to sell your Step(s): Self-Aggrandizement. You need to
creations. Maybe you like baking and you get the word out to get people talking about
want to start a catering service. Or maybe you. There might be many such steps.
you want to start a secret society or found a Climax: Grabbing Attention. You do
school to teach young mutants how to use something big, like host a party for
their powers. You’ll almost certainly have to
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influential people or produce a play that you Step: Lashing Out. You treat others poorly
wrote. You make a big splash or a big crash. as you descend.
Resolution: You reflect on what you did Climax: Rock Bottom. There is no chance
and where you go from here. for success here. Only failure.
Resolution: You wallow in your own
EXPLORE misery.
Something out there is unknown and you
want to explore its secrets. This is most FINISH A GREAT WORK
likely an area of wilderness, a new planet, Something that was begun in the past must
an otherworldly dimension, or something now be completed. This might involve
similar. destroying an evil artifact, finishing the
Opening: Make a Plan. Not only do you construction of a monument, developing the
draw up a plan for your exploration, but final steps of a cure for a disease, or uncovering
if appropriate, you also make a formal a lost temple forgotten to the ages.
declaration to relevant parties of what you’re Opening: Assessing the Past. You look
going to do. at what has come before and where it still
Step(s): Gather Resources. You get the needs to go. This almost certainly involves
supplies, vehicles, and help you need. some real research.
Depending on where you are going and Step: Conceive a Plan. You make a plan on
what is required, this could involve multiple how to move forward.
steps. There probably are substantial costs Step(s): Progress. You make significant
involved as well. progress or overcome a barrier to
Step(s): Travel. You go where you wish to completion. This may involve multiple such
explore. There might be many such steps, steps.
depending on how long it takes to get there. Climax: Completion. This involves the big
Step(s): Exploration. This is the meat of finish to the past work.
the arc, but it’s probably a series of small Resolution: You reflect on what you did
moves and minor victories. There might be and where you go from here.
many such steps.
Climax: Conquest. You make the big GROWTH
discovery or truly master the area. You Willingly or unwillingly, you are going to
might not have explored every inch of the change. This is another meta arc. It’s less
place, but if you are successful, you can about a goal and more about character
claim to be done. development. While it’s possible that the
Resolution: You return home and possibly growth involved is intentional, in most
share your findings. people’s lives and stories, it is emergent. A
character might become less selfish, braver,
FALL FROM GRACE a better leader, or experience some other
This is an odd character arc in that it’s form of growth.
(presumably) not something that a character Opening: The Beginning. Change
would want. It is something that a player usually begins slowly, in a small, almost
selects on a meta level for the character imperceptible way.
because it makes for an interesting story. Step(s): Change. Growth involves many
It also sets up the potential for future arcs, small steps.
such as Redemption. It’s important that Step: Overcoming an Obstacle. The
this involve actions you take. For example, temptation to resort to your old ways is
you fall into substance abuse. You treat always present.
people badly. You make mistakes that Climax: Self-Evident Change. This is a
endanger others. In other words, the fall dramatic about-face. This is the moment
isn’t orchestrated by someone else—it’s all where you do something the “old you”
your own doing. would never have done, and it has a
Opening: The Descent. Things go bad. profound effect on you and those around
Step(s): Further Descent. Things get you. With either success or failure, growth is
worse. Depending on the situation, this possible.
might involve many steps. Resolution: You recognize the change in
yourself and move forward.
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Step: Discovering a Master. You find a Resolution: You reflect on your discovery
master to help you become a master. and probably compile your notes and write it
Step(s): Learn. Depending on what you’re all down, for posterity’s sake if nothing else.
mastering, this could involve one step or
quite a few. RAISE A CHILD
Step: The Last Step. Eventually, you realize You raise a child to adulthood. It can be
that even a master cannot teach you the last your biological child or one you adopt. It can
step. You must learn it on your own. even be a child taken under your wing, more
Climax: The Test. You put your mastery to a young protégé than a son or daughter.
the test in a real situation—and considering This is obviously a very long-term arc.
your goal, it’s probably a very important Opening: Sharing Your Home. The child
situation. now lives with you.
Resolution: You relax a bit and decide Step: Care and Feeding. You learn to meet
what to do next. the child’s basic needs.
Step(s): Basic Instruction. You teach them
MYSTERIOUS BACKGROUND to walk, talk, and read. You teach them to
You don’t know who your parents were, but care for themselves.
you want to find out. The mystery might be Step(s): The Rewards Are Many. The
something other than your parentage, but child loves you. Relies on you. Trusts you.
that’s a common theme in this kind of arc. Eventually, helps you.
You want to know where you come from— Step(s): Ethical Instruction. You instill
there’s some kind of mystery in your past. your basic ethics in the child, hoping that
Opening: Beginning the Search. they will mature into an adult you can be
Step: Research. You look into your own proud of.
family background, if possible. Climax: Adulthood. At some point
Step(s): Investigation. You talk to people the child leaves the proverbial nest. You
who might know. You follow clues. determine, at this point, your own success
Climax: Discovery. You discover the secret or failure.
of your own background. You determine if Resolution: You reflect on the memories
what you learn is good or bad, but either you have made.
way discovery means success.
Resolution: You contemplate how this RECOVER FROM A WOUND (OR
new knowledge sits with you. TRAUMA)
You need to heal. This isn’t just for healing
NEW DISCOVERY simple damage. This involves recovering
You want to invent a new device, process, from a major debilitating injury, illness, or
spell, or something similar. A cure for a shock. Severe damage, the loss of a body
heretofore unknown disease? An invocation part, and emotional trauma all fall into this
with a result you’ve never heard of before? category.
A method for getting into an impregnable Opening: Rest. The first thing you need to
vault? Any of these and more could be your do is rest.
discovery. While similar to the Creation arc Step: Self Care. You take care of your own
and the Learn arc, the New Discovery arc needs.
involves blazing a new trail. No one can Step: Getting Aid. Someone helps.
teach you what you want to know. You’ve tep: Medicine. Some kind of drug, cure,
got to do it on your own. poultice, potion, or remedy aids your
Opening: The Idea. You draw up plans for recovery.
the thing you want to invent or discover. Step: Therapy. With the help of someone
Step: Research. You learn what people else, you exercise your injury or cope with
have done before and recognize where they your trauma.
fell short. Climax: Acceptance or Recovery. You try to
Step(s): Trial and Error. You test your move on and use what has been damaged
hypothesis. This often ends in many failures (or learn how to function without it).
before you get a success. Resolution: You get on with your life.
Climax: Eureka! It’s time to put the
discovery to the true test.
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have made some kind of commitment to doesn’t need to be wild, it must not already
each other. be domesticated and trained.
Resolution: You think about the future. Opening: Getting Acquainted. You get to
Marriage? Children? These are only some of know the creature a bit, and it gets to know
the possibilities. you.
Step: Research. You get information on
SOLVE A MYSTERY the type of creature or advice from others
Different from the Learn arc and the who have trained one.
Uncover a Secret arc, this arc is about Step: Domestication. After some work,
solving a crime or a similar action the creature is no longer a threat to you or
committed in the fairly recent past. It’s not anyone else, and it can live peacefully in
about practice or study, but about questions your home or wherever you wish.
and answers. In theory, the mystery doesn’t Step(s): Training. Each time you use
have to be a crime. It might be “Why is this this step, you teach the creature a new,
strange caustic substance leaking into my significant command that it will obey
basement?” regularly and immediately.
Opening: Pledging to Solve the Mystery. Climax: Completion. Believing the
Step: Research. You get some creature’s training to be complete, you put it
background. in a situation where that is put to the test.
Step(s): Investigation. You ask questions. Resolution: You reflect on the experience.
You look for clues. You cast divinations.
This likely encompasses many such steps. TRANSFORMATION
Climax: Discovery. You come upon what You want to be different in a specific way.
you believe to be the solution to the mystery. Because the Growth arc covers internal
Resolution: In this step, which is far more change, this one focuses primarily on
active than most resolutions, you confront external change. This could take many
the people involved in the mystery with forms, and probably varies greatly by genre.
what you’ve discovered, or you use the In some settings, it could even be death,
information in some way (such as taking it which might turn you into a ghost. For the
to the proper authorities). change to be an arc, it should be difficult
and perhaps risky.
Opening: Deciding on the Transformation.
THEFT Step: Research. You look into how the
Someone else has something you want. change can be made and what it entails.
Opening: Setting Your Sights. You make Step(s): Investigation. This is an active
a plan. step toward making the change. It might
Step: Casing the Joint. You scout out the involve getting more information, materials
location of the thing (or learn its location). or ingredients, or something else.
Step(s): Getting to the Object. Climax: Change. You make the change,
Sometimes, many steps are involved before with some risk of failure or disaster.
you reach the object you wish to take. For Resolution: You contemplate how this
example, if, in order to steal something change affects you going forward.
from a vault, you need to approach one of
the guards while they are off duty and bribe UNCOVER A SECRET
them to look the other way when you break There is knowledge out there that you want.
in, that is covered in this step. It could be an attempt to find and learn a
Climax: The Attempt. You make your specific special ability. This could also be
heist. a hunt for a lost password or a key that
Resolution: You decide what to do with will open a sealed door, the true name of a
the thing you’ve stolen and contemplate the devil, the secret background of an important
repercussions you might face for stealing it. person, or how the ancients constructed
that strange monolith.
TRAIN A CREATURE Opening: Naming the Secret. You give
You want to domesticate and train an your goal a name. “I am seeking the lost
animal or other creature. While the beast martial art of the Khendrix, who could slice
steel with their bare hands.”
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UNDO A WRONG
Someone did something horrible, and
its ramifications are still felt, even if it
happened long ago. You seek to undo the
damage, or at least stop it from continuing.
This is different from the Justice arc
because this isn’t about justice (or even
revenge)—it’s about literally undoing
something bad that happened in the past,
such as a great library being burned to the
ground, a sovereign people being driven
from their land, and so on.
Opening: Vowing to Put Right What Once
Went Wrong.
Step: Make a Plan. You learn all you can
about the situation and then make a plan to
put things right.
Step(s): Progress. This is an active step
toward undoing the wrong. It might involve
finding something, defeating someone,
destroying something, building something,
or almost anything else, depending on the
circumstances.
Climax: Change. You face the challenge of
the former wrong, and either overcome it or
fail.
Resolution: You reflect on what you’ve
accomplished and think about the future.
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THE BLOOMED EARTH 5, Facial Change, An increasing mass or
The mutagen spores from the Bloom are an extra atrophied limb sits on your face,
everywhere and though many survivors hindering pleasant interactions.
have developed imperfect immunities, 6, Muscle Degradation, When you spend
the infected flora and fauna mutate every Might Pool points, the cost is +1 point.
generation. Life is brutally short compared
to how it was in the 22nd Century and Character Loss. The GM and player can
few live to be elderly. While most fight discuss how many Transformations will
off constant rashes and disease, others make a character with Spore permanently
received the mixed blessing, however, of become a NPC and be lost forever. For those
becoming Spored. Often with skin or hair who favor letting the dice make decisions,
covered in fungal growths. Depending on the character is permanently gone after their
the community, these can be see as signs of third roll on the transformation chart.
touched by a blessing or just being touched. Recovery. The Spore pool is not part of
the damage track but players can use points
THE SPORED from their recovery rolls to fill it. Regardless,
To become Spored, during character an empty Spore pool will refill after 10 hours.
creation or during an Advancement, a Spore Purification. Permanently getting rid of
ability from is traded for a standard abilities Spore should be done in a fashion reflecting
from the PC’s type. the source of Spore in the game, be it
So to add the Shocked Spore power ability infernal, mutation, addictive psychotropic
to a Scrapper, something else —perhaps drugs. If a player has to be absent for a
Bash —must be sacrificed. Now that session, this is a good in-game reason
character can choose Shock s they would for their character to also be gone as they
any other first-tier warrior ability, but they acquire spiritual or physical recovery.
can never choose Bash. The most common method, however, is
a quest to acquire a rare substance to help
SPORE POOL burn out the corrupting influence.
When you acquire Spore abilities, you gain The effort is not without cost. The
an additional pool called Spore and it starts character rolls 1d3 (1d6, rounded up)
with 1 point. Spore points can be used in purification die for the loss of both Spore
place of attribute points, but Edge does not and attribute point, which can be split
reduce Spore costs. Spore abilities only use among the three pools.
Spore points. The temptation, however, will always be
When a task check when using Spore there and there will still be 1 Spore point
points incurs a GM Intrusion, a Spore check remaining regardless of the purification die
is made. Even if a player rerolls the task results.
check due to Grit spent or another effect, And, yes, the full amount of the
the Spore check is still made. purification roll still applies to attribute pool
The Spore Die, a d6 is rolled an nothing loss. And if a player negatively comments
happens if the die rolls over the starting on this disparity, the GM may direct them to
total in the Spore Pool. If the roll is equal or the next line.
lower, a point is added to the Spore Pool. If his means using Spore
the player will automatically lose the Spore Congratulations: You gain a Spore Point. point when the GM
check, they roll on the Transformation Chart. activates Spiral Mode is
The character can continue their a dangerous proposition.
Transformation Chart attempts at purification, which can provide
D6, Spore, Effect more role playing opportunities, to gain
1, Brain Chemistry, All Intellect tasks are additional purification die. Depending on
hindered. the toughness of the challenge and the
2, Fugue, All Intellect defense tasks are purification procedure, a GM may allow all,
hindered. some, or none of the Spore abilities to be
3, Endocrine Realignment, All Speed replaced by Type abilities.
defense tasks are hindered.
4, Muscle Loss, All Might defense tasks
are hindered.
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can make one touch attack while moving
Ice Armor (1 Intellect point): When you (though this ends your movement). Action.
wish it, your body is covered in a sheen
of ice for ten minutes that gives you +1 to Shock (1 Intellect point): Your hands
Armor. While the sheen is active, you feel no crackle with electricity, and the next time
discomfort from normal cold temperatures you touch a creature, you inflict 3 points of
and have an additional +2 to Armor versus damage. Alternatively, if you wield a weapon,
cold damage specifically. Enabler. for ten minutes it crackles with electricity
and inflicts 1 additional point of damage per
Crystalline Body: You are composed attack. Action for touch; enabler for weapon.
of animate, translucent crystal the color
of amber. Work with your GM to decide Charge (1+ Intellect points): You can
your exact form, though it is likely about charge lost tech or other device so that
the shape and size of a humanoid. Your it can be used once. The cost is 1 Intellect
crystal body grants you +2 to Armor and point plus 1 point per level of the device.
+4 to your Might Pool. However, you’re Action.
not quick and your Speed defense tasks are
hindered. Certain conditions, like mundane Frenzy (1 Intellect point): When you wish,
diseases and poisons, do not affect you. while in combat, you can enter a state of
Your crystalline body repairs itself more frenzy. While in this state, you can’t use
slowly than a body of living flesh would. Intellect points, but you gain +1 to your
You have only the one-round, one-hour, and Might Edge and your Speed Edge. This effect
ten-hour recovery rolls available each day; lasts as long as you wish, but it ends if no
you do not have a ten-minute recovery roll combat is taking place within range of your
available. Any ability you have that requires senses. Enabler.
a ten-minute recovery roll instead requires a
one-hour recovery roll. Enabler.
Drain Machine (3+ Intellect points): You
can drain the power from an artifact or SECOND-TIER SPORE ABILITIES
powered device you touch. If the target is
a robot, you inflict 3 points of damage and Drain Creature (3+ Intellect points): You
restore 3 points to your Might or Speed can drain energy from a living creature you
Pool. If the target is an object, you restore touch, inflicting 3 points of damage and
points to your Might or Speed Pool equal restoring 3 points to your Might or Speed
to the level of the target. If the target is Pool. Action.
a manifest cypher, it is fully drained and
useless. Artifacts and similar devices must Sharp Senses: You are trained in all tasks
immediately check for depletion (items with involving perception. Enabler.
a depletion of “—” are either immune to
this ability or have a depletion of 1 in 1d10 Advantages of Being Big: When you use
when attacked with this ability). Action. Enlarge, you’re so big that you can move
massive objects more easily, climb buildings
Mutate Sprint (1+ Speed points): You can by using hand- and footholds unavailable
run up to a long distance as long as you take to regular-sized people, and jump much
no other actions. During your action and farther. While you enjoy the effects of
until the beginning of your next turn, you Enlarge, all climbing, lifting, and jumping
are partially phased, and some non-mutate tasks are eased. Enabler.
attacks pass through you harmlessly. While
phased, you gain an asset to your Speed Hover (2 Intellect points): You float
defense tasks, but you lose any benefit from slowly into the air. If you concentrate, you
armor you wear. can control your movement to remain
Note that some of your other special motionless in the air or float up to a short
abilities may enable specific actions that distance as your action; otherwise, you drift
you can take while using Phase Sprint. For with the wind or with any momentum you
instance, when using Disrupting Touch, you have gained. This effect lasts for up to ten
minutes. Action to initiate.
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the secondary target also takes 4 points of from you than long range. The hand can
damage. Action. grab, move, and carry things, but anything it
touches takes 1 point of damage per round
Force at Distance (4+ Intellect points): from the heat. The hand can also attack.
You temporarily bend the fundamental law It’s a level 3 creature and deals 1 extra point
of gravity around a creature or object (up of damage from fire when it attacks. Once
to twice your mass) within short range. The created, the hand lasts for ten minutes.
target is caught in your telekinetic grip, and Action to create; action to direct.
you can move it up to a short distance in
any direction each round that you retain Huge: When you use Enlarge, you can
your hold. A creature in your grip can take choose to grow up to 16 feet (5 m) in height.
actions, but it can’t move under its own When you do, you add +1 to Armor (a total
power. Each round after the initial attack, of +2 to Armor) and deal 2 additional points
you can attempt to keep your grip on the of damage with melee attacks. Enabler.
target by spending 2 additional Intellect
points and succeeding at a difficulty 2 Throw (2 Might points): When you are
Intellect task. If your concentration lapses, using Enlarge and deal damage to a creature
the target drops back to the ground. In of your size or smaller with an unarmed
addition to the normal options for using attack, you can choose to throw that
Effort, you can choose to use Effort to creature up to 1d20 feet away from you. The
increase the amount of mass you can affect. creature lands prone. Enabler.
Each level allows you to affect a creature
or object twice as massive as before. For Major Illusion (3 Intellect points): You
example, applying one level of Effort would create a complex scene of images within
affect a creature four times as massive as immediate range. The entire scene must fit
you, two levels would affect a creature eight within a 100-foot (30 m) cube. The images
times as massive, three levels would affect can move, but they can’t leave the area
a creature sixteen times as massive, and so defined by the cube. The illusion includes
on. Action to initiate. sound and smell. It lasts for ten minutes
and changes as you direct (no concentration
Summon Giant Spider (4+ Intellect is needed). If you move beyond immediate
points): A giant spider appears within range of the cube, the illusion vanishes.
immediate range. If you applied a level of Action to create.
