Stars Without Number - Codex of The Black Sun
Stars Without Number - Codex of The Black Sun
Later arcane researchers refined the standard ar- the broader psychic techniques, but that very specificity
cane interface. By further restricting the types of energy often allowed them to produce more subtle or complex
flows it would support and compelling the practitioner effects than traditional disciplines. Many calculations
to shoulder more of the neural adaptation load, they and neural energy constructs that would be impossible
were able to mitigate some of the availability limita- for a traditional psychic to integrate on the fly could
tions of a standard Arcanist. These focused arcane in- be analyzed beforehand for specific spell effects and
terfaces were coded for specific bodies of arcane study embedded in the spell’s formula.
and the specific techniques they developed. Once a By some indeterminate point before the Scream,
practitioner had adapted his or her own neural tissues the practice of arcana had solidified into two main
to the specific limitations of the corpus, they could use streams. The Academic tradition produced Arcanists,
the same neural zones to trigger any of the techniques who could use their generalized standard neural in-
they had prepared, rather than dedicating specific tech- terface to “cast” an arbitrarily wide range of academic
niques to specific zones. While superior in flexibility, spells, provided they primed their neural tissue after
these “Magisters” were compelled to do a great deal each rest with the specific spells they wished to have
more adaptation to the specific effects of the corpus, available. The Heritor traditions of the Magisters were
leaving their minds incompatible with the standard in- restricted to a much narrower, more specific range of
terface’s techniques and making it much more difficult potential spells, but once they had primed their focused
to develop new techniques that could be used with their interface, they could use it to invoke any of the spells
body of learning. they had mastered, a range that steadily grew as the
Some historians believe that some of these so- Magister increased in their proficiency.
called Magister schools were actually precursors to the It was difficult but practical for Arcanists to devel-
SANIS. According to these scholars, the original Arcan- op new spells, because the SANIS required only that
ists were inspired to generalize the focused interfaces of the spell utilize specific, fixed channels of metadimen-
their predecessors, rather than by a leap away from the sional energy. It was far more difficult for Magisters
conventional psychic training protocols. Some Magis- to develop new spells, however, because each spell’s
ter schools do insist that they predated the practice of structure needed to cooperate with the far narrower
standard arcane interfaces, while others were undeni- specifications of their tradition’s focused neural inter-
ably developed after the advance. The truth may well face, and each spell required substantially more person-
vary from sector to sector. al neural adaptation by the psychic. For many Heritor
By general convention, the specific techniques de- traditions this was a perfectly acceptable exchange, as
veloped by the various schools were characterized as their founders had already developed all the techniques
“spells” in contrast to standard psychic techniques. Due that were necessary for the tradition’s function in its so-
to the limits of the arcane neural interface, spells were ciety. Academic Arcanists, however, were often driven
much more restricted and specific in their effects than to innovate even at considerable personal risk.
10•The history of magic
Metadimensions and the Shadows a few displayed an uncanny level of intelligence and
One of the basic techniques developed by the early communicative ability. Most disturbingly, some spells
arcane researchers was that of material instantiation. and techniques seemed to bring forth creatures with
By a series of complex mathematical equations and independent, continuous existence, such that repeated
calculations a spell could be designed to channel meta- summonings would conjure what appeared to be the
dimensional energy into a static, material form. This same creature, with memories and awareness of all that
conjuration could produce objects useful to the Arcan- they had done during prior beckonings.
ist, though it usually proved prohibitively difficult to Most spells were designed to control the behavior
maintain their existence indefinitely. Sooner or later of the creatures they summoned. Some did so crudely,
the necessary flow of metadimensional energy would by allowing the summoner to inflict pain or damage on
falter, and the object would dissipate. the creature if it behaved inappropriately, while oth-
Naturally, early researchers were determined to ers embedded complex sub-formulas that aligned the
push the limits of this technique. The formulas used Shadow’s Principles with a specific intended purpose.
to create the spells were adjusted, amplified, and ex- The more sophisticated the control and complex the
haustively explored until it became possible to manifest behavior desired, the less reliable these shackles proved
not only inert matter, but actual “living” creatures. The to be. Full and reliable control of the most intelligent
correct formula could weave a seemingly living entity Shadows was elusive; some of these creatures were fully
into existence, their bodily form fueled by threads of capable of outwitting their summoners or rationalizing
metadimensional energy and contained by the rigors their way through rules of behavior.
of mathematical art. And the more intelligent and powerful the Shad-
Many of these fractal formulas only served as the ow, the more likely it was to have its own goals quite
seeds around which the metadimensional energy could separate from those of its summoner. Sometimes these
coalesce and self-organize. Like the speck of grit within urges were relatively harmless, such as a craving for
an oyster’s shell, the spell served as a channel for the en- certain activities or material indulgences. Other times,
ergy to pass into the conventional universe, whereupon the Shadow had a hunger for deeds or things that were
the forces would fold in on themselves and organize not good for anyone within its reach. Sometimes the
in seemingly organic fashion. Strange and wondrous rationale of a Shadow’s desire was comprehensible to
creatures unfolded from these spells like automatic humans, but other times these Principles seemed to
origami, self-built by rules of alien logic and fueled by be woven into the creature itself, compelling it with
uncanny forces. the force of an alien logic to ends that humans could
These “Shadows” varied tremendously in appear- neither understand nor appreciate.
ance and behavior. Some seemed to be nothing more The ultimate recourse for a summoner was to cut
than beasts, alien animals that operated on primal in- the flow of metadimensional energy that sustained a
stincts. Others had almost human levels of intellect, and Shadow’s existence. Without the help of the summoner,
the energies that formed and maintained the Shadow
Canonical Sorcery would collapse, and indeed, most spells simply could
not maintain a metadimensional channel for very long
It is entirely up to an individual GM whether even if the caster wished it. Unfortunately, the more
or not magic even exists in the “canonical” Stars powerful the Shadow, the more likely it was that it
Without Number game setting. Future material would be able to maintain its own existence unaided
may contain options related to space sorcery or for a shorter or longer period of time, burning through
content related to it, but nothing will be written metadimensional energy that it was capable of harvest-
that assumes or requires that the magical verities ing through its own alien biology or through the per-
described in this book be true for the canonical formance of strange, often-terrible acts.
setting of the game. So long as a Shadow could get this energy and
For a GM without strong feelings on the avoid physical destruction, it could continue to exist
topic and no immediate plans to use magic, it can indefinitely. Some intelligent Shadows were capable
often be most convenient to just let magic be one of performing rituals or specific types of behavior that
more ineffable mystery somewhere out there in opened a channel from which they could feed. Others
the cosmos. Maybe some actual, no-doubt wiz- naturally gravitated to places where the skin between
ardry exists in some sector out there, and maybe a dimensions was thinnest, feeding on the bleed of sub-
dozen different styles and flavors of magical may- tle energies. A few made bargains with other Arcan-
hem could be discovered if you venture far enough, ists, trading their services in exchange for human help
but if it never shows up in your home campaign, in sustaining their energies. Almost all free Shadows
it doesn’t really matter. You don’t need to let it seemed to prefer continuing their existence in this re-
matter until you actually want to use it. ality, even those who evidently found our world repug-
nant and disturbing. It was as if free life, once sparked,
was reluctant to return to inanimate existence.
The history of magic• 11
d8 Why Did They Take Up Magic? d20 What Relics of Old Magic Persist?
1 Intellectual curiosity about its secrets 1 The basic teaching texts are from that era
2 Defense against some dire invader 2 Particular structures once used by them
3 Pursuit of control or conquest over others 3 A race of servitor-creatures made by them
4 Enticed to it by a lust for personal power 4 Areas scarred by dire magical side-effects
5 An idealistic ambition to aid the sector 5 A type of magical item they favored
6 A tool to pursue some grand mundane goal 6 A cult dedicated to reviving their glory
7 An implement of vengeance against a foe 7 A language they used for magical workings
8 Religious dedication to its divine secrets 8 A monstrously changed group of people
9 A state claiming to inherit their authority
d10 What Was Their Greatest Achievement? 10 A religion dedicated to their gods or patron
1 An interstellar web of arcane structures 11 Rigid hostility to magic in some areas
2 A magically terraformed world or citadel 12 Devices meant to counter their magic
3 A sector-spanning political hegemony 13 Scattered quarreling inheritor schools
4 A corpus of fundamental lore for the ages 14 Fragments of a sector-spanning great work
5 A godlike Shadow summoned into reality 15 Ruins of their eradicated great foes
6 Defeat of a seemingly invincible foe 16 A forbidden or dangerous type of magic
7 Uplifting of sector tech or society 17 Unstable but powerful artifacts of the age
8 An artifact of world-shaking power 18 A rump remnant of their old power
9 An extended golden age of peace 19 Areas protected by ancient guardians
10 One or more new forms of magical life 20 Wreckage of the event that ruined them
The history of magic• 13
d8 What’s the Public Attitude? d20 Popular Beliefs About Magic and Mages
1 Mages are blamed for almost everything 1 Mages all make pacts with Shadow patrons
2 Profound mistrust of mages and magic 2 Mages are mercenaries and criminals
3 Uneasy distaste for magic and its users 3 Magic turns you inhuman after a while
4 Significant misconceptions about magic 4 Mages only look like they’re human
5 Wary, but not particularly hostile 5 Mages are all very spiritually-enlightened
6 Positive attitude, but with misconceptions 6 Magic is psychologically addicting
7 Respect and honor toward magic 7 Magic is hated by a prominent deity
8 Mages are considered superior beings 8 Magic is physically poisonous over time
9 Magic causes brain damage and insanity
d10 What do Governments Think? 10 Magic is associated with a particular faith
1 Magic is a tool of traitors and rebels 11 Magic produces dangerous radiation
2 Magic is dangerous and must be contained 12 Magic can do anything for the right mage
3 Magic is currently a problem for our rule 13 Magic is a sign of a deity’s personal favor
4 Magic is a tool of our political opponents 14 Magic is fake; it’s all really psionics
5 Magic needs to be carefully regulated 15 Magic is for unscientific primitives
6 Magic is a useful tool for our ends 16 Meddling with magic curses a user
7 Magic needs to be cultivated for our use 17 Mages are just incompetent psychics
8 Magic has tremendous potential if studied 18 Mages are fearsome supernatural beings
9 Magic is a right for those who can use it 19 Magic is tied to particular bloodlines
10 Magic is vital to our future success 20 Mages are just naturally superior humans
THE SCIENCE OF MAGIC
Introducing sorcery into your campaign is a significant grimoire, the spell is successfully prepared, and will
step. The rules in this section explain how to create remain a viable standing arcane wave until it is dis-
characters with magical powers and provide three class charged. The more expert and proficient the Arcanist,
frameworks that each have different ways of accessing the more flexible their SANIS interface is, and the more
their occult talents. complex and numerous the spells they are capable of
Some of this content is reproduced from the “Space preparing at one time. Once all the “room” in the inter-
Magic” chapter of the Stars Without Number: Revised face is taken up with charged imprints, the Arcanist can
deluxe rulebook, in order to spare readers from need- prepare no additional spells until they discharge some.
ing to have that tome as well, but it has been tweaked Magisters of the arcane Heritor traditions operate
and adjusted to fit with the specific spellcasting tradi- differently when preparing spells. Instead of individu-
tions and context described in this book. If you use the ally preparing specific spells on a daily basis, their entire
rules and classes in this book, use the rules printed here. early training period is devoted to “hardwiring” their
This chapter is divided into two parts. The initial SANIS interface to accept a small number of spell im-
section describes the specific processes and mechanics prints on a permanent basis. An apprentice Magister
of spellcasting as the denizens of the far future under- will usually spend several years training and disciplin-
stand it. It’s intended to provide an in-game explana- ing their mind to accept the permanent neural imprint
tion of effects and assist GMs and players in roleplaying of a handful of spells from their tradition. As they de-
the particulars of arcana. The second section is a strictly velop in expertise and SANIS flexibility, they carefully
mechanical description of how these abilities work in add additional spells to their repertoire, integrating the
game terms. patterns with their existing selection much like an ar-
tisan might piece together a mosaic.
The Process of Spellcasting While the result is far more sturdy and stable than
When a SANIS interface user intends to “cast a spell”, the transient chalk drawings of Academic spell imprints,
a number of complex activities must be undertaken it’s commensurately more difficult to change. Only a
in the correct order. Each of these steps must be per- well-educated Magister understands the complex, in-
formed efficiently and without significant distraction, terlocking relationship between different spells in their
or else the metadimensional energy summoned to tradition well enough to revise their initial selections.
actuate the effect will spill through the caster’s brain They can substitute alternate portions of neural tissue,
uselessly, washing away the loaded spell imprint to no jury-rig cerebral connections, and change out prior
profitable effect. spell selections for new ones, but even for the most
For Arcanists of the Academic magical tradition, erudite Magister, such change is a matter of weeks of
the first step is to prepare the spell they intend to cast. work for every spell exchanged. Most Magisters devel-
This preparation must take place shortly after a period op a corpus of prepared spells from their tradition and
of REM sleep, when their neural structures are most la- rarely if ever significantly alter it.
bile and capable of accepting the spell’s energy imprint. As a consequence, Magisters do not need to pre-
Casters who do not get adequate, refreshing sleep have pare spells on a daily basis. So long as they get adequate
a SANIS interface too “stiff” to successfully accept the amounts of REM sleep and can refresh their interface’s
imprint of a prepared spell. flexibility, they can wield any of their mastered spells
The actual spell preparation requires an object for casting later in the day. They do not need grimoires,
commonly known as a “grimoire”; a text, coded object, though they are capable of using them as research and
or physical data source imprinted with the metadimen- study texts much like any Academic Arcanist.
sional energy pattern of the spell. An ordinary data file Once the spell is imprinted, the user must cast it.
or printed piece of paper is quite useless in capturing They must use their own nervous system as an anten-
the complex, almost living energy imprint of a spell, na for the focusing and direction of metadimensional
and so grimoires must be carefully constructed by Ar- energy, using this power as a catalyst to trigger the
canists through a variety of time-consuming processes. spell imprint and unleash its effect. Needless to say, this
If their personal grimoire is lost or destroyed and no is an extremely taxing process on the wielder’s neural
equally-difficult-to-make backup copies are available, tissue, and normally requires at least several seconds of
an Arcanist must spend considerable time re-creating concentrated focus to safely direct the energy. Casters
it as described on page 100. without extensive practice at casting under high-pres-
With the grimoire in hand, the Arcanist studies sure situations may require several minutes to success-
the pattern of the spell they wish to imprint, meditating fully channel the energy into a spell.
on their own SANIS interface and carefully charging In addition to the concentration required, the
their brain with a matching energy imprint. When caster must correctly tune the metadimensional energy
their imprint is in resonance with the model in the flowing through them, maintaining the correct mental
The science of magic •15
state and physical configuration to fuel the SANIS in- uneven rate. The end result is almost never anything
terface. Invocations are a normal part of this process, but a brief, harmless flicker of energy and a uselessly
requiring clearly-enunciated words, sounds, or other discharged spell imprint.
vocalizations to focus the caster’s attention. In addi- Once a spell is cast, a thread of metadimensional
tion, the process also requires “arcane physiokinetics”, connection remains with the caster until the energies
known more commonly as “magic gestures”. Without are completely discharged. Thus, a spell that creates an
the centering, focusing effect of the words and rigor- illusion or enthralls a target’s mind would retain some
ously-imprinted gestures, the energy will not interface connection with the caster to allow them to control
correctly and the spell imprint will be lost. the illusion or influence the target. A spell that simply
These gestures are very precise, and any kind of triggers an explosion or has some other instantaneous
constricting clothing or armor will render the process effect will have no such connection, as the caster has
prohibitively difficult. Many varieties of advanced nothing further to control once the spell has discharged.
technological material also serve to disrupt the free Some advanced magical techniques, metapsionic meth-
flow of metadimensional energy, making it virtually ods, and esoteric devices can trace a controlling thread
impossible to cast spells while wearing advanced power back to the original caster.
armor, even if the gear is otherwise unhindering. The consequences of discharging a spell imprint
Such limits are in clear distinction to the fast, im- vary between Academic Arcanists and Heritor Mag-
perceptible effects of traditional psychic techniques. A isters. For an Arcanist, discharging a spell imprint
psychic who wishes to use a technique can do so very leaves nothing behind. An Arcanist who has prepared
rapidly, with no chance of disruption. Some tech- only one spell for the day can cast it only once, even if
niques can be mastered so effectively that they don’t their mind is otherwise fresh and unstrained by excess
even impart any significant mental strain to the user, metadimensional friction. They must wait until after
allowing the psychic to use them repeatedly without another night’s peaceful rest before they can prepare
rest. Such benefits come from the bespoke nature of a new imprint. Of course, an Arcanist may choose to
psychic technique training, where every unique effect imprint multiple “copies” of the same spell so they can
is the product of its own complex neural structure and cast it multiple times between rests.
specific optimizations that are impossible to translate Magisters work differently. As their spell imprints
to a generalized, universal interface like the SANIS. are “hardwired” to their SANIS interfaces, they can cast
Any significant mental distraction or physical any of them as often as they wish until their brain has
damage will spoil the casting of an arcane spell. While been saturated by metadimensional energy and their
some specially-trained casters are capable of fighting conduit structures have been exhausted. For a novice
through sudden pain, most spellcasters will find their Magister, this exhaustion might happen after they cast
spells “shorting” if they are hurt while casting them. their third spell for the day. A master might hurl a doz-
The directed metadimensional energy will not make en powerful effects before they start to show the strain.
full SANIS interface contact with the primed imprint, Only a good night’s sleep can allow the conduit struc-
and the spell will only partially catalyze, or do so at an tures to regenerate and restore their original flexibility.
16• The science of magic
Arcane Classes
Now that you know the in-world details of how a spell can cast any spell they have mastered until they exhaust
is prepared and formulated, you need to understand their neural reserves, but they cannot exchange mas-
the game mechanics that represent the process. The tered spells with the ease of an Arcanist.
material below describes three new class frameworks, Adepts are magical PCs who have occult abilities
two alternate classes for use in magical campaigns, and unrelated to conventional spellcasting. They might be
the specific rules for preparing and casting spells. esoteric warrior-monks, natural fonts of arcane ener-
Arcanists are standard practitioners of Academ- gy, consecrated agents of some supernatural power, or
ic magic, ones who prepare individual spells and can some other sort of concept that relies heavily on occult
wield only those powers they have prepared for the day. powers. Like Magisters, Adepts each have a specific
Arcanists may vary in faction allegiance, academic affil- class related to their magical tradition and arcane abil-
iations, and common spell selections, but they share the ities. The Free Nexus, Godhunter, Sunblade, and Yama
same mechanical rules for their spellcasting regardless King classes in this book are all Adept classes.
of their associations. Arcane Warriors and Arcane Experts are versions
Magisters practice Heritor traditions of mag- of the conventional Warrior and Expert classes meant
ic, ones that are more thematically narrow than the for use in campaigns that include magical PCs. They’re
broad Academic spell list, but potentially more effective drop-in replacements for those classes that provide
in their specialty. Magisters come in different flavors conventional Warrior or Expert players with some
with different, exclusive spell lists; Shadow-summon- extra options to help bring them up to par with their
ing Pacters, transhuman Rectifiers, and martial War more magical teammates. Their full descriptions are
Mages are three example classes in this book. Magisters provided on page 30 if you choose to use them.
Adepts
By default, Adept classes have a few basic qualities. The
Free Nexus, Godhunter, Sunblade, and Yama King Partial Adept Classes
classes described in this book are all Adept classes. New Most Adept classes can be taken as partial classes by an
Adept classes you might create for your own campaign Adventurer PC. Unless specified otherwise by the class
world should follow this general outline. description, the following rules apply.
Partial Adepts gain their class abilities as if they
Adept Class Abilities were half their character level, rounded up. Thus, a
Adepts roll 1d6 for hit points each level, modified by brand-new Partial Yama King/Partial Warrior would
their Constitution modifier. get Adept abilities as if they were a first level Yama
Adepts have a base attack bonus equal to half their King. At third level, they would gain new abilities as
level, rounded down. Thus, it’s +0 at first level, +1 at if they were a second level Yama King, and so forth.
second level, and so forth. Some Adept classes give bo- The Adept abilities they possess are used at their
nuses to this. full character level. Thus, a second level Partial Sun-
Adepts gain the particular special abilities of their blade might not get any new powers, but they can use
class as they rise in character level. The particular perks their Sunblade Wielder ability as if they were a second
they get will depend on their specific class; a Yama King level Sunblade.
will get some benefits at first level, while a Sunblade
will get an entirely different set. Heroic Adepts
Adept special abilities are not spells. They function Most Adept classes do not have a Heroic analog for
as described and cannot be interrupted by damage and those campaigns that use Heroic PC rules. In general,
do not require a specific declaration of intent to use such a superlative PC should take the Heroic Adventur-
them at the start of the round. er class, choose to be a full-classed Adept, and then fill
Some Adept classes may allow access to the spe- out their abilities with a matching partial class.
cial General Arcane, Arcane Expert, or Arcane Warrior The Yama King and Free Nexus classes in this
lists of foci starting on page 90, allowing them to use book roll 1d4 for their Fray dice. The Godhunters and
their initial and later earned focus picks on them. If not Sunblades roll 1d6 for their Fray. In both cases, they
specified by the class description, however, an Adept may apply their Fray die even to targets with more hit
cannot choose from these lists. dice than they have character levels.
An Adept does not get any bonus focus picks like
Experts or Warriors do. They get only their normal
single free focus level when creating their character.
18• Arcanists
Arcanists
Arcanists practice the traditional Academic style of ar- Arcanist Spells Prepared per Day
cane spellcasting. While they may belong to varying
Spell Levels
factions, traditions, and schools, their abilities all work Arcanist
the same way mechanically. Level 1 2 3 4 5
1 1 - - - -
Arcanist Class Abilities 2 2 - - - -
Arcanists roll 1d6-1 for their hit points, modified by
3 2 1 - - -
Constitution. This roll cannot be less than 1, even with
the penalty. 4 3 2 - - -
Arcanists have a base attack bonus equal to their 5 3 2 1 - -
level divided by five, rounded down. Thus, their bonus 6 3 3 2 - -
is +0 until it reaches +1 at fifth level and +2 at tenth.
7 4 3 2 1 -
Arcanists must be able to move freely to channel
undisrupted metadimensional energy. They cannot cast 8 4 3 3 2 -
spells while wearing any kind of powered armor, or 9 5 4 3 2 1
any other sort of armor with an Encumbrance value 10+ 5 4 3 3 2
higher than zero.
Arcanists may choose foci from the General Ar- The entries list the number of spells an Arcanist can
cane list on page 90. They get a bonus focus chosen prepare each day of a given spell level. There is no
from this list as an addition to their usual free pick at limit to the number of spells an Arcanist can learn
character creation. at each level, assuming a source is found for them.
Arcanists get Cast Magic-0 as a bonus skill. If this
would increase their skill level above level-1, they may
instead pick any other non-psychic skill. Partial Arcanists are still subject to the armor
Arcanists start play knowing two first-level spells limitations of a full Arcanist when casting spells. Any
from the Arcanist spell list on page 64, plus one more powered armor or any other armor with an Encum-
for each point of bonus Intelligence modifier. If not us- brance value higher than zero will prevent effective
ing the Occult Lore rules from the Arcane Research and spellcasting.
Development section, they can pick two more Arcanist Partial Arcanists gain Cast Magic-0 as a bonus skill.
spells of any level they can cast each time they advance If this would bring their Cast Magic skill above level-1,
a character level. they may instead pick any non-psychic skill in its place.
Partial Arcanists may choose General Arcane foci,
Partial Arcanist Abilities but unlike full Arcanists, they do not get a free bonus
An Adventurer PC might choose to be a Partial Ar- focus from that list.
canist as part of their class selection. In that case, the
following rules apply. Heroic Arcanists
Partial Arcanists suffer a -1 penalty to their hit A campaign that includes Heroic PCs might also include
point rolls. Thus a Partial Warrior/Partial Arcanist a Heroic Arcanist. In such a case, the PC gets a few
would roll 1d6 for their hit points at each level. additional benefits.
Partial Arcanists suffer a -1 penalty to their attack A Heroic Arcanist gets an additional spell slot of
bonus, as calculated by the other class. Thus that same every level they are capable of casting. Thus, a fifth
Partial Warrior/Partial Arcanist would start play with level Heroic Arcanist has four first-level slots, three
an attack bonus if +0 instead of +1. This penalty cannot second-level slots, and two third-level spell slots.
bring the character’s attack bonus below zero. If the A Heroic Arcanist also gets an additional number
other partial class also has this quality, such as a Partial of “open” spell slots equal to their character level. These
Arcanist/Partial Pacter, then the PC’s attack bonus is +0, open spell slots do not require preparation. They can
becoming +1 at fifth level and +2 at tenth. use these slots to cast any spell they know, whether or
Partial Arcanists can learn and prepare spells as not they’ve prepared it, and whatever the level of the
an Arcanist of half their level, rounded up. A fifth level spell might be. If you use an open slot to fuel an arcane
Partial Warrior/Partial Arcanist can prepare spells as focus that requires the use of a spell, treat it as a spell
if they were a third-level Arcanist, so they can prepare of the highest level you can cast.
two first level and one second level spell each day. A Heroic Arcanist rolls 1d4 for their Fray die, but
Partial Arcanists cast their spells at their full level. unlike most other classes, they can apply their Fray die
Thus, the spells that PC casts would be cast as if they to any enemy, even if the PC has fewer character levels
were a fifth level Arcanist. than the target has hit dice.
Magisters •19
Magisters
Magisters are members of various Heritor magical tra- Magister Spells Usable per Day
ditions, ones more rigid and specific than the broad
Spell Levels
scope of Academic practice. While less versatile, they Magister
have a much easier time bringing their abilities to bear Level 1 2 3 4 5
and their specialties often far surpass what Academic 1 2/3 - - - -
magic can accomplish. 2 2/4 - - - -
The Rectifier, Pacter, and War Mage classes pro-
3 3/5 2/2 - - -
vided in this book are all Magisters, and all use the
character rules given below. 4 3/6 2/3 - - -
5 4/6 2/3 2/2 - -
Magister Class Abilities 6 4/6 3/4 2/3 - -
Magisters roll 1d6-1 for their hit points, modified by
7 5/6 3/4 2/3 2/2 -
Constitution. This roll cannot be less than 1, even with
the penalty. 8 5/6 4/5 3/4 2/3 -
Magisters have a base attack bonus equal to their 9 5/6 4/5 3/4 3/3 2/2
level divided by five, rounded down. Thus, their bonus 10+ 5/6 4/6 3/5 3/4 2/3
is +0 until it reaches +1 at fifth level and +2 at tenth.
Entries list the total spells known each level followed
Like Arcanists, Magisters must be able to move
by the spells castable each day. Thus, at second level,
freely in order to cast. They cannot cast spells while
a Magister knows two first-level spells, and may cast
wearing any kind of powered armor, or any other sort
any combination of first-level spells up to four times
of armor with an Encumbrance value higher than zero.
a day.
Magisters may choose their foci from the General
Arcane list on page 90. They get a bonus focus chosen
from this list as an addition to their usual free pick at Heroic Magisters
character creation. A Heroic Magister in a campaign that uses Heroic PCs
Magisters get Cast Magic-0 as a bonus skill. If this uses the same rules as a normal Magister with the ad-
would increase their skill level above level-1, they may dition of a few extra abilities.
instead pick any other non-psychic skill. A Heroic Magister knows one extra spell from
Magisters start play knowing two first-level spells each level they are capable of casting. Accordingly, a
from their class’s spell list. As they advance in character first level Heroic Magister knows three first-level spells.
levels, they learn to master addition spells as given in When they reach third level, they’d know four first-lev-
the adjacent table. They do not require a trainer or a el spells and three second-level spells.
source for these spells; their secrets are implicit in the A Heroic Magister may also pick one known spell
Magister’s basic training. Magisters cannot add addi- from every level they are able to cast, gaining the ability
tional spells to this allotment, though they can trade out to cast these spells freely without expending spell slots.
their choices slowly as described on page 22. These free spells may not be used to fuel foci that re-
quire expending a spell slot. The Heroic Magister can
Partial Magister Abilities change which spells are nominated for this ability with
A Partial Magister uses the exact same rules as a Partial a day’s work.
Arcanist, barring their special spellcasting methods. A Heroic Magister rolls 1d4 for their Fray die, but
A Partial Magister learns and casts spells as if they unlike most other classes, they can apply their Fray die
were a Magister of half their character level, round- to any enemy, even if the PC has fewer character levels
ed up. Thus, a third-level Partial Magister knows two than the target has hit dice.
first-level spells from their tradition and can cast them
a total of four times a day. Multiple Partial Casters
When actually cast, however, these spells use the
Partial Magister’s full character level. A fifth level Par- If a PC has multiple partial classes in different cast-
tial War Mage would thus cast an Ammo Drop spell as ing classes, they keep the slots and spells known
if they were a fifth level caster. separate for each class. They cannot cast spells
If a Partial Magister mixes with another class that from one class with the slots of another.
has a penalty to their hit point rolls, such as a Partial Such polymaths have access to considerably
War Mage/Partial Arcanist, or Partial Pacter/Partial more spells than their focused peers, but they’ll
Rectifier, this penalty is applied only once. Thus, the never master the most powerful invocations of
PC in question would roll 1d6-1 each level for their either class.
hit points.
20• Spellcasting rules
Spellcasting Rules
In order to cast a spell, a mage needs to know the spell, class spell list, and do not require a grimoire or a spell
have an available spell slot for it, and cast it without copy to learn them. Magisters can cast any spell they’ve
interruption. Given the rigors of an adventurer’s life, mastered until they run out of available spells per day
this is sometimes easier said than done. for that spell level. Unlike Arcanists, however, it is very
difficult and time-consuming for Magisters to change
Spells and Spell Slots the spells they have prepared for casting.
Arcanists and the Magister classes both are capable of Both Arcanists and Magisters have spell slots repre-
learning and casting spells. Every spell’s complexity and senting how many spells they can prepare or cast each
difficulty is measured in levels from 1 to 5, with level 1 day between nightly rests. A first level Arcanist has one
spells being the simplest incantations and level 5 spells first-level spell slot, as indicated by the table for their
requiring a master spellcaster to execute them prop- class. That means they can prepare one first-level spell
erly. As a spellcaster increases in character level, they each morning from the first-level spells known to them
become capable of learning and casting more complex and cast it when they wish. Once they cast the spell, the
spells of higher levels. slot is expended and cannot be re-imprinted until the
Each spellcasting class has its own list of allow- next day, after a good night’s sleep.
able spells to learn: an Arcanist has one list, a Pacter Magister spell slots work slightly differently. A
has another, and a War Mage has a third. Spellcasters Magister can cast any known spell of a given level
cannot learn or cast spells from any list but their own. until they’ve used up all their available slots for that
Spellcasters can develop new spells to expand their list, level. Thus, a first level Pacter can know two first level
or uncover usable spells that were lost in the distant spells and cast three of these spells per day. They might
past, but both processes tend to be difficult, expensive, choose to master the Call Lesser Servitor and Analyze
and uncertain. Shadow spells. From these two spells, they can cast any
Arcanists can theoretically learn any number of mix of them a total of three times before they exhaust
spells from their list, provided they’re experienced their available energy and must get a good night’s rest
enough to cast spells of that level, but they must first to restore it. They may elect to cast the same spell three
create a usable grimoire copy of every spell they intend times, or use Call Lesser Servitor once and Analyze Shad-
to master. The way they do this depends on whether ow twice, or so forth.
or not the GM intends to use the rules in the Arcane Both Magisters and Arcanists can use higher-lev-
Research and Development chapter. Once an Arcanist el slots for lower-level spells. Thus, an Arcanist could
has a copy of a spell available, they can prepare it for use. prepare a first-level spell in a second-level slot if they
Magisters can master only a limited number of wished, and a Magister could use a spare second-level
spells from their list, depending on their character spell slot to cast a first-level spell they knew if that was
level, but they can choose these spells freely from their the only energy they had left for the day.
Spellcasting rules •21
on their turn and enact On Turn and Instant actions as Learning and Exchanging Spells
usual. The caster might also choose to abort the spell Arcanists and Magisters learn their spells in very dif-
to use their Main Action for some other purpose if ferent ways. Magisters automatically learn a number
allowed to do so, such as aborting it to instead use the of spells of each level according to the table for the
Total Defense action. Magister class. Thus, a first level Pacter automatically
If the caster manages to make it to their turn in the knows two first level spells from the Pacter spell list.
initiative order without getting hit, they may use their When they ascend to become a third level Pacter, they
Main Action to cast the spell. At this point, they choose learn an additional first level spell. They do not need
the target for the spell and determine any other details a mentor or a source document to gain these spells, as
of its effect. If they’ve changed their mind about casting the basic rudiments of each are hard-wired into their
the spell or if the situation has changed so as to make it tradition’s training process.
inapplicable, they can voluntarily halt the casting. Such Magisters who wish to exchange a spell they know
a voluntary stop on their turn still wastes the caster’s for a different spell of the same level have a difficult
Main Action, but the spell slot is not discharged or lost. time doing so. A Magister must have at least Know
Some spells are cast much more quickly than this, Magic-0 skill to exchange spells at all, and it takes one
and can be thrown off as Instant actions or as On Turn month to exchange a mastered spell for a different spell
incantations. These spells don’t require a full round of of the same level from the Magister’s class list. For each
casting. All the same, however, note that a caster can level of Know Magic skill above level-0, subtract one
only every be casting one spell at a time. If they’re half- week from this time, down to a minimum of one week.
way through casting an invocation and suddenly need Thus, a Magister with Know Magic-2 skill could swap
to use an Instant spell, they have to halt the first one to out a spell in two weeks. Exchanging spell choices is
cast the quicker incantation, losing their Main Action too distracting to perform any other magical work at
and spell slot as usual for aborting their spellcasting. the same time, such as the research work described in
They could, however, choose to use the Instant spell the Arcane Research and Development section, but it
immediately after completing the first one without doesn’t interfere with adventuring or other intermit-
spoiling the longer incantation. tent activities.
Casters with underdeveloped Cast Magic skills are Arcanists learn spells differently. All Arcanists start
much slower spellcasters. If a caster has a Cast Magic play knowing two spells from their first level class list,
skill more than one point lower than the spell level, plus one more spell per point of positive Intelligence
it’s too complicated for them to cast with any degree modifier. Beyond this, their learning method depends
of alacrity. They need to spend at least five minutes on whether or not you’re using the optional Arcane
carefully assembling the energies required by the spell, Research and Development rules from this book. If so,
and any disruption during this time will spoil it. NPC the rules for Arcanists learning new spells are on page
casters are assumed to be competent enough to cast all 103, and require investing Occult Lore points earned
their spells quickly, unless they’re a specifically theoret- through research and “salvaging” arcane tomes. Such
ical-minded wizard with no need for rapid invocations. research can reveal the secrets of any Arcanist spell,
The magical powers of Adept classes such as God- whether or not the researcher has a grimoire copy or
hunters or Sunblades are not spellcasting, and do not tutor to teach it.
need to use this process. Magical items that contain If you are not using those rules, then the proce-
spell-like powers use their own rules for discharge. dure is simpler, but more restrictive. An Arcanist learns
Only actual spellcasting such as Arcanists or Magisters two new spells each time they advance a character lev-
perform must be executed this way. el. These can be from any spell level the Arcanist is
capable of casting; thus, a PC who reaches 3rd level
as an Arcanist could pick their spells from the first or
Variant Rule: Decisive Casting second-level choices on their class spell list.
The requirement that the PC choose which spell to Learning any Arcanist spells beyond this requires
cast at the start of each round can sometimes result either a tutor who knows the desired spell or a gri-
in a PC choosing to abort their spell and lose their moire with the spell imprinted on it. A tutor can teach
Main Action when the spell is no longer useful. a new spell in one day per spell level. A grimoire or
Some tables find this frustrating, and would rather other magically-imprinted object can teach a spell in
let the PC cast with greater flexibility. one week per spell level.
You can optionally just allow a PC to cast a Tutoring is expensive in most places. Even as-
spell on their turn if they haven’t yet suffered dam- suming a willing NPC Arcanist tutor can be found, the
age that round. This will increase the flexibility prices usually start at 500 credits for a first level spell,
and power of PC spellcasters, however, and if you doubling with each level after. Many adventuring Ar-
allow PCs to do this, you should also allow NPC canists find it more efficient to “liberate” the grimoires
casters to perform the same trick. of magi who no longer require them, or perform favors
that win them free tuition.
Spellcasting rules •23
Arcanist Spells Prepared per Day Magister Spells Usable per Day
Arcanist Spell Levels Magister Spell Levels
Level 1 2 3 4 5 Level 1 2 3 4 5
1 1 - - - - 1 2/3 - - - -
2 2 - - - - 2 2/4 - - - -
3 2 1 - - - 3 3/5 2/2 - - -
4 3 2 - - - 4 3/6 2/3 - - -
5 3 2 1 - - 5 4/6 2/3 2/2 - -
6 3 3 2 - - 6 4/6 3/4 2/3 - -
7 4 3 2 1 - 7 5/6 3/4 2/3 2/2 -
8 4 3 3 2 - 8 5/6 4/5 3/4 2/3 -
9 5 4 3 2 1 9 5/6 4/5 3/4 3/3 2/2
10+ 5 4 3 3 2 10+ 5/6 4/6 3/5 3/4 2/3
The entries list the number of spells an Arcanist can prepare Entries list the total spells known each level followed by the
each day of a given spell level. There is no limit to the number spells castable each day. Thus, at second level, a Magister
of spells an Arcanist can learn at each level, assuming a source knows two first-level spells, and may cast any combination
is found for them. of first-level spells up to four times a day.
ARCANE CHARACTER CLASSES
Now that you know how magic works in the far fu- A Free Nexus is an occult wellspring of power ca-
ture, and how Arcanists, Magisters, and Adepts differ pable of significantly boosting allies with extra actions,
in their occult prowess, it’s time to give some specifics. augmented abilities, and other blessings they control.
In this section you’ll find several fully-developed classes Godhunters are martial Adepts specializing in
for introduction into your campaigns. Naturally, you hunting Shadows and destroying malevolent Shadow
should feel free to cherry-pick only the ones that fit the cults. They have special powers of detection, destruc-
tone and style of your particular game. tion, and resistance against hostile Shadow forces.
Aside from the drop-in replacement classes of Ar- Pacters are Magisters specializing in a school of
cane Warrior and Arcane Expert, each class includes summoning magic. They can call forth Shadows far
a description of its general history, its special abilities, more easily than other mages, and control them with
and its particular role in the game. Details are given for greater certainty, albeit their magic can do very little
integrating the class into four major sci-fantasy genres. directly aside from such beckoning.
These classes also include three example back- A Rectifier is a transhumanist Magister devoted to
grounds that players can use when generating a PC of the control of living tissue in subordination to human
that class. These backgrounds work just as any other, choice. While they are competent healers, they are sig-
defining the character’s starting skills and giving an nificantly more adept at the molding and augmenting
outline of the sort of things they’re proficient at ac- of living creatures. Their transformation effects are
complishing. Being clear about a spellcaster’s past work much longer-lasting and more easily accomplished
experience is often necessary in a campaign, because than Arcanists can manage.
“I’m a wizard.” tends to carry much less useful informa- Sunblades are a catch-all martial Adept class useful
tion about what the PC actually does with their time to depict mystical warrior-monks who have a number
than “I’m a street thug.” or “I’m a psychiatrist.” of occult abilities to go with their martial competence.
Arcane Experts and Arcane Warriors are drop-in While not a match for a Warrior in a direct confronta-
replacement classes for the Expert and Warrior classes tion, their abilities do allow them to shape the situation
in the main rulebook. They function almost identically to one more to their liking.
to their mundane equivalents, except they have access A War Mage is a martial Magister in a somewhat
to Arcane Expert and Arcane Warrior foci, which help more modern idiom. Instead of being a personal engine
give them a leg up on matching wielders of impossible of destruction, a War Mage specializes in support spells
cosmic forces. and conjurations that are particularly useful to soldiers
Arcanists are exactly as they were described earli- and military operations.
er, but this section gives a few more details on back- Yama Kings are Adepts who follow a venerable
grounds and integrating them into your campaign. tradition of diplomacy, mediation, and occasional mur-
Their Academic magical tradition is flexible and broad. der. These wandering judges can blend in anywhere.
Arcane character classes •29
Arcane Experts
Augmenting their natural talents with a touch of sor-
cery, Arcane Experts might be very specialized mages Arcane Expert Abilities
who focus on a particular field of mundane expertise, Arcane Experts are treated and created exactly the same
or they could be jack-wizards with a host of minor in- way as normal Experts, except that they are also al-
cantations that help them sort out worldly difficulties. lowed to take Arcane Expert-exclusive foci. They may
Other Arcane Experts could simply be superlatively spend any focus pick on Arcane Expert foci except
talented mundane experts with an uncanny knack for those exclusively limited to combat-based foci, which
resolving difficulties with their expertise. may be the case if a player makes up a Partial Arcane
Arcane Experts are the undisputed kings of gen- Expert/Partial Arcane Warrior as their character.
eralized skill. Individual Adept classes may be better at
specific activities, but none of them have the ability to Partial Arcane Experts
deploy a quick reroll on any failed skill check and they Characters who take the Adventurer class might choose
also lack the extra skill points that let an Arcane Expert to be a Partial Arcane Expert. Such heroes are treated
broaden their general skill base. An Arcane Expert can just as Partial Experts are for purposes of class benefits,
be good at almost anything they try to do, or at least but they can also take Arcane Expert foci.
good when it really counts in a session.
In a magical campaign, however, an Arcane Ex- Heroic Arcane Experts
pert’s real edge comes in the special foci they are able to Players in a Heroic campaign who choose to play He-
take. The unique special abilities granted this way are roic Arcane Experts get the normal benefits of being
often much easier to deploy than conventional spells a Heroic Expert. The Arcane Expert class in a Heroic
and often include a degree of flexibility or versatility campaign uses the usual 1d6 Fray die.
that’s not easy to mimic with ordinary spellcasting.
Arcane expert and arcane warrior •31
Arcane Warriors
Wielders of blade, fist, and mag rifle, Arcane Warriors
add a measure of magic to their conventional martial Arcane Warrior Abilities
prowess. They might be initiates of some exotic tradi- Arcane Warriors are treated and created exactly the
tion of war, natural prodigies who take advantage of same way as normal Warriors, except that they are also
their intrinsic magical talents, or just ordinary men and allowed to take Arcane Warrior-exclusive foci. They
women with near-supernatural levels of skill in some may spend any focus pick on Arcane Warrior foci ex-
particular field of mayhem. cept those exclusively limited to non-combat-based
Arcane Warriors are the best generalists of blood- foci, which may happen if a player makes up a Partial
shed, focusing on hardiness, martial versatility, and Arcane Expert/Partial Arcane Warrior. In addition,
brutal efficiency in killing. Against a single ordinary any weapon or unarmed attack they use is treated as
thug or common soldier, an Arcane Warrior’s victory magical for purposes of overcoming the defenses of
is almost a foregone conclusion. Only groups of ene- creatures immune to mundane weapons.
mies or trained, skillful foes can pose a consequential
threat to their prowess, challenges where their class Partial Arcane Warriors
ability to shed an enemy hit or ensure a hit from their A Partial Arcane Warrior is treated just like a Partial
own attack isn’t enough to save them. Warrior, albeit with the ability to take Arcane Warrior
Some Adept classes may be superior combatants foci. They do not get the benefit of naturally magical
against specific foes or in particular situations, howev- weapon or unarmed attacks.
er. Godhunters have a clear edge in fighting Shadows,
for example, while Sunblades have a selection of mys- Heroic Arcane Warriors
tical powers that can prove useful in shaping a fight. Heroic Arcane Warriors get all the usual benefits of a
Despite this, the sheer variety of life-threatening sit- Heroic Warrior, in addition to the opportunity to take
uations that befall most adventuring parties ensures Arcane Warrior foci. The Fray die for Arcane Warriors
that the rock-solid competence of the Arcane Warrior in a Heroic campaign is 1d8.
still retains its place.
32•Arcanist
ARCANIST
Acolytes of Academic magic exist in numerous sectors.
While they may have nothing in common in their pol-
itics, allegiances, language, or styles of sorcery, the root
of their power remains unified in the secrets of the
Academic tradition. The Arcanist class is a catch-all for
all the initiates of this subtle and flexible tradition.
Arcanist Abilities
As might be expected, Arcanists work exactly as de-
scribed in the class description on page 18. While
different Arcanist schools and traditions may have sub-
stantial differences in their styles and cosmetic features,
they all share the same tradition of Academic sorcery
and the spells derived from it.
Particularly heterodox schools of Arcanists might
share similar unusual abilities, as defined by a particular
General Arcane focus. Rather than writing an entire
custom class for such a tradition, it’s easiest to just re-
quire that all PCs from that school take that focus.
Arcanists in Play
Arcanists fill the typical magic-user role for most par-
ties, providing a flexible range of spells for whatever
need they might have. In many ways, Arcanists are
even more hyper-specialized miracle workers than Psy-
chics are, with spells that have even narrower effects
than psychic disciplines but which are much easier to
change or create. Space Fantasy: Arcanists in a Space Fantasy setting
A well-prepared Arcanist with the correct spell are members of a clear, widely-recognized professional
loadout and a good plan in hand can be a tremendously class. Most citizens of the sector may not understand all
effective PC. Even spells with relatively minor effects the details of Academic magic, but they see enough of it
can have an outsized consequence when a group’s plan to know its general outlines. Societies will usually have
hinges on one small, necessary, impossible tweak of a clearly-marked social role for mages… and also know
normal reality. how to deal with the ones who run amok.
While Academic magic is broad, flexible, and pow- Street Magic: Magic in a Street Magic campaign is
erful, it does have its limits. While it’s possible to cast useful, but it’s not powerful. Governments are powerful.
spells in combat, they’re easily disrupted and rarely in- Corporations are powerful. Money, guns, and secrets
flict much direct damage. Academic spells also have a are powerful. Magic is a useful tool for employers who
hard time repairing living tissue, or maintaining easy want more of these things, and Arcanists in such a set-
control over Shadows, or imbuing allies with lasting ting are useful technicians who can use this tool. Street
buffs and magical augments. Academic magic can do Magic settings do not usually have grand occult works
many things, but it does none of them as well as a more or mages working large-scale or socially-pervasive
focused Heritor school can. wonders, but they very often have hirespells and other
The particular function of an Arcanist in a cam- mercenary wizards doing jobs for conventional powers.
paign can vary based on the nature of the game. The These employees are not always entirely reliable help.
campaign forms below offer some specific suggestions. Conventional Fantasy: Very little elaboration is
Sword and Planet: Pulp wizards tend to have a necessary to explain the role of an Arcanist in a stan-
bad reputation, whether they’re in Hyperborea or on dard fantasy world. Given the old-school roots of Stars
Mars. Almost all spellcasters are probably meddling Without Number, it’s quite possible to lift spell lists from
with powers not meant for human use, often employ- other old-school-derived games and simply replace the
ing unfathomable alien technology or lost relics of a Arcanist spell list with them. GMs should be careful
former age. PC Arcanists may be members of one of the about allowing PCs to gain spells higher than fifth level;
less malevolent groups of mages, or they might just be in many game systems, spells beyond that level start to
capable of working with fellow PCs without reaching become so powerful that they trivialize some other PC
for their sacrificial knife. concepts and contributions.
Arcanist •33
Arcanist Backgrounds
While it’s fashionable for the public to imagine Arcan- velop a functional SANIS. Such prodigies are extremely
ists as all off dwelling in crystalline towers, spending uncommon, however, and the vast majority of Arcan-
all day frowning at glowing implements of unfath- ists are trained by a master or an established school.
omable purpose, sorcerers need to eat too. The three The educational process requires years, and so
backgrounds below describe three common kinds of most PC Arcanists will not have a conventional back-
Arcanists and their gainful employment. ground. A few talented mages might have been missed
As part of any background, a PC should establish by whatever common screening was used in their so-
how it was that they learned to master their potential. ciety, however, and these late bloomers might finish
Some PCs might’ve been talented enough to come to their studies after a lengthy career in a more common
it naturally, or self-studied with enough success to de- line of work.
Arcanist Scholar
Bookish even by wizardly standards, this PC is ded- Free Skill d6 Growth d8 Learning
icated to scholarship. They may or may not have
a particular knack for actually casting spells, but Know Magic-0 1 +1 Any Stat 1 Any Combat
they have a rock-solid foundation in the academic 2 +2 Mental 2 Cast Magic
subtleties of spell design, Shadow summoning, and Quick Skills 3 +2 Mental 3 Connect
arcanotech construction. Many such scholars are
Know Magic-0 4 +2 Physical 4 Fix
obsessed with specific magical topics or particular
grand plans for arcane edifices. The need for the Know-0 5 Know Magic 5 Know
resources and lore necessary to carry out these Notice-0 6 Any Skill 6 Know Magic
desires often forces them into activities distinctly 7 Notice
more adventurous than are common to a scholastic
8 Program
wizard’s lifestyle.
Hirespell
Have grimoire, will travel; this PC hires out their
Free Skill d6 Growth d8 Learning
particular talents to employers in need of magical
backup. Even very modest magical skills can com- Cast Magic-0 1 +1 Any Stat 1 Any Combat
mand a high premium from buyers who lack any 2 +1 Any Stat 2 Any Combat
sorcery of their own. Unfortunately, such employ- Quick Skills 3 +2 Physical 3 Cast Magic
ers often have an inflated idea of what magic can ac-
complish, and surviving their excess confidence can Cast Magic-0 4 +2 Mental 4 Exert
be a challenge to a hirespell. Experienced merce- Trade-0 5 Exert 5 Notice
nary wizards are always aware of the importance of Any Combat-0 6 Any Skill 6 Sneak
looking out for their own health and best interests, 7 Talk
because they know their employers certainly won’t.
8 Trade
Government Mage
Any talent as useful as magical ability is going to Free Skill d6 Growth d8 Learning
draw interest from established powers. A govern- Connect-0 1 +1 Any Stat 1 Administer
ment mage is simply an Arcanist in the employ of
a government or other civil authority. They may 2 +1 Any Stat 2 Any Combat
have some degree of legal authority in their home Quick Skills 3 +2 Mental 3 Any Skill
jurisdiction, or at least know how to manipulate Connect-0 4 +2 Physical 4 Cast Magic
the system to get license for their intended actions.
Administer-0 5 Connect 5 Connect
Government mages appear often in law enforce-
ment, where they’re used to help contain hostile Work-0 6 Any Skill 6 Know
magical forces. When “Work” is rolled or chosen as 7 Notice
a background skill, the PC may replace it with any 8 Work
other skill appropriate to their specific role in the
government bureaucracy.
34•Free nexus
FREE NEXUS
There is power in the human mind, and it was perhaps The market for their services was excellent. Such
inevitable that scholars of the arcane should seek a way was the value of a well-trained Nexus that governments
to borrow that power from others. Some sought to and powerful individuals would spend tremendous
barter for what they took, but others were less scrupu- amounts of money and influence to acquire the best
lous about the price they were willing for others to pay. for their own benefit. Governmental scientists, military
A Nexus is a person who is capable of augmenting strategists, occult researchers, and jaded plutocrats all
others in a symbiotic arcane partnership, lending their vied for the kind of advantages that only a Nexus could
own physical and mental resources to help others per- give them.
form with superhuman excellence. Given their ability Their advantages were, perhaps, too great. Once
to improve the powers of any partner they choose, it a patron had a Nexus, many of them were singularly
was perhaps inevitable that many of them would be reluctant to let them go. Some used soft means of co-
bound to the service of some powerful patron. Not all ercion, offering fabulous rewards that were always just
are so shackled, however, and some have been able to slightly out of reach. Others were less gentle, threaten-
use their selfless powers for their more personal ends. ing pain to the Nexus or their family if their assistance
was withdrawn. Efforts in developing genetic modifica-
Free Nexus History tions for tractability and improved control were made
Early students of metadimensional energy flows inev- in some dark sectors, and others developed religious or
itably came up against the same galling limitation; the ideological frameworks to keep each Nexus in obedient
human mind can endure only so much metadimension- service to their patron.
al current before the tissue is physically damaged. All Not every Nexus was subject to such abuse, and
the arts of the SANIS interface and the Psychic Acad- many patrons found it much wiser to ensure that
emy’s mentor protocols could not overcome the basic, their Nexus did not bitterly resent them. Some groups
fundamental limits of human flesh. trained their candidates to become free agents in the
In retrospect, it was perhaps obvious to expect that sector market, selling their services to the highest
less scrupulous researchers would turn toward ways of bidder. Others encouraged cooperation toward some
“borrowing” other human brains to accept these meta- greater cause, but still allowed their students to find
dimensional currents. If one mind could only handle their own way in life.
so much energy, why not use two? The principle was A Free Nexus is one unburdened by any shackles.
simple and obvious enough that it must have been de- Some are trained by organizations that seek no obe-
veloped independently in several sectors, though tech- dience. Others have broken free from their former
niques and specifics doubtless varied. patrons, escaping whatever hold they had. A few are
The end result was the Nexus, a MES carrier natural prodigies, random men and women who find
shaped to be able to channel metadimensional currents themselves capable of offering strength to those around
directed by other minds. Much to the excitement of re- them. Most are determined to keep their freedom at all
searchers, however, it wasn’t only arcane energies that costs, and seek the friends and the means to ensure it.
the Nexus could boost. Even perfectly ordinary human
cognition could be amplified and accelerated by the Free Nexus Abilities
lending of the subject’s cerebral processing resources. The Free Nexus class is meant for players who enjoy an
The key was “psychic symbiosis”, an arcane link active support role in play. While it has very few abil-
that could be established and controlled by the Nexus. ities that benefit itself, a Free Nexus can enormously
A willing partner could link with a Nexus to offload boost the effectiveness of an allied party member. Their
much of their unconscious cognitive processing into abilities are largely fueled by Free Nexus Effort, so they
the mind of the Nexus, improving their performance have to be somewhat selective in who they help, but
in almost any activity. More developed Nexus abilities they also have gifts that allow them to regularly and
deepened the symbiotic bond, allowing for the trans- consistently grant extra actions or other major benefits.
fer of physical trauma, psychic influence, or even the
complete physical override of the Nexus or the partner. Partial and Heroic Free Nexuses
Unfortunately, only a relatively small percentage A partial Free Nexus works as is usual for a partial Ad-
of subjects were suited for Nexus training. Not only did ept class. Note, however, that their Free Nexus Effort
a candidate need to be a MES carrier, but they need- pool is based on how many Nexus gifts they have, not
ed to have the correct cerebral structure to accept the their character level or a skill total. Thus, a partial Free
symbiosis process. In some sectors the available candi- Nexus will have fewer gifts, and so less Effort, than a
dates were so rare that the protocols were regretfully full one. There is no Heroic Free Nexus class equiva-
shelved as uselessly impractical. In other sectors, how- lent, so PCs in a Heroic campaign should take Heroic
ever, there were enough candidates to form a market. Adventurer to add an additional partial class.
Free nexus •35
Arcane Muse
You have led the life of a hired experience, a per- Free Skill d6 Growth d8 Learning
son capable of giving the kind of encounters that
are simply impossible for one not a Nexus to grant. Talk-0 1 +1 Any Stat 1 Any Combat
Some muses are frankly carnal in nature, but oth- 2 +2 Mental 2 Connect
ers offer altered states of shared mind that can fuel Quick Skills 3 +2 Mental 3 Exert
artistic creativity, arcane expertise, or personal en-
Talk-0 4 +2 Physical 4 Notice
lightenment. You should decide what kind of gen-
eral assistance your PC has offered to patrons in the Perform-0 5 Talk 5 Perform
past. Some of them may not have been eager to part Connect-0 6 Any Skill 6 Know Magic
with your help, particularly if their achievements 7 Talk
are owed chiefly to your assistance.
8 Trade
Escaped Familiar
You were someone’s property once, until the chains
Free Skill d6 Growth d8 Learning
that bound you were severed. Whatever hold they
had on you was lost; perhaps they died, or the hos- Any Skill-0 1 +1 Any Stat 1 Any Combat
tage they used to compel your cooperation perished, 2 +2 Physical 2 Any Skill
or the prize they dangled in front of you turned out Quick Skills 3 +2 Physical 3 Sneak
to be false. They may still be looking for you, or they
may no longer be in a position to look for anything. Any Skill-0 4 +2 Mental 4 Notice
You spent your life providing a particular kind of Sneak-0 5 Any Skill 5 Talk
help or service to them. You likely have consider- Notice-0 6 Any Skill 6 Perform
able competence at whatever purpose you formerly 7 Exert
served, but now you can use it for your own ends.
8 Survive
Occult Proxy
Everyone likes a little help, and you’ve made a pro- Free Skill d6 Growth d8 Learning
fession out of being that help… especially when it Exert-0 1 +1 Any Stat 1 Any Combat
involves going places or doing things that tend to
get people killed. You may have the Full Override 2 +2 Physical 2 Exert
gift, allowing your patron to use you as a living re- Quick Skills 3 +2 Physical 3 Notice
mote drone for their activities, or you might just be Exert-0 4 +2 Mental 4 Sneak
brought along to give your employer an extra edge
Notice-0 5 Exert 5 Survive
that can’t be found elsewhere. You’ve cultivated
your personal resilience, hardiness, and survivabil- Sneak-0 6 Any Skill 6 Heal
ity, knowing that your patrons rarely have your best 7 Pilot
interests in mind. 8 Connect
38•Godhunter
GODHUNTER
Hungers live in the dark between worlds, and some
thirsts can only be slaked by souls. Some Shadows are Godhunter History
harmless creatures, obedient servants or benevolent The tradition that became the Godhunters appears to
strangers from far foreign dimensions. Others are date back to the same period as the original discovery
more dangerous, driven by bloody ambitions or alien of the SANIS psychic interface. With the discovery of
passions that have no patience with human frailty. And Shadows and their occasional tendency to seek human
a few are terrible threats indeed, proto-divinities that servants, it became clear that some sort of countermea-
thirst for human worship and the accumulation of psy- sure would be needed to discover, control, and purge
chic energy for their own dark purpose. undue metadimensional influence in human society.
Godhunters are those men and women dedicated It's hypothesized that the Godhunter protocols
to the expulsion of these otherworldly threats and the were first developed by the Psychic Academy, though
destruction of their cults. They hunt those intruders there are suggestions that independent researchers be-
who seek to accumulate forbidden worship, driving longing to several major faiths may have independent-
them back into the metadimensions with fire, plasma, ly devised the basic principles of the techniques. The
and steel. developers spent considerable effort learning how to
Godhunters can arise from numerous sources. catalyze impressive effects by parasitizing the psychic
Some are impassioned paladins of a traditional faith, signatures created by Shadows and their worship. The
templars and fedayeen trained to wield their psychic very metadimensional energy currents that Shadows
gifts as weapons against blasphemous pretenders to di- used to feed and maintain their existence could be
vinity. These paladins may have entire orders dedicated redirected by a properly-trained psychic, sapping the
to their cultivation and coordination, sending them out Shadow’s powers and imbuing the Godhunter with
to deal with known Shadow cults or investigate signs tremendous prowess when fighting them.
of the presence of hidden evil. Others are more inde- Whatever the specifics, the rigid, fixed nature of
pendent, having received their holy orders and their the protocols made it feasible to teach them without the
purpose but allowed to carry it out as they see fit. personal instruction of a psychic mentor, which aided
A few are government agents, either of planetary the rapid dissemination of the techniques throughout
bureaucracies or remnants of Perimeter agencies. An- magically-active human space. The AI clergy of the
cient “Judas teams” of Perimeter operatives once mon- Imago Dei were known to cultivate the protocols in
itored some sectors for signs of Shadow cults, wielding certain sectors, while orders were established by sev-
the pretech of the Mandate and the carefully-cultivated eral major interstellar faiths for the training and culti-
minds of their Godhunter agents to snuff out these as- vation of Godhunter adepts.
piring deities before they could cause too much harm. In particular, the Perimeter agency of the Terran
While these Perimeter bureaus have almost all col- Mandate established numerous sector bureaus respon-
lapsed since the Scream, some governments still retain sible for the monitoring of theological commerce with
vestiges of their old arts and still train operatives in the extradimensional entities. Like most Perimeter bu-
ancient techniques. reaus, these agencies were invariably overstretched and
Other Godhunters have nothing to do with orga- understaffed. "Judas teams" of conventional personnel
nized religion or governmental bureaucracies, or in- were organized to support and assist agency Godhunt-
deed any organization at all. Some are naturally-gift- ers in uncovering, reaching, and eliminating Shadow
ed men and women moved to fight Shadow cults for proto-divinities. Many of these teams were eliminated
their own reasons, whether out of personal revenge in the course of their duties, and most of the Perimeter
or a sense of duty. Others are renegade cultists, their agencies on the frontier collapsed during the Scream,
latent psychic gifts triggered by their past service to an but here and there inheritors of these ancient Mandate
otherworldly master. A few aren't even human at all, protocols can still be found in a sector.
being specially-designed VIs built as autonomic spiri- Currently, Godhunters can be found in some mag-
tual defense systems against Shadow incursions. ically-active sectors, usually as members of surviving
While it may seem natural for Godhunters to hate religious orders, heritors of Perimeter Judas teams,
and despise all Shadows, many of them have no par- agents of planetary governments, or the occasional nat-
ticular objection to Shadows that do not seek human urally-occurring prodigy. Those populations that are
worship. Ordinarily-summoned Shadows and those aware of their existence and understand their purpose
that feed exclusively off of natural metadimensional generally welcome their activities in theory, though in
leakages are usually ignored by Godhunters. A few ex- practice most structures of authority do not appreci-
ceptional groups even overlook those Shadow cults that ate the disturbances and panics their revelations may
don't seem to have any harmful effects on humans or produce. Some Godhunters are not above using false
their societies, but few are so naturally trusting. accusations to obtain their own desired ends.
Godhunter •39
Godhunter Backgrounds
Not all Godhunters are specifically trained to the role, experience. Someone with the Entertainer background
and some who are still retain enough of their prior his- and the Godhunter class would be implicitly compe-
tory to be fairly represented by a character background tent at being whatever kind of entertainer they were,
from the main Stars Without Number core book. Those ignoring most ordinary skill checks that a professional
heroes who have been entirely given over to their role entertainer wouldn’t need to make. That same PC with
can instead use one of the backgrounds below to rep- the Godhunter Inquisitor background would have im-
resent their particular training and focus. plicit skill in interrogation, investigations, and possibly
For characters with a “mid-life crisis”, such as a contacts with any organization they belong to, their
Vengeful Renegade, it’s important to credit the PC with past life as an entertainer distant enough to them that
only one background worth of implicit skills and life it no longer confers any intrinsic benefits.
Godhunter Inquisitor
You have been trained in sniffing out the stench Free Skill d6 Growth d8 Learning
of Shadow cults and their abominable heresy. This
investigative skill may not be a matter of religious Notice-0 1 +1 Any Stat 1 Any Combat
zeal; a government investigator trained in count- 2 +2 Mental 2 Connect
er-Shadow techniques might just as well use this Quick Skills 3 +2 Mental 3 Know Magic
background as an itinerant priest. You may or may Notice-0 4 +2 Physical 4 Lead
not belong to a larger organization. If so, you may
be expected to give obedience and favors in ex- Talk-0 5 Notice 5 Notice
change for any requested help from them. Connect-0 6 Any Skill 6 Perform
Secular PCs for this and the following back- 7 Sneak
grounds replace the Perform skill for religious rites 8 Talk
with the Know skill.
Godhunter Templar
Your hero has been consecrated to war, trained in
Free Skill d6 Growth d8 Learning
the violent methods of expelling those Shadows
who seek to create a theological foothold in this Any Combat-0 1 +1 Any Stat 1 Any Combat
dimension. Whether a weary-souled professional 2 +2 Physical 2 Any Combat
exorcist or a zealous paladin, you know how to pry Quick Skills 3 +2 Physical 3 Connect
loose the tendrils of the Shadows from the souls of
Any Combat-0 4 +2 Mental 4 Heal
your world. Your background’s details will depend
considerably on whether or not you are a secular Exert-0 5 Exert 5 Know Magic
Godhunter and whether you are responsible to any Notice-0 6 Any Skill 6 Notice
larger organization for your actions. 7 Perform
8 Sneak
Vengeful Renegade
Not all Godhunters are the product of intentional Free Skill d6 Growth d8 Learning
training. You were a cult member until some event Any Combat-0 1 +1 Any Stat 1 Any Combat
shattered your loyalty. You use the skills and se-
crets you learned as a weapon against your former
2 +1 Any Stat 2 Any Skill
comrades. Conversely, you might be a victim of a Quick Skills 3 +2 Mental 3 Connect
cult, an ordinary man or woman subjected to some Any Combat-0 4 +2 Physical 4 Know Magic
otherworldly cruelty or brutal personal loss, and Any Skill-0 5 Connect 5 Lead
your focused hatred now fuels your uncanny pow-
ers. In both cases, you’ll want to spend a little time Connect-0 6 Any Skill 6 Perform
thinking about your PC’s prior life before the cult 7 Sneak
and its actions, and note a few words about their 8 Talk
prior profession or role in society.
42•Pacter
PACTER
Bargainers with entities beyond human knowledge, the
tradition of sorcerers known as the Pacters was per- Pacter Abilities
haps an inevitable result of the discovery of the Shad- Pacters are treated as Magisters with access to the
ows. Whether mere sentient-seeming automatons of Pacter spell list. They gain the same number of known
metadimensional force, as the Nominalists would have spells per level and spell slots usable per day as any
them, or true natives of the Burning Void as the Real- other Magister, as given on page 19.
ists would say, the Pacters are determined to make the Pacter abilities all revolve around the summoning,
most of the Shadows and their strange powers. control, and augmentation of Shadows. While their
minions are very versatile, they have no personal mag-
Pacter History ical abilities unrelated to Shadow manipulation.