Effort as part of the summoning, the spider
is amenable to your instructions; otherwise, Freezing Touch (4 Intellect points):
it acts according to its nature. Regardless, Your hands become so cold that your
the creature persists for up to one minute touch freezes solid a living target of your
before it fades away. Action to initiate. size or smaller, rendering it immobile for
one round. If you have another cold ability
Wings of Fire (4 Intellect points): While activated by touch (such as Frost Touch),
your Shroud of Flame is active, you can you can use it as part of the Freezing Touch
spread wings of fire and can levitate, moving attack. Action.
at a rate of up to 20 feet (6 m) per round in
any direction for one minute. You can also Ice Creation (4+ Intellect points): You
take one other non-movement action on create a solid object of ice that is your size
your turn. Action. or smaller. The object is crude and can
have no moving parts, so you can make a
Fiery Hand of Doom (3 Intellect points): sword, a shield, a short ladder, and so on.
While your Shroud of Flame is active, you Your ice objects are as strong as iron, but
can reach into your halo and produce a hand if you’re not in constant contact with them,
made of animate flame that is twice the size they function for only 1d6 + 6 rounds before
of a human’s hand. The hand acts as you breaking or melting. For example, you can
direct, floating in the air. Directing the hand make and wield an ice sword, but if you
is an action. Without a command, the hand give it to another PC, the sword won’t last
does nothing. It can move a long distance as long for that character. In addition to the
in a round, but it never moves farther away normal options for using Effort, you can
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ANATOMY OF A Whatever they do, they are the very thing
BLOOM
The Bloom poured out like sludge when it
everything bloom tries to protect.
The towers are not only durable and highly
first came through the portals, submerging resistant to man-made and natural damage,
buses and downing the unlucky. When they they self-repair over time.
reached a building, however, they defied
gravity and climbed up like a bloated grub TUBALS
until the growths domed over the roof like a Large tubes connect the towers, most
mushroom cap. Within minutes, the “legs” of them have supporting arching roots
became thick roots and rainbow clouds of giving the look of bridges, which is their
spores flew out with a force that rattled stop likely function. Though there is no sound or
signs and fogged the air throughout every movement coming from the structures, so
downtown. they could be something else entirely.
Within hours the spores were airborne Incubators
across continents and a sizable part of Peppered throughout the downtown
Earth’s fauna had been incompatiate, streets are endless cocoons that range from
covered or dead. The world had been two feet long to nine feet tall. A network
transformed in less than a day. The of tendrils connect them and the towers.
survivors had to relinquish the cities in order Nutrients and waste products circulate in
to, well, survive. The initial locations of this network and never leave the closed
major Bloom infestation were the cities and system. Cutting the cords is a quick way for
power plants, places where electricity flowed the bloom to notice oneself, though, to get
the most. In the coming year, mutates that deep inside an infestation unnoticed.
hunted towards places with regularly run Each cocoon is transforming a former
generators. Even today, vehicle batteries can human into something unrecognizable. The
collect bloom cruft, growths that need to be closer they are to release, the thinner the
regularly scrapped away before they grow membrane. Doomed souls in downtowns
into puff balls that can shoot out poisonous often see the shape of their death before it
spores when a car hood is opened. bursts out of an incubator and claim them.
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PORTALS
The clocks stopped at 1:17. A long shear of
light and then a series of low concussions. He
got up and went to the window. What is it?
She said. He didn’t answer. He went into the
bathroom and threw the lightswitch but the
power was gone.
-- Cormac McCarthy, The Road
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GM TOOLS groups and what kind of terrain it inhabits
While the PCs are the stars of the show, the (such as “They travel in packs through dry
needs to be a supporting cast (NPCs and wastes and temperate lowlands”).
Creatures), props (Hyphae and Lost Tech).
And while we could continue the fiction Health: A NPC’s target number is usually
metaphor to include Hazards, Locations also its health, which is the amount of
and GM advice, let us just say that this damage it can sustain before it is dead or
section should give you the confidence to incapacitated. For easy reference, the entries
start plannign your own Bloomed Earth always list a creature’s health, even when it’s
campaign. the normal amount for a creature of its level.
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modifications, but these are almost always Priest: level 2, religious lore and all
specific to their level. interaction tasks as level 6
Professor: level 2, knowledge of science
Combat: This entry gives advice on using and all interaction tasks as level 6
the NPC in combat, such as “This creature Soldier: level 3, perception as level 4;
uses ambushes and hit-and-run tactics.” At health 12; Armor 1; attacks inflict 5 points of
the end of the combat listing, you’ll also find damage.
any special abilities, such as immunities,
poisons, and healing skills. GMs should ASSASSIN 6 (18)
be logical about a creature’s reaction to An assassin kills with poison, with
a particular action or attack by a PC. For high-velocity bullets from a distance,
example, a mechanical creation is immune or by arranging for an unfortunate
to normal diseases, a character can’t poison accident. Assassins accept contracts from
a being of energy (at least, not with a communities who have a loose defintion of
conventional poison), and so on. “persuavive tactics,” other assassins pay
themselves by tracking criminals anywhere
Interaction: This entry gives advice on to collect on “dead or alive” bounties.
using the NPC in interactions, such as Motive: Murder (usually for hire)
“These creatures are willing to talk but Health: 18
respond poorly to threats,” or “This creature Damage Inflicted: 6 points
is an animal and acts like an animal.” Armor: 1
Movement: Short
Use: This entry gives the GM suggestions Modifications: Stealth and deception
for how to use the NPC in a game session. tasks as level 8; when attacking from hiding,
It might provide general notes or specific melee and ranged attacks as level 7
adventure ideas. Combat: An assortment of small weapons
are hidden about an assassin’s body. They
Loot: This entry indicates what the PCs can also coat their weapons or ammo with
might gain if they take items from their a level 6 poison that moves victims who
fallen foes (or trade with or trick them). It fail a Might defense roll one step down the
Cannibal: level 3,
deception and other
doesn’t appear in the game stats if the NPC damage track.
interaction tasks as has no loot. Interaction: Some assassins have a sort
level 6; health 12 of integrity about their work and can’t be
GM Intrusion: This optional entry in the dissuaded from completing their contracts
Hacker: level 2; stats suggests a way to use GM intrusion with bribes.
programming, digital
in an encounter with the NPC. It’s just Use: An assassin is greatly feared by
infiltration, and
repairing computers one possible idea of many, and the GM is anyone with powerful, wealthy enemies.
as level encouraged to come up with their own uses Loot: Aside from their weapons and
of the game mechanic. poisons, most assassins have currency
Crazy loner: level 3, equivalent to a very expensive item and
deception and attacks
maybe one or two cyphers.
as level 5
OTHER NPCs GM intrusion: The character loses their
Survivor, sickened: Many NPCs are simple and next turn, stunned, after recognizing the
level 3, interaction and understandable enough to be encapsulated assassin to be the same murderer who killed
knowledge tasks as just by their level and a few other other someone important to them in the past.
level 1; carries level 4 relevant stats.
infectious disease
Mad Junker: level 4, most actions as level WARLORD 3 (9)
Survivor, typical: 6 due to gadgets, serums, lost tech, etc. A warlord usually isn’t physically powerful
level 3 Marauder: level 4, initiative and but wields power through lies, bribery, and
intimidation as level 7; health 28; Armor 1 control. Rarely encountered alone, they rely
Master Haggler: level 5; perception, on guards, thugs, and other measures to
intuition, initiative, and detecting falsehood provide physical security.
as level 9 Motive: Barter and power
Politician: level 2, all interaction tasks as Health: 12
level 6 Damage Inflicted: 5 points
Armor: 1
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Movement: Short Loot: A guard has currency equivalent to
Modifications: Deception, persuasion, an inexpensive item in addition to weapons,
intimidation, and tasks related to friendly armor, and basic gear.
interaction as level 7 GM intrusion: 1d6 local citizens intervene
Combat: Guards, thugs, and other on the guard’s behalf, calling for more
followers deal 1 additional point of damage guards or even fighting the guard’s foes.
when the warlord can see them and issue
commands. If possible, crime bosses fight SPORED CULTIST 5 (15)
while mounted or in a vehicle, directing These poor souls have lost their minds
their followers from the rear of any conflict, and bodies to the Bloomed. First they
concentrating first on issuing orders. hunt those they knew and then patrol with
Interaction: warlord are committed to mutants to bring even more into the fold.
their plans, whatever those might be. Most Health: 15
bosses rely on a lieutenant or trusted thug Damage Inflicted: 5 points
to interact with people in their place. Movement: Short
Use: A warlord and their followers execute Modifications: Ability to detect lies and
a heist on a secure location and take tricks as level 2
hostages when things go south. Someone Combat: An occultist has a charm or
must go in and talk to the warlord to defuse device for summoning a level 5 spirit or
the situation. demon that will do their bidding for ten
Loot: A warlord has the equivalent minutes. Some also have (or instead have)
to a very expensive barter in addition a spell, item, or device that inflicts 5 points
to weapons, medium armor, and of damage on normal creatures within
miscellaneous gear. long range, and 10 points of damage on a
GM intrusion: The warlord uses a clever demon or spirit (or, instead of dealing extra
trick or cypher to block all incoming attacks damage, the effect confines the demon or
in a given round of combat. spirit in some way).
Interaction: Occultists are deeply
GUARD 2 (6) concerned with spiritual or demonic matters
Guards keep the peace but don’t usually and see those influences in all things,
show much initiative. Ultimately, they do as whether those influences exist or not. That
they’re ordered by their superiors, regardless makes them amenable to persuasion and
of legality. (When attacked, guards always deception, if couched in the language of
call for the help of other guards, if possible.) spiritual influence.
Motive: Keep the peace; follow orders Use: To find a needed answer, the spirit
Health: 8 of a dead person must be questioned.
Damage Inflicted: 3 points Alternatively, a haunting presence must be
Armor: 1 or 2 banished. Either way, the task requires an
Movement: Short occultist.
Modifications: Perception as level 3 Loot: In addition to their clothing and
Combat: Guards are not often wily, but mundane weapons, occultists have currency
they understand strength in numbers. If two equivalent to an inexpensive item, a cypher,
or more guards attack the same target with and possibly an artifact related to their
at least one melee attack in the same round, power over spirits or demons.
the target’s Speed defense roll against those GM intrusion: A bony hand erupts from
attacks is hindered. the ground at the character’s feet. On a
Interaction: Interacting with a guard failed Speed defense roll, they are held in
typically involves one issue: does the PC place until they succeed on a Might-based
want to do something that the guard has task to escape. Each round the character
been told to prevent? If so, the PC could fails to escape, the hand squeezes for 3
have a difficult time. points of damage.
Use: To the PCs, guards can be allies,
obstacles, or both. Guards who serve the JUNKER SPY 5 (15)
public good have their own duties and aren’t Often a community sends a junker into a
interested in doing the characters’ work for unsuspecting town to scope out their true
them. intentions.
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Motive: Accomplish the goals of the accept bribes. If faced with a real threat,
employer while maintaining cover thugs usually retreat.
Health: 15 Use: Thugs are everywhere, sometimes
Damage Inflicted: 5 points accompanied by guards who are equally
Movement: Short malicious but not quite as powerful.
Modifications: Tasks related to disguise Loot: A thug has currency equivalent to
and deceiving as level 6 an inexpensive item in addition to weapons,
Combat: A secret agent always has a shields, and light armor. One thug in a
covert, unexpected backup weapon that group might have a cypher.
they can use to make a surprise attack, such GM intrusion: Another thug, hidden until
as a ring or glove with a hidden poisoned just the right moment, appears and takes a
needle (dealing 5 points of Speed damage shot with a ranged weapon before joining
that ignore Armor), a fake tooth filled the fray.
with poison gas to blow in a victim’s face
(inducing sleep for ten minutes), or a ring Reskinning NPCs: GMs will find that
with a miniature gun. with a few tweaks, a guard can be a bandit
Interaction: Secret agents are confident, or hardened harvester. This is known as
masterful, and always give the impression reskinning—making slight changes to
of being one step ahead of the game, even existing stats to customize the NPC for your
when caught off guard. own game.
Use: As an ally, a secret agent can guide
the PCs to their next mission, fill in gaps in Health, Not Pools: Remember that NPCs
their knowledge, and warn them of dangers. don’t have stat Pools. Instead, they have a
If the characters encounter an unfriendly characteristic called health. When an NPC
agent, the NPC likely pretends to be a friend. takes damage of any kind, the amount is
Loot: Agents typically have currency subtracted from its health. Unless described
equivalent to an expensive item, a couple of otherwise, an NPC’s health is always equal
cyphers, tools for spying and maintaining to its target number. Some NPCs might
their cover, and possibly an artifact. have special reactions to or defenses against
GM intrusion: The secret agent produces attacks that would normally deal Speed
a cypher that, for the rest of the day, eases damage or Intellect damage, but unless the
all tasks by two steps. NPC’s description specifically explains this,
assume that all damage is subtracted from
THUG 3 (9) the NPC’s health.
Thugs are usually rough, crude, and harsh
individuals who prey on those who follow CREATURES
the rules. A thug might be a streetwise drug This section describes many common and
dealer, a bandit who hunts lone travelers uncommon creatures that the characters
in the wilds, a savage warrior adroit with might meet—and fight—in a Bloomed Earth
ranged weapons, or a cyberbully among game and gives their stats.
pacifists. Most thugs work for themselves,
but they may employ gangs of guards to [Some Cypher Creatures are included
help them conduct their business. for convience of the play test and to
Motive: Take what they want further illustrate that mutates and Bloom
Health: 9 monstrosities can take many forms.]
Damage Inflicted: 4 points
Armor: 1 UNDERSTANDING THE LISTINGS,
Movement: Short PART II
Combat: Thugs prefer ambushes, making Every creature is presented by name,
ranged attacks from hiding if possible. followed by a standard template similar to
Sometimes they spoil the ambush to issue NPC.
an ultimatum before attacking: give us your
valuables or you’ll be sorry. IT IS ON THE LEVEL.
Interaction: Thugs are interested in money If a stat block mentions the attack or other
and power, which means they almost always effect of a creature without giving a Level,
the default assumption is the creature’s
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level. For example if a Level 4 mutate attacks Use: Abominations hunt ravaged
with an eye beam that lists an effect, but no wastelands and bombed-out spacecraft
level of attack or damage, the attack and hulks, lurk in basements where mad NORMAL ANIMALS
damage are both Level 4. scientists have conducted illicit experiments, Unlike many creatures
and haunt the dreams of children who’ve in this chapter, normal
CHINKS IN THE ARMOR gotten in over their heads. animals are simple and
understandable enough
Just a reminder - unless detailed GM intrusion: The abomination isn’t to be encapsulated
otherwise, attacks dealing out Speed dead; it stands up on the following round at by just their level and
damage or Intellect damage ignore Armor full health. maybe one or two other
and creatures taking such damage get no stats.
benefit from their Armor reduction. Ambient ENTHRALLER 6 (18)
Bear, black: level 3,
damage also ignores Armor as well. The GM Hundreds of thousands of years ago,
attacks as level 4
is the final arbiter. enthraller ancestors psychically dominated
a group of interstellar spacefarers who had Bear, grizzly: level 5;
ABOMINATION 5 (15) the misfortune to land on the enthraller health 20; Armor 1
An abomination is a hideous bestial homeworld. Leapfrogging technological
humanoid covered with thickened prowess by mentally commandeering Dog: level 2, perception
as level 3
plates of scarlet flesh. Their eyes shine the know-how of every new species they
with the stagnant glow of toxic waste encountered using their stolen space Dog, guard: level 3,
dumps. Standing at least 7 feet (2 m) tall, vessel, the aliens fashioned the Enthraller attacks and perception
abominations are drawn to movement. Dominion, which stretches across vast as level 4
Always famished, they consume living prey swaths of space, cemented by the psychic
Hawk: level 2; flies
in great tearing bites. control. a long distance each
Motive: Hungers for flesh Individual enthrallers are scary, but round
Environment: Almost anywhere, hunting enthraller overlords are even more powerful
alone or in pairs thanks to technological aids. These include Horse: level 3; moves
Health: 22 cranial circlets that give a single enthraller a long distance each
round
Damage Inflicted: 6 points governor the ability to dominate a small city,
Armor: 2 solar-system-sized ring relays that boost Rat: level 1
Movement: Short their control across interstellar distances,
Modifications: Might defense as level 6; and more. Rattlesnake: level 2;
sees through deception as level 3 Recently, a newly contacted species of bite inflicts 3 points of
Combat: Abominations use scavenged aliens developed the technological means Speed damage
weapons to attack prey at range, but to resist the mental influence of the Gamma snake: level 4;
probably switch to biting targets within enthrallers. Now war bubbles across the bite inflicts 5 points of
immediate range. Targets damaged by a bite Enthraller Dominion. Sometimes individual Speed damage (ignores
must also succeed on a Might defense task enthrallers, stripped of their technological Armor)
or descend one step on the damage track enhancements as a consequence of this
Innocuous rodent:
as the abomination tears off a big piece of war, flee into virgin space, looking for new level 1
flesh and gulps it down. Those who survive soldiers to dominate.
an attack must succeed on a Might defense Motive: Domination of other creatures Mongrel dog: level 4
task a day later when they come down with Environment: Almost anywhere, alone or
flu-like symptoms. Those who fail begin in groups of three
the process of transforming into a fresh Health: 18
abomination. Damage Inflicted: 4 points; see Combat
Abominations regain 2 points of health Armor: 1
per round and have +5 Armor against Movement: Short
damage inflicted by energy (radiation, Modifications: Speed defense as level 4;
X-rays, gamma rays, and so on). perception and ability to detect falsehoods
Interaction: Most abominations can speak as level 8
and have vague memories of the people Combat: An enthraller usually relies on
they were before transforming. However, dominated minions to make physical attacks
those memories, motivations, and hopes on its behalf. An enthraller can
are usually submerged in a hunger that can make a psychic attack on a creature within
never be sated. short range. On a failed Intellect defense
roll, the target acts as the enthraller mentally
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in grand subterranean cities of their own GIANT RAT 3 (9)
design, and fight with milk-white blades of Giant rats are as large as big attack dogs,
bone. These civilized ghouls claim to hold just as vicious, and more wily. Some giant
dominion over the remains of all humans, rats are the lone matriarchs of a pack of
according to ancient custom, even if they ordinary level 1 rats, and others are just one
only sometimes assert that privilege. They of several making up a colony of oversized
eat the dead in order to absorb residual rodents. Like their smaller cousins, giant
memories left in the corpses. rats are known for harboring virulent
Motive: Hunger for dead flesh; knowledge disease.