As soon as the existence of Shadows was confirmed by
the early arcane researchers, it was predictable that cer- Partial and Heroic Pacters
tain scholars should become obsessed with summoning, Partial Pacters are treated just like any other partial
categorizing, and studying these eldritch entities. These Magister. Thus, they’d learn spells and have available
ur-Pacters were responsible for some of the earliest daily spell slots as if they were half their character level,
advances in arcane summoning technologies, and the rounded up, but would cast those spells at their full
fruits of their research can still be found in the limited character level.
but potent spells available to modern Academic mages. Heroic Pacters have all the usual abilities of full
Not all the researchers were satisfied by the limits Pacters, but also learn one extra spell of each spell level
of the standard SANIS interface and formal Academ- they are capable of casting. In addition, they can pick
ic sorcery. The chief difficulty they faced was the vast one spell from each spell level they are capable of cast-
amount of cognitive processing that was necessary to ing; this spell may be cast as often as desired without
control and maintain a Shadow. Conventional Aca- expending spell slots for the day. These unlimited spells
demic practitioners simply could not easily manifest a may not be used to fuel arcane foci or other abilities
Shadow in mundane reality without exerting burden- that require expending a spell slot. They may change
some amounts of arcane energy. their unlimited spell choices with a day’s work.
These researchers developed a modification of the In Heroic campaigns, Pacters roll 1d4 for their
standard SANIS interface, one studded with multiple Fray die and may apply it to any foe, not just those
metadimensional energy conduits that did not con- with equal or fewer hit dice than they have levels.
nect to conventional arcanoactive brain regions. Oth-
er portions of the interface were adjusted to prioritize Pacters and Shadows
command and control operations rather than the direct Pacters have unusual control over Shadows and flu-
instantiation of arbitrarily-defined energies. ency in summoning them, but this power comes at a
The end result was a mage with virtually no abil- price. All Pacter Shadow summoning is subject to two
ity to perform conventional Academic sorcery and no additional limits. These limits do not apply to Shadows
direct ability to manipulate traditional spell energies. they bind via the ritual means described on page 104.
The torrent of free metadimensional energy they could Pacters cannot automatically dismiss their Shadows.
channel, however, was positively irresistible to a wide Without use of the Put Down spell, a Shadow must be
variety of Shadow entities. These “Pacters” could bar- allowed to remain its full allotted span before returning
ter access to the energy currents they controlled in to the Burning Void. Shadows may be destroyed pre-
exchange for a Shadow’s cooperation, controlling it maturely, but that runs into the second limit of their
effectively with brain regions specialized for the work. particular discipline.
Customized spells were developed to exploit these Pacters cannot betray their Shadows. Intentionally
capabilities, coding pre-designed Shadow formulae and harming one’s own summoned Shadow, trying to force
manipulatory techniques into the mage’s repertoire. it to act in ways contrary to its Principles, or otherwise
While the mage himself might be capable of very few abusing their Shadow breaks their control over the en-
effects not contingent on manipulating Shadows, the tity. It then becomes a free Shadow, one very likely to
Shadows he commanded could do a great deal indeed. be antagonistically disposed toward the Pacter. Most
In the years since those early discoveries, Pacter free Shadows will disappear by the end of the scene, but
orders spread throughout many magically-active sec- powerful or intelligent ones may last long enough to
tors. Most saw their Shadow minions as convenient find a substitute source of metadimensional energy to
tools for mortal ends. Others had a more theological consume. Note that this stricture is intimately wound
relationship with their constructs. In some cases, an up in the caster’s own psyche; betrayals that they don’t
imprudent order has found itself a servant to a master realize or foresee won’t break this stricture, but trying
they raised up that they could not put down. to sidestep the ban via schemes will trigger it.
Pacter •43
Pacter Backgrounds
Building the necessary relationships with eldritch pow- options, but if they’ve led a notably different life before
ers takes time, effort, and focus. While some Pacters coming into their powers they should take some time
may have led more mundane lives before they came to explain why they linger in their attachment to their
into their powers, it soon becomes necessary for all prior life rather than throwing themselves fully into
of them to spend a great deal of time maintaining the their new arts.
necessary rituals, meditations, and offerings needed to Most Pacters require several years of training at a
keep their Shadow minions in order. minimum to obtain their powers. Natural prodigies or
The backgrounds below offer suggestions on the those assisted by powerful Shadow patrons might skip
kind of proficiencies a Pacter might focus on develop- much of this delay, though sometimes at a cost to their
ing. It’s not necessary that a PC choose one of these health or sanity that can be difficult to pay.
Pacter Chosen
The vast majority of Pacters are trained, proper- Free Skill d6 Growth d8 Learning
ly-initiated mages who belong to established tra-
ditions of the art. You, on the other hand, have re- Cast Magic-0 1 +1 Any Stat 1 Any Combat
ceived your powers through other means. You may 2 +1 Any Stat 2 Any Skill
have a personal relationship with a powerful Shad- Quick Skills 3 +1 Any Stat 3 Any Skill
ow who instructed you in the necessary techniques,
Cast Magic-0 4 +1 Any Stat 4 Cast Magic
or you may be a natural prodigy with an intuitive
grasp of the art, or you might be an ordinary soul Work-0 5 Cast Magic 5 Connect
who just had the chance to meddle with the wrong Notice-0 6 Any Skill 6 Notice
piece of alien arcane technology. You may wish to 7 Talk
note down the kind of life you led before you came
8 Work
into your powers.
Pacter Controller
Some Pacters are negotiators and dealmakers with
Free Skill d6 Growth d8 Learning
Shadows. Your relationship with them has always
been a more… supervisory one. You use your abili- Cast Magic-0 1 +1 Any Stat 1 Any Combat
ties to summon and control Shadows in the service 2 +2 Physical 2 Cast Magic
of your employers or your cause, controlling and Quick Skills 3 +2 Physical 3 Exert
directing your minions to achieve your own ends.
The need to be close to the action has encouraged Cast Magic-0 4 +2 Mental 4 Know Magic
you to develop your own personal survivability. Lead-0 5 Lead 5 Lead
You may have a firm but conscientious attitude to- Exert-0 6 Any Skill 6 Notice
ward your Shadows, treating them like valued sub- 7 Sneak
ordinates, but it’s also possible that you use them as
nothing more than Nominalist tools.
8 Trade
Pacter Dragoman
A Pacter can control a Shadow via sorcery, but Free Skill d6 Growth d8 Learning
it’s often much more effective to do so via speech. Cast Magic-0 1 +1 Any Stat 1 Any Combat
Pacter dragomans are diplomats, interpreters, and
guides to the arcane and esoteric world of Shadows. 2 +2 Mental 2 Cast Magic
While they have access to the same summoning and Quick Skills 3 +2 Mental 3 Connect
compelling powers as their peers, they specialize in Cast Magic-0 4 +2 Cha 4 Know Magic
negotiating terms and agreements that all parties
Talk-0 5 Talk 5 Know
involved find tolerable. You may have acquired your
skills through a conventional order’s training, or Know Magic-0 6 Any Skill 6 Lead
you may have had a past as a less socially-accept- 7 Notice
able cultist, educated by hard experience in the right 8 Talk
words and the right offerings needed to satiate a
powerful Shadow’s desires.
46•Rectifier
RECTIFIER
The power of the arcane is the power to control. This
control extends not only the brute forces of the metad- Rectifier Abilities
imensions, but also the more physical entanglements of Rectifiers are treated as Magisters with access to the
sinew, bone, and skin. The Followers of the Doctrine Rectifier spell list. They gain the same number of
of the Rectification of Names are of a Heritor school known spells per level and spell slots usable per day as
that wields tremendous control over flesh and bone. any other Magister, as given on page 19.
Rectifier spells almost all revolve around physical
Rectifier History transformation and augmentation. They have very lim-
The Rectifiers are a heterogeneous school, one that in- ited ability to create new matter or manipulate unliving
cludes many different groups motivated by the acqui- forces, but they are sublimely talented at the molding
sition of their particular arts. The earliest known sect of living flesh.
was a group of militantly Confucianist Arcanists who As with most spells of transformation, Rectifier
believed that their newfound magical abilities would spells that alter a subject’s appearance can also alter
assist them in rectifying the confusion of labels and the seeming of their clothing and equipment, making
identities that people adopted in the world. By means it match the newly-adopted face or form. Such trans-
of magic, what the common people said they were formation lasts as long as the spell does. When the
would be the thing they would become, and what the new form has no clothing or gear, such as an animal
world needed the Magister to be, the Magister could transformation, the subject’s carried belongings are
magically supply. displaced into metadimensional space, reappearing on
These early Rectifiers were soon joined by numer- their person when they die or resume their real form.
ous groups of transhumanist researchers who eagerly
exploited their Confucianist scholarship to learn mag- Changes
ical means of approaching the physical perfection they For most mages, transformations and other lasting
sought. While most of these groups thought little of spells require either Light or Deep Focus to maintain.
the Rectification of Names, they were desperately in- Rectifiers are so skilled at maintaining transformations,
terested in techniques of imposing their own will on however, that they can do so without the need for Fo-
unruly human flesh. cus. Instead, Rectifiers can have a maximum number of
Certain ascetic religious or philosophical groups “Changes” active at any one time.
also found benefit from the techniques of the Rectifiers, A Rectifier can have one Change active per level,
seeking to overcome the limits of mortal tissue and plus their Cast Magic skill level. The description for
bone through magical reinforcement or transforma- a given spell indicates whether or not it counts as a
tion. While the transhumanists glorified the physical Change to be maintained by the caster. A Rectifier can
form, these ascetics held it in contempt. It was an ob- drop a Change as an Instant action; the spell indicates
stacle to be overcome through magic rather than a tool how long it will last after this support is withdrawn.
for personal satisfaction.
In the latter years before the Scream, some Rec- Partial and Heroic Rectifiers
tifier schools had all but entirely abandoned the early Partial Rectifiers are treated just like any other partial
idealism of the tradition, seeking only to use its pow- Magister. Thus, they’d learn spells and have available
ers for purely pragmatic ends. Some were benevolent daily spell slots as if they were half their character level,
healers who used their abilities when biopsionic adepts rounded up, but would cast those spells at their full
were not available. Others were depraved voluptuaries character level. They can maintain a number of Chang-
who sold their magical services to the highest bidder. A es equal to half their character level, rounded up, plus
few groups had no interest in anything but extending their Cast Magic skill.
their own healthy lifespan as long as possible. Heroic Rectifiers have all the usual abilities of full
Since the chaos of the Scream, the Rectifier tra- Rectifiers, but also learn one extra spell of each spell
dition has shown itself to be exceptionally resilient. level they are capable of casting. In addition, they can
While it may lack the ideological unification of some pick one spell from each spell level they are capable of
other Heritor traditions, its sorcerous arts are superbly casting; this spell may be cast as often as desired with-
suited for ensuring the survivability of its practitioners, out expending spell slots for the day. These unlimit-
and the gifts they can grant cooperative mundanes are ed spells may not be used to fuel arcane foci or other
the sort that find a market almost anywhere. Some Rec- abilities that require expending a spell slot. They may
tifier groups still cling to the principles and dreams of change their unlimited spell choices with a day’s work.
their ancient forebears, but most schools in this latter In Heroic campaigns, Rectifiers roll 1d4 for their
age have been forced to make compromises with the Fray die and may apply it to any foe, not just those with
necessities of modern practicality. equal or fewer hit dice than they have levels.
Rectifier •47
Rectifier Backgrounds
Rectifiers tend to be unified more by their magical tra- initiate, ones usually begun in adolescence or as soon as
dition than by their ideology. PCs trained in the disci- their innate magical potential was detected.
pline may belong to widely-varying groups with dis- This detection can take some time, however, par-
tinctly different motivations for studying the Rectifier’s ticularly if the PC was brought up away from easy ac-
art. Players should take a moment to decide what their cess to magical education. In those cases, the PC might
particular group’s motivations were, whether idealistic be a latecomer to the discipline, having taken up the
or strictly pragmatic. Rectifier’s arts after a long career in another line of
Training as a Rectifier takes time, and it is uncom- work. In such cases a more traditional background
mon for a mage to come to it very late in life. The three can work for a Rectifier PC, and they can rely on their
example backgrounds below are possible choices for an Magister class abilities to provide Cast Magic as a skill.
Amender of Flesh
Adepts of a more moderate tradition of the school, Free Skill d6 Growth d8 Learning
the Amenders of Flesh concern themselves with
healing the sick, correcting deformities, and alter- Cast Magic-0 1 +1 Any Stat 1 Any Combat
ing bodily forms to be more in line with the owner’s 2 +1 Any Stat 2 Cast Magic
wishes. Practicality often pushes them to the use Quick Skills 3 +1 Any Stat 3 Connect
of modern medical technology in the latter case,
Cast Magic-0 4 +1 Any Stat 4 Fix
though capable Amenders sometimes use their sor-
cery to provide temporary changes for the sake of Heal-0 5 Cast Magic 5 Heal
variety or experimentation with new shapes. More Connect-0 6 Any Skill 6 Heal
militant Amenders are known, however, who are 7 Notice
perfectly willing to “correct” bodies into the shapes
8 Talk
they ought to have, whether desired or not.
Identity Artist
Some Rectifiers are perpetually discontented with
Free Skill d6 Growth d8 Learning
a static form and mode of existence. These identity
artists seek enlightenment through change, altering Cast Magic-0 1 +1 Any Stat 1 Any Combat
both physical form and societal role to experience 2 +2 Mental 2 Cast Magic
a full range of human life. Some have ambitions of Quick Skills 3 +2 Mental 3 Connect
making a great work of art out of their own exis-
tence, a splendid kindling of fire from many differ- Cast Magic-0 4 +2 Cha 4 Exert
ent self-owned sparks. Others are simply insatiable Connect-0 5 Connect 5 Know
for human experience, desiring the sensations of Talk-0 6 Any Skill 6 Perform
terror and anguish as much as joy or blissful success. 7 Sneak
Some few are left constantly in search of a self they
can tolerate more easily than the person they were
8 Talk
born to be.
Vessel of Will
Some Rectifiers have a very aggressive conception Free Skill d6 Growth d8 Learning
of the physical form as a tool for the true self, the Cast Magic-0 1 +1 Any Stat 1 Any Combat
untrammeled will of the mage. The arcane arts are
used to hone and strengthen that vessel, making it 2 +2 Physical 2 Cast Magic
more perfectly capable of carrying out the bidding Quick Skills 3 +2 Physical 3 Connect
of its cerebral master. Pain, weakness, and mortal Cast Magic-0 4 +2 Physical 4 Exert
frailty are to be extirpated as much as possible, so
Exert-0 5 Exert 5 Heal
that the true fire of the body-bearer’s will can be
wielded without hindrance. Some of these Magis- Survive-0 6 Any Skill 6 Know
ters have an equal interest in honing their will as 7 Know Magic
much as their body, but others find such exercises 8 Survive
pointless. The will is the self, they argue, and it is
the duty of the flesh to carry out what is desired.
50•Sunblade
SUNBLADE
There are many players and GMs who would not con-
sider playing in a space fantasy setting without includ- Sunblade Abilities
ing at least one breed of mystical warrior-monks, with Sunblade combat abilities revolve around their order’s
or without laser swords. The Sunblade Adept class is sacred weapon, an implement designed to channel their
meant to provide a framework for such mystics. arcane powers. While not as resilient or accurate as a
full Warrior, they remain effective front-line combat-
Sunblade History ants thanks to these sacred weapons.
With the development of the SANIS psychic interface Aside from their sacred weapon, each Sunblade
and the blossoming of countless new techniques of also develops one or more special arcane abilities, many
arcane mastery, it was inevitable that certain groups of them with significant non-combat utility. They have
would find mystical or religious meaning in the mys- substantial flexibility in picking which abilities to mas-
teries that they uncovered. These men and women ter, but can only ever develop a limited number of them.
grouped together under the leadership of charismatic
prodigies and insightful sages, learning of the deeper Partial and Heroic Sunblades
meanings of the cosmos. Partial Sunblades are treated as is usual for partial Ad-
Most of these orders were fundamentally harmless, epts, with abilities being gained as if they were half
dedicated to self-mastery, meditation, and the manifes- their character level, rounded up, and being applied
tation of occult powers that served as indicia of inner with their full character level. There is no specific He-
enlightenment rather than as any practical tool. Many roic Sunblade class, so PCs in a Heroic campaign will
practices involved intense dedication toward mastering need to blend it into a Heroic Adventurer’s mix.
particular skills or abilities not because there was ever
any intention of using them for mundane ends, but Sunblades in Play
because the process itself was an enlightenment. Sunblades almost all need some sort of order or orga-
Inevitably, these orders drew the unwelcome nization to belong to, unless they’re some kind of rare
attention of hostile powers. The arcane abilities they natural prodigy. If you include Sunblades in your cam-
developed and esoteric teaches they taught, however paign, you’ll need to come up with at least one order
peaceful they may have been, were a threat to existing that trains them, though that order may not place much
authorities. Tyrants, heartless scholars, alarmed reli- in the way of service obligations on their students.
gious leaders, and frightened common folk all proved Sword and Planet: Sunblades can be used to fill the
to be potential hazards to the new orders. “warrior monk” archetype by making their unarmed
Out of the necessity of self-defense, these orders attacks serve as the order’s sacred weapon. Malevolent
developed techniques of imbuing weapons with ar- Sunblades can also serve as enforcers or darkly-em-
cane power. These “Sunblades” became their name- powered palace guards of sinister alien tyrants.
sake, even though many orders chose entirely different Space Fantasy: Few readers need hints on how an
weapons to consecrate to their purposes. Most orders order of space monks with laser swords might fit into a
desired only peace with their neighbors, and labored space fantasy setting. Remember that you don’t need to
to build diplomatic relations with frightened or hostile make every order draw from the same source of power
outsiders. A few used their sacred weapons as a more or understand their powers in the same way. Even two
pragmatic means of influence, taking control of that mechanically-identical orders might gain their abilities
which once threatened them. in very different fashions, and belong to very different
Few of these orders have ever expanded past their organizations with mutually-hostile goals.
small, insular roots, especially after the chaos of the Street Magic: Most Street Magic settings won’t
Scream threw the galaxy into a desperate struggle for blend well with an order of flashy, magically-loud
survival. Their esoteric teachings and the often-harsh sword monks jumping around. Individual adepts of
demands on their acolytes remain unappealing to most occult martial traditions may fit in better, or innocent
of the wider cosmos. bystanders taken over by the will or gifts of an ancient
Still, isolated orders of Sunblades still remain in magical weapon. If Sunblade orders do exist in this
some sectors, each dedicated to their ancient, mysti- campaign, they’re not likely to be very idealistic.
cal pursuits. A few have become more secular powers, Conventional Fantasy: The Sunblade can serve as a
taking responsibility for maintaining the peace on mul- proxy class for a magically-gifted weapon specialist, but
tiple worlds, while some have become more conven- you may have to limit which of the class alternate pow-
tional tyrants. The more pacifistic orders tend to view ers can be chosen, as not all of them fit the trope. Some
each other as well-meaning, if misguided, but all are such PCs might be magical sword-saints dedicated to a
united in their fear and detestation of the more violent, specific weapon, while others might be the muscle for
domineering sects. an arcane order of sorcerous power.
Sunblade •51
Sunblade Backgrounds
Being a Sunblade is usually a lifetime commitment, a taking up their sacred weapons and embracing the
process begun in youth as an acolyte or oblate of the teachings of the elders. Such PCs might choose a more
order and culminating in an adulthood dedicated to conventional background, having come to their cur-
the order’s goals. A Sunblade raised in such cloistered rent abilities after several more years of teaching under
surroundings might choose one of the backgrounds the guidance of an experienced Sunblade.
listed below to represent their training and ties with In some sectors, the local Sunblades are an op-
their order. pressed and hunted group, forced to maintain a low
Not all orders recruit exclusively from acolytes, profile and spread their teachings one-on-one from
however, and particular groups of Sunblades might masters to trusted pupils. Such adepts might come from
include members who led very different lives before any background common in the sector.
Sunblade Mystic
You have been brought up to embrace the mysteries Free Skill d6 Growth d8 Learning
of your order, dwelling on the deep spiritual and
esoteric significance of your powers. Mystics often Sunblade-0 1 +1 Any Stat 1 Any Combat
serve as chaplains and spiritual guides for members 2 +2 Mental 2 Heal
of the order and devoted lay associates, and have Quick Skills 3 +2 Mental 3 Know
experience in diplomatic negotiations and peaceful
Sunblade-0 4 +2 Physical 4 Talk
resolution of differences. While all Sunblades have
at least moderate expertise with their sacred weap- Talk-0 5 Know 5 Connect
on, Mystics have been trained to seek alternative Know-0 6 Any Skill 6 Lead
methods of resolving difficulties before reaching for 7 Perform
their holy steel.
8 Exert
Sunblade Warrior
Your hero was consecrated to the sword, a warrior
Free Skill d6 Growth d8 Learning
in the cause of your order and a soldier of your
esoteric path. Even otherwise pacifistic orders of Sunblade-0 1 +1 Any Stat 1 Any Combat
Sunblades usually have at least some such warriors, 2 +2 Physical 2 Any Combat
trained in ancient arts and exploring the myster- Quick Skills 3 +2 Physical 3 Exert
ies of sinew and will on the path to enlightenment.
Some such warriors may spend their whole lives Sunblade-0 4 +2 Mental 4 Sneak
without ever drawing their sacred weapon in anger, Any Combat-0 5 Exert 5 Lead
but such is their discipline and arcane training that Exert-0 6 Any Skill 6 Know
few find it profitable to engage them. 7 Notice
8 Survive
Sunblade Burnout
The Sunblade’s life is usually wound about with a Free Skill d6 Growth d8 Learning
maze of taboos, restrictions, demands, and duties. Sunblade-0 1 +1 Any Stat 1 Any Combat
Not every Sunblade finds such a life tolerable forev-
er. Some depart their orders in wrath and bitterness, 2 +1 Any Stat 2 Any Skill
while others just sink down into a weary mire of Quick Skills 3 +1 Any Stat 3 Any Skill
indifference. Such burnouts tend to use their abil- Sunblade-0 4 +1 Any Stat 4 Know
ities in ways their teachers would find scandalous,
Connect-0 5 Any Skill 5 Talk
either to advance their own interests or just make
a bearable living in the sector. Most Sunblades with Any Skill-0 6 Any Skill 6 Sneak
this background will have extensive experience in 7 Survive
living on the wrong side of social approval, even in 8 Connect
those sectors where they are not actively hunted or
persecuted by their upright brethren.
54•War mage
WAR MAGE
Given the potential utility of magic on the battlefield,
it was inevitable that some traditions of military mag- War Mage Abilities
ic should be developed by aspiring galactic hegemons. War Mages are treated as Magisters with access to the
While the details of these military orders vary from War Mage spell list. They gain the same number of
sector to sector, the universal requirements of the mod- known spells per level and spell slots usable per day as
ern battlefield have given most of them a very similar any other Magister, as given on page 19.
set of capabilities. Unlike other Magisters, their martial training
gives them a better attack bonus. They have a base at-
War Mage History tack bonus equal to half their character level, rounded
After the development of the SANIS interface it was down. Partial War Mages share this quality.
only a matter of time before governmental researchers Contrary to popular imagination, War Mages do
throughout human space turned their attention to ways not particularly specialize in directly damaging spells.
of making military use of this new capability. Persistent Their usual access to heavy artillery and a squad of elite
stories suggest that some of these research programs soldiers makes most direct-damage spells superfluous.
even predated the SANIS project, with certain breeds Instead, War Mages focus on support spells that
of “War Mages” coming into existence well before the are useful to small, highly-trained groups of military
spread of conventional Academic magic. Others insist operatives. Emergency injury stabilization, carrying
that these supposed predecessors were simply conven- heavy burdens long distances, resupplying ammo, cre-
tional psychics using specialized techniques that have ating quick firing positions, getting messages through
since been lost with the prevalence of more convenient to headquarters, and getting damaged vehicles func-
arcane spells. tioning long enough to get to a target destination
It was rapidly understood that a military spellcaster are the sort of spells that absorb a War Mage’s focus.
was most effective as a force multiplier for small groups They’re particularly known for using engram charges,
of well-trained soldiers. A single skilled War Mage described on page 145, to provide situational spells.
could provide a host of support functions that would War Mage spells can often be theoretically dupli-
normally require a much larger number of soldiers to cated by the effects of ordinary TL4 technology, but
provide, along with certain tactical options that were often only by shipping in vehicles or constructing
literally impossible to acquire without their help. A weapon emplacements in ways that would be totally
War Mage could change the terms of any engagement. impractical in the kind of small-unit situations that
Military bureaucracies thrive on classification and War Mages usually find themselves in. Having access
predictability, and so the SANIS interface was restrict- to an effective heavy weapons platform is not much
ed, focused, and keyed to Magister-type spell access. It of a miracle to an artillery battalion. It is a consider-
was not necessary for each War Mage to have access ably greater advantage to an adventuring party pinned
to every possible spell in the corpus of their art, it was down in an alien tyrant’s palace gardens. War Mages
only necessary that they have flexible use of the abilities can provide access to the kind of options that usually
they did acquire, and that such abilities could be reli- require a fully-supplied military unit to provide.
ably deployed by their superiors. The right War Mage
could be paired with the right mission, and their Ma- Partial and Heroic War Mages
gister-style spell access ensured that they could wield Partial War Mages are treated just like any other partial
whatever spell was necessary to deal with the imme- Magister. Thus, they’d learn spells and have available
diate situation. daily spell slots as if they were half their character level,
These War Mages were all initially students of rounded up, but would cast those spells at their full
governmental organizations or particularly martial character level.
religious or business groups, but it was inevitable that Heroic War Mages have all the usual abilities of
their techniques should gradually bleed out into the full War Mages, but also learn one extra spell of each
wider world. Certain mercenary groups soon picked spell level they are capable of casting. In addition, they
up similar capabilities, and their survivors and alumni can pick one spell from each spell level they are capa-
spread the arts still further. Many War Mages in the ble of casting; this spell may be cast as often as desired
modern day are simply affiliated with particular em- without expending spell slots for the day. These unlim-
ployers on a contract basis, relying on the reputations ited spells may not be used to fuel arcane foci or other
they’ve built or the fame of their training institution to abilities that require expending a spell slot. They may
win the trust of potential patrons. Governments still change their unlimited spell choices with a day’s work.
greatly prefer to use “in-house” talent trained by their In Heroic campaigns, War Mages roll 1d8 for their
own military forces, but such luxuries in loyalty are not Fray die. Unlike some other arcane classes, they can
always available. only apply this die against lesser foes.
War mage •55
War Mages in Play spells that invoke or interface with tech elements that
Almost all War Mages are veterans of some kind of don’t exist in your world. Alternately, the War Mages
military experience. Not all of them have been formal might be some of the few arcane wielders who actually
soldiers, but their talents and abilities are intimately understand the ancient tech well enough to invoke it..
entwined with the use of martial force on a battlefield. Their spells might be reskinned as activation of un-
It’s possible that a particularly green apprentice might fathomable alien science or lost human technology to
have received her training without ever actually put- create their military marvels.
ting it into use, but such cases are rare at best. Space Fantasy: War Mages tend to fit well in most
If you include War Mages in your campaign, you’ll Space Fantasy campaigns, as the magic in such settings
want to think about the degree to which magic is in- tends to revolve around enhancing or enabling many
volved in conventional warfare in your sector. It may of the tropes of modern sci-fi. If starship drives operate
be that military engagements are still overwhelmingly based on combined fusion cells and metadimensional
mundane, with magic so rare or poorly-understood containment runes, it’s a small stretch to have an arcane
that armies have no meaningful involvement with it. artillery strike called in. Some War Mages might not
War Mages in such sectors would be extremely rare, even find their magic to be particularly magical at all,
perhaps the product of secret research programs or the instead considering it just one more piece of battlefield
last heirs of forgotten martial traditions. technology to deploy.
In sectors where magic is a more active, common Street Magic: War Mages fit perfectly into most
part of public life, it’s much more likely that each major modern Street Magic-styled campaigns. A mercenary
army has at least one group of War Mages available past or actual institutions of neutral military instruc-
to train apprentices and deploy as needed. In practice, tion might produce more of their kind, and plenty of
these agents might cancel each other out more often patrons are usually available to hire the services of a
than not, resulting in a status quo that looks a lot like mage optimized for small-unit tactics. Other War Mag-
warfare as we know it. You can choose this option if es might be ordinary soldiers gifted with uncanny pow-
you’d prefer not to deeply rethink how military sci-fi ers due to some wartime experience or contact with an
tropes might change with the addition of magic,. otherworldly patron.
The War Mage can fulfill a number of different Conventional Fantasy: The biggest alteration nec-
roles depending on the particular style of campaign you essary to fit a War Mage into a standard fantasy world
intend to run. is to strip out or reflavor those spells that are specifi-
Sword and Planet: Many War Mage spells imply cally intended to interface with advanced technology.
the existence of common, high-tech military resources The actual effects might be the same, but they’re now
in a setting, such as artillery and advanced comms. This much more overtly arcane marvels, and not duplica-
tech is sometimes absent in a Sword and Planet setting, tions of effects that local technology could produce. As
with tech being altogether less reliable, understood, or a selected military elite, War Mages might be consid-
strictly scientific in its operation. If you introduce War ered much closer to mundane knights in society than
Mages to such a campaign, you might simply disallow to pointy-hatted sorcerers.
56•War mage
YAMA KING
The Black Magistrates, the Ten Merciful Sages, the The wealth of the Exchange allowed it to employ
Judges of Hell… the adepts known as the Yama Kings mercenaries, or to inflict financial punishment on
have worn many names in the centuries since their malefactors, but both hired guns and market crashes
path was first formulated. They are reckoners of sins tended to be far too imprecise a tool of chastisement.
and discerners of broken bargains. Employed for cen- The goal of the Exchange would hardly be furthered if
turies by the banker-monks of the Exchange of Light, just rebuke always came with collateral damage.
offshoots and private sects of this teaching have also The Yama King program was born out of this
spread to other organizations and governments, not conundrum. The tremendous material resources of
always without changes to their purpose. the Exchange allowed it to enlist some of the finest
minds of human space to create multiple protocols
Yama King History for enhancing and augmenting human agents, ones
The original Yama Kings were intimately intertwined that the Exchange could control precisely and direct
with the interstellar diplomatic and banking consor- with pinpoint accuracy. Numerous different types of
tium known as the Exchange of Light. This organiza- augmentation programs were devised: genetic boosts,
tion was dedicated to a Buddhist-infused philosophy of cybernetic hardware, external augmentation tech, and
strict impartiality and neutrality, offering its banking the methods described here of wielding arcane energies.
services and diplomatic assistance to any planetary gov- These other Yama King subgroups each had their
ernment that elected to make use of them. In many own function, but the magically-augmented agents
sectors, the persistence of the credit as a medium of were carefully developed as investigators and conflict
exchange and the very existence of interplanetary com- resolution specialists. Modifications to the basic psy-
munications hinged entirely on the neutral brokerage chic SANIS interface allowed a trained Yama King to
provided by the Exchange. tap into the ambient telepathic context of the sentients
The Exchange was a particular mix of hard-eyed around them, providing an uncanny degree of social
high finance and Buddhist philosophy. The original awareness in its most basic form, and permitting exten-
founders of the Exchange had been convinced that the sive psychosocial engineering for skilled practitioners.
elimination of involuntary poverty, worldly conflict, The Yama Kings were roving judges and magis-
and avoidable fleshly suffering was crucial if the gal- trates, charged with the mandate of the Exchange to
axy was to be brought to understand the wisdom of resolve all difficulties and ameliorate all conflicts. They
the Buddha. The truth of existence was suffering, but would be dispatched to correct broken contracts, re-
that very suffering made it impossible for ordinary men buke treacherous partners, and resolve honest differ-
and women to ever quietly contemplate the Four No- ences of interpretation. Their magical abilities allowed
ble Truths and the Eightfold Path. Such distractions them to understand situations perfectly and gave them
would need to be cleared away until the whole galaxy the tools necessary to enforce their judgments on oth-
was serene and capable of receiving proper instruction. ers, whether by word or by a well-placed sniper round.
As a consequence, the Exchange found itself deal- Yama King training protocols rapidly spread
ing with a tremendous variety of human societies and throughout magically-active sectors with an Exchange
organizations throughout human space. Very few presence, and other agents were initiated into the com-
sectors were entirely without an Exchange consulate plex and subtle arts of the discipline. Over time, the
somewhere, and their comm buoys, messenger ships, classified research that the Exchange had sponsored
and secure ledgers often formed the backbone of a sec- leaked to other groups and organizations, both gov-
tor’s financial stability. They rarely directly involved ernmental and private.
themselves in a sector’s finances. Instead, they were With the Scream and the collapse of most inter-
content to serve as brokers and tabulators for the locals, stellar travel, the Exchange disintegrated as well. Rem-
the better to facilitate mutual prosperity and peace. nants exist here and there, and the ancient financial
While the Exchange had no official interest in substrate of many sectors still runs on Exchange proto-
secular control over distant worlds, and were scrupu- cols and hardware, but the Yama Kings are now more
lously careful about remaining neutral in conflicts, it myth than reality to most worlds.
was an inevitability that they would find themselves Even so, some groups retain the core of the teach-
threatened by ambitious planetary rulers or cheated by ings, and are able to initiate new adepts into the arts of
powerful outsiders. Financial instruments would not cultural metamorphosis and psycho-legal imprinting.
be honored, Exchange property would be seized, and Some groups actively seek to use their powers to gain
deals brokered through Exchange diplomats would be control over their host society, while others act as en-
torn up at a planetary ruler’s convenience. Without forcers and diplomats for governments and religions. A
some recourse, there was little the Exchange could do few retain their Buddhist principles, but most modern
to discourage such behavior. Yama Kings have a much more secular mind.
Yama king •59
Devil’s Incense
Sometimes there can be no negotiation and no mit- Free Skill d6 Growth d8 Learning
igation. Sometimes it is simply necessary to enact Any Combat-0 1 +1 Any Stat 1 Any Combat
an appropriate consequence for crime, treachery,
or inadequate performance of an agreement. Like 2 +2 Physical 2 Any Combat
infernal smoke, you have been trained in infiltrat- Quick Skills 3 +2 Physical 3 Sneak
ing the most closely-guarded places and most xe- Any Combat-0 4 +2 Physical 4 Connect
nophobic groups, becoming part of the air around
Sneak-0 5 Any Combat 5 Exert
your target before you finally strike. You could be
a sublimely talented social assassin, a Yama King Connect-0 6 Any Skill 6 Survive
cell executioner, or a government hit man with a 7 Talk
more-than-mundane license to kill. 8 Program
THE ARCANE ARTS
A mage without spells is of little consequence, and a
SANIS-equipped sorcerer has need of the fruits of for- Developing New Spells
mer scholarship. This chapter provides spell lists for Each spell lists includes guidelines on what sort of ef-
the Arcanist, Pacter, Rectifier, and War Mage classes, fects are and are not within the scope of the tradition.
and a selection of new Arcane foci for those classes If you’re using the Arcane Research rules from the
allowed to take advantage of them. chapter in this book, you can use the guidelines there
Both Magisters and Arcanists, but particularly the on page 103 for developing new arcana. If you are
latter, must be careful in choosing their available sor- not using Occult Lore in your game, simply use the
ceries. A mage who seeks to be ready for anything is rules anyway, but replace the Occult Lore cost with the
a mage who will succeed at very little; they simply do limitation that the PC can’t develop more than one new
not have the free power and flexible abilities necessary spell per six in-game months.
to be ready to handle any circumstance. A Psychic can In the larger sense, a GM should be willing to let
choose abilities that are useful in wide ranges of situa- PCs develop new spells. It’s a useful sink for excess
tions. A Warrior knows they will always excel in armed credits and the promise of new lore can provoke a mage
conflict, and an Expert knows that they will be useful in to mighty feats of adventuring.
any situation where mundane talents are relevant, but There are always concerns about balance when-
a mage is limited to a very few special tricks at a time. ever approving new magic, but as the GM, you should
The key for such spellcasters is not to seek excellence in be more concerned with the balance at your table and
all things, but to be able to shape the situation so that in your campaign than more abstract general consider-
their specific tricks are exactly the impossibilities the ations. Some spells that might be totally unsuitable for
party needs for success. the general public could be a perfect fit for the specific
The arcane arts are tools. Specific, specialized, pre- mix of players and situation you have.
cise tools, ones requiring a sufficiently intelligent and Be wary of new spells that solve problems directly.
sophisticated user to get the best results. A party that A spell that simply eliminates one class of challenge or
seeks to get the best benefit from a mage’s assistance problem is much less desirable than a spell that opens
is advised to shape the situation as much as the mage. up new possibilities for the caster. Arcana that amounts
An Arcanist can produce a theoretically limitless range to “You can’t lie to me.” is much less interesting than
of small miracles. The wise party ensures that those a spell that produces “You can’t tell when I’m lying.”
specific small miracles are exactly the ones their plan Encourage spells that create new methods of problem
needs to succeed. solving rather than those that are mere universal keys.
The arcane arts •63
Spell Terminology
For the sake of conciseness, certain limits and assump-
tions are not written into every single spell. The defini- Range
tion of a “visible target” is not repeated in each spell en- Some spells specify particular ranges in meters, while
try, but is just given here before the individual entries. others simply indicate that the target must be visible.
Other ambiguities and particulars are also clarified here. In the latter case, the target can be no further than one
In cases where things seem ambiguous to the kilometer away. Even if some small glimpse of them
GM and it could go either way, they can call for a Cast is visible at that distance, they are just too far away for
Magic skill check at some appropriate difficulty, usually the spell to reach.
ranging from 8 to 12.
Targets
Duration A “target” qualifies as any person or object within
Spells last as long as they indicate in their description. range of the spell. A target that must be touched can
Some simply last for a flat number of rounds or hours be touched automatically outside of a combat situa-
based on the casting level of the mage. tion, assuming the caster is adjacent. If the target is
Many are tied to maintaining Focus; when the intentionally avoiding the caster’s touch, it requires a
caster ceases to dedicate Focus to the spell, it either conventional hit roll. Touching a subject’s clothing or
ends immediately or drops after a certain amount of armor is sufficient, provided firm contact is made.
time, depending on the spell’s description. Thus, if it A caster is always a valid target for their own spell,
says that it lasts an hour per level after Focus is lost, a unless the spell description specifically says otherwise.
5th level Arcanist will keep it going for five hours even Thus, when a spell says it can be “cast on a visible target”
after he ceases to dedicate Focus to it. It is not possi- it can be cast on the mage himself as well.
ble to re-establish Focus on a spell after it is dropped, An “enemy” is any target specifically nominated
even if it is still in effect. Remember that Focus can be as so by the caster. Thus, if a spell affects all enemies
maintained even while the caster is asleep, provided within an area, all targets that the caster intends to be
they have a few minutes to mentally prepare them- affected will be hit while no other target will be.
selves before resting. Casters always nominate targets and other specif-
ic details of a spell’s casting at the very moment it is
Levels and Hit Dice cast. They do not have to decide such things at the start
Many spells have effects based on the level of the caster. of the round, when they must choose whether or not
When these spells are being cast by NPCs who have hit to cast a particular spell. Thus, a PC might choose to
dice instead of levels, just use the NPC’s hit die in place launch a Neural Burn Cascade at the start of a firefight,
of the level, up to a maximum level of ten. but wait to choose which gunman to aim it at until the
Unless otherwise specified, spells never do more very moment he releases the magic.
than ten dice of damage and their caster level is never
treated as being more than ten, regardless of the level Visibility
or hit dice of the character casting them. Some spells require a visible target. By default, this
means that the caster must be able to see the target with
Mind-Influencing Spells their own unaided vision. Cybernetic augmentations,
If a target fails a saving throw associated with a mind-in- magical scrying, telecommunications, mirrors, or other
fluencing spell or effect, they are unable to realize that tricks cannot bypass this limit.
they are under magical influence. A Haze check might If the caster cannot directly see the target but
snap them out of it, but barring that they will attempt knows where they are, they can be targeted normally.
to rationalize and explain any uncharacteristic urges Thus, standing behind a curtain won’t prevent a subject
or impulses the spell may induce. They will do so even from being targeted if their real location is obvious. If
in defiance of common sense; sure, the Arcanist just the target is hidden, however, such as in deep darkness
made arcane gestures at them and spoke magic words, or behind cover that obscures their position, the GM
but that’s got nothing to do with their sudden urge to may force a Wis/Cast Magic skill check based on the
be the fellow’s best friend. Of course, onlookers who completeness of the cover. Targeting such a subject re-
see the exchange are likely to recognize the reality of quires some hint of their location, by sound or glimpse
the situation and act accordingly. or some other means, with the difficulty ranging from
A target that resists the spell or snaps out of it due 9 to 14 based on how little a clue is available. Failure
to a Haze check will be fully aware of the influence means the spell is targeted off-center by 1d10 meters.
and anything they did or thought while under the spell.
Most worlds with magical traditions have legal systems
capable of pursuing and punishing such chicanery.
64• Arcanist spells
Arcanist Spells
Arcanists have a distinctly larger number of spells in three first level spells, while a five hit die NPC might
their compass than their more specialized Magister know nine first level spells, six second, and three third
peers. The ones listed in this section are just some of level invocations.
the more common ones spread throughout human GMs who wish to import Arcanist spells from oth-
space. Individual traditions in particular sectors might er old-school games should generally feel free to do so,
have a very different selection of abilities. but they should keep mindful of the particular limits
Unlike Magisters, however, Arcanists need to have to Arcanist spells in the Stars Without Number setting.
the necessary study material to master each of their High-level mages are not meant to be omnicompetent
spells, rather than having the entire corpus embedded problem-solvers or to outdo a more combat-focused
in their early training. As such, a particular Arcanist character in damage or martial conflict resolution.
usually knows only a modest number of spells, however Some classic spells like Fireball or Teleport may not
large their tradition’s body of knowledge might be. suit at all, and spells of more than fifth level should
For NPC Arcanists, you can assume that they be avoided barring careful consideration. Spells should
know three times as many spells of each level as they also not be allowed if they stomp on existing PC niches;
are actually able to cast. Thus, a one hit die NPC Ar- magical divination spells don’t fit well in a campaign
canist who casts as a first level character might know where Psychic precognitives have a place.
The barriers between metadimensional space and the A surge of metadimensional energy briefly numbs a
current location are briefly hardened, hopefully dis- single visible target to the caster’s activities. For the
rupting arcane effects within the target zone. The caster duration of the spell, activities the caster takes are not
chooses a visible location when casting this spell. All noticed or remembered by the target, who will ratio-
arcane spells in effect within five meters of the target nalize their observation of any consequences of those
point are immediately ended as if the caster had termi- actions. If the caster takes some violent or threatening
nated them. Shadows are not dispelled, but must make action directed toward the target or something the tar-
a Physical save or suffer 1d6 damage per level of the get cares about deeply, the skip is automatically negated
caster. If the caster attempts to neutralize spells cast by in time for the target to react normally or defend itself
a higher-level spellcaster, they must make an opposed appropriately. The spell lasts for one round per two
Int/Cast Magic check at a penalty equal to the differ- levels of the caster, rounded up, and the victim gets a
ence in level; if successful, all spells are neutralized, and Mental saving throw to resist the spell.
if unsuccessful, none of the enemy caster’s spells are
ended. Permanent magical effects cannot be neutral-
ized by this spell, and will at most be suppressed for one Cerebral Buffer Regeneration Level 1
round per caster level at the GM’s discretion. Psionic This spell restores Effort to a friendly Psychic or to an
powers are unaffected by this spell. Adept who has Effort, one point plus one per three
levels, rounded down. A target can only benefit from it
once per day, and it does not work on the caster, should
Aspect of Elegance Level 1 they happen to have Effort scores of their own.
A combination of telekinetic scrubbers, holograph-
ic fields, and slight biopsionic physiology tweaks are
applied to a willing touched target. They are immedi- Cerebral Scramble Code Level 4
ately rendered clean, groomed, and pleasantly-scent- The caster unleashes a cerebral shockwave that stuns
ed, and their clothing is holographically masked by an and disorients selected visible targets within ten meters
intangible outfit of the caster’s choice. They cannot be of the caster. Affected enemies who are not exception-
rendered dirty or disheveled while the spell remains in ally motivated or personally threatened will tend to do
effect, and contact substances are scrubbed off almost nothing but avoid danger while under the shockwave’s
instantly. The energies remain as long as Light Focus influence. Enemies who seek to do more than avoid
is maintained, or two hours per caster level afterwards. physical peril on their turn must make a Mental saving
throw; on a success, they can act normally, while on a
failure, their intended action is directed at a random-
Aversive Impulse Projection Level 2 ly-selected target or object. Enemies who suffer physi-
The caster produces a sudden, intense mental aversion cal injury snap out of the effect. The scramble lasts for
in a single visible subject toward a particular type of one round per caster level, and a target can be scram-
action, whether that is physical violence, remaining in bled only once per scene. This spell induces Surge.
a location, leaving a place, communicating with others,
talking about a particular topic, or some other action
that can be described in a sentence or two. The impulse Clairvoyance Window Probe Level 4
involves only physical, tangible actions and not internal The caster focuses on a location within ten meters per
mental processes. character level and creates a spatial window that allows
Provided the impulse does not threaten the sub- a view into the desired locale. The caster can tilt and
ject’s life or something they hold dear, they will obey turn the window to view the target site as if present,
the aversion to the limits of their ordinary character. and can hear any sounds that are present. One inani-
If they are attacked or something they hold precious is mate object no more than one kilo in weight and not
threatened, the aversion is instantly dispelled. composed of multiple parts can be dropped through
Subjects get a Mental saving throw to resist the the window into the target location, though such an
spell. If failed, the aversion persists for the remainder act disrupts it and ends the spell. Full translation of
of the scene. If a subject is not given reason to suspect the inserted object requires one round, during which
magic in the impulse, they will tend to rationalize the the object gradually and visibly coalesces at the desti-
aversion as best they can afterwards. nation. The window is invisible to conventional senses
This spell is unusual in that it requires no verbal or sensors from the other side, though anyone with
invocation, and can be performed in complete silence. Teleport-0 or Metapsion-1 skill can see it clearly. The
Typical arcane gestures are still required. window lasts for one scene. Substances or fields that
prevent teleportation also block the window.
66• Arcanist spells
so, but it can’t leave its original target radius. The spell only serves to deceive scans and spells. If the subject is
is unable to produce sounds or other sensory illusions, targeted by a discerning spell from a higher-level caster
and is intangible to the touch. This spell lasts while than the one who cast this spell, the two make opposed
Light Focus is maintained, or one minute per caster Int/Cast Magic skill checks to see whether the disguise
level afterwards once it is dropped. holds. TL4 tech cannot pierce this veil, and TL5 lets the
caster make a difficulty 10 skill check to fool it. The veil
lasts as long as the caster maintains Light Focus on it,
Extradimensional Pocket Level 3 persisting 24 hours after Focus is dropped.
A small trans-dimensional cyst is constructed by the
caster, which they may open or close as a Main Action
while the spell is in effect. The cyst travels with the Ghost Field Emission Level 2
caster and is always adjacent to them. When open, the The caster bubbles the area in a two-meter radius
cyst appears to be a pocket of empty space big enough around their person, making them and any other per-
to contain one person and their carried belongings, or sons and their belongings invisible. The bubble travels
up to 30 items of other gear instead. Objects placed into with the caster. Anyone else who completely enters the
the cyst, including willing or incapacitated creatures, two-meter radius will also become invisible and clearly
are kept in timeless suspended animation while the cyst see affected subjects within the zone. Due to the bent
is closed. TL4 scanners cannot detect the cyst, and even light rays, subjects and objects that are entirely inside
specialized TL5 ones allow the caster to make an Int/ the bubble are unable to see anything outside it; if del-
Cast Magic check at difficulty 10 to avoid detection. icate maneuvering is required, a Notice check may be
If the spell ends or the caster is knocked unconscious, required of the caster to keep them moving in the right
objects in the cyst appear immediately adjacent to them. direction. Laser weaponry cannot penetrate the bubble
The spell lasts while Deep Focus is maintained, plus from either side, and blind-firing ranged weapons into
one hour per caster level. or out of the bubble applies a -4 penalty to hit. The
bubble lasts as long as Deep Focus is maintained.
Genetic Privacy Field Level 2
The caster cloaks the target’s genetic signature and Gravcar Pattern Instantiation Level 5
conceals their true code from spells or technology that The caster manifests a gravcar out of congealed metadi-
scans it. Such scans will only detect a normal, semi-ran- mensional energy. The vehicle requires no fuel and op-
dom genetic pattern consistent with the target’s appar- erates much as any other vehicle of its type would per-
ent form, one without any evident magical aptitude form. It has the same hit points as a vehicle of its type,
or MES signatures. A specific genetic code can be du- though it self-repairs five hit points every hour. The
plicated if at least an ounce of blood or flesh is used in details of the vehicle’s appearance can be determined by
casting the spell; this sample is destroyed by the process. the caster. Items or materials broken off the vehicle will
The mimicked DNA has no effect on the target, but evaporate instantly. The vehicle lasts for 24 hours or
68• Arcanist spells
This spell blasts a visible living target for 1d6+1 psychic The caster invokes a hazily-visible defensive bubble
damage per three levels of the caster, rounded up. At up to five meters in radius around their location, one
the caster’s discretion, targets brought to zero hit points which moves with the caster. Any projectile or energy
are either killed or unconscious for an hour. Targets bolt from outside the bubble has its damage reduced by
with only one hit die are always dropped by the spell, the caster’s level if it hits anything inside the bubble, a
regardless of the damage roll. This spell induces Surge. reduction which may result in zero damage being done.
Weapons fired out of the bubble are not hindered. The
bubble lasts for as long as Deep Focus is maintained,
Orbital Insertion Level 4 plus 1d6 rounds afterwards. This spell induces Surge.
A specialized protocol for emergency use and stealthy
planetary insertions, this spell may be cast as an In-
stant action and allows the caster and up to one visible Protocol Amplification Level 5
ally per level to drop from orbital distances safely to a This spell is unusual in that it can be cast as an Instant
planet’s surface, while concealing them from all stan- action just as another spell is being completed, and
dard visual or TL4 detection. TL5 sensors can be beaten serves only to increase the amount of energy being di-
on a successful Int/Cast Magic skill check at difficulty rected into that spell. The amplified spell may roll any
10. The caster has finely-tuned control over the fall of damage or effect dice twice and take the better result,
subjects under this spell, and can accurately land within and any saving throws allowed by the spell are made
1d6-1 x 100 meters of the chosen target below. The at a penalty equal to the caster’s Cast Magic skill. This
caster and their allies are immune to radiation, pressure, spell may not be used more than once per round and
oxygen loss, re-entry heat, or other conventional perils induces Surge.
of orbital descent while affected by this spell and for
twelve hours thereafter, giving them time to find pro-
tection should they have landed in a hostile environ- Psychic Compulsion Induction Level 5
ment. The spell’s protection against falling damage lasts An intelligent visible living target is implanted with
until the subjects have safely landed. It may be used for a single overwhelming compulsion, one that can be
shorter falls as well if desired, allowing pinpoint land- described in no more than one or two sentences. While
ing accuracy if used from less than orbital heights, or the spell remains in effect, they will consider the com-
as an emergency vacc suit substitute in other situations. pulsion to be their most important goal and will attend
to other matters only insofar as is necessary to keep
them from being disturbed in their primary pursuit.
Patterned Energy Flare Level 2 The compulsion must be a specific task or goal; it can-
The caster traces a pattern on an inanimate object not be some open-ended compulsion to service or a
within reach, describing an opening no more than suicidal task. The target will do everything within their
arm’s-reach taller or wider than they are. The traced normal character to achieve the goal. If the goal is one
pattern immediately ignites with metadimensional en- that is not particularly unpleasant or onerous to them,
ergy flows hot enough to cut through anything short of the spell induces Haze 1. Unpleasant or harmful goals
reinforced military fortifications, creating a hole that induce Haze 2, and a goal that seems ruinous or horri-
can pierce a barrier no thicker than one third of a meter ble to the victim causes Haze 3. The spell lasts as long as
per character level or completely destroying an object Deep Focus is maintained, plus one day per caster level.
no larger than such a hole. The precision of the tracery
required means that it does not work on moving or
resisting targets, nor does it work on living or sapient Quantum Jamming Field Level 3
creatures. This spell induces Surge. The caster emits an intense field of quantum ECM, pro-
hibiting all non-hardwired remote control within 50
meters per character level. Only direct line-of-sight la-
Personal Shielding Field Level 1 ser control of physical wiring connections can maintain
This spell bubbles the target in a protective field that remote control of drones, robots, or devices within the
works as a vacc suit and renders the user immune to any area, and “smart” targeted munitions will fail. Parallel
radiation weaker than that requiring a save per minute. radio emissions also jam any civilian communications
The target gains a base armor class of 15 plus half the device used by non-allied persons, and will even halt
caster’s level, rounded up. If the target already wears military comms in the area for one minute per level
armor, use the better AC. This spell requires Light Fo- after casting it, provided Light Focus is maintained for
cus, but lasts one hour per caster level after focus is lost. that duration. The ECM effect lasts as long as the caster
maintains Light Focus and for a scene afterwards.
70• Arcanist spells
The caster performs the biopsionic equivalent of jam- Up to one visible living target per caster level is tele-
ming a wrench into a running engine, disrupting a ported to a single chosen point within thirty meters
visible living target’s biological processes with a surge of the caster. The point must be visible to the caster
of random metadimensional energy. The victim must or one they have physically occupied within the last
make a Physical saving throw or collapse, mortally 24 hours. The point cannot be a location of imminent
wounded and dying within six rounds. If the target has physical danger, and any location that would not be
more hit dice than the caster has levels, they instead valid for psychic teleportation is not valid for this spell.
take 1d6 damage per caster level on a failed save. This Unwilling targets can make a Mental saving throw to
spell functions only once per day on any given target resist the teleportation. This spell induces Surge.
and causes dangerous feedback to the caster, inflict-
ing 1d6 damage on them per two hit dice of the target,
rounded up. This spell induces Surge. Spatial Ripcord Shift Level 4
The caster targets a willing visible creature with this
spell. At some point thereafter, up to one hour per
Shadow Adjutant Manifestation Level 2 caster level after the spell is cast, the target may trigger
The caster calls forth a Minion Shadow as described on the spell. If they do so as a Main Action they suffer no
page 123. It persists as long as Deep Focus is main- harm, but if they use it as an Instant action, they suffer
tained, plus ten minutes per caster level. It will obey 1d6 damage for every two character levels or hit dice
the caster’s orders dutifully while under control, even they possess, rounded up. Once triggered, they and all
if the commands are suicidal. If the caster ever goes un- their carried possessions are immediately teleported
conscious while the Shadow is summoned, however, it back to the exact spot they were when the spell was
will immediately seek to murder the closest visible hu- cast on them. The spell dissipates once triggered, and
man being before committing suicide in as destructive a creature can be affected by only one ripcord at a time.
a manner as is convenient. Control cannot be reclaimed
in such cases, though a still-controlled Shadow can be
banished as a Main Action. Uncontrolled Metadimensional Rift Level 5
The caster tears open a catastrophically large rift to
metadimensional space at a visible location within 300
Shadow Disruption Rubric Level 2 meters, creating an explosion within a radius of 1 to 10
The caster cuts off the flow of metadimensional energy meters at the caster’s discretion. The ensuing confla-
that supports the existence of a single Shadow with- gration of heat, radiation, and concussive force inflicts
in visual range that has equal or fewer hit dice than 1d6 damage per caster level on all targets in the area,
the caster has levels. The Shadow suffers 1d6 damage with a Physical saving throw for half damage. Targets
per caster level, with a Mental save for half damage, within twice the explosion’s radius will die of radiation
rounded up. Shadows with hit dice no greater than half poisoning within one month unless TL4 medical help
the caster’s level, rounded down, are automatically dis- is available. Construction materials less sturdy than
pelled without a save. This spell induces Surge. military fortifications will be destroyed within that area,
and the damage counts as Heavy weapon damage for
the purpose of harming vehicles or killing people. Use
Solid Image Matrix Level 4 of this spell is extremely dangerous to the caster, inflict-
A holographic illusion is produced by the caster, com- ing half the rolled damage on them, or one-quarter on a
plete with auditory, olfactory, and light tactile compo- successful Mental save. This damage instantly kills the
nents. The illusion can withstand casual physical con- caster if it reduces them to zero hit points, but they do
tact up to the weight of a normal human being, but not suffer radiation poisoning. This spell induces Surge.
any contact sharp enough to inflict hit point damage
passes through it, as does any attempt to push or move
through it. The image must fit within a ten-meter cube Universal Translator Rubric Level 2
and must be within visual range of the caster at all The caster targets a visible living creature. While
times, though the caster can move it around within that the spell is maintained, everything the creature says
range as a Move action, and can control the appropriate is understood perfectly by the caster, and everything
movements, sound, and activities of the illusion. If the the caster says is understood perfectly by the creature.
image takes damage equal to twice the caster’s level, it This spell can translate even non-vocal forms of com-
disappears. The illusion cannot inflict hit point damage munication, though non-sapient animals may not have
on targets. The spell persists as long as Light Focus is very sophisticated messages or the ability to understand
maintained, plus one minute per caster level. complex ideas. This spell translates the true meaning
Arcanist spells •71
Pacter Spells
Level 1 Pacter Spells
Afflictive Focus Pact Level 2 Analyze Shadow
The Pacter binds a specific visible Shadow they have Call Lesser Servitor
summoned into a unity of shared pain. Whenever ei-
Call Manipulatory Manifestation
ther one would take hit point damage, the damage is
actually suffered by the other party. If the damage is Conjured Implement
actually enough to kill or mortally wound the other Put Down
party, then both subjects take the full damage. Because Shadow Nourishment
of these shared consequences, the use of this spell is
Shadow Reinforcement
not considered a betrayal by a summoned Shadow. The
pacted Shadow must be within 30 meters of the caster Shadow Ward, Lesser
for this spell to have effect. Once cast, it persists until
the targeted Shadow is banished or destroyed or the Level 2 Pacter Spells
caster drops the spell as a Main Action. A caster can Afflictive Focus Pact
have only one Afflictive Focus Pact active at once. Call Drudge
Call Myrmidon
Analyze Shadow Level 1 Call Odalisque
The caster may target any visible subject within one Shadow Cyst
hundred meters. If the target is a Shadow, the caster Shadow Displacement
learns its hit dice, its Principles, a few sentences de-
Shadow Impulse
scribing any special abilities it may have, and can dis-
cern whether or not it has been summoned by a caster Telepathic Shadow Link
or is supported by other channels of metadimensional
energy, albeit not specifically what those channels are. Level 3 Pacter Spells
This spell can penetrate conventional shapeshifting Call Minion
guises adopted by Shadows; only defenses that specif- Call Shadow Chariot
ically allow for resisting magical detection allow the
Call Vigilant
Shadow a Mental save to resist being found out.
Prolong Pact
Shadow Compulsion
Blood Sacrifice Level 5
Shadow Puppetry
While the use of this knowledge is forbidden by all
Shadow Ward, Greater
respectable Pacter schools, a master of the art knows
enough about the synchrony of human lives and Shad- Substitutionary Focus Pact
ow hungers to use the one to feed the other. This spell
is cast as an Instant action when the Pacter personally Level 4 Pacter Spells
kills an intelligent creature who knows that the caster is Call Deceiver
killing them. A victim who lacks the frisson of personal Call Render
horror and recognition does not provide the necessary Directive Focus Pact
energy to the process. One visible Shadow of no more
hit dice than the victim is then fixed in the world for Shadow Domination
one month, with no need for Focus or other sustenance. Summon Forth the Servant
The Shadow need not be one summoned by the caster; Sustaining Focus Pact
free Shadows may be fed by this spell. If the Shadow
has too many hit dice to be fed by one victim’s death, Level 5 Pacter Spells
the caster may kill additional targets during the same Blood Sacrifice
scene without re-casting the spell. So long as enough
Call Devourer
hit dice of sentient creatures have been murdered with-
in the same scene, the spell can benefit the Shadow. Call Stellar Phoenix
Extremely powerful or insatiable Shadows may require Shadow Enslavement
more than these few deaths to fuel them, or the murder Shadow Ward, Perfected
may not be able to satisfy them for as long as a month.
Summoner's Font
Pacter spells •73
A shapeshifting Deceiver is called up by this spell, with While most Shadows are apt for particular kinds of
the statistics given on page 118. The Shadow is quite service, there are times when a Pacter requires a more
intelligent and capable of exerting its own judgment in versatile tool. This spell calls up a Minion as described
service to its summoner’s will. The Deceiver remains on page 123, a Shadow capable of almost any form of
as long as Light Focus is maintained, plus one hour per service. The Minion remains as long as Light Focus
caster level thereafter. is maintained, persisting ten minutes afterwards per
caster level.
Call Devourer Level 5
A horrific Devourer, as per page 119, is summoned Call Myrmidon Level 2
forth. While tremendously lethal in combat, these The Pacter beckons forth a Myrmidon Shadow as
Shadows are constantly struggling against their sum- described on page 123. The Myrmidon is suicidally
moner’s will, and require intense focus to control. loyal but is limited to the kinds of service normal for
Maintaining control of a Devourer requires the caster its breed; combat and guardianship. The Myrmidon
to maintain Deep Focus and spend a Main Action each remains until destroyed or until Light Focus is dropped,
round directing it. Devourers can only be ordered to after which it persists for one round per caster level
move to particular locations or eat particular living before evaporating.
creature. If the caster loses Deep Focus or is incapac-
itated, the Devourer will break free, remaining in ex-
istence for one round per caster level and seeking to Call Odalisque Level 2
eat all flesh around it, starting with the caster and then The Pacter invokes a Shadow known as an Odalisque,
moving on to the nearest creature. A Devourer can be as described on page 123. The Odalisque is suicidally
safely sent back by the caster provided they still have loyal to the summoner, but cannot perform actions
control, but the Devourer must be fed 3d6 hit points contrary to its Principles. It persists until it is destroyed
of the caster’s own life force in order to go quietly. If or until Light Focus is dropped, vanishing one round
the damage is enough to mortally wound the caster, per caster level thereafter.
the Devourer breaks free instead. Devourers cannot be
controlled or pacted by spells cast by their summoner.
Call Render Level 4
The Pacter summons up a hulking Shadow of iron
Call Drudge Level 2 claws and tremendous strength, as described on page
The wretched and slavishly fearful Shadows known as 124. While sluggish and stupid, a Render can lift, dig,
Drudges are useful for a Pacter who requires manual and crush with inhuman ease. The creature remains
labor services, as per page 119. A Drudge called forth as long as Light Focus is maintained, plus one round
by this spell will be fearfully obedient to the Pacter, per caster level.
but cannot effectively fight or use tools more complex
than picks or shovels. A Drudge will remain as long
as Light Focus is maintained, plus one hour per caster Call Shadow Chariot Level 3
level afterwards. The Pacter summons up a Shadow Chariot vehicle as
described on page 124. The vehicle is sentient and
can pilot itself with human intelligence. It persists un-
Call Lesser Servitor Level 1 til destroyed or until Light Focus is dropped, plus ten
This spell summons a Lesser Servitor as described on minutes per caster level thereafter.
page 122. The servitor will obey the caster with sui-
cidal devotion and a human degree of intelligence, but
it has no sentience or personal will, and is unable to Call Stellar Phoenix Level 5
fight effectively. The Lesser Servitor remains so long as The strange and magnificent Stellar Phoenix is sum-
Light Focus is held and it is not destroyed by violence. moned up by this spell, as per page 125. The Phoenix
is an aerial transport capable of flying its occupants
between worlds within a solar system, though it has no
Call Manipulatory Manifestation Level 1 meaningful offensive ability. It has a human-like intel-
A Manipulatory Manifestation is summoned up as lect and can operate itself without need for a pilot. The
described on page 122. The manifestation persists as Phoenix persists as long as Light Focus is maintained;
long as Light Focus is maintained, or for ten minutes if Focus is lost, the Phoenix will continue to its last in-
per caster level thereafter. dicated destination, deposit its passengers, and vanish.
74• Pacter spells
The Pacter targets a visible Shadow within 30 me- A visible Shadow within 30 meters is utterly enthralled
ters and issues it a single sentence of command. This to the caster’s will. The Shadow gets a Mental saving
command cannot be suicidal or entirely contrary to its throw to resist this effect, with a +4 bonus if it has more
Principles. The Shadow gets a Mental saving throw hit dice than the caster has levels. On success, the Shad-
to resist the command; on success, it’s immune to this ow is immune to this spell for the rest of the scene. On
spell for the rest of the scene. On a failure, the Shadow failure, the Shadow must obey the caster to the limits
will carry out the command until it is completed or of its own nature for as long as it exists, until this spell
until the end of the scene. If the Shadow is harmed or is dispelled from it, until the caster releases it, or until
attacked by the caster or their allies, however, the spell it is banished or destroyed. Maintaining this control is
breaks immediately. very taxing for the caster, and adds one point of System
Strain that cannot be discharged until the spell is ended,
after which it can be restored by normal rest.
Shadow Cyst Level 2
A specific Shadow summoned by the Pacter is folded
down into a transdimensional space attached to the Shadow Impulse Level 2
caster, escaping conventional detection by TL4 sen- The Pacter targets a visible Shadow within 30 meters
sors. The affected Shadow vanishes when the spell is and issues it a single sentence of command. This com-
cast; it may be called forth or put back into the cyst as mand cannot be suicidal or entirely contrary to its Prin-
a Main Action so long as the spell is in effect. It can be ciples. The Shadow gets a Mental saving throw to resist
put into the cyst from any range, but when called out the command; on success, it’s immune to this spell for
of it, it manifests within 10 meters of the caster. While the rest of the scene. On failure, it will carry out the
encysted it is undetectable by conventional sensors, and command until it has completed it or until 1d6 rounds
even spells that detect magic will only discern it on have passed, whichever comes first. A Shadow affected
a successful opposed Wis/Cast Magic skill check be- by this spell is immune to it for the rest of the scene. If
tween the investigator and the caster. The spell lasts the Shadow is harmed or attacked by the caster or their
for one hour per caster level. allies, the impulse breaks instantly.
use the target’s natural powers. The Pacter must use making a Mental saving throw to do so; on a success,
a Main Action to safely end this spell; if the Shadow they suffer 1d6 damage per caster level in crossing it.
is killed, banished, or dissipates while the caster is in Shadows with more hit dice than the caster has levels
control, the Pacter must make a Physical saving throw may cross it without difficulty. If the Shadow is phys-
or be immediately reduced to zero hit points. This spell ically dragged across the line by some force, it can do
lasts until the Shadow is no more, the spell is ended, nothing but try to escape back. The ward lasts as long as
or the caster’s true body is reduced to zero hit points. Light Focus is maintained, or until a Shadow is attacked
The strain of using this spell adds one point of System or harmed by someone or something on the other side
Strain to the Pacter. of the line. In such a case, the ward evaporates instantly.