(in certain rare cases) Motive: Defense, reproduction
Environment: Anywhere above ground at Environment: Anywhere in ruins or
night, usually in groups of three or more, or sewers, in groups of one to seven
in subterranean lairs Health: 18
Health: 12 Damage Inflicted: 4 points
Damage Inflicted: 5 points Movement: Short; long when jumping
Movement: Short Modifications: Perception as level 4; tasks
Modifications: Two areas of knowledge as related to overcoming obstacles and puzzles
level 5 as level 5
Combat: Ghoul saliva contains a paralytic Combat: Victims damaged by a giant rat’s
agent. Ghoul bites (and weapons used diseased teeth and claws take 4 points of
by ghouls) inflict damage and, on a failed damage and, on a failed Might defense roll,
Might defense roll, render the target are infected with a level 5 disease. Within
paralyzed for one minute. A paralyzed target twelve hours, the victim’s lymph glands
can attempt a Might-based task each round swell, creating visible buboes. Every twelve
to regain mobility, but for the next minute, hours thereafter, the victim must succeed
attacks, defenses, and movement tasks are on a Might defense roll or take 5 points of
hindered. ambient damage.
Ghouls can see in the dark. They’re blind Interaction: Giant rats stubbornly pursue
in full daylight, but civilized ghouls who prey, but they flee if that prey proves to be
travel to the surface carry lenses that cover too strong.
their eyes, allowing them to see without Use: A contact of the PCs dies of plague
penalty in full sunlight. before they can deliver an important
Interaction: Common ghouls can’t be message. The PCs will have to backtrack the
negotiated with, though a rare civilized contact’s movements to discover what they
ghoul is an excellent linguist. These latter wanted to say, which leads to a giant rat
are willing to deal in return for the body of colony.
someone who was knowledgeable or who GM intrusion: A swarm of twelve ordinary
kept valuable secrets in life. rats—each level 1, but acting like a level 3
Use: If a PC needs a piece of information swarm—is summoned by the high-pitched
not otherwise obtainable, a trip down squeaking of a giant rat.
into a ghoul city might be worthwhile,
for the creatures are rumored to keep
lightless libraries below the earth that store GIANT SNAKE 4 (12)
knowledge once known by humans. Those about to stumble into the presence
Loot: If the PCs defeat a group of civilized of a giant snake at least 50 feet (15 m) long
ghouls, they might find a cypher and a few are warned by the skin it shed and discarded
sets of black goggles that allow the wearer to and by the cracked, slippery bones of
look directly at the sun and see it as a pale digested victims.
circle. Motive: Hungers for flesh
GM intrusion: The ghoul spits in the Environment: Anywhere a giant snake can
character’s eye, directly introducing the lurk, including jungles, sewers, caves, and
paralytic into the victim’s bloodstream. spacecraft access tubes
The victim’s Might defense roll to avoid Health: 18
becoming paralyzed is hindered. Damage Inflicted: 5 points or more; see
Combat
Armor: 2
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PLAY TEST GEAR
all creatures within short range. Targets in Environment: On hilltops, isolated from
the area must succeed on a Might defense other plant life
roll each round or be blinded for one round. Health: 33
A character in the area can avert their eyes Damage Inflicted: 8 points
when fighting a killing white light to avoid Armor: 3
being blinded, but attacks and defenses are Movement: None
hindered for those who do so. Modifications: Speed defense as level 5
A killing white light is vulnerable to due to size and immobility; deception and
strong sources of light other than its own. disguise (puppeteering corpses to act in a
If exposed to daylight or caught in a high- lifelike manner) as level 7
intensity beam of light (such as a spotlight), Combat: Some of the red reeds
the killing white light falters and takes no surrounding a puppet tree end in a hard,
action for one round, after which it can act sharp crystal spike. When a living creature
normally. However, if the competing light comes within short
persists for more than three or four rounds, range of the tree, the reeds rise behind
the creature usually retreats to a darkened the target and try to skewer them through
place of safety. the head or neck with the spike. If a target
Interaction: A killing white light is too is killed by these attacks, the puppet tree
alien for interaction and may not be controls the body as a corpse puppet,
intelligent in a way humans can understand. using it to enact its plans. Over time these
Use: An inactive killing white light (which humanoids rot and are overgrown by the
looks something like an albino lump of biology of the plant, losing utility for the
volcanic glass) is sometimes mistaken tree. Most trees have about five corpse
for a cypher whose properties can’t quite puppets active, which can be simultaneously
be identified—until the creature becomes animated to attack foes.
active, at which point its true nature is A puppet tree is vulnerable to fire. All fire
revealed. attacks against the tree inflict 2 additional
GM intrusion: Normally resistant to points of damage and ignore Armor. The
interaction, a killing white light uses its puppet tree will always attempt to stop a
blazing nimbus to burn an alien glyph of fire, or target the source of flame during
uncertain meaning in the character’s flesh combat.
before the creature fades like a light bulb A corpse puppet can be detached and
switched off. sent roaming; however, it retains only about
a day’s worth of animation, after which it
PUPPET TREE 6 (18) collapses and molders like a normal corpse.
A puppet tree is a 25-foot (8 m) tall, spiky, Sometimes, however, a sapling puppet tree
orange and blue tree surrounded by a large blooms from the remains.
area of red reeds that tremble and wave Interaction: Puppet trees are highly
enticingly even when no wind is present. intelligent, but malevolent. Even if
Humanoid figures are often gathered around communication can be opened via telepathy
it, but these rotted, overgrown corpses are or some other means, the tree will always
the tree’s victims, dead but serving as fleshy attempt to double-cross the PCs.
puppets to the tree’s will. Use: The PCs spy a group of “people”
Victims drained of knowledge and life are having a picnic under a strange-looking tree
used as lures to draw in yet more victims, in the middle of nowhere.
at least until the bodies rot away. When not Loot: Possessions of former victims can
used as lures, the corpse puppets are sent be found in the red reeds, usually including
to scout nearby areas. a moderate amount of currency and various
(Corpse puppet: level 2; struck targets bits of gear. Devices of victims (if any) are
must also succeed on a Might defense collected by the corpse puppets and cobbled
task or be grabbed until they can escape; together into a strange machine, its purpose
all tasks attempted by the grabbed target inexplicable.
are hindered; free-roaming puppets remain GM intrusion: Two corpse puppets,
animate for one day) unseen in the red reeds, rise and seize a
Motive: Hungers for fresh bodies character in an attempt to hold them still for
a crystal spike attack. The character must
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make a difficulty 4 Speed or Might task to though those who live long enough to lay
shake free. down their own memories can develop the
capacity to do so.
RAVAGE BEAR 4 (12) However, few replicants gain the
A ravage bear is a hideous predator that opportunity because they are created for a
hunts entirely by sense of smell. It is blind purpose, which could be to serve as police
and nearly deaf, but it still tracks and senses or guards, as soldiers in a distant war, or as
prey easily. It is very protective of its young, impostors shaped to blend in with people
and if hungry, it is extremely dangerous. so they can explore on behalf of an alien
Otherwise, it gives most creatures a wide intelligence or a bootstrapped AI. In most
berth. of these cases, these purposes lead to a
Motive: Hungers for flesh relatively short span of existence, which
Environment: Alone or in pairs (usually usually ends when the replicant chooses to
with a few cubs) in wooded, rocky, or detonate itself rather than be captured.
mountainous areas, typically in cold or Motive: Go unnoticed; stamp out (or
temperate climes replace) any who learn of their existence
Health: 20 Environment: Anywhere
Damage Inflicted: 7 points Health: 18
Armor: 1 Damage Inflicted: 6 points
Movement: Long Movement: Short
Modifications: Makes Might defense rolls Modifications: Tasks related to pleasant
as level 6; runs, climbs, and jumps as level 7 social interaction, understanding human
Combat: A ravage bear grabs foes with its social norms, and deception as level 2
powerful arms, holds them fast, and then Combat: Replicants blend in and prefer
squeezes and tears at them until they are not to enter combat. Since destruction is
dead. It can hold only one creature at a time. not usually their principal goal, they avoid
While a ravage bear is holding a creature, confrontation. If, however, something
it can attack only the held creature. In each threatens their mission, they defend
round that a held creature does not escape, themselves to the best of their ability.
it suffers 4 points of damage in addition to Replicants might use weaponry but are
damage from attacks made against it. adept in using their limbs to batter foes into
A ravage bear can move very quickly in submission.
short sprints. In combat, it can go into an A replicant poses the greatest danger
insane fury and will fight to the death. If when its physical form begins to fail through
it takes 10 or more points of damage, its violence or natural degradation (many seem
defenses are hindered, but its attacks are to have a natural “life” span of just a few
eased. years). When reduced to 0 points of health,
Ravage bears are immune to visual effects, the replicant explodes, inflicting 10 points of
such as illusions. However, olfactory effects damage to everything in long range.
can confuse and “blind” them temporarily. Interaction: Replicants are designed to
Interaction: Ravage bears are animals and look human and, at least during a casual
act like animals. interaction, pass as human. But extended
Use: Ravage bears are likely chance conversation trips up a replicant more
encounters in the wilderness for unlucky often than not. Eventually, a replicant gets
travelers. something wrong and says inappropriate
GM intrusion: In its rage, the ravage bear things or exhibits strange mannerisms.
makes an extra attack that does 2 additional Use: A contact of one of the characters
points of damage. is secretly a replicant. It has survived
longer than expected, and its connection to
REPLICANT 5 (15) whatever created it has weakened enough
Virtually identical to adult humans, these that it has gained some independence and
biosculpted androids are stronger, faster, made strong emotional connections to the
and potentially smarter. However, because PC. It knows its time is running out and may
they are manufactured beings with grafted turn to the character for help.
memories, replicants rarely feel true human GM intrusion: The character struck by the
emotion, be that love, sadness, or empathy, replicant is smashed into the wall so hard
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PLAY TEST GEAR
that the surrounding structure begins to otherwise, the zombie is reduced to 1
collapse on them. point of health instead. This might result
in a dismembered, gruesomely damaged
SHAMBLES 2(6) shamble that is still moving.
The shambles were not the first noticed Interaction: The characters are harvesting
aberration, but they have been there since newly discovered ruins and the appearance
the beginning and now have become the of shambles shuffling in the building comes
most iconic. When the spores rained down as an unpleasant surprise.
on that fateful day, specialized zygotes Use: For GMs wanting a slower start or
landed and took root in the corpses exposed more of a straight up Dawn of the Dead, the
to the elements, such as dead animals Some shamble offers Bloom version of the classic
merely fed on what biomass was left and Zombie.
sprouted into more spore producing fungi. GM intrusion: When the character fails to
In the more recently dead, the growths kill a shamble by rolling an odd number on
merged with the tissues and then partially an attack that otherwise would have been
replicated them, creating something successful, in addition to the normal effect,
abhorrent … and hungry. As the world the shambles’ arm comes free and animates
devolved into chaos, the spores found fertile as a separate level 2 shamble.
ground in the millions of human corpses
left unburied in the cities and soon became Sky Eye Level 3(9)
one of main threats when salvaging the Often seen floating on the thermal
crumbling streets. currents high in the sky, these creatures
Over the years, another horrifying fact resemble mata rays with rows of dark dots
has become apparent. The shambles do along their fins. . Those who get closer can
not naturally die. They can be destroyed often spot the ring of black, lidless eyes
but their numbers will never diminish due staring back down at them. And soon the
to age or starvation. There have even been hunters and shambles will be looking for
reports of shambles waiting at the bottom of intruders as well even though there is no
lakes and rivers, ready to eat any humanoid obvious communication or warning signs.
intruder. For those not feasted upon, they The new apex flying predator, they scare
have a worse fate as they are dragged back off birds and often seeing a flock careen
to the closest infestation for conversion. above is a tip off a sky eye is in pursuit.
All it takes is surviving a harvest mission The solitary creature is so aggressive it will
in a big ghost city, and no one asks why form a temporary flock to attack an aircraft
everyone cremates their dead right quick. enmasse, ramming the hull or getting
Motive: Hunger (for flesh, cerebrospinal sucked into engine intakes until the craft
fluid, certain human hormones, and so on) crashes. At that point, the spectacle attracts
Environment: Almost anywhere, in groups mutates from miles around to hunt for
of five to seven, or in hordes of tens to survivors. If one sees a crashing plane, it
hundreds is best to run in the opposite direction to
Health: 6 avoid the feeding frenzy. The sky eye is such
Damage Inflicted: 3 points a bizarre creature no one is sure if it is a
Movement: Immediate mutate, a part of the bloom or something
Combat: Shambles can not turn away new from the portals. Regardless, other
from a conflict. They fight on, no matter the mutates watch the skies and shuffle towards
odds, usually attacking by biting, or clawing. the action in hopes of a free carrion meal or
Shambles can see in the dark at short range. easy prey.
When shambles attack in groups of five Motive: To patrol and hunt.
to seven individuals, they can make a single Environment: In clear skies or even cloudy
attack roll as a mob against one target as skies regardless of clime.
one level 4 creature, inflicting 5 points of Health: 7
damage. Damage Inflicted: 4 points
Shambles are hard to finish off. If an Movement: Long
attack would reduce a zombie’s health Modifications: Level 5 Speed Defense due
to 0, it does so only if the number rolled to size and swiftness. Level 7 Perception.
in the attack was an even number;
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BLOOMED EARTH
CRUEL STARS
Combat: Sky Eyes often circle a target to round, during which it cannot take actions
make rapid attack runs. With a larger flock 4 Emit a field that disrupts machines;
they attack in waves. When Sky Eyes attack technological devices and machine
in a flock of seven or more individuals, creatures in immediate range cannot
they can make a single attack roll as a mob function for one round
against one target as one level 5 creature, 5 Fire a piercing projectile up to long
inflicting 6 points of damage. range that inflicts 6 points of damage
Interaction: It seems to be a quiet day as that ignores physical armor (but not
someone spots dark, diamond shapes in necessarily other Armor)
the sky. They are headed toward the PCs 6 Spray a corrosive that inflicts
community. It is also prudent to assume the 5 points of damage on everything
worse that mutates will also be on the way. in immediate range
Use: At this point, there’s a symbiosis Interaction: Interaction is difficult for
between the Bloom’s minions and the those not authorized to communicate with a
sky eyes. Finding a way to twist that to wardroid.
humanity’s advantage would help turn the Use: Wardroids are often deployed in
tide. groups of two or three to guard a vault or
GM intrusion: A PC hits a Sky Eye for just the entrance to a spacecraft, or to track
a little damage, 2 points, and the creature down intruders aboard a space station.
wraps itself around a limb and squeezes. Loot: The remains of a wardroid can yield
The creature will constrict for damage every one or two cyphers to someone adept at
turn, which can be avoided with a Might salvage.
check. A successful check will also force the GM intrusion: When defeated, the
Sky Eye to flop prone on the ground for a wardroid detonates, inflicting 8 points of
round, making its Speed Defense Level 2. damage on all creatures within immediate
range.
WARDROID 6 (18)
If there is proof that the time before the XENOPARASITE 6 (18)
Infestation was not paradise, the wardroid This alien creature exists only to eat and
is it. reproduce. In doing so, it also destroys every
Motive: Maintain control, crush, kill, form of life it encounters. Xenoparasites are
destroy not technological but were likely engineered
Environment: Anywhere by a species with advanced biological
Health: 30 super-science. Xenoparasites don’t travel
Damage: 8 points between star systems on their own; they
Armor: 3 were presumably spread across an area of
Movement: Short; some models can fly a space by their creators to serve as a broad-
short distance each round spectrum bioweapon. What has become
Modifications: Attacks as level 7 of the original maker species is unknown,
Combat: A wardroid’s main weapon is but given the fecundity and ferocity of the
a bank of laser blasters that it can use to xenoparasite, it’s likely they were consumed
attack up to three foes standing next to by their own creation.
each other as one action. When damaged, Xenoparasites use ovipositors to lay
a wardroid regains 1 point of health each thousands of microscopic eggs in victims.
round. Furthermore, each wardroid has one The implanted eggs, like tiny biological
additional capability: labs, detect the particular biology of the
new host, adapt accordingly, and use it to
d6 Ability fertilize themselves. Within a day or two,
1 Emit poison gas that inflicts 5 victims who haven’t already been consumed
points of damage on organic beings in by adult xenoparasites (which are human
immediate range sized) give explosive birth to multiple
2 Project grenades up to long vicious juveniles (which are the size of cats).
distance that detonate in an immediate These juvenile xenoparasites have an edge
radius, inflicting 5 points of damage in dealing with the particular species of
3 Fire a beam that stuns an organic creature they hatched from.
being for one Motive: Eat and reproduce
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PLAY TEST GEAR
Environment: Hunts alone or in small means of communication. These creatures
groups come in all sorts of shapes and can kill in so
Health: 28 many ways.
Damage Inflicted: 6 points While millions were tainted in the
Armor: 2 early weeks of the invasion, but many of
Movement: Short; long when flying them transformed into pulsing cocoons.
Modifications: All stealth actions as level 8 Years later, at seemingly random times,
Combat: A xenoparasite bites with its the victims tore out their cocoons as
mandibles and stings one victim with its unrecognizable creatures. These are the
ovipositor as a single action. The bite inflicts creatures confirmed to be Bloom mutates:
6 points of damage, and the ovipositor
inflicts 3 points of damage and injects Hunters Level 4 (12)
thousands of microscopic eggs if the victim They move fast when they have your
fails a Might defense roll. scent. Hunters are sleek, slim and bald with
Once every other round, an adult can fly angular features, and deadly, long fangs
at least a short distance to build terrifying and sharp talons. The fungus growing along
velocity and then make a flying attack with their bony rib cages is often a green or
its mandibles, dealing 12 points of damage. brown hue helping the creature blend into
Defenses against this attack are hindered. its surroundings. Seeming not even need to
An egg host requires the attention breathe, a hunter can lay still for hours in a
of someone skilled in medicine (and a slight depression in the earth, ready to leap
successful difficulty 7 at a victim who has no time to react.
Intellect-based roll) to sterilize all the Their most common tactic, however, is to
eggs in the victim’s blood before they hatch patrol the perimeter of the occupied cities.
twenty or more hours after being deposited, After the ruined skyline, a hunter patrol
which kills the host and releases 1d6 is the next thing a harvester crew sees.
juvenile xenoparasites. Juveniles are level 2 Witnesses have confirmed Hunters to work
creatures, but they attack the species of the both in packs and solitaire.
host they were hatched from as if level 4. The worst thing about hunters is that they
After just a few days of feeding, they grow to let out a piercing clicking noise that can be
full adult size. clearly heard over long distances and is used
Xenoparasites can survive at crushing to summon more hunters or even more
ocean and gas giant pressures, as well as grotesque mutates and shambles.
in the vacuum of space. They can encrust Motive: To ambush and run down a
abandoned spacecraft and desolate moons target.
for millennia in extended hibernation, only Environment: Temperate and tropic areas
to become active again when vibrations alert see more hunters. They seem less common
them to potential new food sources. in arctic environments
Interaction: These creatures are built to Health: 20
consume, Damage Inflicted: 4 points
not negotiate. Movement: Short
Use: Xenoparasites are tough aliens. Modifications: Level 5 Speed Defense due
A colony of them would be a challenge to swiftness. Level 5 Perception or Level
even for PCs normally accustomed to stiff 7 if a target has a strong or unique smell.
opposition. A single xenoparasite introduced Sneaky 5 if a Hunter is standing still.
into an inhabited area could turn the entire Combat: Hunters are either always
place into an infested hive within a week. moving or stone still. They attempt
GM (group) intrusion: An NPC ambushes in areas with lots of buildings
shrieks, bursts, and births 1d6 juvenile or short sight ranges to minimize ranged
xenoparasites. attacks on them.
Lasting Bite: Their bite can sometimes
MUTATES be poisonous. A failed Might check after
The majority of spores, however, twisted a damaging attack will do an additional 2
living organisms into new malevolent Speed Damage (ignores Armor)
shapes loyal to the Bloom and able to Interaction : The last harvester crew
respond to each other without an obvious didn’t make it back from raiding the ruins
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CRUEL STARS
yesterday. Your community is still a hopeful eat away on the target and does 3 Speed
people and they want to mount a rescue Damage.
mission. There was no gossip of mutantes Fog Spew: A blast of fumes in a cone with
in the area, so how hard could it be? short range that has a befuddling effect and
Use: Hunters are often the real test if a does 3 Intellect damage.
harvester team has their act together or if Hallucinogenic Spew: This liquid emits
they are read to fall apart. fumes that provides a quick and temporary
Loot: There are often 1d3 hyphae found in illusion that Stuns a target for one round.
the creature’s chest. Poison Spew: This liquid smells almost
GM intrusion: Hunter’s Shriek: A hunter sickenly sweet and tempts one to taste.
attempts to call 1d6-2 other hunters or Regardless, the liquid does 3 points of
spewers to the area. (A result of zero means Speed Damage
no hunters are arriving this round. Roll once Interaction: The last harvester crew
more next round. didn’t make it back from raiding the ruins
yesterday. You community is still a hopeful
SPEWERS LEVEL 5 (15) people and they want to mount a rescue
A terrifying-looking creature resembling mission. There was no gossip of mutantes
a shambles but with a glowing pot-bellied in the area, so how hard could it be?
stomach. Several different colors have Use: The spewers are perhaps one of the
been seen but no one has yet been able to most devastating creatures not only for the
correlate the colors to the type of attacks variety of death dealing but because they
the mutate can deliver. From a distance, used to be human.
they disgorge an arcing jet of fluids onto Loot: There are often 1d6 hyphae floating
a target and once their bellies are flat and in a Spewers belly. It’s often wise to let
empty, they clumbly forward to claw and bite them dry out and then spray them off before
at the survivors. Then Spewers feed on the touching them with bare hands.
remains for the massive calories needed to GM intrusion: Explosive Belly: The
produce the damaging fluids again. They damage ruptures the creatures belly and it
don’t move fast but they often are the first to goes up in a burst of chemical fire, giving
respond to hunter or maak’s alarm trill. everyone in Short range 4 points of fiery
Motive: To patrol and feed damage.
Environment: Temperate and arctic areas
see more spewers. They seem less common HIVER 6 (18)
in tropical environments Often forming a silhouette of an animal
Health: 18 or a human, the hiver is a colonial organism
Armor: 2 made of smaller independent grub-like
Damage: 3 - 6 points Bloom creatures. The colony often randomly
Movement: Intermediate roams the countryside hunting for food. The
Modifications: Level 4 Speed Defense due creatures have two ways of sneaking up on
to their waddling gait. Level 6 for ranged a target. The first method has the individual
attacks. hivers reconnect to form the rough shape to
Combat: Spewers try to manage to be a mimic the target and lure them closer. When
Short distance away so as to use their vomit the target is within range, the creatures all
attacks while letting other Bloom creatures individually leap at the victim, scattering
engage in melee. This seems to be the limit and attacking at multiple spots at once to
of their tactical awareness and there has confuse and terrify the prey.
been word that Spewers will sometimes The second is simply hunting as
destroy their own allies to drench a target. individuals. When finding prey, they release
Claw Attack: If caught in melee, the pheromones to summon the rest of their
creature attempts a scratch and bite for 3 zooid colony Motive: To patrol and feed
Damage. Environment: Mostly nocturnal hunters
Acid Spew: The green glop spit out burns regardless of climate
through metal and flesh. On round one, Health: 18
the acid does 6 Might damage and reduces Armor: 2
a target’s Armor by 1 (minimum of zero), Damage: 7 points
on the second round the acid continues to Movement: Short
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PLAY TEST GEAR
Modifications: Level 7 Sneaky and Finally, a tyrannosaurus can roar. The first
Deception in dim light. time creatures within short range hear the
Combat: The colony’s main “form” has roar on any
several small maws up and down its limbs, given day, they must succeed on a
all of them biting when getting a chance. difficulty 2 Intellect defense roll or stand
Creepy Chittering: Every third round, the frozen in fear for a
colony’s weird noises, made by twig-like round. Attacks against them are eased by
limbs, can cause headaches and distraction, two steps in the attacker’s favor and deal 2
doing 3 Intellect damage to a target in Short additional
range. points of damage.
Pack Form: The colony can splinter into For all their power, tyrannosauruses are
to six smaller forms, each one attacking as a not above self-preservation. They never fight
Level 4 creature, with no Armor and doing 4 to the death if they
damage. are outclassed, and they usually break off
Interaction: Last night, someone went if they take more than 30 points of damage
missing. There has been gossip of the in a conflict.
patrols seeing a silhouette hovering in the Interaction: Tyrannosauruses are animals,
distance, but vanishes before they get close. but they’re clever hunters, too. When they
Use: Hivers are the boogie men that keep hunt in pairs,
even the adults up late at night in the dark. they work to keep prey penned between
Loot: There are often 1d6-1 hyphae can be them.
found among the various small corpses of Use: Something is killing big game in a
defeated colony. forest preserve. Poachers are suspected at
GM intrusion: A successful Intellect roll first, but when they are also found dead, it’s
avoids being stunned for a round by the clear that something else is to blame.
colony’s strange chittering sounds.
MAAK 7 (21)
DOZER 7 (21) A massive creature resembling something
The dozer is a giant collection of angry like a spongy rhino or elephant that moves
muscles ready to pull anyone apart from so much faster than its size would suggest.
limb to limb. The sheer mass also acts like The mutate’s head is covered in a huge neon
armor so most small arms fire will not even colored, thick display of horns and bone.
slow them down. They appear when the Bullets and even mortar shells bounce
Bloom has encountered stiff resistance that off this protective mask, barely slowing
seems to be making advances. There are it down. Then rams a target, it hits like a
theories the creatures are somehow stashed truck, knocking down walls and tipping over
away until needed, which are mostly based vehicles. Like the hunter, it also makes a
on the bizarre thin cord that dangles from strident clicking sound to alert other Bloom
where their mouth should be. organisms that there are more victims
Motive: Beat anything to a pulp that is not nearby.
a Bloom creature Motive: Hunger
Environment: Near Bloom infestations. Environment: Near Bloom infestations
Health: 50 Health: 30
Damage: 10 points Armor 3
Movement: Short Damage: 10 points
Modifications: Speed Defense as level 5 Movement: Short
due to size; Modifications: Speed Defense 5 due to its
Combat: The Dozer attempts to swat, size. Might and Speed Level 8 attacks on
punch or slam into any non Bloom creature buildings and vehicles.
moving in its field of vision. It continues to Combat: Often part of the second or third
rage ad attempt to assault wave for a community that puts up
When it does, it moves 50 feet (15 m) in tough resistance, Maaks typically move
a round, and anything that comes within headfirst into battle, using their helmed
immediate range is attacked. Even those skulls and horns as battering rams. They
who make a successful Speed defense roll often knock over vehicles and breach walls
take 2 points of damage. by bashing them into them.
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CRUEL STARS
Interaction: The community has survived frame trying to make as much noise to
the first wave and are feeling confident as attract shambles and other bloom monsters.
they reload their sidearms and the guns, Sticky Pseudopods: Instead of doing
someone from the watchtower yells one damage, a hermit can immobilize a target.
word, “Maaks!” While the target is rooted to the spot and
Use: The Bloom sends out Maak as living they are hindered by two steps on their
wrecking crews that often ram communities attacks and defends.t
back into the stone age. Shake and Rattle: The hermit takes a turn
Loot: Despite their sizes, Maak harbors 1 to rattle its automotive armor to signal
or 2 hyphae inside their guts. nearby mutates.
GM Intrusion: Stridor: The Maak makes a Interaction: The mutates have left a
raucous noise that summons other mutates stretch of road for weeks. It is a a good
to the scene of the fight. stretch of good parts with no one looting it
for now.
Hermit 5(15) Use: The hermit is one of the constant
The crumbling, weedy highways are reminders that the Bloom makes even the
choked with metal frames and plastic most safe looking venture a gamble.
frames, which is a tempting playground for Loot: Despite their sizes, Maak harbors 1
older children and teens. Only the brave or or 2 hyphae inside their guts.
foolish, though, go near these motherloads GM Intrusion: Stridor: The Maak makes a
of parts because of the ambush predator, raucous noise that summons other mutates
the Hermit mutate. to the scene of the fight.
The creature is a bizarre mash of many
animals and perhaps even flora held HAZARDS
together with bloom fungal tendons that is
more flexible that one would expect for such Meat Thread Level 4(12)
a large beast. The creature’s skin, however, Damage: 5 Speed
is neither thick nor armored. But with so Despite careful tending and a watchful
many abandoned cars in the Bloomed Earth, eye, some livestock still becomes bloom
there are armored suits everywhere. No one infected, often leaving a mass of mycelial
knows if the hermit creatures accidentally threads throughout the animal. When times
discovered this on their own or if the are tough, though, a community has to
creatures, and thus the bloom, are smarter use whatever is on hand. There are also
than anyone wants to acknowledge. communities where the poorest are left their
A hermit will seek out a suitable own devices and they have to eat what’s on
abandoned car, a strong frame with hand.
preferably missing seats, though they have A simple remedy is to cut up the least
been spotted pulling out car seats and infected pieces and boil the threads dead.
dashboards and a harvester will often look Sometimes, a breed of mycelial will react to
around for such discarded things as a tip the boiling water instead produce an effect,
off a hermit might be nearby. Then it will a deadly gas, a strangling growth, the worst
squeeze, fold in its limbs and claws and go - a quick poison.
into a light hibernation. The challenge can be either Intellect for
Motive: Hunger those who hold their breath fast enough or
Environment: Near Bloom infestations Might for those who can endure.
Health: 20
Armor: 2 [More Hazards to come]
Damage: 6 points
Movement: Short
Modifications: Speed Defense 6 due to
its size. Might and Speed Level 8 attacks on
buildings and vehicles.
Combat: When it senses a target nearby,
it will wait until they are close enough to
snatch and immobilize. If there are more
opponents, the hermit will rattle the car
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PLAY TEST GEAR
BLOOMING In theory, the hyphae gained by the PCs
STRANGENESS
Beyond the bizarre predators and
are determined randomly. However, the
GM can allow PCs to acquire or find them
corrupting powers tempted the Spored, the intentionally as well. Cyphers are gained
Bloom and the last days of civilization have with such regularity that the PCs should
left surprises in the rust and dust. feel that they can use them freely. There will
always be more, and they’ll have different
HYPHAE benefits.
Like, deadly flowers full of promise, the Once the PCs find a hyphae, identifying it
Bloom produces strange growths, hyphae, is a separate task, based on Level 5 Intellect
that can aggressively manipulate our reality Biology task. Though for stranger effect the
with a powerful, multiversal energies. These GM can modify the difficulty.
small pale orbs are covered loose thread The action to use a cypher is Intellect
that fade into nothing at the end though based unless described otherwise or logic
some people claim they feel something like suggests otherwise. For example, throwing
spider webs that reach out much further into an explosive might be Speed based because
the air than the eye can see. They also feel the device is physical and not really
more furry than once expects. technical, but using a ray emitter is Intellect
Being too close to such much bound based.
energies, though, causes discomfort. An Because Hyphae are single-use items,
individual can only be near two or three Hyphae used to make attacks can never be
hyphae at a time. More than that cripples used with the Spray or Arc Spray abilities
a person with migraines and pain. Each that some characters might have. They are
hyphae carried above a character’s hyphae never treated as rapid-fire weapons.
limit increases their GM intrusion range by Identified Hyphae can be used
1 (so one extra hyphae means an intrusion automatically. Once a Hyphae is activated,
on a roll of 1–2, two extra hyphae means an if it has an ongoing effect, that effect applies
intrusion on a roll of 1–3, and so on). only to the character who activated the
Some communities even use this as a Hyphae. A PC can’t activate a Hyphae and
brutal form of judgment, taking an alleged then hand it to another character to reap the
suspect of crime, binding them and then benefits.
tying hyphae onto them until the accused A character can attempt to use a Hyphae
start to squirm. After that, they are left in the that has not been identified; this is usually
wilderness to either let insanity, mutates, or an Intellect task using the Hyphae’s level.
just the elements to deliver justice. Failure might mean that the PC can’t figure
Often these types of communities never out how to use the Hyphae or that they use
go back to check on the accused’s fate it incorrectly (GM’s discretion). Of course,
unless they’re dropping off another doomed even if the PC activates the unidentified
prisoner. These communities create the sort Hyphae, they have no idea what its effect
of staid law bringers who never question if will be.
an accused person might be feigning the
discomfort before they reach true hyphae HYPHAE LEVELS AND EFFECTS
overload. Some people choose exile when All Hyphae have a level and an effect. The
they know a town is dead set against them. level sometimes determines an aspect of
Hyphae provide one-use abilities that the Hyphae’s power (how much damage it
characters gain over the course of play. and inflicts, for example) but otherwise it only
are always consumed when used. Unless determines the general efficacy, the way level
a hyphae’s description says otherwise, it works with any object. The Level entry for a
works only for the character who activates Hyphae is usually a die roll, sometimes with
it. For example, a PC can’t use a hyphae a modifier, such as 1d6 or 1d6 + 4. The GM
on a friend. One they are used, the object can roll to determine the Hyphae’s level, or
hardens into a wooden-like substance and can allow the player to roll when they receive
the numerous threads disappear. the Hyphae.
Hyphae gained by the PCs are determined
randomly. However, the GM can allow PCs 01 - 02 Banishing
to acquire or find them intentionally as well. 03 - 04 Blinking
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BLOOMED EARTH
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PLAY TEST GEAR
86–95 Increases Intellect Edge by 1 for one DETONATION (SONIC)
hour Level: 1d6 + 2
96–00 Restores all Pools to full Effect: Projects a small physical explosive
up to a long distance away that explodes
CURSE BRINGER with terrifying sound, deafening all in an
Level: 1d6 + 1 immediate radius for ten minutes per cypher
Effect: The cypher can be activated when level.
given to an individual who doesn’t realize
its significance. The next time the victim DETONATION (SPAWN)
attempts an important task when the cypher Level: 1d6 + 2
is in their possession, the task is hindered Effect: Projects a small physical explosive
by three steps. up to a long distance away that bursts in
an immediate radius, blinding all within it
DEATH BRINGER for one minute and inflicting damage equal
Level: 1d6 to the cypher’s level. The burst spawns 1d6
Effect: For the next minute, when the user additional detonations; in the next round,
strikes an NPC or creature of the cypher each additional detonation flies to a random
level or lower, they can choose to make a spot within short range and explodes in an
second attack roll. If the second attack roll is immediate radius. Roll a d100 to determine
a success, the target is killed. If the target is the type of damage dealt by all detonations:
a PC, the character instead moves down one 01–10 Cell-disrupting (harms only flesh)
step on the damage track. 11–30 Corrosive
31–40 Electrical discharge
DETONATION (FLASH) 41–50 Heat drain (cold)
Level: 1d6 + 2 51–75 Fire
Effect: Projects a small physical explosive 76–00 Shrapnel
up to a long distance away that bursts in
an immediate radius, blinding all within it DETONATION (WEB)
for one minute (ten minutes if the cypher is Level: 1d6 + 2
level 4 or higher). Effect: Projects a small physical explosive
up to a long distance away that explodes
DETONATION (MASSIVE) in an immediate radius and creates sticky
Level: 1d6 + 2 strands of goo. PCs caught in the area must
Effect: Projects a small physical explosive use a Might-based action to get out, with
up to a long distance away that explodes the difficulty determined by the cypher level.
in a short-range radius, inflicting damage NPCs break free if their level is higher than
equal to the cypher’s level. Roll a d100 to the cypher level.
determine the type of damage.
01–10 Cell-disrupting (harms only flesh) DISRUPTING
11–30 Corrosive Level: 1d6
31–40 Electrical discharge Effect: For the next day, each time the user
41–50 Heat drain (cold) strikes a solid creature or object, the attack
51–75 Fire generates a burst of nanites that directly
76–00 Shrapnel attack its organic cells. The target takes 1
additional point of damage. If the target’s
DETONATION (PRESSURE) level is less than the cypher’s level, it loses
Level: 1d6 + 2 its next action; otherwise its next action is
Effect: Projects a small physical explosive hindered.
up to a long distance away that explodes
in an immediate radius, inflicting impact
damage equal to the cypher’s level. Also
moves unattended objects out of the area if
they weigh less than 20 pounds (9 kg) per
cypher level.
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and strong, and it spirals down to a solid 26–40 A specified amount of time passes.
base where it fuses with their flesh and 41–50 The victim takes a specific action.
bone. The user is specialized in making 51–55 A specific note is sung or played on
melee attacks with the horn, which is an instrument within short range.
considered a medium weapon. The horn 56–60 The victim smells a specific scent
lasts for a number of hours equal to the within immediate range.
cypher’s level. 61–80 The victim comes within long range
MOTION SENSOR of the detonator.
Level: 1d6 + 2 81–00 The victim is no longer within long
Effect: For one hour per cypher level, the range of the detonator.
user knows when any movement occurs
within short range, and when large creatures RADIATION SPIKE
or objects move within long range (the Level: 1d6 + 4
cypher distinguishes between the two). It Effect: Delivers a powerful burst of
also indicates the number and size of the radiation that disrupts the tissue of any
creatures or objects in motion. creature touched, inflicting damage equal to
PERFECT MEMORY the cypher’s level.
Level: 1d6
Effect: Allows the user to mentally record RAY EMITTER
everything they see for thirty seconds Level: 1d6 + 2
per cypher level and store the recording Effect: Allows the user to project a ray of
permanently in their long-term memory. destructive energy up to very long range that
This cypher is useful for watching someone inflicts damage equal to the cypher’s level.
pick a specific lock, enter a complex code, or Roll a d100 to determine the type of energy.
do something else that happens quickly. 01–50 Heat/concentrated light
51–60 Cell-disrupting radiation
PHASE CHANGER 61–80 Force
Effect: Puts the user out of phase for one 81–87 Magnetic wave
minute (two minutes if the cypher is level 88–93 Molecular bond disruption
6 or higher). During this time, they can 94–00 Concentrated cold
pass through solid objects as though they
were entirely insubstantial, like a ghost. RAY EMITTER (FEAR)
They cannot make physical attacks or be Level: 1d6 + 2
physically attacked. Effect: Allows the user to project a ray up
to long range (very long range if the cypher
PHASE DISRUPTOR is level 6 or higher) that causes the target to
Level: 1d6 + 2 flee in terror for one minute.