Rectifier Spells
Level 1 Rectifier Spells
Accelerando Level 4 Adaptive Modification
A visible willing target is infused with a tremendous Biometric Imposture
burst of physical speed. So long as Deep Focus is main-
Font of Persistent Life
tained, to a maximum number of rounds equal to the
caster’s level, the target gets a bonus Main Action each Reinforce Tissue
round. This action must be used to take a physical Siphon Strain
action, and cannot be used for spellcasting or psychic Superficial Tissue Sculpture
power use. Due to the extreme disorientation of this
Temporary Limb
acceleration, the target of this spell cannot maintain
Deep or Light Focus. Truth of Flesh and Bone
The Rectifier may discharge a certain portion of their The Rectifier targets a visible sapient creature, which
own System Strain by casting this spell, unraveling it gets a Mental save to resist the spell. While Light Focus
with a burst of metadimensional energy. One System is maintained, the Rectifier can eavesdrop on the tar-
Strain point is lost for every two caster levels, rounded get’s senses, hearing what they hear, seeing what they
down. This spell can only benefit the caster, and the see, and otherwise experiencing the target’s current
caster may only be aided by it once per day. environment. The caster is oblivious to their own sur-
rounds while leeching the target’s senses, though they
can swap focus back and forth as an On Turn action.
Restore Organ Level 3 The spell has an effective range out to orbital distances.
The Rectifier may repair organ damage in a willing or The target is not aware of the effects of this spell, and
unconscious subject, including limb loss and congeni- even a successful Mental save will not necessarily alert
tal deformities, but not hit point damage. The process them that some attempt was made on their mind, albeit
induces two points of System Strain in the target. This the spellcasting itself may be obvious to them and they
spell cannot create organs or physical structures not will show up to magical detection effects.
naturally part of the subject creature’s DNA, though
alterations to sex can be made. The spell’s effects are
permanent as any other magical healing. Siphon Strain Level 1
By touching a willing target, the caster is capable of
absorbing a portion of their System Strain. Up to one
Return to the Root Level 3 System Strain point per caster level can be absorbed
A spell of bodily or cerebral unbinding used to revert with each casting of this spell, the System Strain accru-
unintended changes or hinder hostile Rectifiers, the ing to the Rectifier.
Return to the Root must be targeted at a visible living
subject. Any spell or magical effect that has physically
altered their body or influenced their mind is immedi- Sloughing Curse Level 4
ately dispelled if the source of the magic comes from One of the very few direct offensive spells known to
a caster of equal or lower level than the Rectifier. If the Rectifiers, the Sloughing Curse is directed at a visible
the origin of the magic is from a higher-level caster, living creature. Their body begins to melt away in a
both make opposed Int/Cast Magic skill checks, while terrifying liquefaction of skin, tissue, and bone. At the
non-human sources of magic have a set difficulty from beginning of every round this spell is in effect, the tar-
9 to 12. If the caster fails, their Return to the Root spells get takes hit point damage equal to the Rectifier’s level.
can never break the enchantment in question. All crea- Targets can make a Physical saving throw at the end of
tures affected by this spell are forced back into their each round to end the spell, and the caster can end it
original, unaltered shape. A creature that genuinely has at any time, including just short of death if so desired.
no natural shape merely shifts and warps wildly for a The damage done by this spell cannot be healed without
moment before settling back into its current guise. magical or TL4+ medical assistance. This spell induces
Surge in the caster.
Sanctity of Self Level 2
A defensive measure against unwanted biological al- Superficial Tissue Sculpture Level 1
teration, the Rectifier may use this spell as an Instant The caster can rework external physical features as
action when suffering hit point damage from physical if they were clay, either on their own person or on a
trauma. Their tissue hardens to resist the damage or willing touched subject. Facial features, skin, eye, and
regenerates rapidly around the torn flesh. The spell re- hair colors, external scars, and other superficial details
duces incoming damage from a single source by three can be reworked, but height, build, and limb or organ
points per character level, but the shock of the sudden placement remain immutable. Each subject’s alterations
response adds one point of System Strain to the Rec- count as a single Change for duration purposes. Al-
tifier and costs them their next Main Action. In addi- terations unsupported by the caster’s Change capacity
tion, this spell may be used to automatically counter revert after one day per caster level, or instantly if the
any magical effect used to transform the mage’s body, caster so desires. Disguising a target as a specific person
whether or not the effect normally allowed a saving may require a Dex/Cast Magic skill check at a difficulty
throw. This spell may be used only once per scene. of 9 or more, depending on the original closeness of
the subject; failure means the caster cannot replicate
the target’s appearance perfectly.
Rectifier spells •83
Arcane Foci
Some character classes have the option of choosing
arcane foci, special talents that are clearly magical or
supernatural in nature. There are three types of these
arcane foci.
General Arcane foci can be taken by Arcanists and
Magisters. They generally alter the ways in which the
PC casts or learns spells.
Arcane Expert foci can be taken by Arcane Experts,
Sunblades, and Yama Kings. They provide a wide range
of practical magical abilities that are more convenient
than conventional spellcasting.
Arcane Warrior foci can be taken by Arcane War-
riors, Godhunters, and Sunblades. They augment the
PC’s martial abilities and give them additional magical
forms of offense and defense.
Level 1: Pick any mental attribute; its modifier increases Compelling Gaze Expert
by +1, to a maximum of +3. If this attribute score You have uncanny powers of influence over the wills
is increased later in the game and its base modifi- of others, though the full exercise of such abilities is
er improves, the benefit then applies to the new draining to you. You do not need to share a language
modifier. with the target of your influence, but without it you can
impart only simple, direct ideas. Your target must be of
approximately human intelligence, though VIs and AIs
Arcane Physique Warrior are subject to your abilities. Note that meeting a target’s
Your physical form has been enhanced by arcane en- gaze is automatic unless the target has some reason not
ergies, perhaps improving its functionality beyond to be looking at the PC or intentionally avoiding their
normal human maximums. This focus has only one eyes. In combat, this results in a -4 penalty to hit a tar-
level, but it can be taken more than once for different get if the attacker is avoiding their target’s gaze.
physical attributes.
Level 1: At the cost of a point of System Strain and a
Level 1: Pick any physical attribute; its modifier increas- Main Action, you may implant a simple sugges-
es by +1, to a maximum of +3. If this attribute tion in any single target who is meeting your gaze.
score is increased later in the game and its base The suggestion must not be firmly contrary to the
modifier improves, the benefit then applies to the character of the target, but it will be performed so
new modifier. long as it does not imperil or significantly incon-
venience the target. You need not verbalize the
suggestion when you make it, but if you do not,
Blade Ward Warrior the target gets a Mental saving throw to ignore it.
You have made pacts, occult preparations, or arcane The suggestion must be one that could be com-
arrangements to grant yourself tremendous resilience pleted in the same scene.
against a particular source of martial harm. After fifteen Level 2: You can amplify your influence to paralyze a
minutes of preparation, you can nominate one type of target under the force of your gaze at the cost of
weapon from the weapon lists given in the core rule- a second System Strain point, provided they are
book, such as “laser rifles” or “heavy machine guns”. For looking at you. The target may make a Mental sav-
a melee weapon, it must be a general class of weapon, ing throw to resist the paralysis at a -2 penalty; if
like “swords” or “knives” or “clubs”, and applies to both they fail, they will remain frozen in inaction, blind,
TL3 and TL4+ versions of those weapons. Until you unthinking, and oblivious, for the remainder of
change your nomination with another quarter-hour the scene. Any subsequent mental intention by
of preparation, you are extremely resistant to harm someone present in the scene to harm the target
from that class of weapon, whether direct damage or or something they love will break the paralysis,
Shock. In ambiguous cases, the GM decides if a weap- the stasis ending rapidly enough that Execution
on qualifies or not. You cannot use this focus to resist Attacks are not practical on them.
non-weapon damage, claws, fangs, or other unarmed
Arcane expert and arcane warrior foci •93
Ghost Tech Expert damage, though such a bonus does not stack with
other foci that also let you add a skill to rolled
You have the ability to conjure equipment equivalent weapon damage. The melee weapon has a Shock
to standard commercially-available TL4 tech, barring value of 2 points of damage/AC 15 and if used as a
items explicitly intended as weapons or armor. For ranged attack has an effective range of 100 meters.
some traditions, this may involve actually instantiat- Ranged attacks are silent at your discretion.
ing shadowy simulacra of equipment, while others may Level 2: Your mageblades are abnormally effective. At
simply have a host of minor spells and abilities that end first level and every odd-numbered level there-
up being equivalent to TL4 tech. Only you can carry or after, you can pick one of the following benefits:
use this technology, and it cannot summon consumable +1 to hit and damage which can be cumulative up
drugs, ammunition, power cells, or foodstuffs. Sum- to +3, your mageblades can be invisible, the AC
moned objects disappear once they leave your person affected by its melee Shock increases by +2 up to
and have no Encumbrance. This ghost tech is inex- a maximum of 21, its Shock damage increases by
haustibly powered while you maintain it, though this +2 up to a maximum of 6, or its range now extends
energy cannot be transferred to other devices. Tech out to 1 kilometer. If this level of the focus is taken
used as an improvised weapon never works better than after character creation, its benefits are retroactive.
a small advanced melee weapon or a laser pistol, both
at -2 to hit.
Maskwalker Expert
Level 1: Conjuring an item requires a Main Action. You You know techniques for limited but versatile shape-
can have a number of items or item-equivalent-ef- shifting, altering your appearance and the appearance
fects conjured at once equal to your character level; of your couture to mimic others or disguise your true
items or effects vanish instantly once you die, stop seeming. Clothing and gear can be veiled under your
carrying them, or stop maintaining their existence. alterations, but you must have at least an hour before-
You can conjure anything that could reasonably hand to attune your equipment to your particular sor-
be obtained in a common TL4 marketplace and ceries. Once you’ve aligned the gear with your arts, it
carried by a single person. can be hidden or seemingly transformed by any further
Level 2: Conjuring an item requires only an On Turn changes you choose to make. Unattuned gear does not
action. In addition, you can extemporize with your change to match your disguise.
tech. Once per game session, as an On Turn action
before you make a non-combat, non-social skill Level 1: As a Main Action, you can adjust your appear-
check, you can take one System Strain to conjure ance and the appearance of your attuned gear
up a unique piece of tech which greatly assists with within any range normal to your species. These
the task you are trying to accomplish. You may alterations are physical changes, not mere illu-
roll that skill check twice and take the better roll. sions, and will pass standard TL4 genetic tests or
The tech or magical effect evaporates immediately physical gear inspections. Changed gear does not
after the check is made. function, however, unless its new shape is com-
patible with its original function. You revert back
to your original shape as an Instant action or when
Mageblade Warrior you die, as does any changed gear. To mimic a
You have the ability to manifest arcane energy as a vis- specific other person you need a sample of their
ible weapon, often in the form of sorcerous blades or DNA and gain one point of System Strain that
hurled bolts of perforating force. Many possessors are cannot be lost until you leave the shape.
known to favor specific manifestations for their weap- Level 2: Your mimicry is deeper and more profound. By
onry, though both melee and ranged weapons may be gaining an additional point of System Strain when
called at your discretion. These weapons can be sum- you adopt a specific person’s identity, you gain the
moned or dissipated as an On Turn action and require ability to speak any language they speak, carry out
no more than one free hand to use. All mageblades any social interactions they would normally en-
count as TL4 weapons for the purposes of overcoming gage in, and otherwise maintain a flawless external
armor. Ranged mageblade attacks cannot be hindered imposture of their person. If pressed to respond
by foes in melee range. Mageblades can be manifested to a specific challenge to your identity, such as
as dual weapons if the wielder desires. by being forced to remember a password or prior
interaction, you may make a Wis/Connect skill
Level 1: When called as a melee weapon, the blades check at a difficulty of 9 to bring information to
count as a 1d10+1 damage weapon using any at- mind. Facts that the original subject wanted to
tribute modifier the wielder wishes, provided they keep secret from others may incur additional diffi-
can provide some explanation of how it helps. You culty penalties up to +3. Others who know you are
may add your Stab skill to this weapon’s rolled an impostor cannot press you to remember facts.
Arcane expert and arcane warrior foci •95
Creating Magical Items of the Int/Know Magic skill check involved is equal to
A mage with access to the correct facilities as described seven plus the creature’s hit dice. On a success, the for-
in the Sanctum section can undertake the creation of mula appears to be usable. On a failure, the formula is
arcanotech items, arcane devices imbued with the imperfect, and all credits expended are lost. The mage
power of metadimensional energy. The simplest and can try again with another month’s effort.
most expendable of these devices may not require any The difficulty of a particular creature’s creation
Occult Lore expenditure at all, obliging only a credit may be increased or decreased by various factors, as
cost. More sophisticated or permanent items require given in the Designing Shadows section below. These
the investment of Occult Lore. modifiers apply to both creating the formula for the
The items listed in the Objects of Power section Shadow and enacting the summoning rituals for it.
of the book each have an Occult Lore cost, a credit The formula that is created is a metadimensional-
cost, and an Int/Know Magic skill check difficulty as- ly-active artifact that cannot be conveniently copied;
sociated with them. Entirely new magical items must the caster needs to hold on to the document if they wish
be vetted by the GM for appropriateness, and may be to continue to have access to it. A copy can be made
assigned costs and difficulty by comparing them with by the creator or a third party with a further research
the examples given. month and the copyist’s same expenditure of Occult
The particular details of creating magic items with Lore and credits. Copying is automatically successful,
Occult Lore are provided on page 133. and can be done from memory by the creator if needed.
If the formula appears sound, the caster can use it
Binding Eldritch Shadows to summon a Shadow. The processes, components, and
Some mages prefer to create servitors more reliable preparations required for the work cost one research
than human minions, weaving metadimensional en- month, 1,000 credits per hit die of the creature and 1
ergy into the patterns and formulae they have devised. Occult Lore point per hit die. The summoning pro-
The Shadows they call forth are usually trustworthy cess itself involves the constant manipulation of intense
servants, though imperfections in the design can some- metadimensional energies, and requires an Int/Cast
times beckon servitors with regrettably unseemly traits. Magic skill check at a difficulty of 6 plus the creature’s
Binding a Shadow requires a Summoning Cham- hit dice. More than one creature can be summoned at
ber as described in the Sanctum chapter of this book, once; each doubling adds +1 difficulty and doubles the
along with available Occult Lore and enough credits required credits and Occult Lore as well.
to acquire the needed raw materials. The mage must If this is the first time the formula has been used to
also first create or obtain the necessary mathematical summon a Shadow, the GM secretly repeats the design
formula that defines the Shadow’s qualities and shape. skill check. If the check is failed by more than 2 points,
Creating a formula requires one research month, a there is a flaw in the formula and Shadows it summons
Xenobestiary Datafile from the Sanctums section, and will be affected as rolled on the table that follows. Flaws
5 points of Occult Lore per hit die of the Shadow to be in control will not be obvious to the caster until the
summoned, plus 2,000 credits per hit die. The difficulty Shadow actually breaks free in play or otherwise twists
Spending occult lore •105
its commands. Assuming the caster can discover the A creator may define one Principle to be followed
existence of the flaw in play, they may attempt to cor- by the Shadow, as explained on page 116. This Prin-
rect it by repeating the formula creation process. This ciple will define the Shadow’s primary motivation, but
do-over doesn’t require more Occult Lore, but it comes it is likely to have one additional one per 4 hit dice or
at the same cost in credits and time. fraction thereof, each chosen by the GM. These Prin-
d6 Shadow Flaw ciples will influence the ways in which it obeys.
Most creators ensure their chosen Principle com-
1 The Shadow is totally uncontrollable
pels a Shadow’s obedience. The degree of danger a
and will act according to its own inter-
given Shadow will tolerate will depend on its nature
ests and Principles.
and Principles; a martial Myrmidon has a much high-
2 The Shadow has a dangerous Principle er peril threshold than a non-combatant Odalisque. A
it will enact whenever it is not person- basic Shadow has a human-grade intellect, understands
ally overseen by the summoner. the basic operations of human society as its summoner
3 The Shadow is abnormally frail, rolling does, and has a personality and identity of its own.
1d4 for hit points per HD instead of 1d8. The following modifiers can be applied to the dif-
4 The Shadow will become totally un- ficulty of both formula design and summoning if the
controlled in 1d4 weeks. mage wishes to improve certain aspects of the Shadow
or is willing to accept some compromises in the design.
5 The Shadow will pervert orders in ser-
As with all elements of summoning, the GM is permit-
vice of its own Principles, flatly ignor-
ted to disallow any particular design, especially if the
ing commands to not do so.
“limitations” it includes aren’t actual hindrances in play.
6 The Shadow cannot be controlled and Additional powers or penalties might be applied to a
craves its summoner’s death. given formula if the GM permits it.
If a Shadow is destroyed, the Occult Lore invested Modifier Effect
in its creation is refunded to the mage, though the time
and credits spent in summoning it are lost. The orig- +1 It attacks for 1d10 base damage and
inal summoning formula can be used to summon that gets +2 to hit rolls
same Shadow again, if desired, and it will return with +1 It can survive hostile environments as
all knowledge and memories it had at its moment of if in a vacc suit
destruction. Optionally, a new Shadow with a different +1 Add an additional Principle of your
identity may be beckoned by the mage. Interestingly, a choice, beyond the usual free pick
given Shadow “identity” can’t be summoned two places
+1 It is small as a cat, or large as a horse
at once. A mage who attempts to call up a Shadow that
is already extant elsewhere will get a new identity. +1 It requires neither air nor sustenance
+1 Its base Armor Class is 14
Designing Shadows +1 Its skill bonus is +2 instead of +1
A summoner can either seek to summon a type of Shad-
ow described in the Shadow bestiary of this book, or +2 It is suicidally loyal
they can try to call forth an entirely unique variety of +2 It can fly at 10 meters per Move action
servitor of their own design.
+2 It’s cheaply summoned, requiring no
A basic custom Shadow is human-sized and has
credit cost for calling it forth
human intellect, manipulatory limbs, and normal sens-
es and communications abilities. It has an attack bonus +2 It’s easily summoned, requiring only
equal to its hit dice, an Armor Class of 10, performs one day and not a research month
one attack per round, and does either 1d6 damage or +2 Its base Armor Class is 18 and it ig-
the damage of whatever weapon it is using. The sum- nores Shock damage
moner can describe a role it is to serve using a sentence
-1 If intelligent, it can’t communicate ex-
or two; it has a +1 skill bonus when performing tasks
cept with its summoner
relevant to that role. Note that Shadows almost nev-
er have mundane technical competence; such topics -1 It has no manually-dexterous manipu-
are for the party Expert. It has a Morale score of 10, a latory appendages
movement rate of 10 meters per Move action, and a -2 It has only an animal level of intellect
saving throw target of 16 minus half its hit dice, round- and can obey only as a well-trained dog
ed up. It rolls 1d8 hit points for each hit die it has. It can -1 It is incapable of combat and cannot
be conjured in any shape or seeming designed by the defend itself from violence
formula, even ones seemingly indistinguishable from
normal humanity. Where it is relevant, its attribute -1 It is unconcealably terrifying or socially
scores are assumed to all be 12 with no modifiers. disruptive in appearance
106• Spending occult lore
Occult Lore for GMs could offer them a plot hook to steal a different library
As a general rule of thumb, GMs should make it rela- to replace the one they lost or a lead on recovering
tively straightforward for an Arcanist PC to find 5 Re- the stolen materials, but expect the entire party to be
search Points of Occult Lore per character level before dragged along on their quest unless they’re willing to
they advance to a new level. Thus, a 6th level Arcanist have their mage stuck where they are for a long time.
should find about 30 Research Points worth of tomes, By the same token, don’t feel obliged to pull punch-
instruments, and artifacts before reaching 7th level. es if the mage makes intentional choices to risk damage
Such a find will be enough to let an Arcanist acquire a to their library. If they prefer to keep the library aboard
new spell of their highest available level, perhaps with a ship so it’s always conveniently to hand, then they’re
a bit left over. going to have a problem if the ship gets destroyed. If
If there are multiple mage PCs in the party, you they build a vast library and are content to just store it
can assume that they’ll be sharing their libraries and in some drafty warehouse on a hive world, they may
the Research Points they find. They don’t need to in- find some or all of it abstracted by interested third par-
vest these Research Points in the same thing; if a party ties who aren’t adequately deterred from the theft. If a
with two Arcanists finds a trove of occult tomes that mage is making choices like this, however, you should
grant 20 Research Points, one of them can use the same be sure they understand they’re taking a risk; don’t
books to learn a 3rd level spell while the other uses surprise them with the realization that they’ve been
them to summon a Shadow. So long as they both retain recklessly risking their precious arcane materials.
access to the books, they both get to use them and ben-
efit from having them. As such, don’t count Research Managing Research Pacing
Points you allow them to find as separate awards; a The research month system is meant to control the
party with two 3rd level Arcanists in it should find 15 pacing of a mage’s advancement. Even if a PC relies
Research Points in total before they hit 4th level, not 30. entirely on found Occult Lore to bolster their abilities,
Magisters have much less intrinsic need for Occult there’s still a limit on how fast they can spend it on
Lore, so you don’t need to worry about making sure making arcanotech items, creating new spells, or sum-
they get any particular amount. If they want some, they moning Shadow minions.
can earn it by research or seek out occult treasures. In a campaign where there are ample pauses and
It’s not necessary to force-feed Arcanists these breathing spaces for PCs to simply relax and recover
finds, but you should be willing to let patrons pay them System Strain and personal sanity for a month between
with tomes, or let instruments be found in the posses- adventures, this pacing works well. It breaks down,
sions of enemies they overcome, or otherwise locate however, when the PCs are kept constantly on the go
these finds in situations the PCs are likely to encounter. or have the inclination to push on with a mission that
You can expect the PCs to be earning modest runs over multiple gaming sessions. Without some
amounts of additional Occult Lore through their own kind of adjustment, a mage might spend two or three
experimentations or spending their share of a party’s game sessions without being able to spend a research
loot building new research instruments. If a PC wants month on their own pursuits.
to dump all their cash on fabulous libraries and intri- As a general rule of thumb, a mage should get at
cate hardware, that’s fine; they’re making a conscious least one research month between each game session. If
choice about how they want to spend their time and the party voluntarily decides to slow things down and
credits, just like the Warrior picking up a new gun. give them more, that’s fine, but even if things are mov-
If a party intentionally decides to seek out an occult ing at a breakneck pace from session to session, you
trove, that’s a straightforward adventure hook that you should give the mage a research month after each one.
can use to build the next adventure. You can use the This bonus month can be justified as a flash of en-
general trove sizes listed on page 99 to get an idea lightenment or an exceptionally productive weekend or
of how many Research Points worth of lore should whatever other rationale fits in the mage’s desired pur-
be packed into a given library. The bigger and finer suit. Even if it is completely implausible to allow this
the library, of course, the more dangerous it will be bonus month mid-adventure, you should still award
to obtain possession of it, and the more cumbersome it after the final session. Without a steady flow of re-
to extract all its materials. Cook up a few hooks point- search months, a mage is seriously hindered.
ing to different possibilities, let the PCs decide which You should also keep an eye out for parties that
one they’re going to aim for, and use the downtime simply decide to set up camp on a world for a year
between sessions to prep an adventure that lets them and let their mage research or artifice to their heart’s
take a shot at it. content. In some campaigns, this might actually be a
As a GM, don’t make too much of a habit of direct- plausible choice, but most PCs have led lives much
ly threatening a mage PC’s library. If you destroy it or too vigorous to go an exceptionally long time with-
steal it, the mage is going to be completely absorbed out some consequence finally catching up with them.
with getting it back, because their magical development Just because the PCs don’t want to be bothered doesn’t
will be frozen until they make up the lost points. You mean the sector will respect their wishes.
Quick magical research treasures •107
An Example of Play
Ambitious young Lucullus Aurelius Smythe is a nov- Chastened, Lucullus sticks with a safer project for
ice Arcanist, fresh into the adventuring world with his his third research month. One of the survivors of the
trusty grimoire and a small selection of starting spells space station was the favorite niece of a local Rectifier,
learned over the course of his apprenticeship. While and Lucullus uses this social connection as a chance
bold Lucullus is eager to expand his knowledge, he re- to request tutelage from the mage. Even though the
grettably lacks both funds and a source of tutelage. Rectifier is a Magister while Lucullus is an Arcanist, the
Lucullus and the rest of the party begin their ad- difference in magical perspectives can still be fruitful.
ventures on a collapsing space station where the sys- The Rectifier is impressed by the young mage, and
tems are breaking down faster than the rescue ship can generously offers him a discount on his teachings. As
hope to reach them. Lucullus’ day-to-day activities all an NPC with 4 hit dice, the usual price for a month of
revolve around solving crises aboard the station and teaching would be about 2,000 credits. Lucullus gets
fighting back panicked rebels from within, but this his teacher for half that price. The young Arcanist is a
doesn’t stop him from choosing a magical research ac- very sharp pupil, with a +2 Int modifier and the Know
tivity. He can still perform research or do other arcane Magic skill at level-1. The GM decides that the Recti-
work while adventuring, unless he’s locked up or oth- fier is also a good teacher, with an effective Charisma
erwise entirely prevented from working. modifier of +1. Thus, Lucullus gains 4 Enlightenment
Unfortunately, Lucullus has no money, so his op- Points of lore over the course of the month, which is
tions are limited. He decides to spend his first research also as much as a 4 hit die NPC can teach a pupil in total.
month doing routine personal research. Such activity Having accumulated a total of 5 points of Occult
is free, and only requires a successful Int/Know Magic Lore, Lucullus is eager to put them to work. He decides
roll against difficulty 9. Lucullus is a bookish mage, and to learn the first level Void Slip spell off the Arcanist
has the Specialist focus in Know Magic. Unsurprisingly, spell list. As a first level spell, this will cost him 5 points
he handily makes the check, and will gain one Enlight- of Occult Lore, 1,000 credits, and one day. He doesn’t
enment Point at the end of the month. need a grimoire copy of this spell, since it’s a standard
The station crisis is resolved two weeks after it Arcanist spell, and he doesn’t need to spend a research
begins, and Lucullus is on to new adventures. His re- month to learn it. Mastering the finer points of a spell
search month isn’t over, however, so he can’t pick a can be done at any time, even when researching some-
new activity just yet. thing else.
Two weeks later still, the month is up, and Lucul- Fresh out of money and with no free Occult Lore,
lus decides to spend some of his adventuring earnings Lucullus has cause to be delighted when a successful
on a potentially hazardous experiment he has in mind. foray against a sinister Shadow cult leader results not
This dangerous personal research takes another month, only in a fine haul of expensive cult regalia but occult
costs him 400 credits, and obliges an Int/Know Magic theological tomes worth 10 Research Points. This ad-
skill check against difficulty 12. venture was enough to push Lucullus to second level as
Confident in his specialized prowess, Lucullus’ an Arcanist, and the GM wanted to make sure that he
player scoops up 3d6 and rolls them for the check… and had the chance to find some useful lore in the course
gets 1, 1, and 2. Even dropping the lowest die, that’s still of his adventures.
a natural skill check of 3. Not only is the experiment Unlike Enlightenment Points, however, Research
a failure and the time and money lost, Lucullus has to Points are very tangible. According to the table on page
roll on the dangerous Mishap table. 99, Lucullus’ library now takes up two points of En-
Lucullus rolls a 2, losing access to all of his high- cumbrance. He doesn’t need to carry it around with
est-level spell slots for the rest of the month. As a first him all the time, but he does need a safe place to store
level Arcanist, Lucullus only has one level of spell slots, it when he does want to consult the texts. He decides to
so he’s effectively locked out of his spellcasting powers tuck the tomes away in his cabin aboard the party’s free
for a month. The GM decides that the accident hap- merchant. If the ship meets an accident and Lucullus
pened at the start of the experiment, so for the next doesn’t have time to stuff those books in his vacc suit
thirty days, Lucullus is a mage without spells. pack, he’ll lose them and their Research Points.
Distressed by this turn of events, Lucullus tries With his new trove safely stowed, Lucullus pon-
to convince the rest of the PCs to hold off on perilous ders the future. Should he risk trying some artificing?
adventures for a month while he gets back his magic. Another dangerous experiment? Research is safe and
With no pressing business to require their attention, cheap, but it is so slow, and the party is unlikely to wait
the rest of the party agrees. The GM knows that there around for several months while he does his labwork.
are no impending schemes or consequences that are Perhaps he should take the risk of another dangerous
due to catch up with the party, and no situation to de- experiment. He can’t afford to waste time if he’s to have
mand their action, so he lets them have a quiet month. the lore needed to summon his first Shadow servitor....
ARCANE RESEARCH QUICK REFERENCE
an Int/Know Magic skill check against difficulty 9. On suc-
Occult Lore cess, build something that grants you 1 Research Point per
A mage’s arcane library, personal enlightenment, and general character level. Experimental artificing costs 2,000 credits/
occult resources are measured in points of Occult Lore. There level, the skill check is difficulty 10, and it builds an item
are two kinds of Occult Lore points: Research Points represent that grants 2 Research Points/character level. A roll of
written materials and research artifacts that can be lost, stolen, 2 or 3 is an automatic failure, loss of the project, and a
or given away, and Enlightenment Points represent deep inner Mishap. Dangerous artificing costs 5,000 credits/level, the
insights that can never be lost or traded. skill check difficulty is 12, and it builds an item that grants
Mages commit Occult Lore points for various purposes. 4 Research Points/level on success. A roll of 2, 3, or 4 is
Whenever Occult Lore is committed to a project, either Re- automatic failure that induces a Mishap and the loss of the
search Points or Enlightenment Points may be spent. project. Barring a Mishap, a failed skill check means the
Committing Occult Lore usually requires one or more re- artificer can either abandon the project or spend half the
search months. A mage can adventure and perform ordinary original cost and another month to try again.
activities while undertaking such a project, but they can only Studying Another Mage’s Grimoire: If you have another mage’s
work on one thing in any given research month. grimoire to hand, you can study it as if you were taking
If the books or artifacts containing Research Points are lost arcane tutelage from that mage. You gain up to your Int
or stolen from a mage after they’ve used the points to learn a mod plus your Know Magic skill level in Research Points
spell, create a magic item, or otherwise utilized them the mage with each month of study, up to the maximum allowed by
can end up with more Occult Lore committed than they actually the tutor. You also learn the author’s magical secrets; you
have available. Until they make up the deficit by recovering the save against their spells with a +4 bonus and they save
lost lore or acquiring new materials, they can’t spend Occult against your spells with a -4 penalty.
Lore on anything new, though their existing commitments are Looting Other Wizards: You can steal the books and lab gear
unaffected. Enlightenment Points cannot be lost. that other mages have built through artificing and scribing,
thus robbing them of those Research Points.
Storing Occult Lore Buying and Selling Lore: Or you can simply purchase such things,
Enlightenment Points are kept in the owner’s head, and cannot though very few wizards would ever consider selling their
be lost. Research Points are more tangible, and must be stored personal power. Finding such goods for sale is usually grist
somewhere. How large a given library is depends on how many for a full-fledged adventure.
Research Points it consists of; sizes are noted on page 99.
A mage does not have to have constant access to their li- Spending Occult Lore
brary to retain its benefits. Provided it’s somewhere they can get Once a mage has accumulated a stock of secrets, they can dedi-
at when necessary, they keep their access. If the library is stolen cate their learning to various beneficial purposes.
or destroyed, however, the mage loses the Research Points. Learning New Arcanist Spells: Magisters can already pick their
known spells from any on their class list, but Arcanists can
Gaining Occult Lore only learn new spells by spending credits, time, and Occult
Mages can earn new points of Occult Lore in several ways. Lore to master them. They can do this for any spell on the
Personal Research: Routine personal research is free, takes one Arcanist class list, whether or not they have a copy of the
research month, and requires an Int/Know Magic skill spell to hand. Learning unique spells developed by other
check against difficulty 9. Success grants one Enlighten- Arcanists may require that a grimoire copy of this rare spell
ment Point. Experimental Research costs 200 credits per be available. Prices per spell level are given on page 103.
character level, has difficulty 10, and grants 2 Enlighten- Creating New Spells: Both Arcanists and Magisters can spend
ment Points on success. If a natural 2 is rolled on the check, Occult Lore, credits, and research months to develop new
roll for a Mishap on the table on page 100. Dangerous spells. Prices are given on page 103.
personal research costs 400 credits per level, is difficulty Creating Magic Items: Mages can spend Occult Lore to create
12, grants 4 Enlightenment Points, and causes a Mishap on powerful arcanotech items, though some objects can be
a natural roll of 2 or 3 on the skill check. created with nothing more than time and credits. Details
Arcane Tutelage: Spend a research month studying under anoth- of item creation are given in the Objects of Power section,
er Arcanist or Magister no more than two levels or hit dice on page 133.
lower than your own character level. Gain Enlightenment Binding Eldritch Shadows: Mages can design and summon Shad-
Points each month equal to your Int mod + Know Magic ows as personal servants and minions, spending Occult
skill + the tutor’s Cha modifier. The maximum points you Lore to develop the necessary summoning formula and
can gain from a given tutor is given on page 101. then spending more to actually summon a matching Shad-
Artificing and Scribing: Pen metadimensionally-active tomes ow. While a mage has considerable flexibility in designing
and create pieces of magically-useful lab gear. Routine ar- their metadimensional minions, the results are not always
tificing costs one research month, 500 credits/level, and precisely as desired. Details are given on page 104.