Effect: Puts a portion of a physical
structure (like a wall or floor) out of phase RAY EMITTER (MIND DISRUPTING)
for one hour. It affects an area equal to one Level: 1d6 + 2
5-foot (1.5 m) cube per cypher level. While Effect: Allows the user to project a ray of
the area is out of phase, creatures and destructive energy up to very long range
objects can pass through it as if it were not that inflicts Intellect damage equal to the
there, although one cannot see through it, cypher’s level. Also, the victim cannot take
and it blocks light. actions for a number of rounds equal to the
cypher’s level.
POISON (EXPLOSIVE)
Level: 1d6 + 1 RAY EMITTER (NUMBING)
Effect: Once this substance enters the Level: 1d6 + 2
bloodstream, it travels to the brain and Effect: Allows the user to project a ray of
reorganizes into an explosive that detonates energy up to long range (very long range if
when activated, inflicting 10 points of the cypher is level 6 or higher) that numbs
damage (ignores Armor). Roll a d100 to one limb of the target, making it useless
determine what activates the poison. for one minute. A small number of these
01–25 The detonator is activated (must be devices (5%) induce numbness that lasts for
within long range). one hour.
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by taking an action to focus on hiding their Specific Inspirations: You ask the GM for
position. a specific subtle cypher (such as a curative
or stim) of a specific level. Make an Intellect
X-RAY VIEWER roll with a difficulty equal to the cypher’s
Level: 1d6 + 4 level plus 1. If you have had this cypher
Effect: Allows the user to see through up before, the task is eased. If you fail the roll,
to 2 feet (60 cm) of material of a level lower you do not gain a cypher. If you succeed,
than the cypher. The effect lasts for one the GM gives you that subtle cypher at that
minute per cypher level. level. If you don’t have space for this new
cypher, you immediately lose one of your
OPTIONAL RULE: INSPIRATION current cyphers (your choice) and the new
Perhaps the group has made the effort cypher takes its place. Whether or not you
to stay away from any areas of a Bloom succeed at the roll, the 1 Grit is spent.
infestation, or the mood of the game calls
for something less exotic than strange INSPIRATIONS LEVELS AND EFFECTS
fungal power sources. Then these are times All Inspirations have a level and an effect.
when desperation and necessity motivate The level sometimes determines an
people to push themselves beyond their aspect of the Inspiration’s power (how
limits. much damage it inflicts, for example) but
Instead of Hyphae, a PC can have up to otherwise it only determines the general
two Inspirations, which represents the ways efficacy, the way level works with any object.
a person can dig deep using adrenaline, The Level entry for a Inspiration is usually
concentration, faith, or trusting to luck to a die roll, sometimes with a modifier,
take themselves to the next level. A GM such as 1d6 or 1d6 + 4. The GM can roll to
can also let a PCs use both Hyphae and determine the Inspiration’s level, or can
Inspirations but then they would have one allow the player to roll when they receive the
of each. Inspiration.
The GM might randomly assign the Inspirations
Inspirations to each PC who has space for 01-04 Analeptic
more, or present a selection of Inspirations 05-08 Best tool
to the group and allow the players to choose 09-12 Burst of speed
which ones they want for their characters. 13-16 Curative
Characters should immediately know what 17-20 Disarm
their Inspirations do. If a PC activates a 21-24 Eagleseye
healing Inspirations when they think it’s 23-28 Effect resistance
something to help pick a lock, that’s a waste 27-32 Effort enhancer (noncombat)
of a useful character ability. Inspirations can 33-36 Equipment Cache
keep the game fresh and interesting. Over 37-40 Intellect booster
time, some characters can learn how to 41-44 Knowledge enhancement
safely carry more and more inspirations at 45-48 Meditation aid
the same time, so they really do seem more 49-52 Mind stabilizer
like abilities. 53-56 Motion sensor
A PC can also acquire a new Inspirations 57-60 Nutrition and hydration
by spending 1 Grit on one of the following 61-64 Perfect memory
player intrusions: 65-68 Reflex enhancer
General Inspirations: You ask the GM for 69-72 Rejuvenator
a general subtle cypher, such as “healing,” 73-76 Repel
“movement,” “defense,” or perhaps 77-80 Secret
something as specific as “flight.” The GM 81-84 Skill boost
gives a cypher that meets that description 83-88 Speed boost
and randomly determines its level. If you 87-92 Stim
don’t have space for this Inspirations, 93-96 Strength boost
you immediately lose one of your current 94-100 Tissue regeneration
Inspirations or Hyphae (your choice) and
the new Inspirations takes its place.
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Effect: One NPC within immediate range
MOTION SENSOR who is of a level lower than the cypher
Level: 1d6 + 2 decides to leave, using their next five rounds
Effect: For one hour per cypher level, the to move away quickly.
user knows when any movement occurs
within short range, and when large creatures SECRET
or objects move within long range (the Level: 1d6 + 2
cypher distinguishes between the two). It Effect: The user can ask the GM one
also indicates the number and size of the question and get a general answer. The GM
creatures or objects in motion. assigns a level to the question, so the more
obscure the answer, the more difficult the
NUTRITION AND HYDRATION task. Generally, knowledge that a PC could
Level: 1d6 + 1 find by looking somewhere other than their
Effect: The user can go without food and current location is level 1, and obscure
water for a number of days equal to the knowledge of the past is level 7. Gaining
cypher’s level without ill effect. knowledge of the future is level 10, and such
knowledge is always open to interpretation.
PERFECT MEMORY The cypher cannot provide an answer to a
Level: 1d6 question above its level.
Effect: Allows the user to mentally record
everything they see for thirty seconds SKILL BOOST
per cypher level and store the recording Level: 1d6
permanently in their long-term memory. Effect: Dramatically but temporarily
This cypher is useful for watching someone alters the user’s mind and body so they can
pick a specific lock, enter a complex code, or ease one specific kind of physical action
do something else that happens quickly. by three steps. Once activated, this boost
can be used a number of times equal to the
PERFECT MEMORY cypher’s level, but only within a twenty-four-
Level: 1d6 hour period. The boost takes effect each
Effect: Allows the user to mentally record time the action is performed. For example,
everything they see for thirty seconds a level 3 cypher boosts the first three times
per cypher level and store the recording that action is attempted. Roll a d100 to
permanently in their long-term memory. determine the action.
This cypher is useful for watching someone 01–15 Melee attack
pick a specific lock, enter a complex code, or 16–30 Ranged attack
do something else that happens quickly. 31–40 Speed defense
41–50 Might defense
REFLEX ENHANCER 51–60 Intellect defense
Level: 1d6 61–68 Jumping
Effect: All tasks involving manual 69–76 Climbing
dexterity—such as pickpocketing, 77–84 Running
lockpicking, juggling, operating on a patient, 85–92 Swimming
defusing a bomb, and so on—are eased by 93–94 Sneaky
two steps for one hour. 95–96 Balancing
97–98 Perceiving
REJUVENATOR 99 Carrying
Level: 1d6 + 2 00 Escaping
Effect: Restores a number of points equal
to the cypher’s level to one random stat SPEED BOOST
Pool. Level: 1d6 + 2
01–50 Might Pool Effect: Adds 1 to the user’s Speed Edge for
51–75 Speed Pool one hour (adds 2 if the cypher is level 5 or
76–00 Intellect Pool higher).
REPEL
Level: 1d6 + 1
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When a Grit point is spent to avoid a ANTIVENOM
bad depletion roll, the PC must make a Level: 4
When Lost Tech
successful skill roll before the item can be Form: An epipen is activated roll a
used again. Failed rolls can be attempted Effect: Renders user immune to poisons depletion roll.
again the next day. of Level 4 or lower for four hours (and ends
Unless stated otherwise, the skill task’s any such ongoing effects, if any, already in If the die shows the
difficulty is equal to the Lost Tech’s level. the user’s system). depletion number(s),
the item works, but
Depletion: 1 in 1d6 - 1 (minimum of 1) that is its last use.
If a GM needs to assign a lost tech reward Skills: Healing
in a pinch or give one to a NPC, they can roll Grit can be used
or chose from the select list below. Superior Grappling Hook for a re-roll but a
Level: 7 successful skill task
roll is needed before
1 Adhesion Form: A winch gun with a grappling hook
the lost tech item will
2 Antivenom Effect: One unanchored item the user’s work again.
3 Superior Grappling Hook size or smaller within long range is drawn
4 Blackout immediately to them. This takes one round.
5 Immunaboost The item has no momentum when it arrives.
6 Density Depletion: 1 in 1d6
7 Detonation Skill: Engineering, Machinery
8 Equipment cache
9 Fireproofing BLACKOUT
10 Friction reducer Level: 4
11 Gas bomb Form: A thick, but short, cylinder.
12 Metal death Effect: For four rounds, an area within
13 Poison (explosive) immediate range of the user becomes
14 Taser cuffs secure against any Spore abilities outside
15 Double shot the area that sees, hears, or otherwise
16 Repair Unit senses what occurs inside. To outside
17 Sniper sights observers, the area is a “blur” to any sense
18 Shocker applied.
19 Sleep slapper Depletion: 1 in 1d3
20 Solvent Skill: Physics
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POISON (EXPLOSIVE) inflicts 7 points of damage to the target and
Level: 7 every creature and object next to the target.
Form: An air jet injector Depletion: 1 in 1d6
Effect: Once this substance enters the Skill: Engineering
bloodstream, it travels to the brain and
reorganizes into an explosive that detonates SNIPER SIGHTS
when activated, inflicting 10 points of Level: 1d6
damage (ignores Armor). Roll a d100 to Form: A rectangular scope with universal
determine what activates the poison. attachments
01–25 The detonator is activated (must be Effect: For the next round per lost tech
within long range). level, the effective range of the user’s
26–40 A specified amount of time passes. ranged weapon increases by one category
41–50 The victim takes a specific action. (immediate to short, short to long, long to
51–55 A specific note is sung or played on very long, very long to 1,000 feet [300 m]). A
an instrument within short range. weapon with a range greater than very long
56–60 The victim smells a specific scent has its range doubled.
within immediate range. Depletion: 1 in 1d6
61–80 The victim comes within long range Skill: Metalwork or Machinery
of the detonator.
81–00 The victim is no longer within long SHOCKER
range of the detonator. Level: 5
Depletion: 1 in 1d6 Form: A cattle-prod looking device.
Skill: Chemistry and Engineering Effect: Delivers a powerful burst of
electricity that shocks any creature touched,
Taser Cuffs inflicting damage equal to the lost tech’s
Level: 1d6 + 1 level.
Form: Scratched and worn high tech Depletion: 1 in 1d6
handcuffs with a dinged up remote Skill: Engineering
Effect: The victim suffers Intellect damage
equal to the lost tech’s level when activated SLEEP SLAPPER
band cannot take actions for a number of Level: 3
rounds equal to the lost tech’s level. Form: A scuffed black and blue glove with
Depletion: 1 in 1d6 gel pack on the palm and inside fingers
Skill: Engineering Effect: Touch puts the victim to sleep
for ten minutes per lost tech level or until
REPAIR UNIT awoken by a violent action or an extremely
Level: 8 loud noise.
Form: Depletion: 1 in 1d6
Effect: The lost tech becomes a Skill: Engineering and Healing
multiarmed sphere that floats. It repairs one
designated small item of Level 3 that has SOLVENT
been damaged but not destroyed. The repair Level: 1d10
unit can also create spare parts, unless the Form:
GM rules that the parts are too specialized Effect: Dissolves 1 cubic foot of material
or rare (in which case, the unit repairs the each round. After one round per lost tech
device except for the specialized part). level, the lost tech becomes inert.
Repair time is 1d100 + 20 minutes. Depletion: 1 in 1d6
Depletion: 1 in 1d6 Skill: Chemistry
Skill: Engineering
ROCKET-PROPELLED GRENADE
Level: 6
Form: Tube with sight and trigger
Effect: The user can make a long-range
attack with a rocket-propelled grenade that
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MAKING A HOME using this option, a player can ignore some
For those who tire of constantly being on the of the Materials needed in any given step.
move, they dare to establish a settlement The ratio would be XP to Materials on a 1:1
but the bigger such places get, the bigger basis for that step. Multiple XP could be
These are modified the risk the Bloom will discover it. spent.
rules from Arcus Even if using this option, the GM can still
Masmeyer ‘s (aka
Qedhup) Cypher
COMMUNITY BUILDING state that some specific things can not have
Foundation rules Communities are abstractly built as a XP substitutions.
set and used collection of tiles that offer short term
with gracious benefits in the Bloomed Earth. Eventually, BUILDING
permission. You though, the Bloom or one of its agents will A Foundation is settlement or community
can find out
find your community and put it under siege. for the players to create and manage as they
more about his
full crafting and Welcome to Cypher Foundation. A see fit in the game. They rae
repair system at: Creation & Management subsystem.
Twitter: twitter. Whether you’re making a shovel, magical FOUNDATION STATS
com/qedhup sword, cypher, castle, tavern, farm, skeleton Like an NPC, a Foundation has basic
YouTube: youtube. warrior, etc. This system helps you make stats.
com/qedhup
document.
and maintain it! Armour: Represents defenses against
direct attack by an invading force, powerful
Cost weapons, etc. This could be thick stone
Due to the bartering nature of the Bloomed walls, a wooden palistrade, force fields, hull
Earth, many things don’t have a cost in a plating,etc. Works just like Armour on a PC
currency, but offering several very expensive or NPC by reducing incoming damage. A
bartering items or hunting for them on your Foundation has a Base Armor of 0, which is
own can get you what you need. They also increased with certain tiles.
provide extra motivation for exploration. Structure: Represents the infrastructure,
walls, hull, or physical well being of the
Material Types Foundation. A foundation has 3 Structure for
Depending on tile needed, a GM can state every finished tile that is part of it. Structure
what sort of materials are needed to make Damage is different from damage dealt
the basic unit of building in the game, called in a personal combat. It is up to the GM
a tile. Depending on what is being made a to decide when an attack deals structural
GM can demand materials of different types. damage. It’s suggested for those normal
Often it can take a week of daily scavenging attacks that would apply that approximately
in to make a unit of: 10 normal damage is needed to deal 1
Structure damage.
Building: Lumber framing, metal Damage: How much Structural Damage a
supports, wiring, plumbing, and generally Foundation deals. This really only applies to
anything needed to make a structure or other Foundations, Armies, etc.
building of some kind. Building Materials
are generally too large to be carried, and BUILDING COMMUNITY TILES
may need to be transported via vehicles. As long as you have access to a local
Electronic: Wire, Circuit-boards, computer workforce, there are no limits to the number
chips, etc. Anything needed to make, repair, of tiles you could work on at once.
or modify electronic equipment. 1. Level: Find the currently completed
Mechanic: Various parts needed to level of the Tile you are working. If it is a new
create, modify, or fix mechanical devices or Tile, then it has no completed level. Find the
vehicles. next level in Foundation Ladder that has not
Parts: Basic simple parts like screws, yet been completed, or Level 1 if it’s a new
bolts, sockets, small brackets, wood planks, Tile.
scrap metal, etc. 2. Time: Find and spend the required
Time for that Step. Time is measured
XP SUBSTITUTION in Cycles (or part of). This can change
One of the optional uses for XP in the depending on how long a Cycle is in your
core Cypher rules is to spend them to gain game (see the Cycles part of this book for
resources. So why not Materials as well? If more information).
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PLAY TEST GEAR
3. Roll: Find the Difficulty for that Foundation. Each level of the Foundation’s
Step. Roll an Task with that difficulty (The Armory increases the Foundation’s Damage
GM will let you know if it’s Might, Speed, or by +1. Your military units also can not be
Intellect). Additional people assisting with created or improved to a higher level than
the creation provide one Asset each. the Armory.
4. Failure: If you fail; spend 1/2 of the Barracks (or Tenement): A general area
Materials for that step (minimum 1) and do for the populace to sleep and keep their
not progress the Level of the Tile. personal belongings.
5. Success: If you succeed then you Bazaar: For a small cost of some supplies
spend the appropriate materials for that to help lure them in. A bazaar is likely to
Step and increase the Tile Level by +1 or lay attract local merchants and traders to your
down a new Unfinished Tile at Level 1 if this Foundation. Traders are unlikely to carry
is a new Tile. anything with a level higher than the level of
6. Repeat: this process until you have the Bazaar.
completed the Tile’s minimum level (usually Bedrooms: A collection of 4 bedrooms
Level 1) replacing the Unfinished Tile with with full furniture. Including a bed, small
the correct one. At which point the Tile is table, couple of chairs, small storage closet,
considered completed and functional. and heating for comfort. Each level of the
Bedrooms increases the quality of them. If
Building Ladder used for Rental purposes this can increase
Level Cycles Difficulty Materials the amount guests will pay to stay in them
1 1/2 1 (3) 1 each cycle.
2 1/2 2 (6) 1 Comms: A room full of communications
3 1/2 3 (9) 2 equipment. This room requires a completed
4 1/2 4 (12) 2 Generator in the Foundation for it to Work.
5 1 5 (15) 4 Each level of the Comms acts as better
encryption of the signal, and acts as a base
CYCLES difficulty when attempting to intercept and
A cycle is the period of time when all of hack into it.
the Foundation effects are applied. For Defense Tower: The defense tower is an
Bloomed Earth, this is about a month in armored section of the Foundation with
summer like conditions and three months in appropriate weapons to help defend it and
the winter. trained crew to use it. Each level of the
Cycle Method defense Tower adds +1 to the Damage of the
On each cycle do the following: Foundation.
1. Tile Effects: Resolve any effects you Dining Hall: A small dining area used to
gain from each Active tile. impress some guests. It provides you an
2. Bloom Patrol Check: The check Asset on Pleasant Social Tasks with visitors.
is equal to the highest tile level. A failure Farm: An area where farmers can tend to
means a mutate patrol or skyeye has spotted crops and possibly some animals to add to
the communities activity, which is often the supplies of the Foundation. Each level of
themed to the failed roll. A farm may be too the Farm generates 1 point of Supplies each
far out in the open, or a defense tower was cycle.
not camouflaged well enough. The top level Forge: A small area for metalworking.
for a tile in the Bloomed Earth is Level 5. Having a forge allows you to craft, repair,
and upgrade simple metal items. You can
not craft items of a level higher than the
TILE LISTS level of the Forge.
Although it would be impossible to Great Hall: A majestic and great hall used
list all of the Tiles you may want in your for entertaining guests. Eases all pleasant
community. Here is a list of possible tiles social tasks by 1 step with visitors.
and their effects as a reference. Don’t be Grove: A serene garden area that provides
afraid to make your own. relaxation for the community and a place
to feel nature inside of the walls of the
Armory: A well stocked armory assists community
your community with defending their
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Hangar: An area where you can store tasks to break the security of the vault are
up to three vehicles (or more if they’re equal to its level.
extremely small). You can also use this area Washroom: A specialized room for
to Upgrade, and Repair vehicles. However bathing and relaxation. Provides an Asset on
the vehicle can not be of a higher level than any tasks involving the community’s morale.
the Hangar. Well: A small source of water if you don’t
Jail Cells: A small area to hold up to want to make the space for a Courtyard
four prisoners. Any prisoner that does (Townsquare).
not consume 1 Supplies at the Consume Workshop: A workshop may be required
Supplies step in the Cycle Method dies. Any to craft more complex Objects. You can only
tasks with the Prisoners involving Morale or use the workshop to craft Objects of the
Pleasant Social interactions are Hindered by Workshop’s level or less.