SANCTUMS
An ambitious mage needs a place to call home, or at
least a place to call metadimensional entities. Some Sanctum Facilities
forms of research and arcane development can be A sanctum is built of one or more facilities, as are listed
performed with nothing more than the contents of a on the following table. Rather than draw up a physical
wizard’s knapsack, but the summoning of Shadows and floor plan of their new home and calculate the individ-
the creation of arcanotech devices both require more ual costs, a player simply buys the facilities they want
sophisticated facilities if they are to be accomplished and can describe the resultant structure in any way that
in a timely manner. seems reasonable to the GM.
Modern TL4 science has made life enormously Some facilities offer the simple ability to do some-
easier for the busy mage. Advanced metadimensional thing that would be prohibitively difficult without it.
assay devices, high-tech fractal summoning circles, and An arcanotech laboratory lets the PC design and build
ritual incense compounded under zero-gee manufac- arcanotech, something that can’t be done in an adven-
turing conditions all contribute to making a working ture-friendly time frame otherwise. Other facilities
wizard’s life much simpler. Mages practicing on less so- might give a bonus to certain activities, like a summon-
phisticated worlds are often forced to endure crushing ing chamber grants a bonus to the skill check needed
delays as they hand-manufacture every component of to summon a Shadow. A few facilities simply give the
their work and personally conduct the necessary meta- PCs some more options within their adventure, like
dimensional attunement work. having their own living quarters or being able to set
This is not to say that sorcerers in more primitive up defensive turrets around a planetary base.
surroundings cannot summon Shadows or build arcan- Facilities can be bought in three different forms.
otech. Even in the most brutally primitive conditions, a The price for each form is the same, each one being
wizard with determination, and possibly the help of a cheaper in some ways and more expensive in others.
tribe of enslaved natives, can still create wonders. Even Constructed facilities are actual buildings or parts
so, the amount of time, effort, and tedium required to of buildings that have been constructed at a specific
do things the “simple way” is prohibitive for an adven- place. Their price includes the land they occupy, or-
turing mage. They do not have a spare half-decade to dinary utility and tax costs, and general operating fees.
consecrate a sacred grotto for the summoning of a local To spare campaign bookkeeping, the prices include all
god-Shadow and they rarely have the appetite to sac- normal operating costs for the indefinite future.
rifice a few hundred infants to provoke the necessary Shipboard facilities are built into a starship as a
psychic anguish in their parents for distillation into a fitting. Because these facilities are designed to be fairly
piece of arcanotech. self-contained, they do not require free mass or free
For adventuring wizards, the solution is a sanctum, power from a ship’s infrastructure. Instead, they re-
a traditional residence and research laboratory. Given quire a certain amount of cargo space be dedicated to
the wandering habits of adventurers, some wizards them. Once the facilities are installed into this cargo
may prefer to have their sanctum facilities built into space, it cannot be repurposed without tearing out the
a starship, or crated as portable structures that can be facilities, a process which requires just as much time as
erected wherever the party may pause. The guidelines installation if it is to be done without destroying the
in this section might even be useful to non-mages materials. Some facilities cannot be built as shipboard
who want to purchase some high-end portable living fittings, either because they aren’t practical for the en-
quarters or base camps to support their expeditions to vironment or they make too many demands on a ship’s
foreign worlds. life support and power system. You wouldn’t buy living
The facilities listed in this section can be purchased quarters for a shipboard sanctum; you’d just expand the
on most TL4 worlds with an active magical communi- ship’s crew allotment the usual way.
ty. The more mundane fittings, like living quarters or Portable facilities are designed to be stowed care-
defense turrets, can be bought even on worlds without fully in a ship’s hold, to be deployed planetside when
a market for wizardry. the ship finds a place to pause. Assuming they remain
The prices listed here for physical structures as- intact, they can be packed back up afterwards. While
sume normal TL4 urban real estate costs, and include they are rarely as elegant or comfortable as a con-
the land the sanctum is to stand on. While it’s possible structed sanctum, or as convenient as shipboard facil-
to locate a sanctum far out in the wilderness or on a ities, they are built to withstand most non-corrosive,
more primitive world where land prices are trivial, the non-invasive planetary environments. They generally
savings tend to be eaten up by the cost of moving ma- require at least some solid surface to anchor them, and
terials and the difficulty of getting workers out there. it is neither practical nor safe to erect them in deep
As such, there is no discount for deciding to build your space. A dedicated space station is recommended for
wizard’s tower in the middle of nowhere. such purposes, one fitted with shipboard facilities.
Sanctums •111
Sanctum Facilities
The adjacent table lists costs and tonnage for various tum’s cost, an integral fusion plant can be installed
common types of facilities. Ship tonnage is the spare that will provide all necessary power to the facility.
room required in a ship’s cargo hold if the facility is to Landing Bay: A well-equipped landing pad for up to
be installed permanently on the ship. Portable tonnage two frigate-sized ships or four shuttles. While it’s
is the packed space that portable equipment occupies no shipyard, it can provide fuel, security, and basic
in between times when it is set up on some suitable maintenance to a ship, if the price in necessary
world. Permanently-installed facilities cannot be made materials is paid.
portable and vice-versa. Living Quarters: Up to six friendly occupants can share
For actually building a constructed facility, assume this living and dining space.
it takes one worker one day per five hundred credits Medical Bay: Ten TL4 medical beds are available here,
worth of structures, assuming they have TL4 construc- along with a substantial amount of medical sup-
tion gear handy. For building or packing a portable plies. Provided a trained physician is available, it
facility, assume one worker can set up or deconstruct can do most of the things that would otherwise
one thousand credits worth of structure per day with require a full-fledged hospital to provide.
the same tech. A robot counts as three workers. Recreation Facility: Whether a garden, video arcade,
Arcanotech Laboratory: Necessary to construct arcan- theater, or other indulgence, this facility is de-
otech devices and formulas, as described on page signed to make life easier for sanctum inhabitants.
133. Basic facilities can build or design anything Research Laboratory: When performing personal re-
that costs less than 25,001 credits, standard ones search or artificing as described in the Arcane Re-
can construct items that cost less than 125,001 search and Development section, the user can add
credits at +1 to the roll, and advanced facilities can a +2 bonus to their skill roll. This bonus does not
construct theoretically any sort at +2 to the roll. prevent the Mishaps that come from extremely
Assay Facility: This facility helps an examiner learn low skill check rolls.
the properties of an arcanotech device. An hour’s Sealed Environment: An add-on to be included with
study will reveal the Heat of the device and a sen- constructed or portable sanctums, the basic ver-
tence or two about its abilities. A day’s work and sion of this facility makes the sanctum pressurized,
a successful Wis/Know Magic skill check against temperature-controlled, and equipped with oxy-
difficulty 9 will reveal all there is to know about gen recirculators for indefinite operation. The ad-
the object. Objects built to specifically hide their vanced version does as much but is also equipped
qualities from assays may force an opposed skill to handle very hostile environments, such as a
check to overcome the deceit. molten world or a planet of corrosive winds.
Bot Support Bay: This bay has all the necessary main- Secure Holding Block: A civilized but austere jail for
tenance tools and supplies to house, repair, and up to ten human-sized occupants. Each cell is
maintain one robot. Barring complete destruction, equipped with minimal but adequate facilities for
the bay always has enough materials to repair the indefinite containment of the occupant.
bot, given a tech has time to do the work. Secure Library Jettison: Meant exclusively for shipboard
Defensive Turret: A specialized expert system, this tur- use, this facility allows the ship to automatically
ret mount allows the owner to attach any normal jettison any secure library fittings below should
or Heavy weapon to it. The weapon will have ef- the ship be destroyed. The jettison automatically
fectively unlimited ammunition. The turret can aims the stealthed capsule to land on the nearest
be remotely controlled by someone else with a viable planet, or toward safe space if no such plan-
properly-keyed dataslab, allowing it to use half et exists in-system. The jettison is only able to take
their attack bonus, rounded up, or it may make the contents of the secure library, though it can fit
its own firing decisions, shooting at a +1 bonus to in a hundred or so kilos of other pre-placed gear.
hit. The expert system can be given authority to The jettison is stealthed to avoid notice, requiring
automatically fire on intruders, but it is a limited a Wis/Program skill check against difficulty 12 to
intellect at best. True AIs connected directly to notice its departure if it leaves as a ship is being
the turret can fire it with their full attack bonus. destroyed. The jettison is temperature and pres-
Garage: Fuel, housing, and maintenance tools for one sure-controlled but has no life support.
vehicle no larger than a gravtank. Assuming the Secure Library: Protected storage for up to 25 Research
vehicle is not destroyed, it can be repaired with Points of Occult Lore. Basic facilities have locks,
these supplies. cameras, and remote alerts. Standard ones are so
Integral Power Plant: This feature is only useful for well-secured that TL4 gear is needed to get past
sanctums that can’t connect to a local power grid the locks and sensors. Advanced libraries have
for some reason. By spending 5% of the total sanc- automatic systems so advanced that only a master
Sanctums •113
Ship Portable
Facility Cost Tonnage Tonnage Function
Arcanotech Laboratory, Basic 25K 25 5 Create minor arcanotech
Arcanotech Laboratory, Standard 100K 50 10 Create major arcanotech at +1
Arcanotech Laboratory, Advanced 250K 200 40 Create any arcanotech at +2
Assay Facility 25K 25 5 Analyze magical objects
Bot Support Bay 5K 5 1 Tech support for one robot
Defensive Turret 5K+Weapon N/A 5 Expert system-controlled gun
Garage 10K+Vehicle N/A 5 Tech support for one vehicle
Integral Power Plant 5% of total N/A 5 Provides fusion power
Landing Bay 100K N/A 25 Landing support for starships
Living Quarters 10K N/A 10 Houses six friendly occupants
Medical Bay 50K N/A 10 Medical beds for ten people
Recreation Facility 25K N/A 10 Relaxation or aesthetic facility
Research Laboratory 25K 25 5 +2 to experiment skill checks
Sealed Environment, Basic 5% of total N/A 5 Pressurized and temp-controlled
Sealed Environment, Advanced 10% of total N/A 10 As above, plus harsher environs
Secure Holding Block 50K N/A 25 Jail for up to ten occupants
Secure Library Jettison 50K 10 N/A Jettisons library from a ship
Secure Library, Basic 5K 10 5 Basic security for 25 RP
Secure Library, Standard 10K 25 10 Good security for 25 RP
Secure Library, Advanced 25K 50 20 Superlative security for 25 RP
Secure Vault 50K 25 10 Armored vault for 10 tons
Spell Design Facility, Basic 25K 25 5 Design level 1-2 spells
Spell Design Facility, Standard 100K 50 10 Design level 1-4 spells
Spell Design Facility, Advanced 250K 200 20 Design level 1-5 spells
Summoning Chamber, Basic 25K 25 5 +1 to all summoning skill checks
Summoning Chamber, Standard 100K 50 10 +2 to all summoning skill checks
Summoning Chamber, Advanced 500K 200 20 +4 to all summoning skill checks
Supply Bunker 50K N/A 20 Indefinite supplies for 10
Workshop 25K N/A 10 A basic tech workshop
Xenobestiary Datafiles, Basic 25K 10 5 +1 to Shadow formula design
Xenobestiary Datafiles, Standard 100K 25 10 +2 to Shadow formula design
Xenobestiary Datafiles, Advanced 500K 50 20 +4 to Shadow formula design
thief or internal traitor could hope to break in to Summoning Chamber: Necessary for calling up Shadows,
steal the contents. this chamber grants +1 to summoning checks as
Secure Vault: A heavily-shielded secure room for up a basic facility, +2 as a standard one and +4 as an
to ten tons of goods. The walls are equivalent to advanced facility.
military fortification material and require hours of Supply Bunker: Enough food, clothing, and other com-
work with shaped charges to penetrate if the codes mon TL4 expeditionary supplies can be drawn
are not available. A special “active denial” system from this bunker to supply ten people for a decade,
triggers when the vault is closed, filling it with a if the tech is used to augment local resources.
mesh of wire lines that makes teleporting into it Workshop: This ship is adequate for modding and
effectively impossible. The vault is equipped with equipment-building as per page 90 of the core
cameras and extensive monitoring systems. rulebook, and can provide the necessary tools
Spell Design Facility: This facility is necessary if a caster and working space for most ordinary tech needs.
is to create new spells for Arcanists or Magisters. Xenobestiary Datafiles: Needed for creating new Shad-
Basic versions allow researching level 1-2 spells, ow summoning formulas, this chamber grants +1
standard allows levels 1-4, and advanced ones al- to formula creation checks as a basic facility, +2
low researching any level of spell. as a standard one and +4 as an advanced facility.
ON THE NATURE OF SHADOWS
The term “Shadow” covers a tremendous range of crea- Magister traditions such as the Pacters can push these
tures both malevolent and benign. While Shadows do limits considerably, but conventional Arcanists can
generally appear to share certain traits and there are rarely hold on to their spell-called minions for very
perceptible classes of their kind, individual Shadows long once they abandon Focus on them.
can show an enormous variety of qualities in appear- Shadows summoned through rituals are given
ance, abilities, and temperament. The most researchers their own flow of sustaining energy, one catalyzed by
can do is identify useful generalities about Shadows and the occult components used in the rite. Such Shadows
leave individual cases to the operatives handling the can theoretically persist indefinitely assuming their
situation. summoner does not cut off the flow of energy by dis-
In a campaign, Shadows serve as useful magical an- missing them, and assuming they are not disrupted by
tagonists or patrons for the PCs, creatures that are not physical damage or hostile sorcery. If a caster loses con-
shackled to the limits of conventional alien creatures. trol of a summoned Shadow, such as through a flawed
When something uncanny or unnatural is needed in a formula, they will be unable to dismiss it voluntarily.
campaign, a GM can reach for a suitable Shadow and Free Shadows that precipitate out of ambient
have all the justification they require for equipping it metadimensional energies, or ones that slip the bound-
with arcane abilities and ineffable goals. aries of their summoner’s control, have a less certain
future. Weak Shadows can survive on relatively limited
The Origin and Feeding of Shadows amounts of energy, but powerful entities need a corre-
Shadows manifest in two main ways. Either they are spondingly powerful source of metadimensional ener-
intentionally summoned through human or alien agen- gy if they are to maintain their existence. Free Shadows
cy, or they naturally coalesce in regions where strong find this energy from three sources: background bleed,
currents of metadimensional energy make it possible arcanotech devices, and psychic servitude.
for them to precipitate out of the flow. Summoned Background bleed occurs in regions where the
Shadows are usually at least partially under the con- metadimensional energy flows are nearly in synchrony
trol of their summoners, while manifested Shadows with mundane space. Odd events, strange phenomena,
are “free”, unbound to mortal wills. and occasional peculiar mental influences are notice-
Summoning a Shadow is usually something that able in such areas, but only in the areas of the most
requires a trained mage and a formula that defines the powerful bleeds are they more than trivial curiosities.
specific type of Shadow that is to be summoned. This Some bleeds are small enough that they cover no more
formula is a complex arcano-mathematical structure than a “haunted house” or “sacred glade”. Other bleeds
that describes the desired qualities and abilities of the cover entire continents, or whole solar systems. Weak
intended Shadow in a form that can be animated by Shadows can survive in this bleed with no further sus-
correctly-channeled metadimensional energy. It is tenance, but more powerful beings usually need to sup-
a “mold” of a kind into which arcane force is poured plement this force with some additional fuel.
to manifest the desired being. The more powerful the Arcanotech devices such as are described in the
entity, the more complex the formula and the more Objects of Power section can also sometimes support a
difficult it is to manifest it. Shadow. Some Shadows are actually embedded in these
Formulas are sometimes flawed. In such cases, the devices as part of their creation. Others possess them,
summoned Shadow may not be fully subservient to the infesting their functionality. In some cases a Shadow
summoner, or may have qualities undesired by their simply needs to be near the object in order to absorb
masters. Some flaws are subtle enough that the sum- its ambient Heat. Unless the device is an exceptional-
moner won’t realize the problem until their supposed ly powerful artifact, however, most Shadows get only
servant turns on them or exhibits some trait that was limited support from such sources.
never intended. A flawed formula can be corrected Psychic servitude is the strongest and most sat-
through further research, but such effort is extremely isfying source of metadimensional energy for a free
laborious and has no certainty of success. Shadow. The “Shadow cults” formed around powerful
Some magical traditions know spells for summon- entities concentrate the psychic energy of devotees into
ing Shadows, allowing a caster to beckon one forth a flow of invigorating force that feeds and strengthens
quickly and reliably. These spells have the necessary their patron. It is not sufficient to simply declare alle-
formula embedded in the spell itself, and are proven, ef- giance to a Shadow, however; the devotee must per-
fective methods for quick Shadow summoning. Unlike form assorted rituals and ceremonial behaviors to focus
Shadows summoned through more laborious rituals, their mind and direct the energy accordingly. Some
however, such spell-formed Shadows are completely Shadow cults require only benign and harmless rituals,
tied to the summoner’s own magical energies and can ones that may exhaust the believer but do no lasting
rarely be sustained in existence for very long. Specialist harm. As Shadows often have nothing resembling
Shadows •115
concern for human morality, however, many cults are Metadimensional Physiology
driven to savage atrocities to provide yet more fuel for A Shadow’s body has a notional similarity to mundane
their god. In return, a Shadow can bless devotees with flesh. Most Shadows have human-like tissues, bleed
eldritch powers, returning a portion of their energy to when injured, and are subject to the need for food, air,
help encourage the cult and extend its reach. and water. Their bodies can be poisoned, but infec-
Shadow cults can distill the mental energy of tions or other diseases usually can find no purchase on
mundane men and women, but psychically-active ones, their unnatural physiology. A damaged Shadow can be
whether psychics or mages, grant especially potent en- healed by conventional medicine and psychic or arcane
ergy to their patron. Shadows often prefer to place methodologies.
such persons in charge of their cults. Some Shadows While this body is very convincing, it is funda-
form cults comprised exclusively of such elite, though mentally a facade. It exists and operates due to the con-
few locations have enough practitioners to make that stant flow of metadimensional energy that sustains the
practical. Shadow, and it does not rely on mundane biochemistry
A Shadow that lacks adequate metadimensional to persist or suffer the pangs of mortal aging. It might
sustenance will begin to fade over the course of weeks, have flatly impossible organs, or it might lack conven-
or days in some cases. If no energy at all is available, tional tissues entirely. It is, at most, a pretense.
the Shadow will disappear. If some energy exists, but Indeed, some Shadows have such powerful meta-
not enough for a strong Shadow’s full requirement, it dimensional integrity that they are effectively immune
will either drop into torpor, evaporate back into meta- to non-magical weapons that do not cause catastrophic
dimensional space, or become crippled and debilitat- mass displacement. Any ordinary injury to such enti-
ed by the lack. In the former case a fresh infusion of ties merely seals over or reforms instantaneously. Only
metadimensional energy will be enough to wake the magical “pattern” weapons can disrupt this bond, or
Shadow up again, but an “eaten” Shadow that has been those wielded with such ferocious intensity of will
crippled by starvation is usually permanently deranged that the psychic energy alone is sufficient to block
by the experience. the power. Full Warriors and Arcane Warriors can
The precise amount of psychic energy a Shadow achieve such martial focus, but PCs from other classes
needs to maintain activity depends on many factors. are advised to have arcanotech weapons close to hand
Some weak Shadows can survive with nothing more when engaging powerful Shadows.
than the glow of a hot arcanotech item, but a powerful While their body is a figment of sorcery, this man-
Heresiarch or Devourer will need a full-fledged cult ifested shell is an important pretense. A Shadow that
with a thousand or more members to keep it satisfied. loses its body to violence, physical starvation, or other
As a Shadow grows in power, these demands grow with disruption will be banished back to the metadimen-
it. Those quasi-divine false gods that rule stellar em- sional void. Some Shadows can continue to exist in dis-
pires require the ferocious devotion of entire sectors to embodied form, or can be embedded into the inanimate
maintain their array of superlative magical powers and matrix of an arcanotech device, but most can be dis-
indestructible physical forms. pelled by the judicious application of physical violence.
116• Shadows
A Bestiary of Shadows
The following selection of Shadows are merely a hand-
ful of the types most likely to concern PCs or summon- Deceiver
ers. There are a seemingly limitless number of differ- A dangerous and deceitful type of Shadow, the Deceiver
ent varieties of metadimensional life. GMs who want a is a master manipulator and an enemy of honest truth.
wider variety can pillage most other old-school games Summoners sometimes make use of their abilities to
for monster lists. Any game generally compatible with deceive enemies or carry out complex plots of im-
pre-third-edition versions of the world’s most popular posture, but these Shadows have to be watched very
fantasy role-playing game should be generally usable carefully if they are not to be equally deceptive to their
for hit dice, armor classes, and other monstrous partic- ostensible masters.
ulars. Games like Labyrinth Lord, Swords & Wizardry, A Deceiver’s natural aspect is vaguely amorphous,
and similar offerings are all useful Shadow sources. usually humanoid in its basic outlines but prone to con-
Some creatures are represented as having a range stant shifting and rippling through other, more specif-
of hit dice. Versions summoned by spells will always ic shapes. Its voice is colorlessly neutral in its natural
be the weakest variety, but those summoned with a form, it has no scent, and it is surprisingly difficult to
ritual may be more potent, if their summoning formula notice even for those who are aware of its presence in
is designed accordingly. Free Shadows of a given type the room.
might be more powerful as well, having waxed fat on Deceivers are most tractable when they are put to
whatever metadimensional power is fueling their lives. a particular scheme or task. So long as they are actively
Individual sports do exist among Shadows, with an carrying out that task, they will turn their Principles
entity of a particular type showing powers and Princi- toward furthering their summoner’s orders. When left
ples uncommon to its brethren. Adventurers can never at loose ends, however, or deprived of the opportu-
be entirely certain that the entity they’re facing won’t nity to lie and manipulate others, the Deceiver may
demonstrate some occult power unique to it at the end up turning its powers against its master… if only
worst possible moment. to ‘persuade’ them to permit it to have some fun with
Saving throws and hit bonuses are based on the someone else.
Shadow’s hit dice; saving throws are always 15 minus Principles: Conceal the Truth, Manipulate Others
half the creature’s hit dice, rounded down, and its hit Devil’s Mask: As an On Turn action, a Deceiver can alter
bonus is usually equal to its hit dice. Some more martial its shape to perfectly match that of any organic
Shadows might have an intrinsic bonus, and Shadows creature no smaller than a cat nor larger than a
that use mundane weapons or armor get the advantage horse, including any ordinary clothing or com-
of any bonus the weapon might give or the armor class mon gear. This imposture is perfect down to the
appropriate to their harness. DNA level, and any attempt to discern it magically
Shadows that are killed may leave behind some forces an opposed skill check between the Deceiv-
residue of their physical forms, or they may evapo- er and the investigator’s Wis/Know Magic skill,
rate entirely. Any equipment or clothing they brought with the Deceiver winning ties.
when them when summoned disappears with them. Plausible Lie: A Deceiver can convince a target of false-
Intelligent Shadows have individual names, iden- hoods that the victim finds emotionally appealing.
tities, and memories. A banished or destroyed Shadow As a Main Action, the Deceiver can tell a single
can be summoned back specifically by a caster with the target some lie; if the lie is one the victim would
appropriate spell or summoning formula, and will re- like to believe or honestly fears is true, they must
appear with all knowledge it had at its time of “death”. If make a Mental saving throw at a penalty equal to
the Shadow is already summoned elsewhere, it cannot the Deceiver’s skill bonus; on a failure, they be-
be called up by another mage. Summoning attempts of lieve the lie completely until it is absolutely proven
a particular Shadow will also fail if it was last destroyed to be false.
in a different solar system, much to the disappointment Know Your Role: When focusing on a visible target as
of researchers who attempted to use Shadows as a form an Instant action, the Deceiver always knows what
of faster-than-light interstellar messengers. the target expects the Deceiver to say or do. This is
The inability to summon a specific Shadow if it particularly useful when impersonating someone.
is already instantiated elsewhere has caused some cult If the target honestly isn’t sure what the Deceiver
hunters to seek the trapping and stasis of hostile Shad- is going to say, such as asking them a question the
ow “gods”. So long as a cult’s deity is imprisoned some- target doesn’t know the answer to, the Deceiv-
where secure, it cannot be called up by some ambitious er gains a +2 bonus on any skill check related to
would-be high priest. Of course, if the imprisonment convincing the target of whatever the Deceiver
weakens or is compromised, the Shadow will have a does say.
great deal of malicious catching-up to do.
Bestiary of shadows •119
work at a frenzied pace, as if terrified of being found tence. Many Eaten Gods are nothing more than bestial
idle. monsters that gnaw at the corpses of their fallen faith.
Drudges have a human degree of intellect, and Principles: Demand Worship, Destroy Infidels
unlike Lesser Servitors they can make intelligent judg- Godflesh: Eaten Gods are immune to non-magical, non-
ment calls about performing their tasks or carrying out Heavy weaponry. Spells and other magical ener-
assigned duties. They are unflinchingly loyal to their gies can harm it as usual.
summoners out of innate fear of them; nothing any- Remnant Regalia: Pick one spell per three hit dice of
one else could do to them could be as terrible as the the Eaten God of a level no higher than half its hit
consequences of their master’s wrath, as far as they’re dice, rounded down. The Eaten God can use this
concerned. spell as a Main Action whenever it wishes. Spells
Principles: Toil Unendingly, Fear the Master should reflect the god’s nature and former cult
Sweat Blood: A Drudge set to work performs its labors theology; they’re not actually conventional arcane
at a frenzied pace. They do not eat, sleep, or re- spells, but just a representation of the remaining
quire protection from any environment that could magical power of the god.
be survived by a human in a vacc suit. A single Hideous Majesty: Creatures of 1 hit die are unable to
Drudge can do as much work as a dozen human attack the Eaten God, finding it too terrifying or
laborers could accomplish in the same period. awesome to directly assault. Creatures that are
They cannot conjure raw materials from scratch, shielded from mental influence somehow are im-
but they can dig, cut, and build almost any ordi- mune to this power.
nary natural resources to hand. If a benchmark
is needed, assume that a Drudge can move thirty Goblin
three-meter cubes of earth in a day, construct a A Goblin is the product of warfare, ethnic conflict, or
simple cottage in the same time, or demolish an genocide where it happens to coincide with a region
ordinary building eight times as large. A Drudge of metadimensional energy bleedthrough or involve
set to carrying a load can haul up to two hundred magics powerful enough to involve substantial stray ar-
kilos on its back. cane voltage. They invariably manifest in considerable
numbers when they form naturally, though particularly
Eaten God unscrupulous summoners can call them up individually.
An Eaten God is not a type of Shadow so much as it Goblins resemble twisted, distorted versions of
is a grim accident of nature. Some powerful Shadow military personnel, genocide victims, or ethnic com-
cults are destroyed without the actual destruction of batants. When evoked by bloodshed, they take forms
their otherworldly master. Deprived of the worship of reminiscent of those involved in the fighting, though
their believers, yet still possessing great power, these these echoes are invariably warped into faintly bestial
false gods reach for whatever sources of metadimen- distortions of the originals. When hatred, despair, or
sional energy they can find. Potent arcanotech artifacts, desperation are felt on a societal level, there is a distinct
regions of metadimensional bleedthrough, particular chance of at least one “tribe” of Goblins being generated
human bloodlines that produce surplus energy… from by that culture. It’s not unknown for one group of hu-
these scraps and fragments, the fallen gods stitch to- mans to successfully exterminate another, only to find
gether barely enough to survive. their victim’s former lands now infested by Goblins
This survival comes at a cost. An Eaten God has patterned on those they destroyed.
lost their cult and many of the energies they required Goblins have a grotesque sort of “society” pat-
for their former existence. What remains usually ap- terned on a malicious echo of their human inspira-
pears to be scraped, raddled, rotted, and hollowed-out tions. This society is invariably crude, savage, and
compared to its original seeming. Most Eaten Gods bestial, and is nothing more than a thin patina over
are insane by human measures, capable only of under- their natural violence. Goblins do not actually have a
standing their own survival and tormented by their society, or an economy, or a true culture beyond that
loss of majesty. It usually retains enough presence of of bloodshed and cruelty. The ape these things at times,
mind to demand worship from humans, but it’s just as forcing slaves to plow fields they’ll never harvest, or
likely to destroy them as infidel threats to its precious conducting obscene rites to dead gods, but in reality
continuing existence. they exist only to inflict misery and suffering on ev-
Eaten Gods are found most often in ruined cult erything around them. They will just as gladly wipe
centers once held by their believers. They can also be out any remnants of the people who inspired their exis-
found around powerful lost arcanotech artifacts, or in tence as they will pillage the enemies that destroyed the
areas of a world where metadimensional bleedthrough culture. Goblins do not build or create beyond what is
is more common. They may still have a ragged remnant necessary for inflicting terror. They are an infestation
of their cult around them, but they are so starved and that masquerades as a society.
desperate that they can confer no special blessings on Most Goblins are weak, being no stronger than
them other than permission for their continued exis- the ordinary humans they parody. Goblin “chiefs” or
Bestiary of shadows •121
“tyrants” of much greater power have been reported in tiated believers inevitably are forced to ritual acts of
areas where the infestations have been allowed to fes- bloodshed, depravity, and horror in service of their god.
ter, or where local metadimensional conditions provide Some Heresiarchs prefer to present themselves as
ample energy to fuel these wretched entities. saints of an existing deity, forcing believers to commit
Principles: Pillage and Ruin, Torment Non-Goblins hideous atrocities in service of their traditional god.
Warrior of the Horde: A Goblin does not need to eat Others formulate entirely new fictional deities to jus-
or drink, though it will do so when it might cause tify their demand. Many of them eventually teach their
misery or fear. When they are summoned or first inner adepts that the Heresiarch itself is the true god
manifest, they appear with weapons appropriate they worship, all the better to enjoy the delectable savor
to the culture they mock, though these weapons of their terrified worship.
evaporate if separated from the Goblin. They are Sooner or later, a Heresiarch usually oversteps its
capable of using pillaged armor and weaponry and bounds. If the surrounding society is strong enough,
do so gladly. it can usually expel the monster and purge its deluded
cultists. In more isolated or socially disorganized areas,
Heresiarch however, some Heresiarchs have been able to establish
A monstrous and terrible eidolon of lies and hunger, entire societies based on satisfying their insatiable hun-
a Heresiarch is never summoned by a rational mage. ger for human worship and the energy that allows them
These entities appear most often as free Shadows beck- to maintain their existence in this world.
oned by some chance of metadimensional weather or Principles: Feed on Faith, Tyrannize Believers
called up by a demented cult leader who imagines that Godflesh: A Heresiarch is immune to non-magical, non-
they can grant wondrous gifts to their devotees. Heavy weaponry. Spells and other magical ener-
A Heresiarch has multiple forms. One shape ap- gies can harm it as usual.
pears to be a normal member of the local sentient spe- Bestow Blessings: A Heresiarch can grant gifts to its fol-
cies, while the other is a monstrous, distorted echo of lowers as listed in the Shadow Blessing section of
that shape, adorned with dazzling jewels and inscribed this chapter.
with blasphemous scriptures, the whole usually man- Unholy Arcana: Heresiarchs have magical abilities
tled in a palpable aura of majesty. The Heresiarch can equivalent to an Arcanist or Magister of half their
shift between these forms as an On Turn action, but hit dice, rounded up. Unlike human spellcasters,
has the same physical statistics and abilities in both. however, it can cast a spell using only a Main Ac-
A Heresiarch instinctively gathers a cult around tion without needing to declare its spellcasting at
it, promising its devotees whatever they require in ex- the start of the round. Its spellcasting cannot be
change for their ritual service. The rites they demand disrupted by damage or distraction.
are usually innocuous at first, with the outermost be- Cultic Endurance: A Heresiarch is strengthened by the
lievers perhaps never doing anything more wicked devotion offered by their cult. It gets bonus hit
than chanting a few chapters of holy verse. As the Her- points equal to ten times the magnitude of its cult.
esiarch’s hunger grows, however, the more deeply-ini- It succeeds on its first failed saving throw each day.
122• Bestiary of shadows
Lesser Servitor to come. Now the reader must perform the acts or else
A workhorse Shadow of novice summoners, a Lesser they will be denied use of their own abilities, or have
Servitor is a very weak but versatile eidolon, one capa- their abilities used against them by the book.
ble of performing many unskilled tasks for a busy mage. Once the reader is driven to the edge of sanity by
Its chief disadvantage is its mindlessness; unless closely the book’s demands, a final series of seven progressively
supervised, it will do nothing useful. more monstrous demands will be placed before them.