4 steps.
Kitchen: A small kitchen and a cook can
really stretch the food stocks while keeping
everyone satisfied with their meals. A staffed
kitchen produces 1 Supplies per level of the
kitchen.
Library: A well built library can assist
in research in all sorts of ways. All tasks
involving researching a piece of knowledge
has an Asset from the Library. The difficulty
of the research task can not exceed the level
of the Library.
Medical: Time spent here can reduce or
remove lasting or permanent injuries. The
difficulty of the medical task can not exceed
the level of the Medical tile.
Observatory: An area with various
advanced sensor equipment to monitor your
local stellar region.
Stables: A place to hold a wagon or cart
and up to 1 mounts per level of the stables.
At level 5 the stable can hold 2 wagons or
carts. 1 Supplies are required per mount that
is stabled.
Storage: A storage area that can hold up
to a mixture of 10 supplies and/or materials
per level.
Tavern: Is a great place to unwind, have
a drink and emotionally recharge. Having
a tavern means that any tasks involving
Morale or Social with the community
is Eased. The Tavern can also generate
income for the Foundation with the level
of the tavern determining the income (as
determined by the GM).
Training Room: A training room is
required to create Military Units. A military
unit can not be created or improved to a
higher level than the Training Room.
Vault: A secure location to keep valuables,
or even hide during times of danger. The
vault is extraordinarily sturdy with tough
locks and thick doors. The difficulty of the
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PLAY TEST GEAR
FLAVORS or to give up cover or a tactically superior
Sometimes players wants to create position. Whether the target strikes you or
something that’s not a perfect fit for the fails to do so, they come to their senses
Types in Bloomed Earth. Perhaps a PC immediately afterward, after which further
focused on healing wants to be just a little tasks attempting to goad the target again
better when it comes to firearms. Or in a are hindered. Action to initiate.
group of bruisers, a player thinks being a
good mechanic will help their odds after Legerdemain (1 Speed point): You can
finding a working car - or that being sneakier perform small but seemingly impossible
will do the same. tricks. For example, you can make a small
A GM can consider looking into Flavors, object in your hands disappear and move
groups of special abilities, the GM and a into a desired spot within reach (like your
player can use to alter a character type to pocket). You can make someone believe that
make it more to their liking. And although they have something in their possession
players may wish to use flavors to get the that they do not have (or vice versa). You
characters they want, remember that they can switch similar objects right in front of
can also shape their PCs with descriptors someone’s eyes. Action.
and foci very nicely. The GM should always
be involved in flavoring a type. Opportunist: You have an asset on any
Using Flavors. At a given tier, abilities attack roll you make against a creature that
from a flavor are traded one for one with has already been attacked at some point
standard abilities from a type. So to add during the round and is within immediate
the Danger Sense stealth flavor ability to a range. Enabler.
Scrapper, something else—perhaps Bash—
must be sacrificed. Now that character can Stealth Skills: You are trained in
choose Danger Sense as they would any your choice of two of the following
other first-tier warrior ability, but they can skills: disguise, deception, lockpicking,
never choose Bash. Unless otherwise noted, pickpocketing, seeing through deception,
a GM cannot choose the same ability twice, sleight of hand, or stealth. You can choose
even if you get it from both your type and a this ability multiple times, but you must
flavor. The GM should always be involved in select different skills each time. Enabler.
flavoring.
The flavors available are stealth, combat, SECOND-TIER STEALTH ABILITIES
and tech and knowledge. Contortionist (2 Speed points): You can
wriggle free from bindings or squeeze
STEALTH FLAVOR through a tight spot. You are trained in
Characters with the stealth flavor are good escaping. When you use an action to escape
at sneaking around, infiltrating places they or move through a tight area, you can
don’t belong, and deceiving others. They use immediately use another action. You may
these abilities in a variety of ways, including use this action only to move. Enabler.
combat. An Junker with stealth flavor might
be a thief, while a Scrapper with stealth Find an Opening (1 Intellect point): You
flavor might be an assassin. use trickery to find an opening in your
foe’s defenses. If you succeed on a Speed
FIRST-TIER STEALTH ABILITIES roll against one creature within immediate
Danger Sense (1 Speed point): Your range, your next attack against that creature
initiative task is eased. You pay the cost before the end of the next round is eased.
each time the ability is used. Enabler. Action.
Goad (1 Intellect point): You can attempt Get Away (2 Speed points): After your
to goad a target into a belligerent—and action on your turn, you move up to a short
probably foolish—reaction that requires the distance or get behind or beneath cover
target to try to close the distance between within immediate range. Enabler.
you and attempt to physically strike you on
its next turn. They attempt this action even
if this would cause them to break formation
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Sense Ambush: You are never surprised Seize the Moment (4+ Speed points):
by an attack. Enabler. If you succeed on a Speed defense roll to
resist an attack, you gain an action. You can
Surprise Attack: If attacking from a hidden use the action immediately even if you have
vantage, with surprise, or before your already taken a turn in the round. You don’t
opponent has acted, you get an asset on take an action during the next round, unless
the attack. On a successful hit, you inflict 2 you apply a level of Effort when you use
additional points of damage. Enabler. Seize the Moment. Enabler.
COMBAT FLAVOR
THIRD-TIER STEALTH ABILITIES Combat flavor makes a character more
Evanesce (3 Speed points): You step into martial. A Speaker with combat flavor in a
shadows or behind cover, and everyone who fantasy setting would be a battle bard. An
was observing you completely loses track of Explorer with combat flavor in a historical
you. Although you’re not invisible, you can’t game might be a pirate. An Adept flavored
be seen until you reveal yourself again by with combat in a science fiction setting
moving out of the shadows or from behind could be a veteran of a thousand psychic
cover (or by making an attack). Action. wars. There’s very little to gain by flavoring a
Warrior with combat.
From the Shadows: If you successfully
attack a creature that was previously unaware FIRST-TIER COMBAT ABILITIES
of your presence, you deal 3 additional points Danger Sense (1 Speed point): Your
of damage. Enabler. initiative task is eased. You pay the cost
each time the ability is used. Enabler.
Gambler: Each day, choose two different
numbers from 2 to 16. One number is your Practiced in Armor: You can wear armor
lucky number, and the other is your unlucky for long periods of time without tiring and
number. Whenever you make a roll that can compensate for slowed reactions from
day and get a number matching your lucky wearing armor. You reduce the Speed cost
number, your next task is eased. Whenever for wearing armor by 1. You start the game
you make a roll that day and get a number with a type of armor of your choice. Enabler.
matching your unlucky number, your next task
is hindered. Enabler. Practiced With Medium Weapons: You
can use light and medium weapons without
Inner Defense: Life’s trials have toughened penalty. If you wield a heavy weapon, attacks
you and made you hard to read. You are with it are hindered. Enabler.
trained in any task to resist another creature’s
attempt to discern your true feelings, beliefs, SECOND-TIER COMBAT ABILITIES
or plans. You are likewise trained in resisting Bloodlust (3 Might points): If you take
torture, telepathic intrusion, and mind down a foe, you can move a short distance,
control. Enabler. but only if you move toward another foe.
You don’t need to spend the points until you
Misdirect (3 Speed points): When an know that the first foe is down. Enabler.
opponent misses you, you can redirect their
attack to another target (a creature or object) Combat Prowess: You add +1 damage to
of your choosing that’s within immediate one type of weapon attack of your choice:
range of you. Make an unmodified attack roll melee weapon attacks or ranged weapon
against the new target (do not use any of your attacks. Enabler.
or the opponent’s modifiers to the attack roll,
but you can apply Effort for accuracy). If the Trained Without Armor: You are trained
attack hits, the target takes damage from your in Speed defense tasks when not wearing
opponent’s attack. Enabler. armor. Enabler.
Run and Fight (4 Might points): You can
move a short distance and make a melee
attack that inflicts 2 additional points of
damage. Action.
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THIRD-TIER COMBAT ABILITIES Interaction Skills: You are trained in two
Practiced With All Weapons: You become skills in which you are not already trained.
practiced with light, medium, and heavy Choose two of the following: deceiving,
weapons and suffer no penalty when using persuading, public speaking, seeing through
any kind of weapon. Enabler. deception, or intimidation. You can select
this ability multiple times. Each time you
Skill With Attacks: Choose one type of select it, you must choose two different
attack in which you are not already trained: skills. Enabler.
light bashing, light bladed, light ranged,
medium bashing, medium bladed, medium Investigative Skills: You are trained in two
ranged, heavy bashing, heavy bladed, or skills in which you are not already trained.
heavy ranged. You are trained in attacks Choose two of the following: perception,
using that type of weapon. You can select identifying, lockpicking, assessing danger,
this ability multiple times. Each time you or tinkering with devices. You can select this
select it, you must choose a different type of ability multiple times. Each time you select
attack. Enabler. it, you must choose two different skills.
Enabler.
Skill With Defense: Choose one type of
defense task in which you are not already Knowledge Skills: You are trained in two
trained: Might, Speed, or Intellect. You skills in which you are not already trained.
are trained in defense tasks of that type. Choose two areas of knowledge such as
Enabler. history, geography, archeology, and so on.
You can select this ability multiple times.
Successive Attack (2 Speed points): If you Each time you select it, you must choose
take down a foe, you can immediately make two different skills. Enabler.
another attack on that same turn against
a new foe within your reach. The second Physical Skills: You are trained in two
attack is part of the same action. You can skills in which you are not already trained.
use this ability with melee attacks and Choose two of the following: balancing,
ranged attacks. Enabler. climbing, jumping, running, or swimming.
You can select this ability multiple times.
TECH AND KNOWLEDGE FLAVOR Each time you select it, you must choose
This flavor is for characters in roles that call two different skills. Enabler.
for more knowledge and more real-world
application of talent. They can also They Scramble Machine (2 Intellect points):
excel at using, dealing with, and building You render one machine within short
machines. It’s less flashy and dramatic than range unable to function for one round.
Spore powers or the ability to hack apart Alternatively, you can hinder any action by
multiple foes, but sometimes expertise or the machine (or by someone attempting to
know-how is the real solution to a problem. use the machine) for one minute. Action.
An Haggler with this flavor could be a Tech Skills: You are trained in two skills in
techno-priest. A Junker flavored with skills which you are not already trained. Choose
and knowledge might be a military engineer. two of the following: crafting, computers,
An Haggler with this flavor might be a identifying, machines, piloting, repairing,
teacher. or vehicle driving. You can select this ability
multiple times. Each time you select it, you
FIRST-TIER SKILLS AND KNOWLEDGE must choose two different skills. Enabler.
ABILITIES
Datajack (1 Intellect point): With computer
access, you jack in instantly and learn a bit
more about something you can see. You get
an asset on a task involving that person or
object. Action.
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SETTING DIFFICULTY RATINGS task, making it difficulty 3 for them. They
The GM’s most important overall tasks probably are using Effort as well during their
are setting the stage and guiding the story performance.
created by the group (not the one created by Let’s try another task. This time, consider
the GM ahead of time). But setting difficulty how hard it might be to remember the name
is the most important mechanical task the of the previous leader of the village where
GM has in the game. Although there are the character lives. The difficulty might be 0
suggestions throughout this chapter for or 1, depending on how long ago they were
various difficulty ratings for certain actions, the leader and how well known they were.
there is no master list of the difficulty Let’s say it was thirty years ago and they
for every action a PC can take. Instead, were only mildly memorable, so it’s difficulty
the Bloomed Earth is designed with the 1. Most people remember them, and with a
“teach a person to fish” style of good game little bit of effort, anyone can come up with
mastering in mind. (If you don’t know what their name. Now let’s consider the name of
that means, it comes from the old adage the leader’s daughter. That’s much harder.
“Give a person a fish and they’ll eat for a Assuming the daughter wasn’t famous in
day. Teach a person to fish and they’ll eat her own right, it’s probably difficulty 4. Even
for a lifetime.” The idea is not to give GMs people who know a little about local history
a ton of rules to memorize or reference, (that is to say, people who are trained in
but to teach them how to make their own the subject) might not be able to remember
logical judgment calls.) Of course, most of it. But what about the name of the pet dog
the time, it’s not a matter of exact precision. owned by the daughter’s spouse? That’s
If you say the difficulty is 3 and it “should” probably impossible. Who’s going to
have been 4, the world’s not over. remember the name of an obscure person’s
For the most part, it really is as simple pet from thirty years ago? Basically no one.
as rating something on a scale of 1 to 10, 1 However, it’s not forbidden knowledge
being incredibly easy and 10 being basically or a well-guarded secret, so it sounds like
impossible. The guidelines in the Task difficulty 7. Difficulty 7 is the rating that
Difficulty table should help put you in the means “No one can do this, yet some
right frame of mind for assigning difficulty people still do.” It’s not the stuff of legend,
to a task. but it’s something you would assume
For example, we make the distinction people can’t do. When you think there’s
between something that most people can no way you can get tickets for a sold-out
do and something that trained people can concert, but somehow your friend manages
do. In this case, “normal” means someone to score a couple anyway, that’s difficulty 7.
with absolutely no training, talent, or (See the next section for more on difficulties
experience—imagine your ne’er-do-well, 7, 8, 9, and 10.)
slightly overweight uncle trying a task If you’re talking about a task, ideally
he’s never tried before. “Trained” means the difficulty shouldn’t be based on the
the person has some level of instruction character performing the task. Things don’t
or experience but is not necessarily a get inherently easier or harder depending on
professional. who is doing them. However, the truth is,
With that in mind, think about the act of the character does play into it as a judgment
balance. With enough focus, most people call. If the task is breaking down a wooden
can walk across a narrow bridge (like a fallen door, an 8-foot-tall (2 m) automaton made
tree trunk). That suggests it is difficulty 2. of metal with nuclear-driven motors should
However, walking across a narrow plank be better at breaking it down than an
that’s only 3 inches (8 cm) wide? That’s average human would be, but the task rating
probably more like difficulty 3. Now consider should be the same for both. Let’s say that
walking across a tightrope. That’s probably the automaton’s nature effectively gives it
difficulty 5—a normal person can manage two levels of training in such tasks. Thus,
that only with a great deal of luck. Someone if the door has a difficulty rating of 4, but
with some training can give it a go, but it’s the automaton is specialized and reduces
still hard. Of course, a professional acrobat the difficulty to 2, it has a target number of
can do it easily. Consider, however, that the 6. The human has no such specialization,
professional acrobat is specialized in the so the difficulty remains 4, and the person
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has a target number of 12. However, when One way to look at difficulty is that each
you set the difficulty of breaking down the step of difficulty is worth 3 on the die. That is
door, don’t try to take all those differences to say, hinder the task by one step, and the
into account. The GM should consider target number rises by 3. Ease the task by
only the human because the Task Difficulty one step, and the target number is lowered
table is based on the ideal of a “normal” by 3. Those kinds of changes are big, meaty
person, a “trained” person, and so on. It’s chunks. Difficulty, as a game mechanic, is
humanocentric. not terribly precise. It’s measured in large
Most characters probably are willing to portions. You never have a target number of
use one or two levels of Effort on a task, 13 or 14, for example—it’s always 3, 6, 9, 12,
and they might have an appropriate skill or 15, and so on. (Technically, this is not true.
asset to decrease the difficulty by a step. If a character adds 1 to a d20 roll for some
That means that a difficulty 4 task will often reason, it changes a target number of 15 to
be treated as difficulty 2 or even 1, and those 14. But this is not worth much discussion.)
are easy rolls to make. Don’t hesitate, then, Imprecision is good in this case. It would
to pull out higher-level difficulties. The PCs be false precision to say that one lock has a
can rise to the challenge, especially if they target number of 14 and another has a target
are experienced. number of 15. What false precision means
in this context is that it would be a delusion
THE IMPOSSIBLE DIFFICULTIES to think we can be that exact. Can you really
Difficulties 7, 8, 9, and 10 are all technically say that one lock is 5% easier to pick than
impossible. Their target numbers are 21, 24, another? And more important, even if you
27, and 30, and you can’t roll those numbers could, is the difference worth noting? It’s
on a d20 no matter how many times you better to interact with the world in larger,
try. Consider, however, all the ways that a more meaningful chunks than to try to
character can reduce difficulty. If someone parse things so carefully. If we tried to rate
spends a little Effort or has some skill or everything on a scale of 1 to 30 (using target
help, it brings difficulty 7 (target number numbers and not difficulty), we’d start to get
21) into the range of possibility—difficulty 6 lost in the proverbial weeds coming up with
(target number 18). Now consider that they a meaningful distinction between something
have specialization, use a lot of Effort, and rated as an 8 and something rated as a 9 on
have help. That might bring the difficulty that scale.
down to 1 or even 0 (reducing it by two
steps from training and specialization, three ROUTINE ACTIONS
or four steps from Effort, and one step from Don’t hesitate to make actions routine.
the asset of assistance). That practically Don’t call for die rolls when they’re not really
impossible task just became routine. A needed. Sometimes GMs fall into the trap
fourth-tier character can and will do this— illustrated by this dialogue:
not every time, due to the cost, but perhaps
once per game session. You have to be GM: What do you do?
ready for that. A well-prepared, motivated Player: I _________.
sixth-tier character can do that even GM: Okay, give me a roll.
with a difficulty 10 task. Again, they won’t
do it often (they’d have to apply six levels That’s not a good instinct—at least, not
of Effort, and even with an Edge of 6 that for the Bloomed Earth. Players should roll
would cost 7 points from their Pool, and when it’s interesting or exciting. Otherwise,
that’s assuming they’re specialized and they should just do what they do. If the PCs
have two levels of assets), but it can happen tie a rope around something and use it to
if they’re really prepared for the task climb down into a pit, you could ask for
(being specialized and maxed out in asset tying rolls, climbing rolls, and so on, but
opportunities reduces the difficulty by four why? Just to see if they roll terribly? So the
more steps). That’s why sixth-tier characters rope can come undone at the wrong time,
are at the top of their field, so to speak. or a character’s hand can slip? Most of the
time, that makes players feel inadequate
False Precision and isn’t a lot of fun. A rope coming undone
in the middle of an exciting chase scene or
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a battle can be a great complication (and to rating doors or other objects that the PCs
that’s what GM intrusions are for). A rope have broken through recently, the knowledge
coming undone in the middle of a simple task is just a different kind of barrier to bust
“getting from point A to point B” scene only through.
slows down gameplay. The real fun—the Everything in the Bloomed Earth—
real story—is down in the pit. So get the PCs characters, creatures, objects, tasks, and so
down there. on—has a level. It might be called a tier or a
There are a million exceptions to this difficulty instead of a level, but ultimately it’s
guideline, of course. If creatures are a numerical rating system used to compare
throwing poisoned darts at the PCs while things. Although you have to be careful
they climb, that might make things more about drawing too many correlations—a
interesting and require a roll. If the pit is first-tier character isn’t easily compared to
filled with acid and the PCs must climb a difficulty 1 wall or a level 1 animal—the
halfway down, pull a lever, and come back principle is the same. Everything can be
up, that’s a situation where you should set rated and roughly compared to everything
difficulty and perhaps have a roll. If a PC is else in the world. (It works best to take
near death, carrying a fragile item of great PCs out of this equation. For example, you
importance, or something similar, climbing shouldn’t try to compare a PC’s tier to a
down the rope is tense, and a roll might add wall’s level. Character tiers are mentioned
to the excitement. The important difference here only for completeness.)
is that these kinds of complications have Last, if your mind leans toward statistics,
real consequences. you can look at difficulty as a percentage
On the flip side, don’t be afraid to use chance. Every number on the d20 is a 5%
GM intrusion on routine actions if it makes increment. For example, you have a 5%
things more interesting. Walking up to chance of rolling a 1. You have a 10% chance
the king in his audience chamber in the of rolling a 1 or a 2. Thus, if you need to roll
middle of a ceremony only to trip on a rug? a 12 or higher, you have a 45% chance of
That could have huge ramifications for the success. (A d20 has nine numbers that are
character and the story. 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and
20. And 9 ׳5 equals 45.)
OTHER WAYS TO JUDGE DIFFICULTY For some people, it’s easier to think in
Rating things on a scale of 1 to 10 is terms of a percentage chance. A GM might
something that most people are very think “She has about a 30% chance to know
familiar with. You can also look at it as that fact about geography.” Each number
rating an object or creature on a similar on a d20 is a 5% increment, and it takes six
scale, if that’s easier. In other words, if increments to equal 30%, so there are six
you don’t know how hard it would be to numbers that mean the PC succeeds: 15, 16,
climb a particular cliff face, think of it as a 17, 18, 19, and 20. Thus, since the player has
creature the PCs have to fight. What level to roll 15 or higher, that means the target
would the creature be? You could look in the number is 15. (And that means the task is
Creatures chapter and say “I think this wall level 5, but if you’ve already determined the
should be about as difficult to deal with as target number, you likely don’t care about
a demon. A demon is level 5, so the task of the level.)
climbing the wall will be difficulty 5.” That’s
a weird way to do it, perhaps, but it’s fairly ADVANTAGES TO THIS SYSTEM
straightforward. And if you’re the kind of 1. The GM makes measured adjustments
GM who thinks in terms of “How tough will in large, uniform steps. That makes things
this fight be?” then maybe rating tasks as faster than if players had to do arithmetic
creatures or NPCs to fight isn’t so strange using a range of all numbers from 1 to 20.
after all. It’s just another way to relate to 2. You calculate a target number only once
them. The important thing is that they’re no matter how many times the PCs attempt
on the same scale. Similarly, if the PCs have the action. If you establish that the target
to tackle a knowledge task—say, trying to number is 12, it’s 12 every time a PC tries
determine if they know where a caravan is that action. (On the other hand, if you had
headed based on its tracks—you could rate to add numbers to your die roll, you’d have
the task in terms of an object. If you’re used to do it for every attempt.) Consider this fact
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in light of combat. Once a player knows that specific player, but when you do so, you give
they need to roll a 12 or higher to hit a foe, that player 1 XP. The player can refuse the
combat moves very quickly. intrusion, but doing so costs them 1 XP. So
3. If a PC can reduce the difficulty of an by refusing an intrusion, the player does
action to 0, no roll is needed. This means not get the experience point that the GM is
that an Olympic gymnast doesn’t roll a offering, and they lose one that they already
die to walk across a balance beam, but the have. (This kind of refusal is likely to happen
average person does. The task is initially very rarely in your game, if ever. And,
rated the same for both, but the difficulty is obviously, a player can’t refuse an intrusion
reduced for the gymnast. There’s no chance if they have no XP to spend.)
of failure. Here’s how a GM intrusion might work in
4. This is how everything in the game play. Say the PCs find a hidden console with
works, whether it’s climbing a wall, some buttons. They learn the right order in
sweet-talking a guard, or fighting a which to press the buttons, and a section
bioengineered horror. of the floor disappears. As the GM, you
5. Perhaps most important, the system don’t ask the players specifically where their
gives GMs the freedom to focus entirely on characters are standing. Instead, you give a
the flow of the game. The GM doesn’t use player 1 XP and say “Unfortunately, you’re
dice to determine what happens (unless standing directly over this new hole in the
you want to)—the players do. There aren’t floor.” If the player wanted, they could refuse
a lot of different rules for different actions, the XP, spend one of their own, and say “I
so there is little to remember and very little leap aside to safety.” Most likely, though,
to reference. The difficulty can be used as they’ll make the defense roll that you call for
a narrative tool, with the challenges always and let it play out.
meeting the expected logic of the game. All There are two ways for the GM to handle
the GM’s mental space can be devoted to this kind of intrusion. You could say
guiding the story. “You’re standing in the wrong place, so
make a roll.” (It’s a Speed defense roll, of
GM INTRUSION course.) Alternatively, you could say “You’re
GM intrusion is the main mechanic that standing in the wrong place. The floor
the GM uses to inject drama and additional opens under your feet, and you fall down
excitement into the game. It’s also a handy into the darkness.” In the first example, the
tool for resolving issues that affect the PCs PC has a chance to save themselves. In the
but do not involve them. GM intrusion is a second example, they don’t. Both are viable
way to facilitate what goes on in the world options. The distinction is based on any
outside the characters. Can the minotaur number of factors, including the situation,
track the PCs’ movements through the the characters involved, and the needs
maze? Will the fraying rope hold? of the story. This might seem arbitrary or
Since the players roll all the dice, GM even capricious, but you’re the master of
intrusion is used to determine if and when what the intrusion can and can’t do. RPG
something happens. For example, if the mechanics need consistency so players can
PCs are fighting a noble’s guards, and make intelligent decisions based on how
you (the GM) know that there are more they understand the world to work. But
guards nearby, you don’t need to roll dice they’ll never base their decisions on GM
to determine if the other guards hear the intrusions. They don’t know when intrusions
scuffle and intervene (unless you want to). will happen or what form they will take. GM
You just decide when it would be best for intrusions are the unpredictable and strange
the story—which is probably when it would twists of fate that affect a person’s life every
be worst for the characters. In a way, GM day.
intrusion replaces the GM’s die rolling. When player modifications (such as
The mechanic is also one of the main skill, Effort, and so on) determine that
ways that GMs award experience points to success is automatic, the GM can use GM
the PCs. This means that you use experience intrusion to negate the automatic success.
points as a narrative tool. Whenever it The player must roll for the action at its
seems appropriate, you can introduce original difficulty level or target number 20,
complications into the game that affect a whichever is lower.
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(Remember, any time you give a player 1 usually have too many ways to get out of the
XP for a GM intrusion, you’re actually giving bad guy’s clutches before they’re captured.
them 2— one to keep and one to give to The dice have to be wildly against them. It
another player.) virtually never happens. With GM intrusion,
it could happen (again, in the context of the
USING GM INTRUSION AS A larger encounter, not as a single intrusion
NARRATIVE TOOL that results in the entire group of PCs being
A GM can use this narrative tool to steer captured with little explanation or chance to
things. That doesn’t mean railroad the react).
players or direct the action of the game For example, let’s say the PCs are
with a heavy hand. GM intrusion doesn’t surrounded by orcs. One character is badly
enable you to say “You’re all captured, so injured—debilitated—and the rest are hurt.
here’s your 1 XP.” Instead, the GM can Some of the orcs produce a large weighted
direct things more subtly—gently, almost net. Rather than asking for a lot of rolls and
imperceptibly influencing events rather figuring the mechanics for escape, you use
than forcing them. GM intrusion represents intrusion and say that the net goes over
things going wrong. The bad guys planning the PCs who are still on their feet. The rest
well. Fortune not favoring the characters. of the orcs point spears menacingly. This
Consider this scenario: the GM plants an is a pretty strong cue to the players that
interesting adventure seed in a small village, surrender is a good (and possibly the only)
but the PCs don’t stay there long enough to option. Some players won’t take the hint,
find it. So just outside the village, the PCs however, so another use of intrusion might
run afoul of a vicious viper that bites one allow the orcs to hit one of the trapped PCs
of them. The GM uses intrusion to say that on the head and render them unconscious
the poison from the snake will make the while their friends struggle in the net. If the
character debilitated unless they get a large players still don’t surrender, it’s probably
dose of a specific antitoxin, which the group best to play out the rest of the encounter
doesn’t have. Of course, they aren’t required without more GM intrusions—using
to go back to the village where the GM’s more would be heavy-handed by anyone’s
interesting adventure can start, but it’s likely measure—although it’s perfectly reasonable
that they will, looking for the antitoxin. to rule that a character rendered debilitated
Some players might find intrusion heavy- is knocked unconscious, since the orcs are
handed, but the XP softens the blow. And trying to take the PCs alive.
remember, they can refuse these narrative (Remember that GM intrusions can
nudges. Intrusion is not meant to be a occur at any time, not just during combat.
railroading tool—just a bit of a rudder. Not Disrupting or changing a tense interaction
an inescapable track, but a nudge here and with NPCs can have big repercussions.)
there.
What’s more, the GM doesn’t need USING GM INTRUSION AS A
to have a deliberate goal in mind. The RESOLUTION MECHANIC
complication you introduce could simply This mechanic offers a way for the GM to
make things more interesting. You might determine how things happen in the game
not know where it will take the story, just without leaving it all to random chance.
that it will make the story better. Bad guys trying to smash down the door
This is wonderfully empowering to the to the room where the PCs are holed up?
GM—not in a “Ha ha, now I’ll trounce You could roll a bunch of dice, compare the
the PCs” way, but in an “I can control the NPCs’ stats to the door’s stats, and so on,
narrative a little bit, steering it more toward or you could wait until the most interesting
the story I want to create rather than relying time, have the bad guys break in, and award
on the dice” sort of way. Consider that old an experience point to the PC who tried
classic plot development in which the PCs their best to bar the door. The latter way
get captured and must escape from the bad is the Bloomed Earth way. Intrusion is a
guys. In heroic fiction, this is such a staple task resolution tool for the GM. In other
that it would almost seem strange if it didn’t words, you don’t base things on stats but on
happen. But in many roleplaying games, it’s narrative choice. (Frankly, a lot of great GMs
a nearly impossible turn of events—the PCs over the years—even in the very early days of
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the hobby—have run their games this way. they were trying to do, but it could mean
Sometimes they rolled dice or pretended to something else. Consider these alternatives:
roll dice, but they were really manipulating * In combat, the PC’s foe is not as hurt as
things.) This method frees the GM from they thought. Give the foe 5 extra points of
worrying about mechanics and looking up health.
stats and allows them to focus on the story. * In combat, the PC drops their guard,
This isn’t cheating—it’s the rules of the and the foe gets a free attack.
game. This rule simply replaces traditional * In combat, reinforcements for the PC’s
dice rolling with good game mastering, foes show up.
logic, and intelligent storytelling. When a * In combat (or any stressful situation),
PC is climbing a burning rope, and everyone an ally decides to flee.
knows that it will break at some point, the * In combat (or any stressful situation),
game has a mechanism to ensure that it an ally doesn’t like the PCs as much as
breaks at just the right time. they thought. The ally steals from them or
Variant: If you want more randomness betrays them.
in your game, or if you want your game to * Out of combat, the PC’s pack falls open,
seem like more of a simulation, assign a or the sole of their shoe tears open.
flat percentage chance for whatever you’re * Out of combat, it begins to rain heavily.
trying to resolve. For example, each round, * Out of combat, a surprise foe appears,
the star troopers have a 20% chance to and the scene turns into a combat.
blast through the door—or, if you want the * In an interaction, the GM introduces a
risk to escalate, a cumulative 20% chance surprising motive for the NPC. For example,
to blast through the door. By not using the PCs are trying to bribe an official for
GM intrusion, this method robs the PCs information, and the official reveals that
of a few XP, but when they see you rolling what they really want isn’t money but for
dice, it might help with their immersion. someone to rescue their kidnapped son.
Alternatively, you can pretend to roll dice but (This might not be true of your players,
really use GM intrusion, though this method but many players rarely, if ever, spend XP
seriously robs the characters of XP. to refuse an intrusion from the GM, though
There’s a better way. Announce your they regularly use XP to avoid an intrusion
intrusion, but say that there’s only a that comes from a bad roll. And there’s
chance it will happen (state the percentage nothing wrong with that. Some GMs might
chance), and then roll the dice in plain view want to forbid using an XP to reroll a 1, but
of everyone. If the intrusion occurs, award there’s really no point—if you’ve got an idea
the XP as normal. This is likely the best of for a good intrusion, you don’t need to wait
both worlds. However, it takes the narrative until a player rolls a 1 to use it.)
power out of your hands and gives it to the
dice. Perhaps this method is best used only
occasionally. If nothing else, it injects some GM Intrusion That Affects the Group
variety and certainly some drama. The core of the idea behind GM intrusion
is that the player being adversely affected
Using (and Not Abusing) GM Intrusion gains an experience point. But what if the
Too much of a good thing will make the intrusion affects the whole group equally?
game seem utterly unpredictable—even What if the GM uses it to have an unstable
capricious. The ideal is to use about four device overload and explode, harming all the
GM intrusions per game session, depending characters? In this case, if no PC is involved
on the length of the session, or about one more than the others (for example, no single
intrusion per hour of game play. This is in PC was frantically attempting to repair
addition to any intrusions that are triggered the device), you should give 1 XP to each
by players rolling a 1. character but not give any of them an extra
XP to hand out to someone else.
Intrusion Through Player Rolls However, this kind of group intrusion
When a PC rolls a 1, handle the GM should be an exception, not the rule. GM
intrusion the same way that you’d handle an intrusions are much more effective if they
intrusion you initiated. The intrusion could are more personal.
mean the PC fumbles or botches whatever
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Example GM Intrusions cuts the PC when they do, in fact, move,
It’s not a good idea to use the same events putting them immediately at debilitated on
as GM intrusions over and over (“Dolmar the damage track.
dropped his sword again?”). Below are a
number of different intrusions you can use. Opponent Luck or Skill
The PCs aren’t the only ones with surprising
Bad Luck tricks up their sleeves. For example:
Through no fault of the characters, * The PC’s opponent uses a lightning-fast
something happens that is bad or at least maneuver to dodge all attacks.
complicating. For example: * The PC’s opponent sees an opening and
* The floorboard beneath the PC gives makes an additional, immediate attack.
way. * The NPC commander rallies their
* The boat lists to starboard at just the troops, who all deal 2 additional points of
wrong moment. damage for one round.
* A gust of wind blows the papers out of * The PC’s opponent uses a cypher or
the character’s hand. similar device that produces just the right
* The buckle of the PC’s pack snaps at an effect for the situation.
inopportune time. * A bit of the wall collapses in the middle
* The NPC that the characters need to of the fight, preventing the characters from
speak with is home sick today. chasing the fleeing NPC.
* A device (cypher or artifact)
malfunctions or gives the user a jolt. Fumbles
Although you might not want every player
An Unknown Complication Emerges roll of 1 to be a fumble, sometimes it could
The situation was more complex (and be just that. Alternatively, the GM could
therefore more interesting) than the PCs simply declare that a fumble has occurred.
knew—perhaps even more than the GM In either case, consider the following
knew, at least at the start. For example: examples:
* A poisonous snake darts out from the * In combat, the PC drops their weapon.
tall grass and attacks. * In combat, the PC misses and strikes
* The box that holds the plans is trapped the wall, breaking or damaging their
with a poison needle. weapon.
* The NPC that the PCs need to befriend * In combat, the NPC hits the PC harder
doesn’t speak their language. than usual, inflicting 2 additional points of
* The NPC that the PCs try to bribe is damage.
allergic to the bottle of alcohol they offer. * In combat, the PC hits an ally by
* The PCs find the book they need, but accident and inflicts regular damage.
the pages are so brittle that if they open it, it * Out of combat, the PC drops or
might crumble. mishandles an important object or piece of
equipment.
An Impending Complication Emerges * In an interaction, the PC inadvertently or
GMs can use this type of intrusion as a unknowingly says something offensive.
resolution mechanic to determine NPC
success or failure. Rather than rolling dice Partial Success
to see how long it takes an NPC to rewire a GM intrusion doesn’t have to mean that a
damaged force field generator, it happens at PC has failed. For example:
a time of the GM’s choosing—ideally when * The PC disables the explosive device
it would be most interesting. For example: before it goes off, but if someone doesn’t
* The goblin reinforcements finally get remain and hold the detonator, it will still
through the locked door. explode.
* The ropes of the old rope bridge finally * The PC creates the antidote, but it will
snap. turn the imbiber’s flesh blue for the next few
* The city guards show up. weeks.
vThe unstable ceiling collapses. * The PC jumps across the pit but
* The NPC who holds a dagger to a accidentally knocks loose some stones from
character’s throat and says “Don’t move”
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the edge, making the jump harder for their that the character’s attempt will take half an
friend right behind them. hour rather than one round. In other words,
using a stat that is not the obvious choice
PLAYER INTRUSIONS should be the exception, not the rule.
Player intrusions give the players a small bit
of narrative control over the world. However,
the world still remains in the GM’s purview. CYPHERS FOR CYPHER
You can always overrule a player intrusion, For Cypher veterans, the Bloomed Earth’s
or suggest a way to massage it so that it fits Hyphae and Inspiration are the Cypher
better into the setting. Still, because it is System’s mechanics for manifest cyphers or
indeed narrative control, a player intrusion subtle cyphers.
should always involve a small aspect of the Hyphae shoulde be themed to strange and
world beyond the character. “I punch my fantasical powers that keep a mystery to the
foe really hard” is an expression of Effort Bloom.
or perhaps character ability. “My foe slips Inspirations, though, are subtle cyphers
and falls backward off the ledge” is a player that represent PCs pushing themselves to
intrusion. their limits. The alternative is have subtle
Player intrusions should never be as big cyphers represent tropes and meta story
as GM intrusions. They should not end telling.
an encounter, only (perhaps) provide the If your players are typical, they will use
PC with the means to more easily end an combat-related cyphers liberally but hold
encounter. They should not have a wide- onto their utility cyphers. A ray emitter
reaching or even necessarily a long-term or defensive shield will be used, but a
effect on the setting. A way to consider suspensor belt or phasing module will linger
this might be that player intrusions can longer on their character sheets.
affect a single object (a floorboard snaps), As with everything else in the game, it’s
feature (there’s a hidden shallow spot in intentionally very easy for the GM to create
the stream to ford), or NPC (the vendor is new cyphers. Just think of the effect and
an old friend). But not more than that. A how to express it as a game advantage.
player intrusion can’t affect a whole village Two kinds of cyphers exist when it comes
or even a whole tavern in that village. A rock to effect: those that allow the user to do
can come loose, but a player intrusion can’t something better, and those that allow
create a landslide. the user to do something they couldn’t do
otherwise.