A Lesser Servitor usually takes a humanoid appear- These demands usually result in the death of the read-
ance such as is desired by its summoner. It has the gen- er, either in carrying them out or in the reaction that
eral physical strength, dexterity, and perceptiveness of comes from outraged law enforcement or neighbors. If
a normal human, but it has no will or personality of its the reader successfully performs all seven sins, however,
own. Anyone can verbally command it to do anything, the liber will grant them a last boon before becoming a
albeit its own summoner’s orders take precedence over perfectly docile and obedient servant of the reader. Of
those of others. course, by that time, the reader has purged their soul of
Lesser Servitors are capable of performing un- anything resembling humanity. The book merely offers
skilled or minimally-skilled labor, such as cleaning, this guarantee to ensure that foolish young Arcanists
basic cookery, watching for disturbances, or other with few morals do not automatically abandon any use
activities that require no particular talent. They are of a Liber Damnatus as soon as they recognize one.
entirely unable to wield weapons or engage in combat, The Liber Damnatus itself is relatively simple
have no spirit of self-preservation, and will passively to destroy, being ruined by any damage sufficient to
accept destruction at the hands of an assailant or nat- destroy the object it inhabits. As such a destruction
ural hazard. They are capable of communication, but will permanently eliminate the occult powers of an
can talk of nothing but their duties. enthralled reader, however, it is usually guarded with
Principles: Obey Someone tremendous zeal.
Tireless Worker: Lesser Servitors will carry out orders Principles: Teach the Reader, Drive the Reader to Mor-
and commands with sleepless diligence, requir- al Destruction
ing no rest or sustenance as they work. If they Black Knowledge: The reader of a Liber Damnatus must
encounter a complication to their task that is not have spellcasting abilities, whether as an Arcanist
covered in their orders, the summoner must make or a Magister. Once the book is read, their spell-
an Int/Cast Magic skill check against difficulty 10; casting abilities effectively increase by one level in
on a failure, the Lesser Servitor simply carries out spells known and spell slots above their true lev-
its original command, however stupid or inappli- el. If the reader does not immediately discard the
cable it may be, while on a success it attempts to book and forsake the extra power, their abilities
carry out the spirit and intent of the command as increase by three effective levels, up to a maxi-
the situation allows. mum of 7th level, though the book can now strip
any or all of the reader’s spellcasting abilities from
Liber Damnatus them if they fail to cooperate with its demands. A
A particularly sinister form of free Shadow, a Liber reader will then be pushed to greater and greater
Damnatus is unusual in that it does not manifest as a enormities, but if they win through the final test
creature. It instead appears as a book, dataslab, or other of seven sins they are raised to an effective caster
medium of information, one containing a tremendous level of ten in their spellcasting class, with Arcan-
amount of secret occult lore. Any mage who gives even ist readers gaining knowledge of every spell on
a cursory glance to a Liber Damnatus will immediately the Arcanist spell list. Loss of the book erases all
perceive the value of the lore within it. Some partic- spellcasting ability in its slaves.
ularly foolhardy wizards will intentionally summon a
Liber Damnatus, confident that they can pass its trials Manipulatory Manifestation
of depravity and earn the dark power it offers. Hardly more than a self-organized wisp of force, a Ma-
The powers of the Liber are only accessible to the nipulatory Manifestation is one of the simplest possible
reader if they continue to keep the book itself close to Shadows. It exists as a barely-cohesive bundle of float-
hand, however. Continued use of the Liber’s powers ing force in whatever guise the summoner chooses, a
soon infects the rest of the caster’s natural abilities with shape that is invariably visible and roughly the size of
this necessity, until they can use no magical powers a cat. It moves as quickly and with the same agility as
at all without retaining possession of the book. Once a normal human being, and can climb, swim, or oth-
the reader reaches this point, the Liber begins making erwise navigate terrain as well as an untrained human.
demands on them, expressed through text that ap- Manipulatory Manifestations behave much like
pears in the book. These demands begin with trifling well-trained animals, with no sentient awareness but
requirements for petty sacrifices or harmless acts, and with the capacity to have desires or emotions. They
are rewarded with additional gifts. Over time, these want to touch objects and work levers and buttons with
demands grow darker and darker, and the gifts cease their manipulatory appendages, all quite heedless of the
Bestiary of shadows •123
Shadow Cults
the power it can grant. The larger and more influential
Psychic Energy and Cults the cult, the more substantial the power it can grant.
A cult generates energy for its Shadow patron through Cults are measured roughly by magnitude. The
systematic excitation of human minds. While MES-ac- more believers or the more magically-powerful the be-
tive subjects produce the most energy, even a perfectly lievers are, the greater the magnitude of the faith. The
normal human can be made to emit some useful quan- cult’s rating determines what kind of gifts its Shadow
tum of metadimensional energy to feed a Shadow’s leader can bestow upon its favored servitors. Psychical-
hungers. Unfortunately for the devotees, the easiest ly-active believers such as Adepts, Magisters, Arcanists,
way to acquire energy involves considerable trauma. or Psychics are worth considerably more to an aspir-
Mental stress and physical arousal are key to gen- ing god, and each such follower counts as 50 ordinary
erating this energy. The devotee must be raised to an believers for each character level or hit die they have.
intense pitch of mental focus, and preferably also be A magnitude 1 cult is at least fifty ordinary believ-
extremely physically excited in some way to amplify ers. Such a tiny cult is the minimum necessary number
the effect. Ecstatic dance, grueling meditation, intoxi- of followers to grant any benefits at all to a believer. A
cation with holy drugs, or other traditional methods of magnitude 2 cult consists of at least 500 believers, and
goading believers are some of the more innocent ways is usually enough to control the affairs of a small town.
this state can be established. A magnitude 3 cult requires at least 50,000 believers
Less innocent methods involve provoking intense and usually is the primary political power in a large city
psychic stress through transgressions of moral or so- or rural region. A magnitude 4 cult must have at least
cial norms. By compelling the devotee to perform acts 5 million followers and normally dominates the world
that they know are unacceptable or horrific to their it centers on. A magnitude 5 cult has more than five
peers, the strain and physiological reactions amplify billion followers and probably is master of the entire
the mental energy. The more heinous and forbidden sector.
the act, the stronger the reaction. Of course, a devotee
becomes inured to such antinomianism sooner or later, Joining a Cult
but that’s just further inducement for the Shadow to To join a Shadow cult, a devotee must consciously and
find some fresh atrocity to provoke them. When acts voluntarily offer up their worship to the entity. This
of transgression fail to spark a believer, trauma directed dedication requires it to either see the entity or know
personally at them can sometimes serve the incite the it by some distinct identity. An idol representing the
necessary psychic activity. entity is also sufficient, even if the believer thinks that
This pursuit of transgression has lead Shadow cults it is depicting a different god. A fearsome Shadow deity
to be reviled and feared in most sectors. It doesn’t mat- might be represented as Shiva to innocent believers,
ter what the local mores and social laws would say; a but if they dedicate their faith to the fanged idol before
Shadow cult profits by violating them as profoundly as them, it is the Shadow they serve.
it is able. Perversely, this can sometimes result in Shad- This devotion cannot be coerced with magical
ow cults that seem positively benevolent to outside ob- powers, but it can be compelled by physical threats or
servers, if the local mores are particularly disgusting. inducements. Of course, a terrified devotee who swears
Such a cult may rebel through dark rites of forgiveness to meditate for half a day on the secret name of their
and mercy, and hideous scenes of chaste friendship and deity may or may not actually do that, so most of the
compassion. Of course, if the greater society were ever more violent cults prefer more… active… expressions
to embrace these ideals, the cult would be forced to of newfound devotion. The sacrifice of non-believers
rapidly alter its doctrine to get the same effect. as an initiatory rite is not at all unknown among such
Not all Shadow cults are intrinsically malevolent, cults.
however. Some Shadows have the self-control and Once the cultist joins they are usually presented
discipline to restrain their believers and impose only with various rituals, ceremonies, and personal de-
morally innocent demands on them, as rigorous as they votions they must perform at a regular schedule. In
might be for the believers. Few worlds are inclined to benign or subtle cults, these rituals are tiresome and
believe in such virtue, and so these benevolent cults personally demanding but not particularly damaging
must hide as carefully as their more malicious peers. to the devotee or anyone else. Darker cults, or those
with a secret inner church, will prefer more violent,
Cult Magnitudes depraved, or draining rites in order to get more energy
A Shadow in control of a cult is capable of sharing the out of the devotee’s frenzied psyche.
power it receives with the favored among its worship- Cultists usually end up joining a Shadow cult for
ers. Indeed, for many summoners, the entire point of very pragmatic reasons. The cult offers wealth, security,
bringing an alien god over is to win its favor and enjoy meaning, or social ties for those that belong, and if it
128• Shadow cults
Dark Blessings
The gifts a Shadow can grant its followers depend on
the size and strength of the cult. Each magnitude allows
the Shadow to grant a different type of gift. These ben-
efits stack, so a Shadow could theoretically give its high
priest a bonus focus, spellcasting powers, and physi-
cal immortality if they wish. Likewise, a Shadow can
withdraw these powers from its acolytes at any time.
Generally, a Shadow will grant gifts or spells appro-
priate to its nature; a Myrmidon with a cult is unlikely
to be providing healing spells to its minions, while an
Odalisque is not going to imbue martial might in others.
Magnitude 1: The Shadow can grant uncanny talents
and gifted competence in their profession to wor-
thy worshipers. It can grant a number of free focus
levels equal to its hit dice to a number of followers
also equal to its hit dice. A single follower can’t be
given more than one focus by the Shadow, wheth- have. In the rare cases where they choose to share
er at one level or two. their might, almost any kind of infernal blessing
Magnitude 2: The Shadow can give arcane energy to its can be given to a devoted priest.
followers, blessing a number of them no greater
than its hit dice. Blessed followers can cast spells Curses of Apostasy
as if they were first level Arcanists that know four While service to a Shadow can bring considerable
first level spells from the class list. If the blessed blessings, it comes with some intrinsic disadvantages
subject is already an Arcanist or a Magister, their that make it less than appealing for many ambitious
effective level is increased by one for purposes of wizards. Every cultist is subject to the penalties list-
preparing and casting spells. ed below, and remain so until the Shadow voluntarily
Magnitude 3: The Shadow gives physical immortality releases them from service or the Shadow itself is de-
to its chosen. A number of champions no greater stroyed. Even if the cultist ceases to worship the entity
than half the Shadow’s hit dice, rounded down, are or turns against it, they remain helplessly bound to the
granted an additional three maximum hit points Shadow’s alien mind.
per hit die of the Shadow and an immunity to First, a cultist automatically fails all saving throws
non-magical, non-Heavy weapons. These cham- against its patron’s abilities or spells. Any hit rolls the
pions are immune to diseases, poisons, or physical patron makes against its cultists are automatically suc-
aging. This aging catches up if the benefit is lost. cessful, and any opposed skill checks are always won.
Magnitude 4: A single beloved high priest may be Shadows that are particularly manipulative or skilled
named by the Shadow. This priest gains spellcast- at deceit can rapidly transform a cultist into a helpless
ing powers equal to an Arcanist of the Shadow’s puppet to their own will.
hit die, up to a maximum of tenth level, knowing Second, a Shadow knows whether or not a specific
four spells from each level they are now able to cultist has been performing the rituals of worship nec-
cast. If the high priest is already an Arcanist, they essary to feed it. This information only comes to mind
can prepare and use these bonus abilities as if they if the Shadow consciously considers the matter, but
were an entirely separate repertoire of magic, thus they can tell whether or not a devotee has been dutiful.
potentially doubling their available magic. Third, a Shadow cultist cannot join another cult
Magnitude 5: In theory, a cult this large could provide unless released by its patron. Its prayers and devotions
enough psychic energy to semi-apotheosize a will only feed its original master, and it cannot receive
half-dozen high priests. In practice, any Shadow the blessings of more than one patron at a time.
voracious and determined enough to build a cult In general, however, a cultist who apostasizes
this large is probably far too gluttonous to give often faces much bloodier and more mundane conse-
their chosen any more power than they already quences from their former compatriots.
Shadow cults •129
d8 Cult Tools of Control and Discipline d20 Details of the Ritual Services Involved
1 Money; the cult controls incomes and pay 1 Lengthy periods of mystical incantation
2 Violence; apostates expect pain or death 2 Fasting, self-denial, and prayer
3 Sorcery; magical powers control and hurt 3 Creation of intricate worship symbols
4 Enforcers; powerful cult agents act at need 4 Ritual dance or specified sacred motion
5 Secrets; blackmail material is used 5 Sacrifice of some innocuous substance
6 Love; only the cult really loves them 6 Song or choral performance of hymns
7 Exile; apostates lose a needed place 7 Strictly-scheduled worship services
8 Hostages; apostates have loved ones hurt 8 Ritual shunning of a common thing
9 Study of an esoteric holy text
d10 What the Cult Offers 10 Body decoration in obvious arcane ways
1 Promises of metadimensional paradise 11 Immoral or excessive carnal acts
2 Money and wealth to followers 12 Blood sacrifice of animals or sentients
3 Power over lesser cultists or outsiders 13 Brutal personal flagellation or torment
4 Exemption from Hell or a coming horror 14 Savage correction of heretics or failures
5 Sorcerous power to initiated adepts 15 Sacrifice of some vital necessity
6 Carnal satisfactions and fleshly desires 16 Infliction of terrible pain or suffering
7 Euphoric emotions and inner bliss 17 Grim trials by which the weak suffer
8 Love and a place of belonging 18 Acts of harm inflicted on unbelievers
9 Social standing and respect from the world 19 Self-destructive obedience to superiors
10 Revenge on enemies or a hostile group 20 Destruction of a thing loved by the cultist
OBJECTS OF POWER
Wherever there is power, human beings will seek to choice permanently at the time of design. Even a user
harness it for their own ends. Ever since the dawn of who had no real understanding of the process could
arcane studies there have been men and women who control such objects as all the details of implementation
have devoted their labors to channeling and controlling were overseen by the device itself.
metadimensional energy through devices of arcane Unfortunately, such linkages were fundamentally
power. During the golden years of the Mandate these dangerous. Improper calibration, device damage, or a
studies owed much to the similar efforts used to direct cerebral mismatch between the user and the item could
and channel psionic power into psitech devices, but result in significant metadimensional energy bleed
arcanotech was in many ways a more dangerous, un- through the user’s mind, rather than confining the
predictable field of research. flow to the item. These “hot” arcanotech items caused
Psitech devices were the fruit of tremendous socie- varying degrees of mental and physical damage to their
tal infrastructure, with whole pretech factories devoted users, some producing only slow, subtle degradation
to compiling individual components and entire choirs of their health, while others caused sudden and drastic
of specially-trained psychics fabricating elements using harm. A correctly-designed item was “cool” and safe for
techniques that were physically impossible for mun- any user, but damage or unforeseen wear could turn an
dane engineers. While their effects were often magi- item hot at any time.
cally miraculous, they were rigidly-designed miracles, Devices that had no interface with the user were
every step in the process the natural conclusion of a safer, but still not perfectly safe. Damage, decay, or
massive corpus of research and development. Certainly, errors in engineering could skew the energy patterns
there were always strange individual devices created by aligned on the artificial SANIS, with the corona catch-
lone geniuses or desperate innovators, but psitech as a ing an unlucky user in a consequence that could be just
whole was something engineered to well-understood as dire as the hottest interface. Ultimately, no arcano-
specifications and basic first principles. tech was perfectly and perpetually safe to its users.
Arcanotech never had that luxury. The entire body This quality of arcanotech has had a drastic effect
of knowledge developed around the arcane arts was on the development and use of arcane devices in most
predicated on the existence of a SANIS interface, an sectors. Individual devices are known, and some very
interface intimately influenced and modified by the hu- large and imposing arcane structures have been built,
man intellect that supported it. The magical formulas of but relying on arcanotech for any kind of infrastruc-
spells and the intricate arcane constructs of advanced tural need is a gamble few worlds are willing to take.
research were all the fruits of living minds and con- Arcanotech teleportation gateways may be easier to
scious awareness. Arcane science could easily devise develop and deploy than salvaged psitech portals, but
countless wonders and innovative new spells, but with- the arcanotech is subject to far more catastrophic fail-
out a conscious mind and its SANIS interface, every ure conditions and is much more prone to unexpected
new formula was so much inert energy patterning. side-effects. While arcanotech can provide miracu-
The earliest arcanotechs tried to resolve the prob- lous effects and wondrously convenient opportunities,
lem by developing a form of artificial SANIS interface, these abilities aren’t stable and safe enough to support
one that could be embedded in an inanimate object. major constructions or widespread use.
By controlling the material properties of the device Some sectors had such tempestuous metadimen-
through rare components and correct metadimen- sional weather that arcanotech devices there were all
sional energy harmonizations, they tried to create an effectively “cursed” in some way or another. Any user
“artificial wizard” in their artifacts, a non-sentient mind of these devices would eventually and inevitably be
that did nothing but act as a pathway for the arcane en- scourged by some eldritch doom.
ergies needed to fuel the SANIS. Of course, such a mind Of course, some sectors have advanced further
would be dramatically lacking in anything resembling than others in the development of safe arcanotech. In
personal judgment or initiative, and thus the effects some regions of space, the metadimensional conditions
that an arcanotech device could produce were very rig- may be friendly enough to support major rollouts of
id and limited, embedded at the time of its creation and arcanotechnical infrastructure and heavy occult engi-
unchangeable afterwards. neering. In most areas of space where arcane sciences
Innovators in the art soon developed means of cre- are known, however, the day-to-day work of transport,
ating a temporary, limited linkage between an item’s communications, and medicine are all reliant on fa-
wielder and the artificial SANIS, allowing the user to miliar, trustworthy conventional technology. Arcano-
determine details of the device’s effect. An arcanotech tech is reserved for experimental government projects,
object that caused plants to sprout from bare earth black-market hardware for the reckless elite, and the
could thus allow the user to determine details of species elaborate undertakings of mages with more confidence
or coloration at the time of use, instead of fixing the than circumspection.
Arcanotech •131
Buying and Selling Arcanotech A black market seller of an existing item will usu-
Most worlds simply do not allow an open trade in ally charge 200% of the base price, because they know
arcanotech, or else make it an exclusive monopoly the PCs want that specific item. If the item is provably
of trusted, well-connected political insiders and gov- cold, it might run 300% or even 400% for particularly
ernment agents. Most polities simply have nothing to powerful or rare objects. Price breaks might be offered
gain from allowing their citizens to barter in poten- if the item is exceptionally hard to move, or if the PCs
tially lethal, unpredictable magic items. Extravagantly are willing to provide certain favors to the seller. In
unlicensed possession of arcanotech is usually an invi- general, an adventure worth of effort by the PCs might
tation for government agents to collect the offending cut the markup by half, or even have the item as the
object and deliver a more-or-less stiff rebuke to the offered payment for particularly dangerous jobs.
law-breaking possessor. If the PCs try to sell their own salvaged arcane
In practice, possession is a much grayer affair. hardware, they’ll be lucky to get a quarter of its creation
Most worlds have licensing and permits for individual price on a quick sale. Unless they nurture the right con-
items, and exempt mages and their “certified research tacts and have the patience to just sit and wait for the
assistants” using their own “personal experimental de- one customer who really must have that thing they are
vices”. In most magically-active sectors, private posses- selling, they’re not going to get much on their offerings.
sion of arcanotech is usually feasible and legal so long as An adventure worth of effort spent making the black
the object doesn’t cause problems for the government. market contacts or arranging a sale to some difficult
Offworlders with magical items but no permits will buyer might get them the item’s full value, or even dou-
usually be ignored unless the local authorities have ble or triple for very difficult adventures. PCs who just
some reason to want to make their lives unhappy. GMs want to leverage a good Connect or Trade skill might
can let PCs keep their gear without much fuss. make a check against a difficulty of 9 to 12 depending
Trading those devices is a different matter. Most on the quality of the local market and the cleverness
worlds have a much more restrictive attitude toward of their plan; on a success, add 25% to the sale price.
sales of arcanotech and make it impossible to openly On some worlds, it might be all but impossible to sell
advertise an item for sale or seek a particular artifact for expensive arcanotech without an adventure to find a
purchase. Contacts with black markets, discreet fixers, willing buyer.
and the old boy’s network of mages might be neces-
sary to find a buyer for a particular device, or locate a Creating Arcanotech
mage willing to create an arcanotech device for their Arcanotech can only be built by mages. The minute
own research that they will then lose in a tragic canoe and exacting manipulation of metadimensional ener-
accident. Such an undertaking is often so difficult as to gy flows is a process too demanding for non-specialist
amount to an adventure in itself. adepts and entirely impossible for normal men and
Some worlds might have a government lax or women. In theory, any properly-trained mage can de-
weak enough to allow open trade in magical devices velop arcanotech devices, whether of the Arcanist or
and the commission of their creation. These worlds Magister classes, though some specialized Adept classes
could have open markets in the arcane, with mages sell- might also have the ability.
ing “guaranteed ice-cold” devices to buyers… and if the Building arcanotech over a practical time frame re-
objects turn out to be hot between the counter and the quires significant arcane facilities. A hermit in a forest
door, then the customer clearly broke it. Private sellers hut can piece together an arcanotech device over the
tend to have even less understanding of their wares, course of years or decades, painstakingly completing
and a seller can in all honesty think a warm device is each of the steps without any sophisticated equipment
perfectly safe, simply because they haven’t noticed any or dedicated occult devices. Most builders don’t have
negative effects from it yet. On all such bazaar-worlds the time to labor so extravagantly over every step in the
and unregistered deep-space stations, the buyer is well process, so a well-equipped Arcanotech Lab is a must,
advised to beware. as described in the Sanctum section.
In almost all cases, payment will have to be made Arcanotech also requires components. Aside from
up front. Most item-creating mages will charge at least the ordinary physical components of whatever device is
300% of the basic creation cost for an item in credits, being built, occult substances and arcane elements must
and that’s assuming they have access to the formula for be interlaced in order to create the artificial will and
its creation. While this may be the case for common or esoteric arcane properties necessary to anchor the ar-
popular items, a mage who has to develop a formula tificial SANIS. A desperate wizard can scrounge many
from scratch before they create the item will usually of these crucial components through months or years
have a 600% markup. The GM might roll skill checks of searching or distillation, but a mage who wants to
for the mage to see if they can successfully create both complete a project in a sensible amount of time must
formula and item, using the guidelines for PCs, or they expect to spend large amounts of credits on such things,
may be merciful and just assume the NPC manages to or “borrow” them from someone who keeps a supply
do it correctly. of such esoterica.
134• Arcanotech
wielder to direct them and can’t attack independently ed. Other powers can be added as per page 144 if the
unless empowered with independent mobility. Dae- wizard wishes the daemon to have additional abilities.
mons can take their own action in a combat round at A mage can simplify item creation by accepting the
their own rolled initiative, but their ability to actually risk of unplanned daemonic binding. By taking some
do anything is limited by their physical housing and any shortcuts in artificial volition creation and removing
special abilities they might be able to call on. some cumbersome metadimensional brakes, they gain
A properly-bound daemon usually has the Princi- a -2 to the item creation difficulty and ensuing Heat
ple “Obey my user” and will dutifully act in line with check. If the item creation check is successful by two
its wielder’s will. Ones designed specifically for the job or fewer points, however, an unexpected Shadow will
rarely have other Principles, though accidental dae- be bound into the device when it is created, of a type
mons inevitably do. Not all intentional entities will and Principles chosen by the GM. Thus, if the modified
have this compulsion to obedience, however, and ar- difficulty is 8, and the mage rolls a 10 on the creation
canotech items created for a particular purpose might skill check, a Shadow will infest the item. Such Shad-
be more dedicated to the cause than their bearer. An ows usually will not be inimical to the item’s purpose,
accidentally-bound daemon lacks any compulsion to but they may have demands or expectations that need
obedience, and will cooperate with the user only so to be satisfied before they will allow the item to be
long as its own Principles are satisfied. used. Other wild Shadows may have special abilities to
A daemon may not be able to physically prevent a influence or control their supposed wielders..
user from swinging a daemonic sword, but a free dae- Reckless mages who already have a Shadow ready
monic gun can spit out a magazine, a daemonic staff can to bind might use the same loose techniques to simplify
trigger its powers at an extremely inopportune target, the binding of the daemon into an item, gaining the
and other items can do such things as express their dis- same -2 bonus to the item’s creation difficulty. If the
satisfaction with an uncooperative user. Powers that item creation check is successful by two or fewer points,
require System Strain from the wielder can be triggered they still bind the Shadow into the item, but that Shad-
by the daemon, but the wielder still pays the Strain ow has no Principles of obedience or cooperativeness
price; the only way to avoid this is to put down the item. and will act according to its own nature and desires.
Conversely, a friendly or cooperative daemon can In the rare case where a mage binds a Shadow into
operate the device with its own action turn, getting the an object and then later wants to pull the Shadow out
usual Move and Main Actions on the same initiative as again into physical form, they may do so by carefully
its wielder. Daemon devices without self-mobile capac- disassembling the arcanotech. The Shadow is then free
ity might not be able to do much with their Move, and in its usual physical form and existing Principles.
Daemon weapons unable to aim themselves might not
be able to attack, but they still get the actions. Where Large-Scale Arcanotech
relevant, attacks and skill checks are made with the sta- Most arcanotech is suited for man-portable devices and
tistics of the inhabiting demon. The daemon-occupied other relatively small objects. The larger the device to
object is no more difficult to damage or destroy than be imbued, the more work is needed to embed the ener-
any other object of its type. gy patterns within it, and this burden becomes logarith-
To intentionally imbue an arcanotech item with a mically greater as the object’s mass expands. Moreover,
daemon the mage must have a suitable formula for the these massive structures require dramatically more
Shadow, as explained in the Shadows chapter of the involved maintenance than conventional, man-por-
book and they must have an arcanotech device formu- table arcanotech. Magical citadels look impressive in
la for the item they wish to create. In most cases, the holovid serials, but they’re an unholy misery to imbue
mage will have to independently develop both formu- and maintain.
las if they wish to have exactly the device and daemon Such constructs are not impossible, however,
they want. The Shadow bound into the device will merely very difficult. Most aspiring architect-mag-
be immaterial, even if it normally has some physical es get around the problem by creating many smaller
form, and only those of its special abilities that don’t components that each generate the necessary magical
rely on a physical form can be used while bound to the effects and then embedding them in a suitable mun-
item. Some mages have been known to bind somewhat dane structure or vehicle. Each such structure is thus
inappropriate Shadows into a device simply because effectively a multitude of smaller arcanotech devices
they were the only ones for which they had a working working together to create the desired magical qualities.
summoning formula. Other mages create single objects that throw out large-
Binding a Shadow into a device automatically adds scale magical effects, and then design buildings or ships
to its creation difficulty, adding an amount to the dif- to channel that effect in the desired ways.
ficulty equal to half the Shadow’s hit dice, rounded up. Of course, the intrinsic hazards of Heat and mag-
This new difficulty total is used both for creating the ical instability make such large-scale engineering un-
item and checking to see if it induces Heat. The Shadow attractive to most users. Still, some institutions with a
must be summoned and ready before the item is creat- large number of competent magical practitioners can
Arcanotech •137
afford the maintenance and monitoring effort required Devices that are warm or hot, either by design, by
to take advantage of such structures. Magical academies damage, or by neglect, will have negative effects on
in particular often have manpower to spare for such the structure’s users. If a warm device is part of the
purposes, and maintaining the wards and arcana makes structure, all persons who enter it are immediately
a useful practice duty for aspiring sorcerers. Without affected as if they had just used a warm arcanotech
this maintenance, sooner or later the structure will device, becoming unable to recover System Strain for
become unstable and unpredictable in its qualities, the next 24 hours. Some creatures may learn to adapt
with strangely-warped magic and degradation of the to this condition over time, but many can expect only
intended effects. The best-engineered structures might the usual dire consequences from long-term exposure
survive centuries before such effects begin to take hold, to these energies.
but less fastidiously-designed artifacts may succumb If a hot device is part of a structure, any creature
much more quickly. that activates or is affected by the magical effect that
To build a large-scale arcane structure such as a device creates is treated as if they had just used the hot
building or starship, the mage must first actually build device, gaining one point of System Strain immediate-
the physical structure or vehicle at its usual cost. They ly. A hot arcanotech food compiler may be relatively
must then develop separate arcanotech formulas for harmless as it is, but anyone who activates it or eats
each of the separate abilities or magical qualities the the banquet it magically produces will be affected by
structure is supposed to have. Some of these formu- its Heat. If a hot device is part of a structure, entering it
las might involve binding daemons to the structure to will prevent System Strain recovery just as noted above.
handle certain of its functions, or even to physically Large-scale arcanotech structures usually require
manifest in its defense or service. Each formula and its complex weekly maintenance of two hours per Occult
effect must be approved by the GM under the guide- Lore point that went into their components’ creation.
lines given later in this chapter. This maintenance must be provided by a mage with
Every component device must then be created at least Know Magic-0 skill. Lack of maintenance
successfully and installed into the main structure be- may have no immediate negative consequences, but
fore any of its functions can work. Different mages can depending on the structure’s complexity and the den-
install different components into the same structure. sity of magical components involved, GM-designated
While it’s theoretically possible to install warm or hot consequences may occur anywhere from a month to a
devices into such a structure, it is usually a spectacu- century later. These consequences usually begin with
larly bad idea to do so, and most architect-mages will Heat, move up to component malfunctions, and can
insist on components with no Heat. Installation of a theoretically end with catastrophic metadimensional
component is assumed to be part of its creation process. self-ignition.