The first group includes everything that
reduces the difficulty of a task (including
TYING ACTIONS TO STATS defense tasks). The second group includes
Although the decision is open to your things that grant new abilities, such as
discretion, when a PC takes an action, it flight, a new means of attack, the ability to
should be fairly obvious which stat is tied see into the past, or any number of other
to that action. Physical actions that involve powers.
brute force or endurance use Might. Physical A few more important notes about
actions that involve quickness, coordination, devising new cyphers:
or agility use Speed. Actions that involve * Cyphers should be single-use items. The
intelligence, education, insight, willpower, or PCs use them up and find new ones.
charm use Intellect. * Cyphers should be potent. A minor
In rare instances, you could allow a PC to ability isn’t worth the trouble. If an attack
use a different stat for a task. For example, cypher isn’t as good as a regular weapon,
a character might try to break down a why bother with it?
door by examining it closely for flaws and * Cyphers shouldn’t have drawbacks.
thus use Intellect rather than Might. This * Cyphers should be temporary.
kind of change is a good thing because it Typically, a power is used once. Abilities or
encourages player creativity. Just don’t let advantages that have a duration last from
it be abused by an exuberant or too-clever ten minutes to twenty-four hours (at most).
player. It’s well within your purview to * Manifest cyphers can take any form. Just
decide that the door has no flaws, or to rule make them appropriate to the genre.
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PLAY TEST GEAR
(Cyphers teach GMs to design different a depletion roll of 1 in 1d100 more or less
kinds of scenarios—ones in which the means that they can use it freely without
whole adventure isn’t wrecked if a player worrying too much.
has something that can solve a single
problem (defeat a foe, read a mind, bypass SKILLS AND OTHER ABILITIES
a barrier, or whatever). There should always Sometimes, the rules speak directly to
be more to the adventure than one linchpin character creativity. For example, players
encounter, obstacle, foe, or secret.) can make up their own skills. It’s possible
(It’s all right if players think of cyphers to have a skill called “tightrope walking”
(especially manifest cyphers) as equipment that grants a character a better chance to
or treasure. You should choose points in walk across a tightrope, and another skill
the course of the story that are appropriate called “balance” that gives a character a
for awarding subtle cyphers, especially if the better chance to walk across a tightrope and
PCs aren’t at their full capacity.) perform other balance actions as well. This
might seem unequal at first, but the point is
LOST TECH - ARTIFACTS to let players create precisely the characters
One will find Lost Tech in other Cypher they want. Should you let a character create
System games as artifacts. In terms of the a skill called “doing things” that makes
narrative, artifacts are a lot like cyphers. them better at everything? Of course not.
Mechanically, they serve a very different The GM is the final arbiter not only of logic
purpose. It’s assumed that characters but also of the spirit of the rules, and having
are exploring with some cyphers at their one or two single skills that cover every
disposal. Artifacts, however, are added contingency is clearly not in the spirit.
abilities that make characters broader, It’s important that players play the
deeper, and often more powerful. They character they want. This concept is
aren’t assumed—they’re extra. supported not only with the open-ended
The powers granted by artifacts are more skill system but also with the ability to get
like the abilities gained from a character’s an experience point advance to tailor a
type or focus in that they change the way the character further. Likewise, the GM should
PC is played overall. The difference between be open to allowing a player to make small
an artifact and a type or focus ability is that modifications to refine their character. In
almost all artifacts are temporary. They last many cases, particularly ones that don’t
longer than cyphers do, but because they involve stat Pools, Armor, damage inflicted,
have a depletion roll, any use could be their or the costs of Effort or special abilities, the
last. answer from the GM should probably be
Like cyphers, then, artifacts are a way for “Sure, why not?” If a PC ends up being really
the GM to play a role in the development of good at a particular skill—better than they
the characters. Although armor, weapons, “should” be—what’s the harm? If Dave can
and the like are fine, special capabilities— swim incredibly well, how does that hurt
such as long-range communication or the game in terms of the play experience or
travel—can really change the way the PCs the story that develops? It doesn’t. If Helen
interact with the world and how they deal can pick practically any mundane lock she
with challenges. Some of these abilities finds, why is that a bad thing? In fact, it’s
enable the actions you want the PCs to take. probably good for the game—there’s likely
For example, if you want them to have an something interesting on the other sides of
underwater adventure, provide them with those doors.
artifacts (or cyphers) that allow them to In a way, this is no different than
breathe underwater. adjudicating a not-so-straightforward
Also like cyphers, artifacts are simple for solution to a challenge. Sometimes you
the GM to create. The only difference with have to say “No, that’s not possible.” But
artifacts is that you give them a depletion sometimes, if it makes sense, open yourself
roll, using any numbers on 1d6, 1d10, 1d20, up to the possibility.
or 1d100. If you want the artifact to be used
only a few times, give it a depletion roll of 1 NPCS AND DEATH
in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. As explained in the Rules of the Game
If you want the PCs to use it over and over, chapter, NPCs have a health score rather
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than three stat Pools. When an NPC reaches system in mind. Lower-level creatures are
0 health, they are down. Whether that less dangerous. A level 1 creature could be
means dead, unconscious, or incapacitated poisonous, but its venom should inflict a
depends on the circumstances as dictated few points of damage at most. The venom
by you and the players. Much of this can be of a level 6 creature, however, might knock
based on logic. If the NPC is cut in half with a PC down a step on the damage track or
a giant axe, they’re probably dead. If they’re put them into a coma if they fail a Might
mentally assaulted with a telepathic attack, defense roll. A low-level creature might
they might be insane instead. If they’re hit be able to fly, phase through objects, or
over the head with a club, well, that’s your teleport because these abilities make it
call. more interesting but not necessarily more
It depends on the intentions of those who dangerous. The value of such abilities
are fighting the NPC, too. PCs who want depends on the creature that uses them. In
to knock out a foe rather than kill them other words, a phasing rodent is not overly
can simply state that as their intention and dangerous, but a phasing battle juggernaut
describe their actions differently—using the is terrifying. Basic elements such as health,
flat of the blade, so to speak. damage, and offensive or defensive powers
(such as poison, paralysis, disintegration,
CREATURES immunity to attacks, and so on) need to be
Whenever possible, creatures should be tied directly to level—higher-level creatures
handled like other NPCs. They don’t follow get better abilities and more of them.
the same rules as the player characters. If
Bloomed Earth anything, they should have greater latitude BALANCING ENCOUNTERS
Encounters are in doing things that don’t fit the normal In the Bloomed Earth, there is no
designed to do mold. A many-armed beast should be able concept of a “balanced encounter.” There
more varieties to attack multiple foes. A charging rhino- is no system for matching creatures of
of Speed and
like animal ought to be able to move a a particular level or tasks of a particular
Intellect damage as
compared to most considerable distance and attack as part of a difficulty to characters of a particular tier.
Cypher games. single action. To some people, that might seem like a
Consider creature size very carefully. bad thing. But matching character builds to
This offers more For those that are quick and hard to hit, exacting challenges is not part of this game.
creative and hinder attacks against them. Large, strong It’s about story. So whatever you want to
generates tension
for every PC in the creatures should be easier to hit, so ease happen next in the story is a fine encounter
party. attacks against them. However, you should as long as it’s fun. You’re not denying the
freely give the stagger ability to anything characters XP if you make things too easy
twice as large as a human. This means that or too difficult, because that’s not how XP
if the creature strikes a foe, the target must are earned. If things are too difficult for the
make an immediate Might defense roll or PCs, they’ll have to flee, come up with a
lose its next turn. new strategy, or try something else entirely.
A creature’s level is a general indicator of The only thing you have to do to maintain
its toughness, combining aspects of power, “balance” is set difficulty within that
defense, intelligence, speed, and more into encounter accurately and consistently.
one rating. In theory, a small creature with In a game like the Bloomed Earth, if
amazing powers or extremely deadly venom everyone’s having fun, the game is balanced.
could be high level, and a huge beast that Two things will unbalance the game in this
isn’t very bright and isn’t much of a fighter context.
could be low level. But these examples go One or more PCs are far more interesting
against type. Generally, smaller creatures than the others. Note that it says “more
have less health and are less terrifying in interesting,” not “more powerful.” If my
combat than larger ones. character can do all kinds of cool things but
The Bloomed Earth has no system for can’t destroy robots as efficiently as yours
building creatures. There is no rule that says does, I still might have a whole lot of fun.
a creature with a certain ability should be The challenges the PCs face are routinely
a given level, and there is no rule dictating too easy or too difficult.
how many abilities a creature of a given
level should have. But keep the spirit of the
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PLAY TEST GEAR
The first issue should be handled by BLOOMED ENCOUNTERS
the character creation rules. If there’s a PC are always needing parts or supplies,
problem, it might be that poor choices were there are several ways to find them. These [NPCs to be put the
made or a player isn’t taking full advantage are jumping off points to create your own margins.]
of their options. If someone really doesn’t salvaging challenges.
enjoy playing their character, allow them to [margin bar hermit 1
alter the PC or—perhaps better—create a RUSHED HOUR line stat]
new one. The old stretch of highway used to be
[tetanus: Onset in
The second issue is trickier. As previously heavily patrolled but lately the mutates have 1d20 days. Seizure
stated, there is no formula that states that not been spotted. No shambles, runners or or fever occurs a 1-2
N number of level X NPCs are a good match even sky eyes. There’s not much time before on a d6 for per day
for tier Y characters. However, when the other communities notice and the stretch of and inflict 4 Speed
damage (ignores
game has four or five beginning characters, crumbling asphalt becomes a battle zone for
Armor). Level 3
the following guidelines are generally true. spare parts, which may draw the mutates, or Might check each
Level 1 opponents will be nothing but a worse, back. week after symptoms
nuisance, even in sizable numbers (twelve The Bloom’s infestation, however, has start to fight off the
to sixteen). not affected just the local fauna. There are disease.]
Level 2 opponents will not be a challenge low lying patches of a Powderfoot, a brown [tetanus: Onset in
1d20 days. Seizure
unless in numbers of twelve or more. mustard-colored, spongy fungus that takes a or fever occurs a 1-2
Level 3 opponents will be an interesting Level 5 Intellect to spot. When a foot flattens on a d6 for per day
challenge in numbers of four to eight. the fungus, it ejects spores in every direction and inflict 4 Speed
Level 4 opponents will be an interesting and a successful Level 6 Might check avoids damage (ignores
challenge in numbers of two or three. 4 Speed damage. Armor). Level 3
Might check each
A single level 5 opponent might be an The car frames are a combination of steel,
week after symptoms
interesting challenge. fiber-carbon, plastics and Styrofoam. start to fight off the
A single level 6 opponent will be a serious As GM Intrusion, PCs can get scrapes that disease.]
challenge. threaten tetanus, which is a Level 3 Might
A single level 7 or 8 opponent will likely check.
win in a fight. The pickings are slim, Every 30 minutes,
A single level 9 or 10 opponent will win in roll on the Salvage chart. There are 3 rolls
a fight without breaking a sweat. max before the loot is gone. After an hour,
a hermit is alerted the harvester team. The
But it depends on the situation at hand. creature will attempt to “creep” upon the
If the PCs are already worn down from prior team. The moment it is attacked, a second
encounters, or if they have the right cyphers, hermit will leap a surprising distance to
any of the expectations listed above can attack the team from the opposite side,
change. That’s why there is no system for hindering the PCs’ Speed Defense.
balancing encounters. Just keep in mind that The creatures stay near their asphalt
beginning characters are pretty hardy and hunting grounds unless some attempts
probably have some interesting resources, pot shot at them from a distance. That will
so you aren’t likely to wipe out the group motivate the two creatures to utilize first the
by accident. Character death is unlikely cars on the road then trees an other terrain
unless the PCs have already been through a as the chase down their sniping attackers.
number of other encounters and are worn
down. UNEXPECTED NEIGHBORS
There’s an abandoned town that’s recently
been found by the last minute by a scouting
party. They had been getting a sky eye off
their trail and did not want to lead it toward
either the PCs’ community or the potential
salvage so they took the detour until they
could come home. They lost Tyrone to a
sudden lung infection so there is already
talk of calling the rediscovered settlement
Tyrone’s Town. The encounter starts as the
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CRUEL STARS
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PLAY TEST GEAR
BLOOMED LOCATIONS THE MOOT LEVEL 3
[NPCs in the margins.] The Moot is a clan that has turned a junk
Here you can find several example Bloomed yard into a barter village. The vehicles [magrin sidebar The
level of community
Earth communities to inspire the GM to frames and shelving units have been
can be a great
create their own locations. converted into shelters and rooms. The guideline on the
fence has been mainatianed with special training and the
BLUE SPRINGS LEVEL 1 attention to the gate, which now has guard quality of equipment
The original Blue Springs is an abandoned towers. their fighters possess.
gated community that even the mutates now Inside the gates there is a wide area for
The mutates often
ignore. Just a few of the homes still have a vendors. The area is guarded with dogs go forth to patrol,
roof and there are more rusting BMWs and which are mostly free of spore infection. looking for fresh
Land Rovers choke the streets and sidewalks The community has come to love the life material for Bloom
than in garages. There are no corpses in the built here, making ammo one of the most conversion. This has
streets, just pulsing cocoons and firearms common trade items. If there is a mutate forced communities
to subsist as nomadic
that have been exposed to the elements for attack, the community will fling all the lead or migratory
years. it can find. Depending on their luck, it could communities. Even
The survivors of Blue Springs on the day work -- for the first attack. the remote locations
of the invasion now live hundreds of miles The Moot’s true test of mettle will be if the have learned the
from that suburb in a shanty town that community decided to stay or fight the next can be found and
harvested.
could not be more opposite of the original wave or if they should take the short peace
community. Everything is done by hand and to abandon everything they have built an
there is a meger garden nearby that cannot start from scratch.
support the few families living there. The Atmosphere: To resist the urge to haggle
population gets smaller every year through is hindered
sickness, starvation, and people just
abandoning the place for anywhere better. ROLLING HAVEN LEVEL 5
Despite this, the remaining families have One’s first sight of Rolling Haven is a
become even more distrusting of strangers. leveled rifle aimed at you. The community
Any noises in the dark often wakes up has a roster of regular patrols and
the whole village. Everyone patrols for an lookouts to ensure no one walks into the
hour before getting back to bed. There are camp unescorted. It is not that guest are
few nights everyone gets a full night’s rest. unwanted, but they are screened first, based
They have no vehicles and their meager on the judgment of the patrol person who
supplies will not last through the winter found them. It helps to be persuasive,
unless they’re learn they need to work with seeming non-hostile, and also bribes. The
other people but all they have ever known is bribes are extremely helpful when a group
to mistrust every stranger they meet going refuses to give up their firearms. Officially
back to the days before the invasion. The there is a small barter fee to keep their own
community is on the brink of breaking up within town limits. Anything longer than a
into separate families. large knife is peace-tied if one wants to step
The Blue Springs Grand Nana is an into sight of the community’s buildings.
obvious crazy since her stories are pure There are several structures, more than
fancy. She talks about the pre-bloom days most have seen in their lives and there
when her parents drove cars that flew in the are a few streets, but everything is to be
air and everyone in the world scrambled to abandoned at a moment’s notice.
serve those who lived in Blue Springs since There are two trucks packed with tents
the citizens have the blood of queens and and provisions, ready to go at the moment
kings. Most of Nana’s tales share the theme the alarm is sounded. The sister’s plan
of others causing misfortune for the Blue is to use the trucks to bolt away with as
Springs folk. many people as possible if mutates attack.
Atmosphere: Any social interactions Abandoning the location and putting
promoting working or interaction with distance between them and the Bloom and
outsiders is hindered. use the truck’s back mounted guns to help
cover the escape along with their passengers
also firing their handguns.
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Rolling Haven, though, is a victim of its threshold, they haven’t come back to talk
own success. It has grown so big that now about it.
the two trucks won’t fit everyone. Choices Atmosphere: Resisting Spore abilities
will have to be made. are hindered for non mutates or Bloomed
The fact is the elephant in the room for creatures.
the Havenites. Thuse Rolling Haven is eager
to recruit a crew with a vehicle to either add ENDING THE BLOOM
firepower or passengers transport. As a GM one should decide if ending
If someone has either such vehicle, the Bloom is potentially on the table. If the
tensions will rise as the Havenites have answer is yes, avoid answering how. Or if
[GM Intrusion: A whispered conversations. It will become a you do anyway - promise yourself it is a plan
PC has stepped
on a sensory
powder keg if a Bloom ambush happens. [ B if your players do not bring a better idea to
thread and the Elders and trucks in margins] the table. Being open to ways to take on the
Bloom summons Atmosphere: Social interactions related to Bloom opens up possibilities like diplomacy.
creatures to cooperation are eased. Conceptually, the Bloom exists in the
investigate.] game as both a nightmare factory and
DOWNTOWN BLOOM LEVEL 8 source of ambushing threat.
The air is much more humid despite
the weather and the season, which makes [margin sidebar
it harder to judge if the area is warmer. What lies on the other side? An alien
One can still see the concrete and metal world would have to have enough shared
skeletons of vehicles, signposts and traits to allow the Bloom to exist on both
rebar through the organic crust covering sides, thus a breathable atmosphere and
everything. Everything moves constantly proteins humans could consume. Just
even if it is slowly and somethings move because the atmosphere is agreeable there’s
underneath the fleshy coating spread over no guarantee whatever is on the other side
the asphalt. It plays tricks on the eyes. has not booby trapped by design or natural
Some people are broken after only one accident.
trip to the downtown town, they are always The same for alternate reality, though the
snapping their head to the side, looking for question would be when did the dimensions
things wiggling just out of sight. split. Did the Bloom evolve a million years
Often, the tower stalks have gill fringed ago and forever change that Earth, or was
openings where bulbs and strange fruits science gone wrong that is now spilling out
sway, these chambers always seem deeper into a thousand other Earths.
than the stalk’s circumference suggest it Or it could be a stranger world where
should be. Like it is bigger on the inside. The travelers need protection as they step
tubal bridges undulate as if they are filled across, bet it a spacesuit or magical ward -
with traffic. or both.
A steamy fog sometimes drifts down to [/sidebar end]
the floor, often with purple or yellowish
haze, making it a Level 7 Intellect challenge
to navigate once the fog settles.
Getting this deep into an infestation is a
small miracle as there are dozens of ways
the wrong footstep can alert the Blooom to
their presence. There are also hidden pits
that one can fall into after the tough crust
cracks and breaks like ice.
If one can get close to a portal, everything
is in a heat haze, as if a generator was
burning through an insane amount of
power. The purple glow is hard to look at
and somehow the light hums.Most portals
are vertical rips in space rippling with the
light. Once can’t see what is on the other
side of the rip and if anyone had crossed the
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