138• Arcanotechnical artifacts
Arcanotechnical Artifacts
The items listed here may be rare but they are not Biostasis Seal: On application to a mortally-wounded
unique, and formulas for their creation may be found target, the victim is automatically stabilized. One
in the possessions of certain mages throughout space. minute later, they heal 1d6+4 hit points and are
Their legality will vary considerably with the location. restored to functional consciousness. No System
Most of the artifacts here can be used multiple Strain is inflicted, but a biostasis seal can only help
times, but a few are single-use devices. As usual, when a target once per day. The seal is expended when
a device is destroyed or discharged, its creator can re- used.
claim any Occult Lore spent on creating it. Book of the Red Bargain: These ornate books appear to
be full of nothing but hundreds of blank pages. If
Types of Artifacts a contract is inscribed in the book and willingly
Animus Core: This fragment of inscribed crystal can be signed by all involved parties, without magical
wired into a standard expert system armature or or mundane compulsion, all signatories become
VI chassis, provided the target is cooperative or in- magically bound to keep the bargain’s terms. The
capacitated and the installer has at least Fix-2 skill consciousness bound in the book enforces the
and an hour to perform the work. Once installed, spirit of the agreement as it sees it, not merely
any Shadow who knows the arcane passcode in- the technical letter. Failure to keep the terms
scribed on it can possess or depart the armature or induces a progressive wasting disease; every day
VI’s body as a Main Action with physical contact, thereafter, the culprit must make a Physical save
using the robot’s physical statistics, hit points, and or lose one point from a random physical attribute.
other non-mental characteristics while retaining This injury cannot be healed until they are again in
any magical powers the Shadow may possess. If compliance with the bargain or until the bargain is
the robot is destroyed while it is possessed, the torn out of the book. The book can sanctify only
Shadow is ejected at half their current hit points one bargain at a time.
and stunned for one round, incapable of action. Cup of Days: A terrible artifact of stolen immortality,
The core itself will survive the destruction of a Cup of Days can be used to drain the life from a
the robot on a successful Physical save. Only one living creature in order to prolong the existence
Shadow can possess a robot at once. of another of its same species. The victim must
Automedical Eidolon: These enchanted medical stims be bled into the cup in a process that invariably
have been imprinted with micro-channels that au- results in their death. If a creature of the same
tomatically summon a very minor Shadow when species then drinks the contents of the cup, their
they are activated. As a Main Action, the possessor physiological age is then reduced by a number of
can indicate any friendly or incapacitated target days equal to the hit points of the creature slain.
within 20 meters. The tiny Shadow instantly flies After a user persists more than five times the usu-
to the designated target and applies the stim with al maximum lifespan of their kind, their youth is
an effective Heal skill equal to that employed in regained on by an hour per hit point. The cup
creating the device. While medical stims are the does nothing to fend off psychological ennui or
usual choice for this device, any stim-applied non-biological mental illness.
chemical can be used, so long as the target is ei- Hand of Madness: A glove of fashionable but unremark-
ther cooperating or incapacitated. These devices able appearance, a Hand of Madness may be used
cost 5,000 credits to create, plus 20 times the cost to destabilize the cognition of a touched victim,
of the stim being enchanted. inflicting a persistent insanity on them. The sub-
Barrier Link Pattern: Appearing as a wand-sized rod ject may make a Mental saving throw to resist the
of metadimensionally-imprinted material, this effect, becoming immune for the remainder of the
device allows the holder to manifest a barrier of day. If the save is failed, the victim is made to be-
metadimensional energy up to 20 meters wide and lieve a particular idea chosen by the Hand’s user;
3 meters high at any visible point within 30 meters. this idea must be irrational, unbelievable, and
The barrier is rectangular in shape and must rest utterly deluded, such as the believing that light
upon a solid object, but can conform to the envi- is poisonous or that fire is an important human
ronment when available spaces are too small for nutrient. The Hand cannot inflict plausible delu-
its full size. The coherent energy barrier formed is sions on a target. The target will act in accordance
tough, air-tight, and opaque, and requires at least with the idea to the limit of their natural character,
30 hit points of damage to be inflicted on it to even if it hurts them to a point short of suicidal
break open a human-sized hole. The barrier lasts behavior. The insanity persists until the Hand’s
for a scene unless deactivated by the link’s holder, user releases them or they receive extensive TL4
and can be evoked once per day. psychiatric assistance. Only one victim may be
Arcanotechnical artifacts •139
cursed by a Hand at a time, and each use of the are also included. The corpse has the combat sta-
Hand’s power inflicts one point of System Strain tistics of a Myrmidon Shadow and will continue
on the user. to function for thirty days before collapsing into
Hellbubble: These fist-sized spheres of black crystal deliquescent slime. It can communicate, but can
are tremendously illegal on all civilized worlds, talk of nothing except its hate and vengeance. The
though the principles of their operation are not corpse will trust its reanimator to know the best
unknown to modern arcane science. When a way it can get its revenge and will follow the user’s
Hellbubble is broken, a five-hundred-meter radius instructions unless they seem to deny it its ven-
around the break point is rendered impervious to geance. A reanimated corpse cannot be healed or
conventional TL4 nuke snuffer fields and quan- restored to life, but must inevitably disintegrate
tum ECM. Drones and guided weapons cannot be when its vengeance is complete or its time is up.
jammed within that area, and nuclear weapons Once a corpse is transfixed, the Immortal Hate can
can be detonated. Any detonation or shockwave be removed and used on another body.
instantly dissipates at the edge of the bubble’s in- Limpet Peephole: Manifesting most often as a coin-sized
fluence, but the area within the zone is likely to disc inscribed with metadimensional channels,
be completely and utterly vaporized. The bubble is this device will adhere to any surface it is placed
loud, coruscating, and extremely obvious, lasting in contact with, immediately adopting the color
fifteen minutes after the device is broken. and texture of the background. It is invisible to
Immortal Hate: A long spike of dull gray metal, an Im- conventional sensors, and requires an intelligent
mortal Hate must be used to transfix the torso of observer to notice its existence; such notice may
a creature that has died within the past forty-eight be automatic if the disc is placed on a small hand-
hours. Each use inflicts one point of System Strain held object that the observer handles, but it might
on the user. Once applied, the corpse will reani- be as much as difficulty 11 or 12 if placed carefully
mate, fired with an insatiable desire for revenge on a vehicle or other large object. At any time after
against those who wronged it in life. Usually, this the device is placed, the possessor can activate it
is first and foremost the creature or group that as a Main Action, gaining a sudden knowledge of
killed it, though other enemies of their living days its precise location and a visual and auditory im-
140• Arcanotechnical artifacts
pression of its surroundings as if they were look- becoming undetectable to mundane sensors and
ing through the limpet. The clairvoyance lasts for recovering within the bauble as if it were resting
up to a scene. After being triggered or removed safely. The Shadow can hear and see anything per-
from the object the limpet goes inert, and may be ceptible around the wearer and can emerge when
claimed by the next person to touch it. they desire or when the wearer uses a Main Ac-
Mammon’s Pebble: Appearing as a pebble of some tion to expel them. Only one Shadow can occupy
semiprecious stone, a Mammon’s Pebble may be the reliquary at a time.
presented to a sentient in exchange for any good, Slipsheath: A simple bag of intricately-inscribed cloth,
service, or favor they might theoretically perform capable of holding up to five encumbrance items
for 50,000 credits or less. When exchanged for or twenty-five kilos. When the user touches it and
such a thing, the stone’s magic is irresistible, and accepts a System Strain, the bag becomes keyed.
the subject will always feel compelled to make the Later, that user may teleport the bag and its con-
deal if it was one they would make for a credit tents to hand even from ground-to-orbit distances,
payment. The pebble’s owner can try to request a doing so as a Main Action. A Slipsheath can be
still greater item or favor; the victim then gets a charged by only one user at a time, and must be
Mental saving throw to resist. Given the utility of re-keyed after each summoning.
a Pebble, it’s possible that a person compelled to Soul Gibbet: A Shadow that has been destroyed or ban-
accept it might not consider it a terribly bad deal. ished from the mundane world can be summoned
Null-Box: An unremarkable folding box that expands to by the correct formula or spell. There are times
a cubic meter in size, a null-box is designed to per- when that possibility is unacceptable, either be-
fectly insulate its contents from mundane space- cause of the Shadow’s maliciousness or because
time. Any object put into a null-box is left in com- it simply knows too much. The soul gibbet is an
plete stasis, with no perceptible time passing and arcanotech device intended to trap and contain
no way to communicate or affect anything outside a Shadow, keeping it in torpor without allowing
the box. Use of a null-box with living creatures it to dissipate from the mundane world. Gibbets
is not advisable for extended periods; while the vary in physical appearance, but are all hand-held
creature’s body and brain are unchanging while objects with some kind of spike or sharp edge at-
in the box, the metadimensional shadow of their tached. A Shadow must first be reduced to zero hit
consciousness is not so affected, and the mismatch points before the bearer impales the remnants of
can produce maddening “dreams” if exposure ex- the entity, doing so within one round of striking
tends longer than a month of mundane time. down the creature. Once the gibbet touches the
Poppet: A carefully-stitched doll of stylized, nondescript remains, the Shadow is trapped inside. Shadows
features, a Poppet may be thrown down by a user that are instantly banished by spells or a sum-
to become a perfect duplicate of them. The Poppet moner’s release cannot be trapped with the gibbet.
will appear to have the same gear, but any such Provided the gibbet remains intact and functional,
objects are mere unusable ornaments. The Poppet the Shadow will remain in an insubstantial torpor
is indistinguishable from the user by TL4 science, inside the arcanotech until the device is destroyed
and only magical detection can note its uncanny or critically damaged. The Shadow will then man-
nature. The Poppet will carry out its creator’s ifest from inside the gibbet at full hit points and
will for a scene before unraveling into a tangle strength. There is no way to get a Shadow out
of components. It cannot fight or use magic, but of a gibbet without destroying the device. “Lock-
will carry out orders with the same intelligence, er”-class gibbets can trap entities with three hit
skill ratings, memories, and character as the user. dice or less. “Cell”-class gibbets can snare entities
A Poppet has half the user’s hit points at the time of nine hit dice or less, and “Donjon”-class devices
of their creation and an AC of 10. can catch theoretically any Shadow.
Rusting Rod: A half-meter rod of oxidized iron, the Staff of Arcane Authority: Usable only by mages or psy-
Rusting Rod can be used to touch any metallic chics, the Staff of Arcane Authority is commonly
object and cause it to collapse into a powder of used as part of the regalia of the rulers of import-
oxidized flakes. The rod can affect up to three cu- ant magical schools or powerful occult traditions.
bic meters of metal with each touch, usually quite By accepting a point of System Strain, the bearer
sufficient to open a man-sized hole in ship bulk- of a Staff of Arcane Authority can cast an Arcane
heads or vault doors. Each use of the rod adds one Grounding spell as a Main Action, empowering it
System Strain to the user. as if they were a tenth-level Arcanist with a Cast
Shadow Reliquary: An object no smaller than a bracelet Magic skill of 4. Someone carrying the staff as a
is encoded with a metadimensional n-space that Ready item may accept a point of System Strain to
can be used as a refuge by a Shadow allied with automatically save against any magical effect. The
the wearer. If the wearer permits it, the Shadow staff visibly glows or reacts when an inobvious
can vanish into the reliquary as a Main Action, magical effect or creature is within ten meters.
Arcanotechnical artifacts •141
Staff of Nighted Rule: A tremendously potent tool for Tracker Imp Token: These small tokens are imbued with
controlling and banishing Shadows, a Staff of a semi-sentient Shadow keyed to track and locate
Nighted Rule takes many potential forms, but all a particular target. The token must be touched to
involve a generally staff-like shape approximate- a drop of blood or other DNA sample from the
ly two meters in length. Once per scene for any desired target before it is shattered by the user. A
given target, as a Main Action, the wielder may wisp, vaporous imp then immediately begins seek-
command a visible Shadow to perform any ser- ing the target. The imp is intangible and largely
vice that is not suicidal, not directly contrary to its undetectable by anyone not keenly alert, and must
Principles, and will not take longer than a week be magically dispelled to be destroyed. If the target
to perform. The Shadow gets a Mental saving is in a non-airtight location anywhere within ten
throw to resist at a -4 penalty. The wielder may kilometers of the user, the imp will find them in
use the energies of the staff to smite any single 1d6 x 10 minutes. Once found, the imp will pass a
visible Shadow once per round as a Main Action, clear telepathic impression of the target’s location
inflicting 8d6 damage on the target with a Physical and a glimpse of their surroundings before evap-
save for half. While keeping the staff Readied, the orating. Tracker imp tokens function only once.
bearer has a +4 on all saving throws made against Witchgate: Every witchgate is created as a pair of
Shadow abilities and a minimum Armor Class of matched portals, circular gates roughly hu-
20 against Shadow attacks. man-sized in diameter. Creatures or objects that
Staff of the High Gate: A staff of incredibly complex enter one gate appear at the other, crossing the
construction and imbued by countless strands of space between at slightly less than the speed of
metadimensional inlay, the Staff of the High Gate light. Each gate can be folded down into a portable
can only be used by a wielder who is in space and package counting as two encumbrance items and
at least a hundred kilometers from the surface of can be relocated to a new site as desired, though
the nearest planet-like object. By activating the the gate requires a week to attune itself properly
Staff as a Main Action, the bearer can transport before it can be used. During this week, it emits
themselves and any occupied vehicle up to a energy signals that are anomalous and obvious to
frigate-class ship to any other in-space location any attentive security scans. The maximum dis-
in the same solar system, automatically breaking tance that can be covered by a witchgate varies;
any sensor locks at the same time. The staff can minor gates can cross up to continental distanc-
only function once in a twenty-four hour period. es, major gates can cross the distance between a
world and its moons, and prime gates can reach
any point within the same solar system.
142• Arcanoprostheses
Arcanoprostheses
Just as cybernetics are a possibility through conven-
tional science, arcanoprostheses are designed to func- Types of Arcanoprosthetic
tion on arcane principles. Most arcanoprostheses ar-
en’t meant to replace normal limbs or organs, but are Displacement Cyst: Requires two spell levels. Once per
instead meant to grant the bearer some unique power. scene, the user can touch any object that they
Arcanoprostheses are usually visible augmenta- could physically carry and dislocate it into a small
tions fashioned of runed metal, glowing composite, or paradimensional cyst. Living creatures must be
other obviously unusual components. Most are im- cooperative or physically restrained to be affected.
planted along the bearer’s limbs, though a few models Objects within the cyst are in stasis, unaware of
involve cranial implants or torso modifications. All are their surroundings and experiencing no passage
obvious to visual inspection. of time. The object can be called back into reality
Arcanoprostheses must be fueled with arcane as an On Turn action, causing it to appear either
energy, requiring one or more spell levels to be dedi- as a Readied item on the user or adjacent to them.
cated to their function. An Arcanist or Magister must Conventional tech sensors cannot detect a dis-
voluntarily sacrifice that many spell levels from their placed object. Only one object can be displaced at
available spell slots in order to fuel the prosthetic. A a time, and any object reappears if the user dies or
Psychic can also mount them, with one committed Ef- detunes the prosthesis.
fort counting as two spell levels. Energy Emanation Cloak: Requires one spell level.
Thus, if a Magister had a Power Reservoir arcano- While using this prosthesis, neither it nor any
prosthetic that required two spell levels to power it, other objects the user carries or uses will read as
she could sacrifice two first-level spell slots or one sec- magical to spells or senses. Casters or effects with
ond-level spell slot to fuel it. These slots would count an effective character level or hit dice higher than
as if they were expended normally through spellcasting. the user have a chance of penetrating this veil,
This fueling is not optional. The arcanoprosthetic making an opposed Wis/Cast Magic skill check
will automatically drain the power, whether or not the and piercing the cloak on a success. This pros-
mage wants it to. If for some reason the prosthetic is thesis is always extremely discreet in appearance,
unable to drain the energy, it inflicts a -2 penalty on all and cannot be detected in use without a medi-
attack rolls and skill checks made by the user until it is cal-grade examination. Spells cast by the user are
powered again or surgically excised. not cloaked by this prosthesis.
While rare, it is possible for non-mages to support Eruptive Leap: Requires two spell levels. Once per
arcanotech if they’ve been properly trained and had the scene, as an Instant action taken immediately af-
requisite support surgery. A few mages have even had ter the user casts a spell, the user can teleport to
the work done, if only to save their precious spell en- any point within five meters of the spell’s target
ergy for other uses. area. Thus, if they launch a Neural Burn Cascade
Arcanoprosthetic implantation requires a TL4 at a target fifty meters away, they may Instantly
medical facility, one week, and 5,000 credits in sur- appear anywhere within five meters of the target.
gical fees. Removal requires either the same time and If they bring down an area effect, they can appear
expense, or else five minutes and a sharp knife if the at any point within five meters of any portion of
subject’s survival is unimportant. that area. The user appears after the spell has dis-
charged any instantaneous effects, so if the spell
New Focus: Arcanoprosthetics causes an explosion at the target site, they appear
immediately after the explosion has finished.
The PC has received the necessary training, brain Habitability Bubble: Requires one spell level. When
surgery, and high-tech power augmentations nec- active, the prosthesis creates a bubble with a
essary to fuel arcanoprosthetics. They may or may three-meter radius that moves with the user.
not be a mage, but they can successfully mount and Within the bubble, pressure, oxygen, and tem-
support these arcanotech devices, though they will perature are maintained at human-comfortable
need to find or acquire them normally. levels for everyone inside it. The bubble can with-
stand any environment a normal vacc suit could
Level 1: You can support up to three spell levels tolerate; ultra-extreme environments defeat it at a
worth of arcanoprosthetics without needing rate a normal vacc suit would be defeated. If over-
to fuel them with spell slots. come by a corrosive environment or exhausted by
Level 2: You can support up to six spell levels use, the prosthesis can be restored by expending
worth of arcanoprosthetics. another spell level, or automatically regenerate
the next morning when it is charged.
Arcanoprostheses •143
Lithic Manipulation: Requires two spell levels. Once Action. Once per day, you can fully recharge a
per day, activate the prosthesis to manually shape Type B power cell by touch as a Main Action.
earth, stone, or concrete for the rest of the scene as Quantum ECM Invocator: Requires three spell levels.
if it were a light foam. Up to a 10 x 10 x 10 meter The user becomes capable of activating a quantum
cube of such matter can be shaped with one scene’s ECM field that extends up to 200 meters around
labor. The shaped matter will retain its form after- them. This field has a blanket effect on all quan-
wards, but architecturally unstable structures may tum ECM-affected targeting or control devices
collapse once the effect ends. around them; they may selectively immunize a
Luminance Spark: Requires one spell level. As a Main specific allied system/AI/drone by expending one
Action, cause an object within sight to glow bright- spell level per target exempted. As a side effect,
ly in a color and pattern of your choice, extending this prosthesis also jams all conventional radio
clear radiance out to a 20 meter distance. The light communication in the affected area except that
continues for 24 hours or until you quench it as an emitted or received by immunized devices. The
Instant action, Living creatures cannot be affected, field can be turned on or off as a Main Action.
and the light is not bright enough to blind most. Soul Anchor: Requires two spell levels. The prosthesis
Once per day, you may cause the light created by encodes and anchors the user’s cerebral patterns
this ability to be perceptible only to you and up in a metadimensional overlay. The bearer auto-
to six visible allies of your choice. Neither mech- matically stabilizes at zero hit points, even if they
anisms nor other creatures will perceive such il- have fallen prey to Heavy weapon damage or other
lumination. conventionally unsurvivable physical injury. The
Parasympathetic Shadow Link: Requires two spell lev- only way to effectively kill the user is to spend
els. The user of this prosthesis can touch an allied a Main Action intentionally hacking or blasting
or cooperative Shadow to establish a sympathetic them apart or dissolving/burning/scattering
link between the two as a Main Action. While more than 90% of their body mass.
linked, the user and Shadow can share each oth- Storm Fist: Requires three spell levels. Once per scene,
ers’ senses, know each others’ location, and com- the prosthesis can focus a tremendous blast of ki-
municate telepathically as an Instant action. Any netic force and electrical energy on a single large
Mental saving throws either makes may be made object within sight. The object must be larger than
at a +2 bonus, using the best saving throw target a human being, such as a vehicle or a portion of a
between the two. If either is reduced to zero hit building. Triggering it requires two consecutive
points while the link is active, however, the oth- rounds spent directing the user’s Main Action to-
er must make a Hardiness save or lose half their ward creating the blast; if they take damage while
current hit points, rounded up. Dropping the link so focusing, the blast activates prematurely at a
can be done by either party and requires a Main random direction and object within 2d20 meters
Action. of the user. When the blast goes off, the target
Power Reservoir: Requires two spell levels. The pros- suffers 4d12 damage as if from a Heavy weapon;
thesis acts as an inexhaustible Type A power cell anything within 5 meters of it suffers 2d12 Heavy
to any one Readied piece of equipment you car- damage, with an Evasion save for half. The blast
ry, energizing it by simple proximity. You may is sufficient to punch a vehicle-sized hole in any-
change the item being fueled by it with a Main thing short of military fortifications.
144• Daemonic items
Daemonic Items
Any arcanotechnical item can theoretically be built to Sustaining: The Shadow can lend some of its own life
house a Shadow. Occasionally, due to carelessness in force to the bearer, if it likes them. The Shadow
design or excess risk-taking in development, an item can, as its own Instant action, transfer up to half
can find itself possessed by a Shadow during creation. of its usual maximum hit points to the bearer as
When either of these cases obtains, the GM should healing. A bearer can be Sustained by only one
use the adjacent table to determine the Shadow’s gener- daemon a day, and the daemon cannot use this
al attitude toward its bearer or creator. An intentional- ability more than once a week. +1 Difficulty.
ly-summed Shadow has probably been given a Princi- Vocal: Any Shadow can communicate through the nor-
ple appropriate to serving the item’s purpose, such as a mal display readouts or audio output of an arcan-
Myrmidon bound into a sword with the Principle “Help otech device, but a daemon with this quality can
my wielder slay mighty foes.”, but a randomly-inhab- cause the item to speak aloud even if it has no
iting Shadow may be profoundly unsuited for its body. parts that would allow it. Any sentient creature
Aside from the benefit of having an intelligent, understands it and it understands any sentient
self-operating item, mages sometimes bind daemons creature. +1 Difficulty.
into items in order to grant them additional powers.
The modifications below add to the difficulty of design-
ing the formula and forging the item itself, but do not d12 A Bound Daemon’s Attitude
add to the credit cost or Occult Lore cost. The abilities 1 It’s furious about being bound and only
listed below are merely some that a mage might be able wants the object destroyed.
to imbue with daemonic aid. 2 It’s determined to be used in great deeds
appropriate to its item type.
Berserking: Found only in weapons and armor, the It’s extremely mercenary and wants its
3
Shadow can drive its bearer into a berserk rage Principles advanced in exchange for any
as its Main Action, granting them +10 hit points, voluntary help it gives.
+2 to hit, and the ability to fight on for three
rounds after reaching zero hit points, though this 4 It misses a former user terribly and con-
time counts against any attempt to stabilize them stantly compares its current user to the
afterwards. Berserk users cannot cast spells or former in unflattering ways.
make non-physical skill checks. The berserk state 5 It loves being what it is, and wants to use
lasts until the user spends a Main Action to calm the item’s functionality as often as possible.
down and succeeds on a Mental save. If the bear- 6 It is grimly dedicated to a cause it was
er doesn’t want to go berserk, they must make a made to further, and will seek its advance-
Mental save to resist the daemon. +1 Difficulty. ment by means fair or foul.
Dancing: The Shadow can move and manipulate the It’s proud, and is insulted if the bearer does
7
item as if it were being held and operated by the not use it by preference over other items.
Shadow’s usual physical form and statistics, caus-
ing it to float through the air as if being carried. 8 It’s an enthusiastic yes-daemon, encour-
+2 Difficulty. aging even the user’s dumbest ideas with
Echoing: Used with Shadows that have some innate sycophantic zeal.
magical power, this tweak allows the Shadow to 9 It has a very alien mind, and tends to com-
lend the use of it to their bearer for one scene per municate its desire to pursue its Principles
day. Depending on the potency of the power, it in cryptic or disturbing ways.
might be a +1 or +2 Difficulty increase, or it might 10 It wants to experience as much of life as it
be simply too powerful to be allowed. vicariously can, and encourages its user to
Empowering: The Shadow charges the bearer with mys- take it with them into wild situations.
tic force once per day as an Instant action, if they It’s an unredeemable asshole, missing no
11
are well-disposed to the wielder. For the rest of chance to insult, belittle, and foil its user
the scene, the bearer gets +2 to hit, +1 on skill out of sheer petty spite unless its Principles
checks, and +10 hit points. +1 Difficulty. are served devotedly.
Loyal: If the Shadow actually likes or is at least coop-
erative with the wielder, they can summon the 12 It has an aura of gentle superiority, confi-
artifact to their hand from any intra-system dis- dent of its clearer, wiser, more enlightened
tance as a Main Action. The item and the effects attitude than that of its meaty bearer. It
or attacks it produces will never harm its Shad- gives much advice, half of which is excel-
ow-determined legitimate bearer. +1 Difficulty. lent and half of which is semi-lethal.
Engram charges •145
Engram Charges
An engram charge is a crystallized, static, single-use
SANIS interface programmed with a single arcane spell. General and Universal Charges
Most engram charges take the form of glowing, crystal- Some engram charges are designed with a generalized
line jewels with the spell’s conventional identification interface, such that any mage can use the spell with-
inscribed on the exterior. Other charges are implanted in whether or not it’s part of their tradition’s corpus.
into small wands, folded origami, sealed glass vials, or These “general” engram charges are twice as expensive
other small, portable objects. as the usual kind, and more difficult to create, though
Due to the absence of any kind of guidance or di- they require no additional Occult Lore.
rection system in the charge, it is necessary for its user “Universal” charges are actually implanted with
to be a trained mage. Assuming their magical tradition a micro-Shadow actuator, one capable of casting the
is compatible with the spell implanted in the charge, entire spell from start to finish. As such, they can be
they can trigger it with their own SANIS interface and used even by non-mages, though they need to follow
let their own mind guide the resultant spell effect. the same casting procedure as usual. The cost of such
Once the spell contained within the charge is cast, charges is usually prohibitive for spells more compli-
the object disintegrates or collapses, its energies spent cated than the simplest incantations.
in a single moment. Universal charges are sometimes found on the
black market on magically-active worlds, particularly
Using an Engram Charge those imbued with spells of use to less-than-legal enter-
Using an engram charge works exactly the same as prises. Sometimes these charges work perfectly… and
casting a spell, except that it does not require vocaliza- sometimes they are “temperamental” in their effects.
tions or arcane gestures. The bearer must declare their
intention to use a charge at the start of the turn, have Creating Engram Charges
the charge Readied, and use it as a Main Action when Engram charges are unusually easy for mages to create,
their turn comes up. If the user is hurt before their turn as they’re really nothing more than the physical instan-
comes up, the effort is spoiled and they lose their Main tiation of the mental energy patterns they cultivate each
Action, though the engram charge is not wasted. Spells morning. As such, the usual rules for creating arcano-
cast as Instant or On Turn actions can be used equally tech are altered for engram charges.
quickly in engram form, if they are Readied. First, no formula is necessary for making an en-
The user must have the engram’s spell on their gram charge. An Arcanist can make engram charges of
class spell list, though they do not need to know it per- any spell they know, and a Magister can make charges
sonally. Thus, a Rectifier could not use a Neural Burn of any spell on their class list of a level they can cast.
Cascade engram, because that’s an Arcanist spell and Second, engram charges are never warm or hot.
their SANIS is not compatible with the protocol. They’re too simple and too self-contained to be the risk
The user does not need to be of an adequate level that more sophisticated arcanotech poses.
to cast the spell normally. A first level Rectifier could Third, creating an engram charge takes only one
use an engram charge to cast the fifth level Rectify spell, week instead of one research month. Only one charge
even if they couldn’t normally achieve such mighty sor- can be created at a time, but the effort can be completed
ceries. Spells cast from an engram charge are always in a week.
cast at the minimum necessary level for them to work. The Occult Lore points dedicated to an engram
Thus, first level spells are always cast as if by a first level charge’s creation are restored to the creator when the
caster, third level spells are always cast as if by a fifth charge is used, just as is always the case when one of
level caster, and so forth. their arcanotech items is destroyed or expended.
Credit Occult Lore Skill Level
Engram Charge Spell Level Cost Cost Required Difficulty
First level Arcanist or Magister spell 500 1 1 10
Second level Arcanist or Magister spell 1,000 2 1 11
Third level Arcanist or Magister spell 2,500 4 2 11
Fourth level Arcanist or Magister spell 5,000 8 2 12
Fifth level Arcanist or Magister spell 10,000 16 3 12
a separate attack roll at the same bonus as the first. unique ability; any creature injured by it cannot
The magazine has effectively unlimited ammo. have hit point damage healed by arcane means
Hellfire Blade: Found as an advanced melee weapon, for twenty-four hours afterwards, including by
this +2 pattern weapon ignites with a searing psychic abilities. A creature killed by a terminus
heat at the user’s command. While lit, it can cut weapon cannot be revivified, either by lazarus
through solid objects as if it were a TL4 cutting patches, psychic abilities, or natural regeneration.
laser and inflicts +2 bonus damage and Shock. Vaulting Weapon: Always found as some form of +2
Omened Pistol: Invariably appearing as some form of melee weapon, a Vaulting weapon allows the
pistol or revolver, these +3 pattern weapons can bearer to use their Move action to close with any
be predestined to kill particular enemies. By ac- chosen target within 10 meters, leaping or flying
cepting a point of System Strain and nominating a to engage them. The user must attack the target
visible target, the pistol will always and inevitably with lethal intent at the end of the vault, using
succeed on hit rolls against that target - and inev- their Main Action accordingly. If engaging a fly-
itably miss all other targets - until the nominated ing enemy, the user does not fall afterwards, but
foe is dead or the scene ends. remains engaged with the target and moves along
Pavis of Regret: These legendary +3 pattern deflector with them at the same rate they move. If the target
arrays use arcane dimensional mathematics to dies, the user floats gently to the ground. The user
quantify and reallocate the regrets of the dying. may not target inanimate objects for a vault.
Any visible sentient creature who has died within
the past five minutes can be restored to life and Pattern Gear and Mods
one hit point and maximized System Strain if the
wearer personally kills another visible sentient There are times when the PCs might want to have
creature within that time. Targets cannot benefit the party technician mod an arcanotech device,
from this power more than once.. applying additional benefits to the gear.
Revenant Suit: Built as a +1 combat field uniform, a If the mod does not boost the weapon’s hit or
Revenant Suit is made to keep the user fighting damage roll or armor’s AC, it is applied normally.
even after they’re clinically dead. If the wearer is If the mod adds to the weapon’s hit or damage
reduced to zero hit points, the suit will keep them roll, it stacks with a pattern item’s bonus up to
standing and automatically use its next action to a maximum of +3 to hit and +3 to damage. Any
apply any stim, healing device, or lazarus patch to bonus above this level is wasted.
the unconscious wearer, as if with Heal-1 skill. It After each mod is installed, the tech rolls an
will continue to attempt to heal or stabilize the Int/Fix skill check against the item’s creation dif-
user until they are completely dead. ficulty. On a failure, cold items turn warm, and
Terminus Weapon: A terminus weapon can be built as warm items turn hot.
any form of +2 pattern weapon with a particular
148• Creating new arcanotech
Arcanotech Rewards
How much arcanotech should you place in your cam-
paign for PCs to find and use? How easy should it be for
a PC mage to make arcanotech? Any working GM is
going to wonder about these questions, but the answers
will depend to a great extent on the particular style of
your own campaign.
The basic rubric for rewards and loot applies to ar-
canotech as much as it does to any other treasure; put it
where it makes sense in your world. Any two-bit space
pirate might have a heirloom arcanotech artifact in his
dufflebag, but expensive hardware generally shows up
in the hands of important people. Finding arcanotech
on ordinary people should be a surprise, but finding it
in the hands of powerful, rich, influential NPCs and
their favorite minions should be fairly predictable.
A small-scale mob boss, pirate lord, lostworlder
chieftain, or independent sorcerer is likely to have one
permanent item of the same approximate value as a
+1 pattern weapon. They may have that many credits
worth of temporary or single-use items such as engram
charges in place of this permanent item.
A major criminal overlord, substantial pirate chief-
tain, alien leader, or other significant NPC player in the Item Credit Rewards
area might have a +2 pattern weapon, or its general Making arcanotech is expensive, and it’s not at all im-
value in other items. possible that a party with a mage in it will prefer to
A planetary ruler or someone on that level will spend their credits on other things, such as spaceship
probably have a +3 pattern item or a mix of lesser ar- fittings, shiny new armor, or space-beer and alien
canotech. If they have lieutenants or minions, those prostitutes. This can leave a mage PC frustrated, as
NPCs will be independently outfitted as per the guide- the group may not be willing to spend the money they
lines above, depending on how important they are. would need to actually make any significant items.
From this baseline, move the abundance of tech As a response, a GM can insert rewards in the form
up or down depending on how common it is in your of arcanotech components, raw materials, and esoteric
sector. If everybody is enthusiastic about arcanotech, substances that are only useful for making arcanotech.
double the values above. If it’s rare, esoteric, and lit- These components can be assigned a credit value, but
tle-trusted, halve them. they’re only useful for making arcanotech, and the ex-
When placing unowned arcanotech, such as loot istence of counterfeits and fakes makes it difficult to sell
found in an alien ruin, just think back to the original “salvaged” components on the open market. Without a
owner. How important were they? How much arcan- certified trail of custody on those resonant runic cores,
otech would they have had access to? Once you know a buyer could be getting anything.
who originally owned the stuff, you can figure out how Mages and other arcane workers are the NPCs
much of it ought to be left in their personal effects, most likely to have such components for the PCs to
assuming none was taken by their survivors. “liberate”, along with troves found in the ruined resi-
It’s entirely legitimate to throw an arcanotech item dences of such people. A mage with no particular aspi-
into an ordinary space-peasant’s possession too, if you rations to be an arcanotech artificer might have noth-
feel like it. All manner of people might have heirloom ing, but one who makes such items will usually have a
items or have dug something up they didn’t understand. variable amount of goods depending on their hit dice.
If you do this, however, you should have some vague A mage with 1 to 3 hit dice probably has no com-
idea of how the person got their hands on such an ex- ponents worth mentioning. One with 4 to 6 hit dice
pensive, semi-legal piece of hardware and what they has about 2,500 credits worth per hit die. One with
intend to do with it. 7 or more hit dice likely has 5,000 credits per hit die
It’s also legitimate for the party to decide that they available in their laboratory.
want a particular item, and then spend an adventure It’s also quite possible for occult-minded patrons
or two locating such a device and acquiring it from its to offer such rewards as payment to PCs for their work.
current possessors. Such enthusiasms are ready-made The amounts above can be used as general guidelines
adventure hooks that considerably ease a GM’s job. for how much a given NPC would be able to pay.
150•Index
INDEX
A Grimoires 100
Academic tradition 14 H
Adepts 17
Arcane Expert and Arcane Warrior Foci 92–97 Haze. See Spells, Haze
Arcane Experts 30 Heat, Arcanotech 131
Arcane physiokinetics 15 Heritor traditions 14
Arcane Research 98–109 K
Occult Lore 98
Research Months 99 Know Magic Skill 21
Arcane Warriors 31
Arcanists 18, 32–33 M
Spell List 64–71
Arcanoprostheses 142–143 Magic Items. See Objects of Power
Arcanotech. See Objects of Power Magic Weapons and Armor. See Pattern Weapons
and Armor
C Magisters 19
S Focus 23
Haze 23
SANIS interface 8, 14 Learning 22
Shadows 10, 114–129 Preparing 21
Controlling Shadows 117 Range 63
Cults 11 Slots 20
Deceiver 118 Surge 23
Devourer 119 Targets 63
Drudge 119 Visibility 63
Eaten God 120 Street Magic 4, 7
Goblin 120 Sunblade 50–53
Heresiarch 121 Surge. See Spells, Surge
Lesser Servitor 122 Sword and Planet 4–5
Liber Damnatus 122
Manipulatory Manifestation 122 T
Minion 123
Myrmidon 123 Targets 63
Odalisque 123
Principles 116 V
Render 124
Shadow Chariot 124 Visibility 63
Shadow Cults 127–129
Stellar Phoenix 125 W
Summoning Shadows 117
Vigilant 125 War Mage 54–57
Spell List 84–89
Space Fantasy 4, 6
Spells Y
Casting 21–22
Developing 62 Yama King 58–61
Duration 63